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Just a basic Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nwait (7) seconds\nswitch backdrop to (choose v) and wait\n\nshow\n\nwhen I receive [player has chooseb v]\nswitch backdrop to (blank v)\n\nwhen backdrop switches to [intro v]\nforever\n play sound [End1 v] until done\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (you v)\nhide\nwait (7) seconds\nshow\nsetup\nforever\n movement\nend\n\ndefine setup\ngo to x: (-180) y: (45)\nset [y velocity v] to [0]\n\nwhen [1 v] key pressed\nswitch costume to (you holding a crown v)\nwait (1) seconds\nswitch costume to (you holding a crown2 v)\nwait (1) seconds\nswitch costume to (secret technobladeneverdies v)\n\nwhen backdrop switches to [choose v]\nhide\n\nwhen backdrop switches to [blank v]\nwait (0.2) seconds\nshow\n\nwhen backdrop switches to [mobile screen blank v]\nwait (0.2) seconds\nshow\n\nforever\n point towards (mouse-pointer v)\n move (10) steps\nend\n\nwhen I receive [hover over v]\n\nforever\n if <touching color (#000000)?> then\nend\n\nwhen I receive [death v]\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (60) to (100))\nrepeat (50)\n change y by (8.5)\n change x by (-5)\n wait (0.3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (60) to (100))\nrepeat (50)\ndelete this clone\n\ngo to (random position v)\nchange y by (-10)\n\nwhen backdrop switches to [intro v]\ndelete this clone\n\nwhen backdrop switches to [choose v]\ndelete this clone\n\nwhen backdrop switches to [blank v]\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [mobile screen blank v]\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [mobile screen blank v]\n\nforever\n point towards (mouse-pointer v)\n move (10) steps\nend\n\nif <touching (levels v)?> then\n set [y velocity v] to [1]\nend\n\ndefine movement\nchange [y velocity v] by (-1)\nchange y by (Y velocity)\nif <touching (levels v)?> then\n if <touching color (#ff0000)?> then\n setup\n end\n change y by ((0) - (Y velocity))\n set [y velocity v] to [1]\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [12]\n end\nend\nif <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n end\n end\n end\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n move (7) steps\n if <touching (levels v)?> then\n move (-7) steps\n end\nend\nif <key (left arrow v) pressed?> then\n move (7) steps\n point in direction (-90)\n if <touching (levels v)?> then\n move (-7) steps\n end\nend\nif <<(x position) > [0]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n setup\nend\n\ndefine On top\n\nwhen flag clicked\nswitch costume to (you v)\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x velo v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x velo v] by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (you v)\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n change [y velo v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>> then\n change [y velo v] by (1)\n end\nend\n\npoint towards (mouse-pointer v)\n\nwhen flag clicked\nif <touching color (#ff0505)?> then\n go to x: (-180) y: (-99)\nend\n\nwhen I start as a clone\nif <touching color (#ff0505)?> then\n go to x: (-180) y: (-99)\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\nwait (7) seconds\nshow\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen flag clicked\n\nwait (7) seconds\nbroadcast (Level 4 Crown v)\n\ndefine ()\n\nwhen backdrop switches to [choose v]\nhide\n\nwhen backdrop switches to [blank v]\nshow\n\nwhen backdrop switches to [mobile screen blank v]\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Squirrel Logo Background\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (3) seconds\nbroadcast (Hide all v)\n\nwhen I receive [hide all v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@SquirrelBETA Logo\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to (0) %\ngo to x: (3) y: (26)\npoint in direction (90)\nrepeat (15)\n turn right (24) degrees\n change size by (6.52)\nend\n\nwhen I receive [hide all v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nshow\n\n@SquirrelBETA \n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (470) y: (-85)\nglide (.5) secs to x: (-21) y: (-85)\n\nwhen I receive [hide all v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nshow\n\n@Mobile\n\nwhen flag clicked\nhide\nwait (7.5) seconds\ngo to x: (79) y: (3)\n\nshow\n\nwhen backdrop switches to [choose v]\nhide\n\nwhen this sprite clicked\nhide\nswitch backdrop to (mobile screen blank v)\n\nshow\n\nwhen backdrop switches to [blank v]\nhide\n\n@Pc\n\nwhen flag clicked\nhide\ngo to x: (-103) y: (-3)\nwait (7.5) seconds\nshow\n\nwhen this sprite clicked\nhide\nswitch backdrop to (blank v)\nbroadcast (Start Dropping v)\n\nwhen backdrop switches to [mobile screen blank v]\nhide\n\nwhen backdrop switches to [choose v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (-103) y: (-3)\nwait (7.5) seconds\nshow\n\n
Just a basic Platformer...\nWhat Else Do You Expect?\n\nThe Controls are on Keyboard \n(Sorry If Your On Mobile for now)\nHold Arrow Key Up for Climbing...\nThe Arrow Keys=\nLeft Arrow To Go Left\n Right Arrow To Go Right\n Up Arrow To Jump\n\nIf There Is Any Bugs Please Comment\n\nGoing To Add More Levels In the Future...
ICE platformer アイスプラットフォーマー #games #game
@Stage\n\n@ああああああああ\n\nwhen flag clicked\nshow\nswitch costume to (あああああああ v)\nset [y v] to [0]\nset [x v] to [0]\nstart sound [Open Secrets v]\npoint in direction (90)\ngo to x: (-200) y: (0)\nforever\n if <<<mouse down?> and <(mouse x) > (x position)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n change y by (-1)\n if <touching (地面 v)?> then\n set [x v] to ((x) * (.94))\n else\n set [x v] to ((x) * (.90))\n end\n change y by (1)\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change 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 (-10)\n change x by (() - (x))\n if <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n start sound [Jump 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\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n create clone of (_myself_ v)\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n 落下\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (次のステージ v)\n go to x: (-200) y: (0)\n wait (1) seconds\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (棘 v)?> then\n go to x: (-200) y: (0)\n play sound [Teleport2 v] until done\n set [x v] to [0]\n set [y v] to [0]\n end\n if <not <(y position) > [-180]>> then\n go to x: (-200) y: (0)\n play sound [Teleport2 v] until done\n set [x v] to [0]\n set [y 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)?> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n create clone of (_myself_ v)\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n 落下\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (次のステージ v)\n go to x: (-200) y: (0)\n wait (1) seconds\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (棘 v)?> then\n go to x: (-200) y: (0)\n play sound [Teleport2 v] until done\n set [x v] to [0]\n set [y v] to [0]\n end\n if <not <(y position) > [-180]>> then\n go to x: (-200) y: (0)\n play sound [Teleport2 v] until done\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I start as a clone\nswitch costume to (あああああああ v)\nrepeat (4)\n change size by (-4)\nend\ndelete this clone\n\ndefine 落下\nif <[0] < (y)> then\n repeat until <not <touching (地面 v)?>>\n change y by (-1)\n end\nelse\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\nend\nset [y v] to [0]\n\n@地面\n\nwhen I receive [次のステージ v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ステージ v] to [0]\n\nwhen flag clicked\nforever\n 見やすさ\nend\n\ndefine 見やすさ\nswitch costume to (コスチューム1 v)\nrepeat ((ステージ) + (見やすさ))\n next costume\nend\n\n@棘\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [バグ v]\nswitch costume to (バグ v)\nstop [all v]\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [見やすさ v] to [0]\nforever\n if <(costume [number v]) = [1]> then\n set [見やすさ v] to [0]\n else\n set [見やすさ v] to [9]\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@タイム\n\nwhen flag clicked\nshow\n\n@タイム2\n\nwhen I start as a clone\nchange x by (((タイム) - (1)) * (20))\nif <(タイム) = [1]> then\n wait until <[100] < (timer)>\n if <(ゴール) = [0]> then\n show\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (1) of (timer)) - (1))\n end\n end\n end\nelse\n if <(タイム) = [2]> then\n wait until <[10] < (timer)>\n show\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (1) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (2) of (timer)) - (1))\n end\n end\n else\n show\n if <(タイム) = [3]> then\n repeat until <[10] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (1) of (timer)) - (1))\n end\n end\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (2) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (3) of (timer)) - (1))\n end\n end\n else\n if <(タイム) = [4]> then\n repeat until <[10] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (3) of (timer)) - (1))\n end\n end\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (4) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (5) of (timer)) - (1))\n end\n end\n else\n if <(タイム) = [5]> then\n repeat until <[10] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (4) of (timer)) - (1))\n end\n end\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (5) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (6) of (timer)) - (1))\n end\n end\n else\n if <(タイム) = [6]> then\n repeat until <[10] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (5) of (timer)) - (1))\n end\n end\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (6) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (7) of (timer)) - (1))\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (コスチューム8 v)\n\nwhen flag clicked\nhide\nreset timer\nset [タイム v] to [0]\ngo to x: (110) y: (142)\nrepeat (6)\n change [タイム v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [ゴール v] to [0]\nforever\n if <([costume # v] of [地面 v]) = [9]> then\n set [ゴール v] to [1]\n end\n if <([costume # v] of [地面 v]) = [18]> then\n set [ゴール v] to [1]\n end\nend\n\nwhen I start as a clone\nif <(タイム) = [6]> then\n if <(costume [number v]) = [4]> then\n if <(costume [number v]) = [4]> then\n if <(costume [number v]) = [4]> then\n if <(costume [number v]) = [4]> then\n if <(costume [number v]) = [4]> then\n if <(costume [number v]) = [4]> then\n if <(costume [number v]) = [4]> then\n wait (0.1) seconds\n if <(costume [number v]) = [4]> then\n broadcast (バグ v)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n
https://scratch.mit.edu/projects/934711746/\n新作↑\n\n矢印キーまたはタップで操作\n\n傾向載れぇぇ\n2p!
Platformer but you can't jump! | #all #games #trending #art
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [Radiant v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Reset v)\nset [level v] to [1]\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 change [x velocity v] by (1.5)\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 (-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 if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X velocity) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\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 if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (Reset v) and wait\n end\n if <[-174] > (y position)> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n if <touching (spring v)?> then\n set [y velocity v] to [15]\n end\n if <(Level) = [21]> then\n stop [other scripts in sprite v]\n end\n if <(Level) = [21]> then\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nif <(Level) = [10]> then\n go to x: (-198) y: (-100)\nelse\n go to x: (-198) y: (0)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nwait until <(x position) > [-60]>\nwait (0.4) seconds\nforever\n change [timer v] by (0.1)\n wait (0.05) seconds\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nshow variable [timer v]\nshow variable [level v]\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nhide variable [timer v]\nhide variable [level v]\n\n@spring\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Time decreased!\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [golden v]\ngo to [front v] layer\nshow\nchange [timer v] by (-10)\nwait (2.5) seconds\nhide\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 stop [this script v]\n end\nend\n\n@Your time:\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nstart sound [pop v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nhide\n\nwhen I receive [golden v]\nhide\n\n
Hello.\nI added emotions like heart and star\n\n⚠️ THIS MESSAGE IS IMPORTIANT! ⚠️\nFollow me to be able to advertise!\nA lot of people advertise without following!\n\n❤️ and ⭐️ this project for the time to decrease for 10 seconds\nThe project above 3500 loves gets some cool holiday updates!\n\nInstructions\n1. use arrow keys, mobile drag, or WASD to move your player\n2. You can't jump but you can wall jump\n3. springs can make you jump reguarly\n4. Don't touch spikes or fall into the void.\n5. Be smart in this game, there will be some hard levels for your brain.\n\n\nGood luck!\n\n\n#all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art
[ platformer ] - winter / #Games #all #trending
@Stage\n\nwhen flag clicked\nforever\n play sound [3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (10)\nhide\nshow\nstart \n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n show variable [deaths v]\nend\n\ndefine start \nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to (cube type 1 v)\n end\n change [x_velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x_velocity v] by (1)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to (cube type 1 v)\n end\n change x by (X_VELOCITY)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> then\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <touching (platform v)?> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <touching (platform v)?>> then\n set [y_velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <touching (spikes v)?> then\n Respawn\n change [deaths v] by (1)\n end\nend\n\nwhen I start as a clone\nif <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube effect type 2 v)\nelse\n switch costume to (cube effect type 1 v)\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@platform\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [win? v] to [1]\n end\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@snow\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (0) to (50))\nset size to (50) %\npoint in direction (180)\ngo to x: (pick random (-200) to (200)) y: (200)\nrepeat until <<touching (platform v)?> or <touching (spikes v)?>>\n move (5) steps\nend\nchange y by (5)\nwait (2) seconds\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nrepeat until <<touching (platform v)?> or <touching (spikes v)?>>\n repeat (pick random (1) to (10))\n turn right (pick random (1) to (10)) degrees\n end\n repeat (pick random (1) to (10))\n turn left (pick random (1) to (10)) degrees\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change y by (-2)\n end\nend\n\n@screen2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (15)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.04)\ngo to x: (0) y: (15)\n\n@Timer ⏱️ \n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (70)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nshow\nforever\n if <(win?) = [0]> then\n change [timer v] by (0.1)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(costume [number v]) = [1]> then\n show variable [timer v]\n else\n hide variable [timer v]\n end\nend\n\nhide\n\nshow\n\nhide\n\n@Love\n\nwhen flag clicked\nhide variable [fave v]\nhide variable [love v]\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\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 set [fave v] to [1]\n end\nend\n\n@Like&fav pls\n\nwhen flag clicked\nshow\ngo to x: (170) y: (146)\nset y to (202)\nrepeat (10)\n change y by (-3)\nend\nrepeat (10)\n change y by (-1.5)\nend\nrepeat (10)\n change y by (-0.5)\nend\nwait (2) seconds\nif <<(Love) = [1]> and <(Fave) = [1]>> then\nrepeat (10)\n change y by (3)\nend\nrepeat (10)\n change y by (1.5)\nend\nrepeat (10)\n change y by (0.5)\nend\n\nhide\n\n
Mobile Support ✅\nEng.-----------------------------------------------------------CONTROLS :\nW / A / S - for jump and walk\n--------------------------------------------------------------\nGood game to you\n❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️\nmy own record is 36.4 !! real
Minecraft Platformer hacked
@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [洞窟はいつ v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [出た v]\nswitch backdrop to (マイクラ夜 v)\n\nwhen flag clicked\nforever\n\n@すてぃいいいいいぶ\n\ndefine 初期化\nswitch costume to (コスチューム2 v)\nset [yy v] to [0]\nset [xx v] to [0]\ngo to x: (-200) y: (-59)\n\nwhen flag clicked\nset rotation style [left-right v]\nset drag mode [draggable v]\nshow\nset [xx v] to [0]\nset [yy v] to [0]\n初期化\nforever\n change [yy v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [xx v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-75)\n change [xx v] by (-1)\n end\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (場所 v)?> then\n change y by (6)\n end\n if <touching (場所 v)?> then\n change y by (-6)\n change x by (() - (xx))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n if <(xx) > [0]> then\n set [xx v] to [-10]\n else\n set [xx v] to [10]\n end\n else\n set [xx v] to [0]\n end\n end\n change y by (yy)\n if <touching (場所 v)?> then\n change y by ((-1) * (yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n end\n end\n if <touching (tpge v)?> then\n start sound [Magic Spell v]\n go to x: (245) y: (-79)\n end\n if <(x position) > [230]> then\n if <not <(ステージ) = [11]>> then\n change [ステージ v] by (1)\n 初期化\n end\n end\nend\n\nwhen I receive [終わり v]\nhide\n\nwhen I receive [終わり v]\nstop [all v]\n\ngo to (random position v)\n\nwhen flag clicked\nforever\n say [I'm moon walking]\nend\n\n@場所\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [6]> then\n broadcast (洞窟はいつ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n broadcast (出た v)\n end\nend\n\nset [ステージ v] to [9]\n\n@tpge\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0)\nset [pixelate v] effect to (300)\nrepeat (30)\n change [pixelate v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@素材1\n\n@洞窟\n\nwhen flag clicked\nhide\n\n@砂漠\n\nwhen flag clicked\nhide\n\n@剣\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (800) %\nset rotation style [all around v]\npoint in direction (180)\nhide\n\nwhen flag clicked\nforever\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 wait (2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> 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 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\nforever\n repeat (10)\n change [color v] effect by (0.5)\n end\n wait (0.1) seconds\n repeat (10)\n change [color v] effect by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <[6] < (ステージ)> then\n show\n if <touching (すてぃいいいいいぶ v)?> then\n broadcast (おく v)\n switch costume to (ダイヤモンドの剣 v)\n forever\n go to (すてぃいいいいいぶ v)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\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 (ダイヤモンドの剣 v)\n end\n end\n end\n end\nend\n\n@a\n\nwhen I receive [攻撃 v]\nif <touching (剣 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-10)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n switch costume to (コスチューム2 v)\n wait (1) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (245) y: (-66)\nswitch costume to (コスチューム1 v)\nset size to (1000) %\nforever\n if <(ステージ) = [8]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [9]>\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 (すてぃいいいいいぶ 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 point towards (すてぃいいいいいぶ v)\n wait (0.01) seconds\n move (5) steps\n if <touching (_edge_ v)?> then\n point towards (すてぃいいいいいぶ v)\n wait (0.01) seconds\n move (5) steps\n end\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change x by ((0) - (X2))\n change y by (-5)\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 (場所 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\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\n@スプライト6\n\nwhen flag clicked\nshow\ngo to x: (-1) y: (160)\nset size to (150) %\nset [hp v] to [20]\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 (-1)\nif <(HP) = [0]> then\n broadcast (終わり v)\nend\nnext costume\n\nwhen I receive [終わり v]\nstop [all v]\n\nwhen I receive [ゲーム終了です v]\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\nshow\n\n@インベントリ\n\nwhen flag clicked\nshow\nswitch costume to (インベントリ v)\n\nwhen I receive [おく v]\nswitch costume to (インベントリ2 v)\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\n@選ぶ\n\n@a2\n\nwhen I receive [攻撃 v]\nif <touching (剣 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-10)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n switch costume to (コスチューム2 v)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (245) y: (-66)\nswitch costume to (コスチューム1 v)\nset size to (1000) %\nforever\n if <(ステージ) = [10]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [11]>\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 (すてぃいいいいいぶ 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 point towards (すてぃいいいいいぶ v)\n wait (0.001) seconds\n move (3) steps\n if <touching (_edge_ v)?> then\n point towards (すてぃいいいいいぶ v)\n wait (0.001) seconds\n move (3) steps\n end\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change x by ((0) - (X2))\n change y by (-5)\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 (場所 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\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\n@背景\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nset size to (200) %\nset [brightness v] effect to (-18)\ngo to x: (50) y: (-17)\nforever\n if <(ステージ) = [11]> then\n go to [back v] layer\n broadcast (次元は違う v)\n switch costume to (ステージ5 v)\n set [brightness v] effect to (-18)\n show\n end\nend\n\nswitch costume to (ステージ8 v)\nset [brightness v] effect to (0)\nshow\n\nset [ステージ v] to [9]\n\n
https://scratch.mit.edu/projects/939672588\n傾向4p‼\n\n【操作 / Control】\n[矢印キー ] - スティーブが動く\n壁キックもできます\nマグマ・サボテン・落下でハートが0.5削れます\nハートが0でGAMEOVERです\n\n【攻略方法 / Strategy】\n剣を手に入れた後スペースキーで使用可能\nゾンビたちは10回斬れば倒せます\n\n面白かったらハートと星お願いします\n\n【クレジット / Credit】\nキャラクター:@BritishHarry様\nマグマ:@dorakcarbz様\n剣のプログラム:@-Hamukatu-Uruhu-様\n\n制作 1日(2時間)
[360°] [ Platformer ] / #all #trending #360 #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [kudasai - dream of her \(1\) v] until done\n play sound [3 v] until done\nend\n\n@Platform\n\nwhen flag clicked\nbroadcast (respawn v)\nSize: [400]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n change [d vel v] by (-0.3)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n change [d vel v] by (0.3)\n end\n set [d vel v] to ((d vel) * (0.85))\n turn right (d vel) degrees\n if <touching (cube v)?> then\n change y by (-1)\n if <touching (cube v)?> then\n change y by (-1)\n if <touching (cube v)?> then\n change y by (-1)\n if <touching (cube v)?> then\n change y by (-1)\n if <touching (cube v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (cube v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (cube v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <not <(costume [number v]) = [4]>> then\n set [y vel v] to [-16]\n else\n set [y vel v] to [-20]\n end\n end\n end\n change y by (-1)\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\ndefine Size: (#)\nswitch costume to (size hack v)\nset size to (#) %\nswitch costume to (desert v)\n\nwhen flag clicked\nforever\n set [player:far v] to ((distance to [cube v]) - (472))\nend\n\nwhen I receive [next v]\nwait (0.3) seconds\nnext costume\n\nbroadcast (next v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (moon v)\n wait (10) seconds\n end\nend\n\nbroadcast (next v)\nbroadcast (respawn v)\nbroadcast (moon v)\n\nbroadcast (respawn v)\n\nwhen flag clicked\nset [win? v] to [0]\nforever\n if <(costume [number v]) = [5]> then\n set [win? v] to [1]\n end\nend\n\nbroadcast (next v)\nbroadcast (respawn v)\n\n@cube\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n change y by (-5)\n if <touching (spikes v)?> then\n broadcast (sound effect ;-; v)\n broadcast (respawn v)\n end\n if <<touching color (#c9c9c9)?> or <touching color (#fff537)?>> then\n broadcast (win v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nforever\n if <touching (jump v)?> then\n set [y vel v] to [-20]\n end\nend\n\nwhen I receive [moon v]\nif <not <<(Love) = [1]> and <(Fave) = [1]>>> then\n switch costume to (2 v)\nelse\n switch costume to (3 v)\nend\n\nwhen I receive [sound effect ;-; v]\nplay sound (pick random (1) to (2)) until done\n\nwhen flag clicked\nforever\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (3 v)\n end\nend\n\n@background / 1\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (respawn v)\nswitch costume to (costume2 v)\nset size to (300) %\nswitch costume to (costume1 v)\nforever\n turn right (d vel) degrees\n go to (platform v)\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [moon v]\nswitch costume to (costume5 v)\n\nbroadcast (respawn v)\n\n@background /2\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\n@spikes\n\nwhen flag clicked\ngo to [back v] layer\nshow\nbroadcast (respawn v)\nswitch costume to (size hack v)\nset size to (300) %\nswitch costume to (desert spikes v)\nforever\n turn right (d vel) degrees\n go to (platform v)\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next v]\nwait (0.3) seconds\nnext costume\n\nwhen I receive [moon v]\nshow\nswitch costume to (moon__ v)\n\n@finish\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (respawn v)\nswitch costume to (costume2 v)\nset size to (300) %\nswitch costume to (costume1 v)\nforever\n turn right (d vel) degrees\n go to (platform v)\nend\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nshow\nforever\n if <touching (cube v)?> then\n play sound [Coin v] until done\n wait (0.1) seconds\n if <touching (cube v)?> then\n broadcast (respawn v)\n broadcast (next v)\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [moon v]\nshow\n\n@Next\n\nwhen flag clicked\ngo to x: (543) y: (0)\nhide\n\nforever\n\nwhen I receive [next v]\nshow\ngo to x: (543) y: (0)\nrepeat (25)\n change x by (() - ((x position) / (6)))\nend\nrepeat (10)\n change x by ((x position) - (6))\nend\nrepeat (10)\n change x by (-50)\nend\n\n@screen\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@Timer ⏱️ \n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (70)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(win?) = [0]> then\n set [timer v] to (timer)\n end\nend\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(costume [number v]) = [1]> then\n show variable [timer v]\n else\n hide variable [timer v]\n end\nend\n\nhide\n\nshow\n\nhide\n\n@Like&fav pls\n\nwhen flag clicked\nshow\ngo to x: (170) y: (146)\nset y to (202)\nrepeat (10)\n change y by (-3)\nend\nrepeat (10)\n change y by (-1.5)\nend\nrepeat (10)\n change y by (-0.5)\nend\nwait (2) seconds\nif <<(Love) = [1]> and <(Fave) = [1]>> then\nelse\n wait (1) seconds\nend\nrepeat (10)\n change y by (3)\nend\nrepeat (10)\n change y by (1.5)\nend\nrepeat (10)\n change y by (0.5)\nend\n\nhide\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 set [fave v] to [1]\n end\nend\n\n@Love\n\nwhen flag clicked\nhide variable [fave v]\nhide variable [love v]\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\n end\nend\n\n
>>Mobile Support ✅\nEng.-----------------------------------------------------------CONTROLS :\nW / A / S - for jump and walk\n--------------------------------------------------------------\n_-Good game to you-_⭐️
The Longest Platformer Ever! 4 player
@Stage\n\nwhen flag clicked\nforever\n if <<key (0 v) pressed?> and <<key (8 v) pressed?> and <key (9 v) pressed?>>> then\n next backdrop\n wait (0.25) seconds\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (2 v) pressed?> then\n change volume by (-5)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (4 v) pressed?> then\n change volume by (5)\n end\nend\n\n@P1\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 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\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\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 broadcast (nope 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 [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n 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 I receive [nope v]\ngo to x: (-223) y: (-166)\n\n@P2\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 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\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: (-201) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (d v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (a 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 (w 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 (w 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 change [green - score v] by (1)\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 go to x: (-201) y: (-167)\n broadcast (nope 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 [15]\n end\n if <touching color (#00ffff)?> then\n if <key (w v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n go to x: (-201) y: (-166)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n if <(Green - Score) > [0]> then\n change [green - score v] by (-1)\n end\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\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 [r v] key pressed\nwait (0) seconds\ngo to x: (-201) y: (-166)\n\nwhen I receive [nope v]\ngo to x: (-201) y: (-166)\n\n@P3\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: (-222) y: (-141)\nset [yv v] to [0]\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: (-222) y: (-141)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\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 [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: (-222) y: (-141)\npoint in direction (90)\nwait (2) seconds\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (h v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (f 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 (t 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 (t 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 change [green - score v] by (1)\n start sound [next lvl v]\n go to x: (-222) y: (-141)\n set [yv v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-222) y: (-141)\n broadcast (nope 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 [15]\n end\n if <touching color (#00ffff)?> then\n if <key (t 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: (-222) y: (-141)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n if <(Green - Score) > [0]> then\n change [green - score v] by (-1)\n end\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\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: (-222) y: (-141)\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: (-222) y: (-141)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen [r v] key pressed\nwait (0) seconds\ngo to x: (-222) y: (-141)\n\nwhen I receive [nope v]\ngo to x: (-222) y: (-141)\n\n@P4\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: (-202) y: (-142)\nset [yv v] to [0]\ngo to x: (-202) y: (-142)\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: (-202) y: (-142)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\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 [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: (-202) y: (-142)\npoint in direction (90)\nwait (2) seconds\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (l v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (j 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 (i 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 (i 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 change [green - score v] by (1)\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-202) y: (-142)\n switch backdrop to (next backdrop v)\n go to x: (-202) y: (-142)\n broadcast (nope 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 [15]\n end\n if <touching color (#00ffff)?> then\n if <key (i 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: (-202) y: (-142)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n if <(Green - Score) > [0]> then\n change [green - score v] by (-1)\n end\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\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: (-202) y: (-142)\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 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 [r v] key pressed\nwait (0) seconds\ngo to x: (-202) y: (-142)\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen I receive [nope v]\ngo to x: (-202) y: (-142)\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 this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nwait (4) seconds\nhide\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\n@Sprite4\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 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\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\ngo to x: (-223) y: (-167)\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@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (1)\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\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
Green-arrow key\nBlue-WAD\nPurple-TFH\nPink-IJL\nR to restart\nP to pause\n
⚡拡散希望⚡Gimmick platformer!! ギミック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 [free intro end v]\nswitch backdrop to (背景2 v)\n\n@free intro\n\ndefine パン (大きさ)\nset [大きさsw v] to (join (letter (1) of (大きさ)) (join (letter (2) of (大きさ)) (letter (3) of (大きさ))))\nswitch costume to (join [SW] (letter (4) of (大きさ)))\ncreate clone of (_myself_ v)\nswitch costume to (動き v)\n\ndefine 花火 (大きさ) (数)\nif <[100] < (大きさ)> then\n switch costume to (大きく v)\nelse\n switch costume to (小さく v)\nend\nset size to (大きさ) %\nswitch costume to (fw0 v)\nrepeat ((数) / (2))\n set [brightness v] effect to (0)\n turn right ((360) / (数)) degrees\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n turn right ((360) / (数)) degrees\n create clone of (_myself_ v)\n change [なめらか v] by (1)\nend\nswitch costume to (動き v)\n\nwhen I start as a clone\nset [コスチューム v] to (costume [name v])\nset [x本体 v] to (x position)\nset [y本体 v] to (y position)\nset [大きさ本体 v] to (size)\nset [向き本体 v] to (direction)\nswitch costume to (コスチューム)\nif << (costume [name v]) contains [パンゾイド]?> or < (costume [name v]) contains [SW]?>> then\n set [大きさ本体 v] to [0]\n switch costume to (小さく v)\n set size to (0) %\n if < (costume [name v]) contains [パンゾイド]?> then\n go to [back v] layer\n end\nend\nif < (costume [name v]) contains [text]?> then\n [2.6] まで待つ。\nend\nforever\n if <not <<<<<<<(なめらか) = [text5]> or <<(costume [name v]) = [フラッシュ]> or <(costume [name v]) = [模様2]>>> or < (costume [name v]) contains [ロゴ背景]?>> or <<(costume [name v]) = [logo]> or <(costume [name v]) = [揺れ]>>> or < (costume [name v]) contains [スプライン]?>> or <<(costume [name v]) = [click to skip]> or < (costume [name v]) contains [シャッター]?>>> or <<(costume [name v]) = [パン作成]> or <<(costume [name v]) = [光]> or <(costume [name v]) = [模様]>>>>> then\n switch costume to (大きく v)\n set size to (100) %\n switch costume to (動き v)\n point in direction (((item (5) of [free intro byyy-h v]) - (90)) + (向き本体))\n if <[4.6] < (timer)> then\n if <not <(コスチューム) = [カラー]>> then\n if <(コスチューム) = [text3]> then\n set [color v] effect to (((450) - (向き本体)) + ((-360) * <(向き本体) = [90]>))\n else\n set [color v] effect to (0)\n end\n end\n else\n if <<< (コスチューム) contains [SW]?> or < (コスチューム) contains [FW]?>> or <<(コスチューム) = [text2]> or <<<(コスチューム) = [パンゾイド5]> or <(コスチューム) = [パンゾイド6]>> or <(コスチューム) = [パンゾイド9]>>>> then\n set [color v] effect to (0)\n else\n set [color v] effect to (((-500) - (item (1) of [free intro byyy-h v])) + ((1000) * <(item (1) of [free intro byyy-h v]) = [500]>))\n end\n end\n if <<<(コスチューム) = [text2]> or <<<(コスチューム) = [パンゾイド5]> or <(コスチューム) = [パンゾイド6]>> or <(コスチューム) = [パンゾイド9]>>> and <not <[4.6] < (timer)>>> then\n go to x: ((((x本体) + ((-1) * (item (1) of [free intro byyy-h v]))) + (item (3) of [free intro byyy-h v])) / (item (11) of [free intro byyy-h v])) y: (((y本体) + (item (4) of [free intro byyy-h v])) / (item (11) of [free intro byyy-h v]))\n else\n if <<< (コスチューム) contains [SW]?> or < (コスチューム) contains [FW]?>> and <not <[7.4] < (timer)>>> then\n go to x: (((x本体) + (item (3) of [free intro byyy-h v])) / (item (11) of [free intro byyy-h v])) y: (((y本体) + (item (4) of [free intro byyy-h v])) / (item (11) of [free intro byyy-h v]))\n else\n go to x: ((((x本体) + (item (1) of [free intro byyy-h v])) + (item (3) of [free intro byyy-h v])) / (item (11) of [free intro byyy-h v])) y: ((((y本体) + (item (2) of [free intro byyy-h v])) + (item (4) of [free intro byyy-h v])) / (item (11) of [free intro byyy-h v]))\n end\n end\n if <[100] < ((大きさ本体) / (item (11) of [free intro byyy-h v]))> then\n switch costume to (大きく v)\n else\n switch costume to (小さく v)\n end\n set size to ((大きさ本体) / (item (11) of [free intro byyy-h v])) %\n switch costume to (コスチューム)\n show\n end\nend\n\ndefine フラッシュ\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (50)\nshow\nset [なめらか v] to [50]\nrepeat until <[99] < (なめらか)>\n change [ghost v] effect by ((((100) - (なめらか)) / (4)) * (item (10) of [free intro byyy-h v]))\n change [なめらか v] by ((((100) - (なめらか)) / (4)) * (item (10) of [free intro byyy-h v]))\nend\ngo to [back v] layer\nhide\n\ndefine (timer) まで待つ。\nwait until <(timer) < (timer)>\n\nwhen I start as a clone\nif < (costume [name v]) contains [text]?> then\n go to [front v] layer\n if <(なめらか) = [text5]> then\n hide\n [6] まで待つ。\n go to x: (0) y: (0)\n point in direction (90)\n set size to (40) %\n go [backward v] (2) layers\n show\n set [ghost v] effect to (40)\n set [繰り返すカウント v] to [40]\n repeat until <[99] < (繰り返すカウント)>\n change [ghost v] effect by ((((100) - (繰り返すカウント)) / (5)) * (item (10) of [free intro byyy-h v]))\n change [繰り返すカウント v] by ((((100) - (繰り返すカウント)) / (5)) * (item (10) of [free intro byyy-h v]))\n change size by ((((60) - (size)) / (5)) * (item (10) of [free intro byyy-h v]))\n end\n delete this clone\n else\n go [backward v] (3) layers\n if <(costume [name v]) = [text1]> then\n if <(x本体) = [-500]> then\n set [コスチューム v] to [text0]\n [3.7] まで待つ。\n set [コスチューム v] to [text1]\n end\n [4.6] まで待つ。\n if <([abs v] of (x本体) ) = [500]> then\n set [コスチューム v] to [text0]\n [5.9] まで待つ。\n set [大きさ本体 v] to [50]\n set [なめらか v] to [0]\n repeat until <(なめらか) < [-7.6]>\n change [なめらか v] by ((-1.1) * (item (10) of [free intro byyy-h v]))\n change [大きさ本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n set [大きさ本体 v] to [13.5]\n set [なめらか v] to [-8.4]\n repeat until <[9.9] < (なめらか)>\n change [なめらか v] by ((2) * (item (10) of [free intro byyy-h v]))\n change [大きさ本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n set [大きさ本体 v] to [34]\n set [なめらか v] to (((50) - (大きさ本体)) / (4))\n set [繰り返すカウント v] to [0]\n repeat until <[50] < (繰り返すカウント)>\n change [大きさ本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n change [なめらか v] by (((((50) - (大きさ本体)) / (4)) - ((なめらか) / (3))) * (item (10) of [free intro byyy-h v]))\n change [繰り返すカウント v] by ((1) * (item (10) of [free intro byyy-h v]))\n end\n else\n set [コスチューム v] to [text3]\n set [なめらか v] to [0]\n set [向き本体 v] to [90]\n repeat until <[24.9] < (なめらか)>\n change [なめらか v] by ((5) * (item (10) of [free intro byyy-h v]))\n change [向き本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n repeat until <[449] < (向き本体)>\n change [繰り返すカウント v] by ((1) * (item (10) of [free intro byyy-h v]))\n change [向き本体 v] by (([abs v] of (((450) - (向き本体)) / (4)) ) * (item (10) of [free intro byyy-h v]))\n end\n set [向き本体 v] to [90]\n [5.5] まで待つ。\n set [コスチューム v] to [text0]\n [5.9] まで待つ。\n set [なめらか v] to [text5]\n create clone of (_myself_ v)\n set [大きさ本体 v] to [50]\n set [なめらか v] to [0]\n repeat until <(なめらか) < [-7.6]>\n change [なめらか v] by ((-1.1) * (item (10) of [free intro byyy-h v]))\n change [大きさ本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n set [大きさ本体 v] to [13.5]\n set [なめらか v] to [-8.4]\n repeat until <[9.9] < (なめらか)>\n change [なめらか v] by ((2) * (item (10) of [free intro byyy-h v]))\n change [大きさ本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n set [大きさ本体 v] to [34]\n set [なめらか v] to (((50) - (大きさ本体)) / (4))\n set [繰り返すカウント v] to [0]\n repeat until <[50] < (繰り返すカウント)>\n change [大きさ本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n change [なめらか v] by (((((50) - (大きさ本体)) / (4)) - ((なめらか) / (3))) * (item (10) of [free intro byyy-h v]))\n change [繰り返すカウント v] by ((1) * (item (10) of [free intro byyy-h v]))\n end\n [8.2] まで待つ。\n set [なめらか v] to [0]\n set [向き本体 v] to [90]\n repeat until <[24.9] < (なめらか)>\n change [なめらか v] by ((5) * (item (10) of [free intro byyy-h v]))\n change [向き本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n repeat until <[449] < (向き本体)>\n change [向き本体 v] by (([abs v] of (((450) - (向き本体)) / (4)) ) * (item (10) of [free intro byyy-h v]))\n end\n end\n else\n if <(costume [name v]) = [text2]> then\n if <(x本体) = [-500]> then\n set [コスチューム v] to [大きく]\n [3.7] まで待つ。\n set [コスチューム v] to [text2]\n end\n [4.6] まで待つ。\n if <([abs v] of (x本体) ) = [500]> then\n delete this clone\n else\n set [コスチューム v] to [text4]\n set [なめらか v] to [0]\n set [向き本体 v] to [90]\n repeat until <[-24.9] < (なめらか)>\n change [なめらか v] by ((-5) * (item (10) of [free intro byyy-h v]))\n change [向き本体 v] by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n repeat until <(向き本体) < [-269]>\n change [向き本体 v] by (((-1) * ([abs v] of (((-270) - (向き本体)) / (4)) )) * (item (10) of [free intro byyy-h v]))\n end\n set [向き本体 v] to [90]\n [5.6] まで待つ。\n delete this clone\n end\n end\n end\n end\nelse\n if <(costume [name v]) = [パン作成]> then\n set [なめらか v] to [0]\n [3.1] まで待つ。\n switch costume to (動き v)\n go to x: (0) y: (0)\n パン [80]\n パン [180]\n [3.8] まで待つ。\n set [なめらか v] to [10]\n go to x: (150) y: (0)\n 花火 [150] [10]\n [4.5] まで待つ。\n set [なめらか v] to [10]\n go to x: (-150) y: (0)\n 花火 [150] [10]\n [6.5] まで待つ。\n set [なめらか v] to [8]\n switch costume to (動き v)\n go to x: (0) y: (0)\n 花火 [170] [10]\n [7.4] まで待つ。\n switch costume to (動き v)\n go to x: (-160) y: (100)\n point in direction (90)\n パン [70]\n [7.5] まで待つ。\n switch costume to (動き v)\n go to x: (0) y: (100)\n point in direction (180)\n パン [70]\n [7.6] まで待つ。\n switch costume to (動き v)\n go to x: (160) y: (100)\n point in direction (180)\n パン [70]\n [7.7] まで待つ。\n switch costume to (動き v)\n go to x: (-160) y: (-100)\n point in direction (90)\n パン [70]\n [7.8] まで待つ。\n switch costume to (動き v)\n go to x: (0) y: (-100)\n point in direction (180)\n パン [70]\n [7.9] まで待つ。\n switch costume to (動き v)\n go to x: (160) y: (-100)\n point in direction (180)\n パン [70]\n [8.2] まで待つ。\n set [なめらか v] to [14]\n switch costume to (動き v)\n go to x: (0) y: (0)\n point in direction (90)\n 花火 [170] [10]\n else\n if < (costume [name v]) contains [SW]?> then\n set [fisheye v] effect to (-60)\n go to [front v] layer\n go [backward v] (7) layers\n set [ghost v] effect to (10)\n show\n set [なめらか v] to [20]\n repeat until <[4747] < (なめらか)>\n change [fisheye v] effect by ((なめらか) * (item (10) of [free intro byyy-h v]))\n change [なめらか v] by (((なめらか) * (0.2)) * (item (10) of [free intro byyy-h v]))\n change [大きさ本体 v] by ((((大きさSW) - (大きさ本体)) / (8)) * (item (10) of [free intro byyy-h v]))\n end\n repeat until <[29395] < (なめらか)>\n change [fisheye v] effect by ((なめらか) * (item (10) of [free intro byyy-h v]))\n change [なめらか v] by (((なめらか) * (0.2)) * (item (10) of [free intro byyy-h v]))\n change [大きさ本体 v] by ((((大きさSW) - (大きさ本体)) / (10)) * (item (10) of [free intro byyy-h v]))\n change [ghost v] effect by ((10) * (item (10) of [free intro byyy-h v]))\n end\n delete this clone\n else\n if < (costume [name v]) contains [パンゾイド]?> then\n repeat until <[800] < (大きさ本体)>\n change [大きさ本体 v] by ((item (7) of [free intro byyy-h v]) * (item (10) of [free intro byyy-h v]))\n end\n delete this clone\n else\n if <(costume [name v]) = [光]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n else\n if <(costume [name v]) = [模様]> then\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (100)\n show\n set [なめらか v] to [100]\n repeat until <(なめらか) < [51]>\n change [なめらか v] by ((-2) * (item (10) of [free intro byyy-h v]))\n set [ghost v] effect to (なめらか)\n end\n set [ghost v] effect to (50)\n forever\n if <[4.6] < (timer)> then\n set [color v] effect to (0)\n else\n set [color v] effect to (((-500) - (item (1) of [free intro byyy-h v])) + ((1000) * <(item (1) of [free intro byyy-h v]) = [500]>))\n end\n end\n else\n if <(costume [name v]) = [模様2]> then\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (100)\n show\n set [なめらか v] to [100]\n repeat until <(なめらか) < [51]>\n change [なめらか v] by ((-2) * (item (10) of [free intro byyy-h v]))\n set [ghost v] effect to (なめらか)\n end\n set [ghost v] effect to (50)\n else\n if <(costume [name v]) = [click to skip]> then\n go to x: (-367) y: (-123)\n go to [front v] layer\n go [backward v] (3) layers\n [0.5] まで待つ。\n show\n set [なめらか v] to [0]\n repeat until <[19] < (なめらか)>\n change [なめらか v] by ((2) * (item (10) of [free intro byyy-h v]))\n change x by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n repeat until <[-8] < (x position)>\n change x by ((((0) - (x position)) / (8)) * (item (10) of [free intro byyy-h v]))\n end\n set [なめらか v] to [0]\n repeat until <[29] < (なめらか)>\n change [なめらか v] by ((3) * (item (10) of [free intro byyy-h v]))\n change x by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n repeat until <[340] < (x position)>\n change x by ((((367) - (x position)) / (4)) * (item (10) of [free intro byyy-h v]))\n end\n delete this clone\n else\n if <(costume [name v]) = [ロゴ背景0]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go [backward v] (5) layers\n show\n repeat until <[8000] < (size)>\n switch costume to (大きく v)\n change size by (((size) / (2)) * (item (10) of [free intro byyy-h v]))\n switch costume to (ロゴ背景0 v)\n end\n repeat until <[38000] < (size)>\n switch costume to (大きく v)\n change size by ((((50000) - (size)) / (8)) * (item (10) of [free intro byyy-h v]))\n switch costume to (ロゴ背景0 v)\n end\n wait until <(item (8) of [free intro byyy-h v]) = [1]>\n delete this clone\n else\n if <(costume [name v]) = [ロゴ背景1]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat until <[8000] < (size)>\n switch costume to (大きく v)\n change size by (((size) / (2)) * (item (10) of [free intro byyy-h v]))\n switch costume to (ロゴ背景1 v)\n end\n repeat until <[38000] < (size)>\n switch costume to (大きく v)\n change size by ((((50000) - (size)) / (8)) * (item (10) of [free intro byyy-h v]))\n switch costume to (ロゴ背景1 v)\n end\n insert [1] at (8) of [free intro byyy-h v] \n switch costume to (ロゴ背景2 v)\n create clone of (_myself_ v)\n switch costume to (ロゴ背景3 v)\n create clone of (_myself_ v)\n delete this clone\n else\n if <(costume [name v]) = [ロゴ背景2]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [なめらか v] to [0]\n repeat until <[9.9] < (なめらか)>\n change [なめらか v] by ((1) * (item (10) of [free intro byyy-h v]))\n change y by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n set [繰り返すカウント v] to [0]\n repeat until <[19.9] < (繰り返すカウント)>\n change [繰り返すカウント v] by ((1) * (item (10) of [free intro byyy-h v]))\n change y by ((((217) - (y position)) / (6)) * (item (10) of [free intro byyy-h v]))\n end\n delete this clone\n else\n if <(costume [name v]) = [ロゴ背景3]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [なめらか v] to [0]\n repeat until <(なめらか) < [-9.9]>\n change [なめらか v] by ((-1) * (item (10) of [free intro byyy-h v]))\n change y by ((なめらか) * (item (10) of [free intro byyy-h v]))\n end\n set [繰り返すカウント v] to [0]\n repeat until <[19.9] < (繰り返すカウント)>\n change [繰り返すカウント v] by ((1) * (item (10) of [free intro byyy-h v]))\n change y by ((((-217) - (y position)) / (6)) * (item (10) of [free intro byyy-h v]))\n end\n delete this clone\n else\n if < (costume [name v]) contains [ローター]?> then\n set size to (100) %\n go to [front v] layer\n go [backward v] (25) layers\n set [ghost v] effect to (10)\n set [繰り返すカウント v] to [1]\n repeat until <[11] < (round (繰り返すカウント))>\n change [繰り返すカウント v] by ((1) * (item (10) of [free intro byyy-h v]))\n set [コスチューム v] to (join [ローター] (round (繰り返すカウント)))\n end\n set [繰り返すカウント v] to [12]\n repeat until <(round (繰り返すカウント)) < [2]>\n change [繰り返すカウント v] by ((-1) * (item (10) of [free intro byyy-h v]))\n if <(round (繰り返すカウント)) < [2]> then\n set [繰り返すカウント v] to [1]\n end\n set [コスチューム v] to (join [ローター] (round (繰り返すカウント)))\n end\n set [なめらか v] to [0]\n repeat until <[100] < (なめらか)>\n change [なめらか v] by ((20) * (item (10) of [free intro byyy-h v]))\n set [ghost v] effect to (なめらか)\n end\n delete this clone\n else\n if <(costume [name v]) = [シャッター]> then\n go to x: (-667) y: (607)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [なめらか v] to [0]\n repeat until <[49] < (なめらか)>\n go to [front v] layer\n go [backward v] (1) layers\n change [なめらか v] by ((5) * (item (10) of [free intro byyy-h v]))\n change x by ((なめらか) * (item (10) of [free intro byyy-h v]))\n change y by (((-1) * (なめらか)) * (item (10) of [free intro byyy-h v]))\n end\n repeat until <<(y position) < [2]> and <[-2] < (x position)>>\n go to [front v] layer\n go [backward v] (1) layers\n change x by ((((0) - (x position)) / (6)) * (item (10) of [free intro byyy-h v]))\n change y by ((((0) - (y position)) / (6)) * (item (10) of [free intro byyy-h v]))\n end\n broadcast (free intro end v)\n else\n if <(costume [name v]) = [シャッター2]> then\n go to x: (-667) y: (607)\n go to [front v] layer\n go [backward v] (2) layers\n show\n repeat until <<(y position) < [4]> and <[-4] < (x position)>>\n go to [front v] layer\n go [backward v] (2) layers\n change x by ((((0) - (x position)) / (7)) * (item (10) of [free intro byyy-h v]))\n change y by ((((0) - (y position)) / (7)) * (item (10) of [free intro byyy-h v]))\n end\n else\n if <(costume [name v]) = [logo]> then\n go to [front v] layer\n go [backward v] (3) layers\n switch costume to (小さく v)\n set size to (1) %\n switch costume to (logo v)\n go to x: (0) y: (15)\n [0.5] まで待つ。\n show\n set [なめらか v] to [0]\n point in direction (90)\n repeat until <[8] < (なめらか)>\n change [なめらか v] by ((0.45) * (item (10) of [free intro byyy-h v]))\n change size by ((なめらか) * (item (10) of [free intro byyy-h v]))\n turn right (((なめらか) * (2)) * (item (10) of [free intro byyy-h v])) degrees\n end\n repeat until <(なめらか) < [4.2]>\n change [なめらか v] by ((-1) * (item (10) of [free intro byyy-h v]))\n change size by ((なめらか) * (item (10) of [free intro byyy-h v]))\n turn right (((なめらか) * (2)) * (item (10) of [free intro byyy-h v])) degrees\n end\n repeat until <(なめらか) < [-8.3]>\n change size by ((なめらか) * (item (10) of [free intro byyy-h v]))\n turn right (([abs v] of (((90) - (direction)) / (10)) ) * (item (10) of [free intro byyy-h v])) degrees\n change [なめらか v] by ((-0.5) * (item (10) of [free intro byyy-h v]))\n end\n repeat until <(なめらか) < [-11.3]>\n switch costume to (小さく v)\n change size by ((なめらか) * (item (10) of [free intro byyy-h v]))\n switch costume to (logo v)\n turn right (([abs v] of (((90) - (direction)) / (10)) ) * (item (10) of [free intro byyy-h v])) degrees\n change [なめらか v] by ((-0.5) * (item (10) of [free intro byyy-h v]))\n end\n delete this clone\n else\n if < (costume [name v]) contains [スプライン]?> then\n go to [front v] layer\n go [backward v] (4) layers\n show\n set [なめらか v] to [0]\n set [コスチューム v] to (costume [name v])\n if <<(costume [name v]) = [スプライン1]> or <(costume [name v]) = [スプライン3]>> then\n if <(costume [name v]) = [スプライン1]> then\n go [backward v] (10) layers\n end\n go to x: (999) y: (-110)\n repeat until <[0.39] < (なめらか)>\n change [なめらか v] by ((0.01) * (item (10) of [free intro byyy-h v]))\n point in direction ((90) + (([sin v] of ((1500) * (なめらか)) ) * (20)))\n switch costume to (動き v)\n move ((-15) * (item (10) of [free intro byyy-h v])) steps\n switch costume to (コスチューム)\n end\n else\n if <<(costume [name v]) = [スプライン2]> or <(costume [name v]) = [スプライン4]>> then\n if <(costume [name v]) = [スプライン2]> then\n go [backward v] (10) layers\n end\n go to x: (-999) y: (110)\n repeat until <[0.39] < (なめらか)>\n change [なめらか v] by ((0.01) * (item (10) of [free intro byyy-h v]))\n point in direction ((90) + (([sin v] of ((1500) * (なめらか)) ) * (20)))\n switch costume to (動き v)\n move ((15) * (item (10) of [free intro byyy-h v])) steps\n switch costume to (コスチューム)\n end\n end\n end\n delete this clone\n else\n if <(costume [name v]) = [カラー]> then\n set [ghost v] effect to (100)\n [7.3] まで待つ。\n go to [front v] layer\n go [backward v] (1) layers\n set [なめらか v] to [0]\n repeat until <[14] < (なめらか)>\n change [なめらか v] by ((1) * (item (10) of [free intro byyy-h v]))\n change [color v] effect by ((15) * (item (10) of [free intro byyy-h v]))\n change [ghost v] effect by ((-3) * (item (10) of [free intro byyy-h v]))\n end\n set [なめらか v] to [0]\n repeat until <[14] < (なめらか)>\n change [なめらか v] by ((1) * (item (10) of [free intro byyy-h v]))\n change [color v] effect by ((15) * (item (10) of [free intro byyy-h v]))\n change [ghost v] effect by ((3) * (item (10) of [free intro byyy-h v]))\n end\n delete this clone\n else\n if < (costume [name v]) contains [FW]?> then\n go to [front v] layer\n go [backward v] (なめらか) layers\n set [ghost v] effect to (10)\n set [なめらか v] to [20]\n set [コスチューム v] to [FW0]\n set [繰り返すカウント v] to [0]\n repeat until <(なめらか) < [0.4]>\n change [x本体 v] by (((なめらか) * ([sin v] of (向き本体) )) * (item (10) of [free intro byyy-h v]))\n change [y本体 v] by (((なめらか) * ([cos v] of (向き本体) )) * (item (10) of [free intro byyy-h v]))\n change [なめらか v] by (((なめらか) / (-8)) * (item (10) of [free intro byyy-h v]))\n change [繰り返すカウント v] by ((1) * (item (10) of [free intro byyy-h v]))\n set [コスチューム v] to (join [FW] (round (繰り返すカウント)))\n end\n set [なめらか v] to [0]\n repeat until <[100] < (なめらか)>\n change [なめらか v] by ((10) * (item (10) of [free intro byyy-h v]))\n set [ghost v] effect to (なめらか)\n end\n delete this clone\n else\n if <(costume [name v]) = [フラッシュ]> then\n go to x: (0) y: (0)\n [3.2] まで待つ。\n フラッシュ\n [4] まで待つ。\n フラッシュ\n [4.6] まで待つ。\n フラッシュ\n [5.28] まで待つ。\n フラッシュ\n [5.9] まで待つ。\n フラッシュ\n [6.5] まで待つ。\n フラッシュ\n [7.2] まで待つ。\n フラッシュ\n [7.8] まで待つ。\n フラッシュ\n [8.4] まで待つ。\n フラッシュ\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 半分ぱんぞ\nswitch costume to (パンゾイド3 v)\nパンゾイド\nswitch costume to (パンゾイド5 v)\nパンゾイド\nreplace item (7) of [free intro byyy-h v] with [40]\nwait (0.1) seconds\nswitch costume to (パンゾイド4 v)\nパンゾイド\nswitch costume to (パンゾイド6 v)\nパンゾイド\nreplace item (7) of [free intro byyy-h v] with [40]\nwait (0.5) seconds\nswitch costume to (パンゾイド8 v)\nパンゾイド\nswitch costume to (パンゾイド9 v)\nパンゾイド\nreplace item (7) of [free intro byyy-h v] with [40]\nwait (0.1) seconds\nswitch costume to (パンゾイド4 v)\nパンゾイド\nswitch costume to (パンゾイド6 v)\nパンゾイド\nreplace item (7) of [free intro byyy-h v] with [40]\nwait (0.5) seconds\n\ndefine ぱんぞ\nswitch costume to (パンゾイド1 v)\nパンゾイド\nreplace item (7) of [free intro byyy-h v] with [40]\nwait (0.1) seconds\nswitch costume to (パンゾイド2 v)\nパンゾイド\nreplace item (7) of [free intro byyy-h v] with [40]\nwait (0.5) seconds\nswitch costume to (パンゾイド7 v)\nパンゾイド\nreplace item (7) of [free intro byyy-h v] with [40]\nwait (0.1) seconds\nswitch costume to (パンゾイド2 v)\nパンゾイド\nreplace item (7) of [free intro byyy-h v] with [40]\nwait (0.5) seconds\n\nwhen I receive [free intro end v]\nif <(costume [name v]) = [シャッター]> then\n set [x本体 v] to [0]\n set [y本体 v] to [0]\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (10)\n set [pitch v] effect to (0)\n end\n delete all of [free intro byyy-h v]\n delete this clone\nelse\n if <not <(costume [name v]) = [揺れ]>> then\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [揺れ]> then\n wait until <<[8.55] < (timer)> or <mouse down?>>\n switch costume to (シャッター v)\n create clone of (_myself_ v)\n switch costume to (シャッター2 v)\n create clone of (_myself_ v)\n switch costume to (揺れ v)\n repeat until <(volume) < [1]>\n change volume by (-5)\n set [pitch v] effect to (0)\n end\n stop all sounds\n delete this clone\nend\n\ndefine パンゾイド\nset [コスチューム v] to (costume [name v])\nswitch costume to (動き v)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (動き v)\ngo to x: (500) y: (0)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (動き v)\ngo to x: (-500) y: (0)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\ndefine しゃけ\nset [しゃけ v] to [3]\nrepeat until <[52] < (しゃけ)>\n change [しゃけ v] by (((しゃけ) / (1.3)) * (item (10) of [free intro byyy-h v]))\n replace item (3) of [free intro byyy-h v] with (([sin v] of ((timer) * (1000)) ) * ((しゃけ) / (1.8)))\n replace item (4) of [free intro byyy-h v] with (([sin v] of ((timer) * (800)) ) * ((しゃけ) / (1.8)))\nend\nrepeat until <(しゃけ) < [8.4]>\n change [しゃけ v] by ((((0) - (しゃけ)) / (6)) * (item (10) of [free intro byyy-h v]))\n replace item (3) of [free intro byyy-h v] with (([sin v] of ((timer) * (1000)) ) * ((しゃけ) / (1.8)))\n replace item (4) of [free intro byyy-h v] with (([sin v] of ((timer) * (800)) ) * ((しゃけ) / (1.8)))\nend\nreplace item (3) of [free intro byyy-h v] with [0]\nreplace item (4) of [free intro byyy-h v] with [0]\n\nwhen I start as a clone\nif <(costume [name v]) = [揺れ]> then\n set volume to (100) %\n start sound [Richard Caddock, WRLD, Nitro Fun, Slippy & Subtact - Break The Silence \(Edit by @harukun19\) v]\n [3.2] まで待つ。\n しゃけ\n [3.5] まで待つ。\n しゃけ\n [3.8] まで待つ。\n しゃけ\n [4.5] まで待つ。\n しゃけ\n [5] まで待つ。\n しゃけ\n [5.3] まで待つ。\n しゃけ\n [5.6] まで待つ。\n しゃけ\n [6.8] まで待つ。\n しゃけ\n [7.4] まで待つ。\n しゃけ\n [7.7] まで待つ。\n しゃけ\n [8.2] まで待つ。\n しゃけ\nend\n\ndefine スプライン2\nswitch costume to (スプライン3 v)\ncreate clone of (_myself_ v)\nswitch costume to (スプライン4 v)\ncreate clone of (_myself_ v)\n\ndefine スプライン\nswitch costume to (スプライン1 v)\ncreate clone of (_myself_ v)\nswitch costume to (スプライン2 v)\ncreate clone of (_myself_ v)\n\ndefine ぐわん\nset [大きさ変動 v] to [0]\nreplace item (6) of [free intro byyy-h v] with [0]\nrepeat until <[1.9] < (大きさ変動)>\n change [大きさ変動 v] by ((0.4) * (item (10) of [free intro byyy-h v]))\n replace item (6) of [free intro byyy-h v] with (((大きさ変動) * (item (10) of [free intro byyy-h v])) + (item (6) of [free intro byyy-h v]))\nend\nrepeat until <(大きさ変動) < [-1.9]>\n change [大きさ変動 v] by ((-0.4) * (item (10) of [free intro byyy-h v]))\n replace item (6) of [free intro byyy-h v] with (((大きさ変動) * (item (10) of [free intro byyy-h v])) + (item (6) of [free intro byyy-h v]))\nend\nrepeat until <(item (6) of [free intro byyy-h v]) < [0.1]>\n replace item (6) of [free intro byyy-h v] with (((((0) - (item (6) of [free intro byyy-h v])) / (4)) * (item (10) of [free intro byyy-h v])) + (item (6) of [free intro byyy-h v]))\nend\nreplace item (6) of [free intro byyy-h v] with [0]\n\nwhen I start as a clone\nif <(costume [name v]) = [揺れ]> then\n [2] まで待つ。\n switch costume to (ロゴ背景1 v)\n create clone of (_myself_ v)\n switch costume to (揺れ v)\n [4.2] まで待つ。\n スプライン\n [4.27] まで待つ。\n スプライン\n [4.32] まで待つ。\n スプライン\n [4.37] まで待つ。\n スプライン2\n [4.42] まで待つ。\n スプライン2\n [4.47] まで待つ。\n スプライン2\n [7.4] まで待つ。\n replace item (1) of [free intro byyy-h v] with [0]\n set [なめらか v] to [45]\n repeat until <[179] < (なめらか)>\n change [なめらか v] by ((5) * (item (10) of [free intro byyy-h v]))\n replace item (1) of [free intro byyy-h v] with (([sin v] of ((timer) * (1300)) ) * (70))\n end\n replace item (1) of [free intro byyy-h v] with [0]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [揺れ]> then\n [3.8] まで待つ。\n set [なめらか v] to [0]\n replace item (1) of [free intro byyy-h v] with [500]\n repeat until <(item (1) of [free intro byyy-h v]) < [226]>\n change [なめらか v] by ((-5) * (item (10) of [free intro byyy-h v]))\n replace item (1) of [free intro byyy-h v] with ((item (1) of [free intro byyy-h v]) + ((なめらか) * (item (10) of [free intro byyy-h v])))\n end\n repeat until <(item (1) of [free intro byyy-h v]) < [-500]>\n replace item (1) of [free intro byyy-h v] with ((item (1) of [free intro byyy-h v]) + ((((-513) - (item (1) of [free intro byyy-h v])) / (3)) * (item (10) of [free intro byyy-h v])))\n end\n replace item (1) of [free intro byyy-h v] with [-500]\n [4.6] まで待つ。\n replace item (1) of [free intro byyy-h v] with [0]\n [5.5] まで待つ。\n switch costume to (動き v)\n go to x: (-500) y: (0)\n point in direction (0)\n switch costume to (ローター1 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n switch costume to (ローター1 v)\n create clone of (_myself_ v)\n switch costume to (動き v)\n go to x: (500) y: (0)\n switch costume to (ローター1 v)\n create clone of (_myself_ v)\n point in direction (90)\n switch costume to (揺れ v)\n set [なめらか v] to [0]\n replace item (1) of [free intro byyy-h v] with [500]\n replace item (5) of [free intro byyy-h v] with [90]\n repeat until <(なめらか) < [-24]>\n change [なめらか v] by ((-5) * (item (10) of [free intro byyy-h v]))\n replace item (1) of [free intro byyy-h v] with ((item (1) of [free intro byyy-h v]) + ((なめらか) * (item (10) of [free intro byyy-h v])))\n replace item (5) of [free intro byyy-h v] with (((なめらか) * (item (10) of [free intro byyy-h v])) + (item (5) of [free intro byyy-h v]))\n end\n repeat until <(なめらか) < [-49]>\n change [なめらか v] by ((-5) * (item (10) of [free intro byyy-h v]))\n replace item (1) of [free intro byyy-h v] with ((item (1) of [free intro byyy-h v]) + ((なめらか) * (item (10) of [free intro byyy-h v])))\n replace item (5) of [free intro byyy-h v] with ((((-1) * ([abs v] of (((-270) - (item (5) of [free intro byyy-h v])) / (4)) )) * (item (10) of [free intro byyy-h v])) + (item (5) of [free intro byyy-h v]))\n end\n replace item (1) of [free intro byyy-h v] with ((500) + (item (1) of [free intro byyy-h v]))\n repeat until <(item (5) of [free intro byyy-h v]) < [-269]>\n replace item (1) of [free intro byyy-h v] with ((item (1) of [free intro byyy-h v]) + ((((-13) - (item (1) of [free intro byyy-h v])) / (3)) * (item (10) of [free intro byyy-h v])))\n replace item (5) of [free intro byyy-h v] with ((((-1) * ([abs v] of (((-270) - (item (5) of [free intro byyy-h v])) / (4)) )) * (item (10) of [free intro byyy-h v])) + (item (5) of [free intro byyy-h v]))\n end\n replace item (1) of [free intro byyy-h v] with [0]\n replace item (5) of [free intro byyy-h v] with [90]\n [7.2] まで待つ。\n replace item (1) of [free intro byyy-h v] with [0]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [揺れ]> then\n [3] まで待つ。\n set [なめらか v] to [0]\n replace item (5) of [free intro byyy-h v] with [90]\n set [大きさ変動 v] to [0]\n repeat until <(なめらか) < [-24]>\n change [大きさ変動 v] by ((-2) * (item (10) of [free intro byyy-h v]))\n replace item (6) of [free intro byyy-h v] with ((大きさ変動) * (item (10) of [free intro byyy-h v]))\n change [なめらか v] by ((-5) * (item (10) of [free intro byyy-h v]))\n replace item (5) of [free intro byyy-h v] with (((なめらか) * (item (10) of [free intro byyy-h v])) + (item (5) of [free intro byyy-h v]))\n end\n repeat until <(なめらか) < [-49]>\n change [大きさ変動 v] by ((2.1) * (item (10) of [free intro byyy-h v]))\n replace item (6) of [free intro byyy-h v] with ((大きさ変動) * (item (10) of [free intro byyy-h v]))\n change [なめらか v] by ((-5) * (item (10) of [free intro byyy-h v]))\n replace item (5) of [free intro byyy-h v] with ((((-1) * ([abs v] of (((-273) - (item (5) of [free intro byyy-h v])) / (4)) )) * (item (10) of [free intro byyy-h v])) + (item (5) of [free intro byyy-h v]))\n end\n replace item (6) of [free intro byyy-h v] with [0]\n repeat until <(item (5) of [free intro byyy-h v]) < [-269]>\n replace item (5) of [free intro byyy-h v] with ((((-1) * ([abs v] of (((-273) - (item (5) of [free intro byyy-h v])) / (4)) )) * (item (10) of [free intro byyy-h v])) + (item (5) of [free intro byyy-h v]))\n end\n replace item (5) of [free intro byyy-h v] with [90]\n [5.9] まで待つ。\n ぐわん\n [7.4] まで待つ。\n ぐわん\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [揺れ]> then\n forever\n replace item (11) of [free intro byyy-h v] with (((item (6) of [free intro byyy-h v]) + (25)) / (25))\n replace item (7) of [free intro byyy-h v] with (((((0) - (item (7) of [free intro byyy-h v])) / (5)) * (item (10) of [free intro byyy-h v])) + (item (7) of [free intro byyy-h v]))\n end\nend\n\ndefine FPS (今)\nwait (0) seconds\nreplace item (10) of [free intro byyy-h v] with (((days since 2000) * (2592000)) - (今))\n\ndefine リスト\ndelete all of [free intro byyy-h v]\nrepeat (11)\n add [0] to [free intro byyy-h v]\nend\n\nwhen I receive [free intro start v]\nforever\n FPS ((days since 2000) * (2592000))\nend\n\nwhen I receive [free intro start v]\nリスト\nreset timer\nreplace item (1) of [free intro byyy-h v] with [500]\nreplace item (2) of [free intro byyy-h v] with [0]\nreplace item (3) of [free intro byyy-h v] with [0]\nreplace item (4) of [free intro byyy-h v] with [0]\nreplace item (5) of [free intro byyy-h v] with [90]\nreplace item (6) of [free intro byyy-h v] with [0]\nset [なめらか v] to [0]\nswitch costume to (動き v)\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (大きく v)\nset size to (100) %\nswitch costume to (光 v)\ncreate clone of (_myself_ v)\nswitch costume to (模様 v)\ncreate clone of (_myself_ v)\nswitch costume to (模様2 v)\ncreate clone of (_myself_ v)\nswitch costume to (揺れ v)\ncreate clone of (_myself_ v)\nswitch costume to (click to skip v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (フラッシュ v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (50)\nswitch costume to (ロゴ背景0 v)\ncreate clone of (_myself_ v)\n[0.2] まで待つ。\nset [brightness v] effect to (100)\nswitch costume to (ロゴ背景0 v)\ncreate clone of (_myself_ v)\n[0.4] まで待つ。\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nswitch costume to (ロゴ背景0 v)\ncreate clone of (_myself_ v)\n[1.2] まで待つ。\nswitch costume to (小さく v)\nset size to (50) %\nswitch costume to (text1 v)\ncreate clone of (_myself_ v)\nswitch costume to (text2 v)\ncreate clone of (_myself_ v)\nswitch costume to (動き v)\ngo to x: (500) y: (0)\nswitch costume to (text1 v)\ncreate clone of (_myself_ v)\nswitch costume to (text2 v)\ncreate clone of (_myself_ v)\nswitch costume to (動き v)\ngo to x: (-500) y: (0)\nswitch costume to (text1 v)\ncreate clone of (_myself_ v)\nswitch costume to (text2 v)\ncreate clone of (_myself_ v)\nswitch costume to (大きく v)\nset size to (100) %\nswitch costume to (パン作成 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (大きく v)\nset size to (200) %\nswitch costume to (カラー v)\ncreate clone of (_myself_ v)\nforever\n if <[4.6] < (timer)> then\n ぱんぞ\n else\n 半分ぱんぞ\n end\nend\n\nset [yy v] to [-10]\n\nwhen flag clicked\nbroadcast (free intro start v)\nhide\n\n@プレイヤー\n\nwhen I receive [free intro end v]\nセット\nset [x v] to [0]\nset [y v] to [0]\nshow\nforever\n control [-1] [15] [1] [8] [11]\nend\n\ndefine control (重力) (ジャンプ) (speed) (壁キック跳ね) (壁キックジャンプ)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nset rotation style [left-right v]\nif <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>> then\n switch costume to (コスチューム2 v)\n point in direction (90)\n change [x v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> then\n switch costume to (コスチューム3 v)\n point in direction (-90)\n change [x v] by ((0) - (speed))\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nchange [y v] by (-1)\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 <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n switch costume to (コスチューム4 v)\n if <(x) < [0]> then\n set [x v] to ((0) - (壁キック跳ね))\n else\n set [x v] to (壁キック跳ね)\n end\n start sound [壁キック v]\n set [y v] to (壁キックジャンプ)\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <touching (地面 v)?> then\n switch costume to (コスチューム4 v)\n start sound [Low Whoosh v]\n set [y v] to [15]\n end\nend\nchange y by (1)\nif <[240] < (x position)> then\n change [ステージ番号 v] by (1)\n セット\nend\nif <[-185] > (y position)> then\n セット\nend\nif <touching (障害物 v)?> then\n セット\nend\nif <touching (進みブロック v)?> then\n change x by (10)\nend\nif <touching (飛ぶ針 v)?> then\n セット\nend\nif <touching (動く針 v)?> then\n セット\nend\nif <touching (水 v)?> then\n set [x v] to ((x) / (1.4))\n set [y v] to ((y) / (1.4))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [y v] by (2)\n end\nend\nif <touching (下向きの針 v)?> then\n セット\nend\nif <touching (ワープ v)?> then\n change [ステージ番号 v] by (1)\n セット\nend\nif <touching (立ちはだかるマグマ v)?> then\n セット\nend\nif <touching (むにゅ針 v)?> then\n セット\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ time世界記録 v]\nhide\n\ndefine セット\ngo to x: (-205) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [nextend v]\nセット\nshow\n\nwhen I receive [free intro end v]\nforever\n if <key (t v) pressed?> then\n セット\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [free intro end v]\nforever\n play sound [Xaf - Nebula v] until done\nend\n\n@地面\n\nwhen flag clicked\nhide\nset [ステージ番号 v] to [1]\n\nwhen I receive [free intro end v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (ステージ番号)\nend\n\nwhen I receive [地震 v]\nrepeat (50)\n go to x: (pick random (10) to (-10)) y: (pick random (10) to (-10))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [free intro end v]\nset [time v] to [0]\nrepeat until <(ステージ番号) = [12]>\n change [time v] by (1)\n wait (1) seconds\nend\nshow variable [time v]\nshow variable [☁ time世界記録 v]\nif <(time) < (☁ time世界記録)> then\n set [☁ time世界記録 v] to (time)\nend\nstop [this script v]\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\ngo to [back v] layer\nshow\nforever\n switch costume to (ステージ番号)\nend\n\n@偽地面\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nshow\nforever\n set [ghost v] effect to (0)\n switch costume to (ステージ番号)\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (50)\n end\n go to x: ([x position v] of [地面 v]) y: ([x position v] of [地面 v])\nend\n\n@next\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\ngo to x: (-511) y: (0)\nshow\nglide (0.3) secs to x: (0) y: (0)\ngo to x: (0) y: (0)\nchange [ステージ番号 v] by (1)\nwait (0.3) seconds\nglide (0.3) secs to x: (511) y: (0)\nbroadcast (nextend v)\nhide\n\n@進みブロック\n\nwhen flag clicked\nforever\n set [ghost v] effect to (10)\n switch costume to (ステージ番号)\nend\n\n@飛ぶ針\n\nwhen I receive [free intro end v]\nhide\nforever\n if <(ステージ番号) = [5]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n end\nend\n\nwhen I start as a clone\ngo to x: (270) y: (pick random (200) to (-200))\nshow\ngo to [front v] layer\nrepeat until <<(x position) < [-270]> or <touching (プレイヤー v)?>>\n change x by (-5)\n if <(ステージ番号) = [6]> then\n delete this clone\n end\nend\ndelete this clone\n\n@動く針\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (コスチューム1 v)\n if <(ステージ番号) = [6]> then\n show\n if <[14] < ([x position v] of [プレイヤー v])> then\n set x to (35)\n end\n else\n hide\n end\nend\n\n@水\n\nwhen I receive [free intro end v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n switch costume to (ステージ番号)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\ngo to x: (0) y: (0)\nforever\n set [yy v] to [1]\n repeat (30)\n change [yy v] by (0.01)\n change y by (yy)\n end\n set [yy v] to [-1]\n repeat (30)\n change [yy v] by (-0.01)\n change y by (yy)\n end\nend\n\n@下向きの針\n\nwhen I receive [free intro end v]\ngo to [back v] layer\nhide\nforever\n if <(ステージ番号) = [7]> then\n if <[120] < ([x position v] of [プレイヤー v])> then\n show\n repeat (3)\n change y by (-70)\n end\n broadcast (地震 v)\n forever\n if <(ステージ番号) = [7]> then\n go to x: (40) y: (-110)\n else\n hide\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@ワープ\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nforever\n go to [back v] layer\n if <(ステージ番号) = [7]> then\n show\n else\n hide\n end\nend\n\n@Gobo\n\nwhen I receive [free intro end v]\nswitch costume to (gobo-a2 v)\nforever\n if <(ステージ番号) = [8]> then\n if <(開けれる?) = [1]> then\n show\n end\n end\n if <(ステージ番号) = [8]> then\n if <(開けれる?) = [0]> then\n show\n end\n end\n if <(開けれる?) = [1]> then\n if <(ステージ番号) = [9]> then\n hide\n end\n end\n if <(開けれる?) = [0]> then\n if <(ステージ番号) = [9]> then\n show\n end\n end\n if <(ステージ番号) = [10]> then\n hide\n stop [this script v]\n end\nend\n\n\n\nwhen I receive [free intro end v]\nforever\n go to [front v] layer\n set [開けれる? v] to [1]\n switch costume to (gobo-a2 v)\n if <touching (プレイヤー v)?> then\n set [開けれる? v] to [0]\n switch costume to (gobo-a v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (gobo-a2 v)\nhide\n\nstop [this script v]\n\nwhen I receive [free intro end v]\n\n@立ちはだかるマグマ\n\nwhen flag clicked\nforever\n if <(ステージ番号) = [9]> then\n show\n else\n hide\n end\nend\n\n@鍵穴\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nforever\n if <(ステージ番号) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [free intro end v]\nforever\n think []\n if <touching (プレイヤー v)?> then\n if <(開けれる?) = [0]> then\n think [space]\n if <key (space v) pressed?> then\n broadcast (NEXT v)\n end\n end\n end\nend\n\n@むにゅ針\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nforever\n go to [back v] layer\n if <(ステージ番号) = [10]> then\n go to x: (270) y: (135)\n show\n if <[185] < ([x position v] of [プレイヤー v])> then\n repeat (2)\n change x by (-15)\n end\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen I receive [free intro end v]\nforever\n if <(ステージ番号) = [11]> then\n hide\n end\nend\n\n@言葉\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\ngo to [front v] layer\nforever\n show\n switch costume to (ステージ番号)\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nhide variable [time v]\nhide variable [☁ time世界記録 v]\ngo to x: (0) y: (0)\nswitch costume to (3 v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@鍵\n\nwhen flag clicked\nforever\n if <(ステージ番号) = [9]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (NEXT v)\n end\n end\n else\n hide\n end\nend\n\n
\nURLバグが厄介すぎる件ね\n======\nハートと星500ずつでアップデート版共有!!\nリミックス大歓迎!!\n======\nうへふぇふぇほふぇ(?)\n@besty1203です。\nよく@desty1203とか@besty12o3とかに\n間違えられます(?)\n=========================================\n前作ってやつだ懐かし~((((((\n相変わらずサムネがカスでう!!\n多分つまんないです((((((((((((((((そして簡単です((((((\n矢印キー or タップで操作!!モバイル対応!!\nもうなんもいうことないのでさんなら()
Go To School Platformer / #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [Relaxed Scene - Creator Marketplace v] until done\nend\n\n@Player\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [speed x v] by (2)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (ground v)?>> then\n set [speed y v] to [14]\nend\nchange y by (1)\n\nwhen flag clicked\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\nforever\n Run Game\n if <(y position) < [-200]> then\n death\n end\nend\n\nwhen I receive [next v]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\n\ndefine death\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\n\n@Ground\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Next\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (Next v)\n end\nend\n\n@Thumb\n\nwhen flag clicked\nshow\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n
Left or Right Arrows to Move. Up or W to jump.
Snow Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [プラフォの音\(多分\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 2 v)\n\n@スプライト1\n\nwhen [timer v] > (タイマー)\ngo to [front v] layer\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [縦 v] to [35]\n set [横 v] to [20]\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (縦)\n change y by (横)\n end\n repeat (20)\n change size by (((100) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\n end\n go to x: (0) y: (0)\n set size to (100) %\nend\n\nwhen I receive [タイムアウト v]\ngo to x: (0) y: (0)\nswitch costume to (タイムアウト v)\nstop [all v]\n\nwhen [timer v] > (タイマー)\nif <not <(♡&☆) = [11]>> then\n broadcast (♡&☆ v)\nend\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\nend\n\nwhen flag clicked\nhide\nswitch costume to (サムネ v)\n\nwhen flag clicked\nset size to (100) %\n\n@地面\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (-5) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [h v]\n\n@プレイヤー\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\nforever\n if <touching color (#ff2929)?> then\n broadcast (A v)\n end\nend\n\nwhen I receive [a v]\nstart sound [やられる v]\nhide\nrepeat until <<([abs v] of ((スクロールy) - (YY)) ) < [3]> and <([abs v] of ((スクロール x) - (XX)) ) < [3]>>\n change [スクロール x v] by (round (((XX) - (スクロール x)) / (5)))\n change [スクロールy v] by (round (((YY) - (スクロールy)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-220) y: (0)\nshow\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nforever\n if <touching color (#b70000)?> then\n broadcast (A v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (f v)\n end\nend\n\nwhen flag clicked\nset [ユーザー名 v] to (username)\n\nwhen flag clicked\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n 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 v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [15]\n end\n change y by (1)\n if <<<<<<(y position) < [-165]> or <touching (マグマ v)?>> or <touching (マグマ2 v)?>> or <touching (マグマ3 v)?>> or <touching (マグマ4 v)?>> or <touching (マグマ5 v)?>> then\n start sound [やられる v]\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[239] < (x position)> then\n if <not <(ステージ) = [20]>> then\n broadcast (メッセージ1 v)\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n start sound [jump-anime1 v]\n set [y v] to [22.5]\n end\nend\n\nwhen flag clicked\nforever\n reset timer\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <touching color (#66f4ff)?> then\n broadcast (A v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00eeff)?> then\n broadcast (A v)\n end\nend\n\nwhen flag clicked\nset size to (80) %\n\n@トゲ\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\ngo to x: (35) y: (35)\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)) / (4))\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)) / (4))\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)) / (4))\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) / (3)))\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) / (3)))\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) / (3)))\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) / (3)))\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) / (3)))\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) / (3)))\n end\n delete this clone\nend\nbroadcast (jjjjjjjjjjjjjjjjjjjjjjj v)\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I receive [メッセージ1 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 (0.45) 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\n@スプライト3\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.2) to (0.7)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (30) %\ngo to x: (pick random (224) to (-224)) y: (173)\nset [ghost v] effect to (15)\nshow\nforever\n change y by (-5)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nset [確率 v] to [0]\nforever\n set [確率 v] to (pick random (1) to (4))\nend\n\nwhen I start as a clone\nif <<(確率) = [1]> or <(確率) = [3]>> then\n set size to (30) %\n go to [back v] layer\nend\nif <<(確率) = [2]> or <(確率) = [4]>> then\n set size to (40) %\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [jjjjjjjjjjjjjjjjjjjjjjj v]\nhide\nwait (4) seconds\nshow\n\n
借りた人\njinkungamesさん\nYY-Hさん\nryy_dayoさん\n111111noさん
☁世界記録付き!!360°プラットフォーマー!!360° platformer!!
@Stage\n\nwhen flag clicked\nforever\n if <not <((旗押してくれぇぇ) mod (2)) = [0]>> then\n play sound [tanoshiimugibatake v] until done\n end\nend\n\n@目玉君\n\nwhen flag clicked\nswitch costume to (pick random (1) to (6))\nset [停止 v] to [NO]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n point in direction (-90)\n end\n if <touching (とげ v)?> then\n broadcast (最初へ v)\n end\n if <touching (ばね v)?> then\n set [y v] to [-30]\n play sound [びよーん v] until done\n end\nend\n\ndefine <美味しい>\n\ndefine <丼>\n\n@ステージ\n\ndefine プログラム\nif <not <(停止) = [YES]>> then\n switch costume to ((ステージ) + (1))\n change [y v] by (1)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>> or <key (d v) pressed?>> then\n change [ステージ角度 v] by (0.2)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < [-50]>> or <key (a v) pressed?>>> then\n change [ステージ角度 v] by (-0.2)\n end\n set [ステージ角度 v] to ((ステージ角度) * (0.8))\n turn left (ステージ角度) degrees\n repeat (8)\n if <touching (目玉君 v)?> then\n change y by (-1)\n end\n end\n if <touching (目玉君 v)?> then\n change y by (8)\n turn right (ステージ角度) degrees\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>> or <key (w v) pressed?>> then\n if <[0] < (ステージ角度)> then\n set [ステージ角度 v] to [-1.5]\n start sound [じゃんぷ! v]\n else\n set [ステージ角度 v] to [1.5]\n end\n set [y v] to [-15]\n start sound [じゃんぷ! v]\n else\n set [ステージ角度 v] to [0]\n end\n end\n change y by (y)\n if <touching (目玉君 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (目玉君 v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>> or <key (w v) pressed?>> then\n start sound [じゃんぷ! v]\n set [y v] to [-15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to [front v] layer\n最初 [300]\nforever\n プログラム\nend\n\ndefine 最初 (大きさ)\nswitch costume to (無 v)\nset size to (大きさ) %\nset [大きさ v] to (大きさ)\nset [y v] to [0]\nswitch costume to ((ステージ) + (1))\npoint in direction (105)\ngo to x: (0) y: (-500)\n\nwhen I receive [最初へ v]\n最初 [300]\n\nwhen I receive [next v]\n最初 [300]\n\nwhen [timer v] > (10)\n\nwhen flag clicked\nswitch costume to (3 v)\n\n@とげ\n\ndefine 最初の (大きさ)\nswitch costume to (無 v)\nclear graphic effects\nshow\nset size to (大きさ) %\nswitch costume to ((ステージ) + (1))\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\n最初の [300]\nforever\n switch costume to ((ステージ) + (1))\n go to (ステージ v)\n point in direction ([direction v] of [ステージ v])\nend\n\nwhen I receive [最初へ v]\n最初の [300]\n\n@背景\n\ndefine 最初の (大きさ)\nswitch costume to (無 v)\nset size to (大きさ) %\nswitch costume to (朝&夜 v)\n\nwhen flag clicked\ngo to [back v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\n最初の (大きさ)\nforever\n go to (ステージ v)\n point in direction ([direction v] of [ステージ v])\nend\n\nwhen I receive [最初へ v]\n最初の (大きさ)\n\n@時間フィルター\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nforever\n if <<([direction v] of [背景 v]) < [178]> and <[3] < ([direction v] of [背景 v])>> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n end\n if <<([direction v] of [背景 v]) < [1]> and <([direction v] of [背景 v]) < [179]>> then\n set [ghost v] effect to (70)\n set [brightness v] effect to (-100)\n end\nend\n\n@ゴール\n\ndefine 最初の (大きさ)\nswitch costume to (無 v)\nclear graphic effects\nshow\nset size to (大きさ) %\nswitch costume to (旗 v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (0.3) seconds\n最初の (大きさ)\nforever\n switch costume to (旗 v)\n go to (ステージ v)\n point in direction ([direction v] of [ステージ v])\n if <touching (目玉君 v)?> then\n if <not <(停止) = [YES]>> then\n broadcast (NEXT v)\n end\n end\nend\n\nwhen I receive [最初へ v]\n最初の (大きさ)\n\nwhen I receive [next v]\n最初の (大きさ)\n\n@NEXT\n\nwhen I receive [next v]\nset [停止 v] to [YES]\ngo to [front v] layer\ngo to x: (0) y: (360)\nshow\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (8))\nend\nwait (0.5) seconds\nrepeat until <(y position) < [-345]>\n change y by (((-346) - (y position)) / (8))\nend\nchange [ステージ v] by (1)\nset [停止 v] to [NO]\nhide\n\nwhen flag clicked\nhide\n\n@ばね\n\ndefine 最初の (大きさ)\nswitch costume to (1 v)\nclear graphic effects\nshow\nset size to (大きさ) %\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (0.3) seconds\n最初の [290]\nforever\n switch costume to ((ステージ) + (1))\n go to (ステージ v)\n point in direction ([direction v] of [ステージ v])\n if <<(ステージ) = [2]> or <(ステージ) = [3]>> then\n show\n else\n hide\n end\n if <touching (目玉君 v)?> then\n switch costume to (1 v)\n repeat (9)\n next costume\n end\n end\nend\n\nwhen I receive [最初へ v]\n最初の [290]\n\n@❤⭐\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\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 (pick random (30) to (60)) seconds\nend\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 receive [スタート v]\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\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\nwait (0.3) seconds\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 flag clicked\nforever\n if <([costume # v] of [設定 v]) = [2]> then\n set volume to (0) %\n end\n if <([costume # v] of [設定 v]) = [1]> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <([costume # v] of [設定 v]) = [2]> then\n set volume to (0) %\n end\n if <([costume # v] of [設定 v]) = [1]> then\n set volume to (100) %\n end\nend\n\n@タイマー\n\nwhen flag clicked\nhide\nshow variable [time v]\nset [time v] to [0]\nshow variable [☁ world record v]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <([costume # v] of [ステージ v]) = [5]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [5]> then\n if <(☁ world record) > (Time)> then\n set [☁ world record v] to (Time)\n end\n end\nend\n\nrepeat until \nend\n\n@サムネ\n\n@停止画面\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\nend\n\nwhen [timer v] > (タイマー)\nhide variable [☁ world record v]\nhide variable [time v]\ngo to [front v] layer\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [縦 v] to [35]\n set [横 v] to [20]\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (縦)\n change y by (横)\n end\n repeat (20)\n change size by (((100) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\n end\n go to x: (0) y: (0)\n set size to (100) %\nend\n\nwhen [timer v] > (タイマー)\nif <not <(♡&☆) = [11]>> then\n broadcast (♡&☆ v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (サムネ v)\n\nwhen I receive [タイムアウト v]\ngo to x: (0) y: (0)\nswitch costume to (タイムアウト v)\nstop [all v]\n\n
qw~ How to play ~ 日本語は下\nOperate with the left and right keys or WAD keys or tap!\nThere is a goal when you turn around 360 degrees! There are no checkpoints, so do your best to reach the goal! There are 3 stages! Press hearts and stars when you clear! (absolutely not)\nIf possible, please follow me!\nThank you for spreading the word!\n*Advertisement is basically prohibited, but if you put a heart and a star on this work, you can advertise it.\n~遊び方~\n左右キーまたはWADキーまたはタップで操作します!\n360°ぐるっと回るとゴールがあります!チェックポイントはないのでゴールまで頑張ってください!3ステージあります!クリアしたらハートと星を押してください!\n(強制ではないです)できればフォローも・・ (((オイ\n拡散もよろしくお願いします!\n※宣伝は基本だめですが、この作品にハートと星を押せば、宣伝OKです
Ocean - A Platformer(MOBILE FRIENDLY) #games #all #platformers #trending
@Stage\n\nwhen flag clicked\nforever\n play sound [Pokémon Sword & Shield - Slumbering Weald Theme v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [15]\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 point in direction (-90)\n change [x v] by (-0.8)\n create clone of (_myself_ 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 point in direction (90)\n change [x v] by (0.8)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <(x position) > [205]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\n if <touching (water/spikes v)?> then\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [skin v]\nswitch costume to (special v)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (119)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Water/Spikes\n\nwhen flag clicked\ngo to x: (36) y: (38)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n repeat (5)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (5)\n change y by (-2)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-123) y: (-68)\n\nwhen I receive [next level v]\nnext costume\n\n@Follow Thingy\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\n@Thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\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 (Skin v)\n end\nend\n\n
PART 2 IS HERE: https://scratch.mit.edu/projects/929617724/\ni hope scratchteam features this ;-;\nguys u can actually stop I’m getting messages every second(nah jk keep going)\nOMG THIS ON THE WHAT COMMUNITY IS LOVING PAGE LETS KEEP THIS UP BOISSS(TYSM FOR LIKES AND FAVS IM LITERALLY SPEECHLESS)\nREAD FIRST:\nThe whole game is published by @bold-remix, don't listen to those remixers who say that this game belongs to them (just watch out of their remix if you can identify those who gave me 0 credit)\nFULLSCREEN & PC RECOMMENDED\nhi im back with another platformer\nkinda sucks but yeah\nW, A, S, D, arrow keys or mobile to move\nive received some hate recently, so please no hate comments.\nlike and fav this to show that we can fight against haters, and i cant follow everyone that likes and favs, but if you really want a follow, type on my profile 'f4f' and ill try to reply as soon as possible.(comment #getridofhate on my profile page if u hate haters\n\n\n\n\n#games#games#games#games#games#games#games#games#games#games#games#games#games\n#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all\n#trending#trending#trending#trending#trending#trending#trending#trending#trending#trending#trending\n#platformers#platformers#platformers#platformers#platformers#platformers#platformers#platformers\n\n\n\n\n\n\n\n\n\n\n\n;-;
Platformer but you fly
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [tokyovania v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Reset v)\nset [level v] to [1]\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 change [x velocity v] by (1.5)\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 (-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 if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X velocity) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\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 if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (Reset v) and wait\n end\n if <[-174] > (y position)> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n if <touching (spring v)?> then\n set [y velocity v] to [15]\n end\n if <(Level) = [17]> then\n stop [other scripts in sprite v]\n end\n if <(Level) = [17]> then\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nif <(Level) = [10]> then\n go to x: (-198) y: (-100)\nelse\n go to x: (-198) y: (0)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.1)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n point in direction (90)\n change [y velocity v] by (1.5)\n end\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@spring\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
Hello.\n\nInstructions\n1. use arrow keys, mobile drag, or WASD to move your player\n2. You can jump but you can wall jump\n3. springs can make you jump reguarly\n4. Don't touch spikes or fall into the void.\n5. Be smart in this game, there will be some hard levels for your brain.\n\n\nGood luck!\n\n\n#all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art \n
Marshmallow Platformer
@Stage\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [aurora-zone v] until done\nend\n\n@Logo\n\nwhen flag clicked\ngo to x: (-197) y: (127)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (purple v)\nshow\ngo to x: (-204) y: (122)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(y position) < [-175]> or <touching color (#ff9999)?>> then\n go to x: (-204) y: (122)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#99ffbb)?> then\n change y by (-2)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#99ffbb)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#99ffbb)?>> then\n change y by (-1)\n if <not <touching color (#99ffbb)?>> then\n change y by (-1)\n if <not <touching color (#99ffbb)?>> then\n change y by (-1)\n if <not <touching color (#99ffbb)?>> then\n change y by (-1)\n if <not <touching color (#99ffbb)?>> then\n change y by (-1)\n if <not <touching color (#99ffbb)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#99ffbb)?> then\n change y by (-2)\n if <touching color (#99ffbb)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <touching (sprite3 v)?> then\n go to x: (-204) y: (122)\n broadcast (message1 v)\n end\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\n if <<touching color (#99b2ff)?> or <touching color (#ccd8ff)?>> then\n change [color v] effect by (5)\n else\n clear graphic effects\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (169) y: (120)\nforever\n turn right (5) degrees\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (196) y: (-78)\nswitch costume to (white sad v)\n\nwhen I receive [message1 v]\nswitch costume to (white happy v)\nwait (1) seconds\nswitch costume to (white sad v)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n
Use the arrow keys to make the Whitemallows happy.\nspace key to change colour (there is no purpose for the change of colour, except that it pauses the game)\nAfter you make a Whitemallow happy, one second afterwards the next level will come and you can make the next Whitemallow happy!
AMONG US Platformer
@Stage\n\nwhen [timer v] > (0)\nforever\n play sound [Among Us Medley Super Smash Bros v] until done\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\n\nstop all sounds\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nswitch costume to (緑 v)\nhide\n\nwhen I start as a clone\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\n\nwhen flag clicked\n\nset size to (60) %\n\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwait (1) seconds\n\nwhen [timer v] > (0)\n\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\n\nwhen I receive [game start v]\ngo to x: (-220) y: (50)\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (spike v)?> then\n broadcast (し v)\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [recording1 v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [recording1 v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\nend\n\nwhen I receive [色々作ろう(?) v]\nnext costume\n\n@road-\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [game start v]\nshow\n\n@shhhhhhh\n\nwhen I start as a clone\nif <(id) = [0]> then\n forever\n switch costume to (costume3 v)\n show\n go to [back v] layer\n turn right (-0.5) degrees\n end\nend\nif <(id) = [1]> then\n hide\n wait (0.5) seconds\n switch costume to (costume1 v)\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (0) y: (-140)\n set size to (115) %\n wait (0.08) seconds\n set size to (100) %\n wait (1) seconds\n broadcast (be.end v)\nend\nif <(id) = [2]> then\n go to x: (120) y: (-120)\n point in direction (180)\n forever\n change x by ((x position) / (-5))\n change y by ((y position) / (-3))\n turn right (((direction) - (90)) / (-3)) degrees\n switch costume to (ashampoo_snap_2020 v)\n show\n go to [front v] layer\n set size to (100) %\n end\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (0.3) seconds\nset size to (100) %\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 [alive? v] to [1]\nshow\npoint in direction (90)\nset size to (100) %\nswitch costume to (costume2 v)\ngo to [front v] layer\nwait (0.5) seconds\nset size to (115) %\nwait (0.08) seconds\nset size to (100) %\nstop [other scripts in sprite v]\ngo to [back v] layer\n\nwhen I receive [shhhhh v]\n\ndelete this clone\n\nset [id v] to [0]\n\ndelete this clone\n\nwhen I receive [be.end v]\nwait (2) seconds\nhide\nstop [all v]\n\n@Among Us\n\nwhen flag clicked\nset [押されたみんなバナナ食べよう v] to [0]\nchange [ghost v] effect by (100)\n\nwhen [timer v] > (0)\nshow\nswitch costume to (ashampoo_snap_2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nif <touching (mouse-pointer v)?> then\n if <(mouse x) = [50]> then\nend\n\nwhen I receive [collar v]\n\nwhen I receive [game start v]\nhide\n\n@collar\n\nwhen flag clicked\nhide\n\nwhen I receive [collar v]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nshow\n\nif then\nend\n\nif <touching (mouse-pointer v)?> then\nend\n\nif <mouse down?> then\nend\n\nwhen I receive [消す v]\nhide\n\n\n\nwhen this sprite clicked\nbroadcast (色々作ろう(?) v)\nnext costume\nwait (0.5) seconds\n\n@PC\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\nwhen this sprite clicked\nbroadcast (collar v)\n\nwhen I receive [game start v]\nhide\n\n@PC2\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\nwhen this sprite clicked\nbroadcast (game start v)\n\nwhen I receive [game start v]\nhide\n\n@消えろぉぉぉ!!\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [collar v]\nshow\nwait (1) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (消す v)\nhide\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [game start v]\nswitch costume to (costume3 v)\nshow\n\n@アモングアス口\n\n@アモングアスキャラづくり体\n\n@アモングアスガラス\n\n@アモングアス手\n\n@キル、死体\n\nwhen I receive [し v]\nstart sound [301abd81-edc2-4c2a-a341-e2f09c9935bd v]\n\n@寒いね\n\nwhen flag clicked\nhide\n\n@光\n\n@モバイル対応マーク\n\n
運営により再共有\n\n前垢で消されたのをなんとか復元した復元版です\n\n操作 プラフォと同じ()\n\nクレジット アモングアス様\nBGM @_Syake\n\n傾向に乗りたい
Flat Minded [platformer]
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [begin to play v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nswitch backdrop to (backdrop2 v)\nbroadcast (Play v)\n\nwhen flag clicked\nforever\n play sound [H-Audio - Stroll.mp3 v] until done\nend\n\n@Sprite3\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.85)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.85)\nend\nset [xv v] to ((Xv) * (0.87))\nchange x by (Xv)\nif <touching color (#7f7f7f)?> then\n change x by ((Xv) * (-1))\n set [xv v] to [0]\nend\nchange y by (Yv)\nif <touching color (#ff9999)?> then\n broadcast (die v)\nend\nif <touching color (#99ffbb)?> then\n broadcast (next level v)\nend\nif <touching color (#7f7f7f)?> then\n change y by ((Yv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Yv) < [0.1]> then\n if <not <touching color (#ff6642)?>> then\n set [yv v] to [13]\n end\n end\n else\n if <(Yv) < [0.1]> then\n set [yv v] to [0]\n else\n change [yv v] by (-1)\n end\n end\nend\nchange [yv v] by (-1)\nif <<touching color (#61e1ff)?> or <touching color (#ffc984)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [3]\n end\nend\nif <touching color (#61e1ff)?> then\n if <not <key (up arrow v) pressed?>> then\n set [yv v] to [-3]\n end\nend\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n Physics\n set [xpos v] to (x position)\n set [ypos v] to (y position)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [die v]\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nnext costume\n\nwhen I receive [play v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nset [xpos v] to [0]\nset [ypos v] to [0]\nset [yvel v] to [0]\ngo to x: (0) y: (0)\nset size to (1500) %\nswitch costume to (costume1 v)\nforever\n change x by ((xpos) * (-1))\n change y by ((ypos) * (-1))\nend\n\nwhen flag clicked\nset size to (1500) %\nhide\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat (25)\n change y by (2)\n change size by (4)\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [menu v]\ngo to x: (0) y: (200)\nwait (1) seconds\nshow\nrepeat until <touching color (#7f7f7f)?>\n change y by (-10)\nend\nchange y by (10)\nwait (1) seconds\ncreate clone of (_myself_ v)\nbroadcast (Title v)\n\nwhen I receive [begin to play v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\ngo to x: (-26) y: (208)\nset [ghost v] effect to (100)\nwait (2) seconds\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\n change y by (-3)\nend\n\nwhen I receive [begin to play v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (30)\nhide\n\nwhen I receive [title v]\nset [ghost v] effect to (100)\nwait (4) seconds\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen this sprite clicked\nbroadcast (begin to play v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n@PI\n\nwhen flag clicked\nset [intro v] to [0]\ngo to [front v] layer\nhide\nset size to (100) %\nchange [intro v] by (1)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nchange [intro v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(INTRO) = [1]> then\n go to [front v] layer\n go to x: (-118) y: (-262)\n switch costume to (pi2 v)\n show\n Smooth Glide to X: (0) Y: (0) At speed (3)\n wait (2) seconds\n hide\n delete this clone\nend\nif <(INTRO) = [2]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (pi3 v)\n show\n set size to (1200) %\n repeat (10)\n change size by (((90) - (size)) * (0.2))\n end\n switch costume to (pi v)\n wait (2) seconds\n repeat (10)\n change size by (-10)\n end\n broadcast (message1 v)\n hide\n delete this clone\nend\n\ndefine None\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / ([abs v] of ((-10) + (speed)) ))\n change y by (((y) - (y position)) / ([abs v] of ((-10) + (speed)) ))\nend\ngo to x: (x) y: (y)\n\n@Sprite9\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nrepeat until <(y position) > [342]>\n change y by (((y position) + (7)) * (0.3))\nend\nhide\nbroadcast (menu v)\n\n@costume2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n
F L A T M I N D E D\n\nA platformer with 10 levels!\n\nAll Levels Are 100% Possible!\n\nDon't do full screen! It lags! DOUBLE CLICK GREEN FLAG!!!\n it's really important for the game!
Minecraft platformer!! 1 #platformer #game #games
@Stage\n\nwhen flag clicked\nforever\n play sound [619 v] until done\nend\n\n@地形\n\nwhen I receive [次! v]\nnext costume\ngo to [back v] layer\nif <[] = [50]> then\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (地形1 v)\n\nwhen [timer v] > (タイマー)\nswitch costume to (地形5 v)\n\n@キャラ\n\nwhen flag clicked\nbroadcast (platformerスタート v)\nswitch costume to (player v)\nforever\n set [タイマー v] to (timer)\nend\n\nwhen I receive [platformerスタート v]\nset volume to (100) %\nset [動ける? v] to [1]\nswitch costume to (スティーブ1 v)\nshow\nset rotation style [left-right v]\npoint in direction (90)\nセット\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(動ける?) = [1]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x v] by (ハヤサ)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by ((0) - (ハヤサ))\n point in direction (-90)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\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) * (-1.2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> 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 [14]\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\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <touching (地形 v)?> then\n set [y v] to [14]\n start sound [ジャンプ v]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (地形 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [237]> then\n if <([costume # v] of [地形 v]) = [5]> then\n if <(ゾンビ) = [1]> then\n broadcast (次! v)\n end\n else\n if <([costume # v] of [地形 v]) = [9]> then\n if <(スケルトン) = [1]> then\n broadcast (次! v)\n end\n else\n if <not <([costume # v] of [地形 v]) = [16]>> then\n broadcast (次! v)\n end\n end\n end\n end\n if <touching (マグマ v)?> then\n switch costume to (スティーブ やられた v)\n else\n switch costume to (スティーブ1 v)\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n end\n if <(y position) < [-170]> then\n L\n end\n if <<(ハート) = [0]> or <(ハート) < [1]>> then\n L\n end\n end\nend\n\ndefine セット (x) (y)\ngo to x: (x) y: (y)\n\ndefine セット\ngo to x: (-200) y: (-60)\n\nwhen I receive [プレイヤー表示 v]\nshow\n\ndefine ダメージ () (音)\nset [動ける? v] to [2]\nif <(音) = [いる]> then\n start sound [カッ v]\nend\nchange [ハート v] by ()\nwait (0.1) seconds\nset [動ける? v] to [1]\n\nwhen I receive [次! v]\nhide\nセット\nset [動ける? v] to [2]\nset volume to (0) %\nwait (1) seconds\nset volume to (100) %\nset [動ける? v] to [1]\nshow\n\nwhen [timer v] > (タイマー)\nhide\n\ndefine 即死\nset [動ける? v] to [2]\nstart sound [カッ v]\nchange [ハート v] by (-20)\nswitch costume to (スティーブ やられた v)\nwait (0.5) seconds\nセット\nswitch costume to (スティーブ1 v)\nset [ハート v] to [20]\nset [動ける? v] to [1]\n\nwhen I receive [ダメージ2 v]\nswitch costume to (スティーブ やられた v)\nダメージ [-2] [いる]\nwait (0.5) seconds\nswitch costume to (スティーブ1 v)\n\nwait (0.5) seconds\n\ndefine マグマ\nswitch costume to (スティーブ やられた v)\nstart sound [カッ v]\nchange [ハート v] by (-1)\n\ndefine L\nset [ゲームオーバー? v] to [1]\nset [動ける? v] to [2]\nwait (0.01) seconds\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (ゲームオーバー v)\n\nwhen I receive [ダメージ v]\nswitch costume to (スティーブ やられた v)\nダメージ [-2] [いる]\nwait (0.5) seconds\nswitch costume to (スティーブ1 v)\n\nwhen I receive [d v]\nchange [m v] by (1)\nif <(m) = [1]> then\n start sound (pick random (5) to (6))\n ダメージ [-6] []\nelse\n ダメージ [-6] [いる]\nend\n\nchange [#biome v] by (1)\n\nwhen I receive [platformerスタート v]\nforever\n set [xxx v] to (x position)\n set [yyy v] to (y position)\nend\n\n@Health\n\nwhen flag clicked\nset [ハート v] to [20]\nforever\n switch costume to ((ハート) + (1))\nend\n\nwhen I receive [次! v]\ngo to [back v] layer\nwait (3) seconds\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (-78) y: (-140)\nset size to (70) %\ngo to [front v] layer\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen flag clicked\nshow\n\n@Hunger\n\nwhen flag clicked\nswitch costume to (hunger_20 v)\nforever\n switch costume to ((Hunger) + (1))\nend\n\nwhen flag clicked\nset [hunger v] to [20]\nforever\n wait (pick random (50) to (60)) seconds\n change [hunger v] by (-1)\nend\n\nwhen flag clicked\nset [ハヤサ v] to [0.6]\nforever\n if <(Hunger) = [6]> then\n set [ハヤサ v] to [0.3]\n end\nend\n\nwhen I receive [次! v]\ngo to [back v] layer\nwait (3) seconds\ngo to [front v] layer\n\nwhen flag clicked\nset size to (150) %\ngo to [front v] layer\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen flag clicked\nshow\n\ngo to x: (70) y: (-140)\n\n@Oxygen\n\nwhen flag clicked\nhide\n\nwhen I receive [次! v]\n\nwhen [timer v] > (タイマー)\nhide\n\n@gui_invrow\n\nwhen I receive [init v]\n\nwhen I receive [次! v]\ngo to [back v] layer\nwait (3) seconds\ngo to [front v] layer\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen [timer v] > (タイマー)\n\nwhen flag clicked\nshow\n\n@アピール\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (20)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (136) y: (153)\nchange [ghost v] effect by (100)\nstart sound [ポップ v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen [timer v] > (タイマー)\nhide\n\n@ゾンビ\n\nwhen I receive [platformerスタート v]\nwait until <([costume # v] of [地形 v]) = [5]>\nwait (1.6) seconds\ngo to x: (160) y: (0)\nset [ゾンビ v] to [0]\ncreate clone of (_myself_ v)\n\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x v] by (ハヤサ)\n switch costume to (player v)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by ((0) - (ハヤサ))\n point in direction (-90)\nend\n\nchange y by (-1)\n\nwait until <not <touching (雪玉 v)?>>\n\nwhen flag clicked\nset [ゾンビ v] to [0]\nset [スケルトン v] to [0]\nswitch costume to (コスチューム1 v)\nhide\n\nchange [ゾンビhp v] by (8)\n\ndefine フットブ2\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v] to [10]\n set [y v] to [15]\nelse\n set [x v] to [-10]\n set [y v] to [15]\nend\n\nwhen I receive [ダメージ v]\nフットブ2\n\nwhen I start as a clone\nset volume to (100) %\ngo to [back v] layer\nset [動ける? v] to [1]\nswitch costume to (コスチューム1 v)\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x\[z\] v] to [0]\nset [y\[z\] v] to [0]\nforever\n if <(動ける?) = [1]> then\n if <([x position v] of [キャラ v]) < (x position)> then\n change [x\[z\] v] by (-0.3)\n point in direction (90)\n else\n change [x\[z\] v] by (0.3)\n point in direction (-90)\n end\n change x by (X\[z\])\n set [x\[z\] v] to ((X\[z\]) * (0.9))\n change y by (-5)\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 y by (-5)\n end\n end\n end\n end\n end\n end\n change [y\[z\] v] by (-1)\n change y by (Y\[z\])\n end\n if <touching (地形 v)?> then\n change y by ((Y\[z\]) * (-1))\n set [y\[z\] v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (キャラ v)?> then\n broadcast (ダメージ v)\n wait until <not <touching (キャラ v)?>>\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [5]\nforever\n if <<touching (鉄の剣 v)?> and <(Kou) = [1]>> then\n change [ゾンビhp v] by (-1)\n if <(ゾンビHP) < [1]> then\n switch costume to (player2 v)\n wait until <not <<touching (鉄の剣 v)?> and <(Kou) = [1]>>>\n wait (0.1) seconds\n start sound [zombiedeath v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ゾンビ v] to [1]\n delete this clone\n else\n start sound (pick random (4) to (5))\n switch costume to (player2 v)\n wait until <not <<touching (鉄の剣 v)?> and <(Kou) = [1]>>>\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x\[z\] v] to [5]\n set [y\[z\] v] to [10]\n else\n set [x\[z\] v] to [-5]\n set [y\[z\] v] to [10]\n end\n end\n end\nend\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I start as a clone\nforever\n if <not <touching (雪玉 v)?>> then\n wait (pick random (1) to (2)) seconds\n play sound (pick random (1) to (3)) until done\n end\nend\n\n@サムネ\n\nwhen [timer v] > (タイマー)\nif <(ゲームオーバー?) = [0]> then\n switch costume to (コスチューム1 v)\n go to [front v] layer\n show\n change [ghost v] effect by (100)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nelse\n switch costume to (コスチューム2 v)\n go to [front v] layer\n show\n change [ghost v] effect by (100)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\n\nwhen flag clicked\nset [ゲームオーバー? v] to [0]\nhide\n\nwhen I receive [ゲームオーバー v]\nstop [all v]\n\n@マグマ\n\nwhen flag clicked\ngo to [back v] layer\npoint in direction (90)\nhide\nforever\n if <([costume # v] of [地形 v]) = [1]> then\n point in direction (90)\n go to x: (0) y: (0)\n hide\n end\n if <([costume # v] of [地形 v]) = [6]> then\n point in direction (90)\n go to x: (0) y: (-10)\n switch costume to (lava v)\n show\n end\n if <([costume # v] of [地形 v]) = [7]> then\n point in direction (90)\n go to x: (0) y: (-5)\n switch costume to (lava2 v)\n show\n end\n if <([costume # v] of [地形 v]) = []> then\n turn left (5.5) degrees\n go to x: (0) y: (20)\n switch costume to (コスチューム4 v)\n show\n end\n if <([costume # v] of [地形 v]) = [7]> then\n point in direction (90)\n switch costume to (コスチューム5 v)\n show\n end\n if <([costume # v] of [地形 v]) = [8]> then\n point in direction (90)\n hide\n end\nend\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [platformerスタート v]\nforever\n if <touching (キャラ v)?> then\n broadcast (d v)\n wait (0.5) seconds\n else\n set [m v] to [0]\n end\nend\n\n@弓\n\nwhen flag clicked\nhide\n\nwhen I receive [s召喚 v]\ngo to [back v] layer\nset rotation style [all around v]\nset size to (100) %\npoint in direction (-135)\nshow\nswitch costume to (弓 v)\n\nwhen flag clicked\nforever\n if <([direction v] of [スケルトン v]) = [-90]> then\n go to (スケルトン v)\n point in direction (-135)\n change x by (15)\n else\n go to (スケルトン v)\n point in direction (45)\n change x by (-15)\n end\nend\n\nwhen I receive [弓 v]\nwait (0.1) seconds\nswitch costume to (弓2 v)\nwait (0.05) seconds\nswitch costume to (弓3 v)\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nswitch costume to (弓 v)\n\nwhen I start as a clone\nswitch costume to (矢 v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nstart sound [弓矢射撃音 v]\nif <([direction v] of [スケルトン v]) = [-90]> then\n repeat until <<touching (キャラ v)?> or <touching (_edge_ v)?>>\n change x by (20)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nelse\n repeat until <<touching (キャラ v)?> or <touching (_edge_ v)?>>\n change x by (-20)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\nwhen I receive [スケルトンko v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (キャラ v)?> then\n broadcast (ダメージ2 v)\n end\n wait until <not <touching (キャラ v)?>>\nend\n\n@スケルトン\n\nwhen I receive [platformerスタート v]\nwait until <([costume # v] of [地形 v]) = [9]>\nwait (2) seconds\ngo to x: (160) y: (0)\nset [スケルトン v] to [0]\nbroadcast (S召喚 v)\n\n\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x v] by (ハヤサ)\n switch costume to (player v)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by ((0) - (ハヤサ))\n point in direction (-90)\nend\n\nchange y by (-1)\n\nwhen flag clicked\nswitch costume to (スケルトン v)\nhide\n\ndefine フットブ2\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v] to [10]\n set [y v] to [15]\nelse\n set [x v] to [-10]\n set [y v] to [15]\nend\n\ndefine ダメージ\nchange [スケルトンhp v] by (-1)\nif <(スケルトンHP) < [1]> then\n switch costume to (スケルトン2 v)\n wait until <not <<touching (鉄の剣 v)?> and <(Kou) = [1]>>>\n wait (0.1) seconds\n start sound [skeletondeath v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (スケルトンKO v)\nelse\n start sound (pick random (4) to (5))\n switch costume to (スケルトン2 v)\n wait until <not <<touching (鉄の剣 v)?> and <(Kou) = [1]>>>\n wait (0.1) seconds\n switch costume to (スケルトン v)\nend\n\ndefine フットブ\nif <([x position v] of [キャラ v]) < (x position)> then\n set [x\[s\] v] to [10]\n set [y\[s\] v] to [10]\nelse\n set [x\[s\] v] to [-10]\n set [y\[s\] v] to [10]\nend\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I start as a clone\n\nwhen I receive [s召喚 v]\nset [スケルトンhp v] to [3]\nforever\n if <<touching (鉄の剣 v)?> and <(Kou) = [1]>> then\n フットブ\n ダメージ\n end\nend\n\nwhen I receive [s召喚 v]\nforever\n if <touching (キャラ v)?> then\n broadcast (ダメージ v)\n end\n wait until <not <touching (キャラ v)?>>\nend\n\nwhen I receive [s召喚 v]\nforever\n if <not <touching (雪玉 v)?>> then\n wait (pick random (0.5) to (1)) seconds\n play sound (pick random (1) to (3)) until done\n end\nend\n\nwhen I receive [s召喚 v]\nset volume to (100) %\ngo to [back v] layer\nset [動ける? v] to [1]\nswitch costume to (スケルトン v)\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x\[s\] v] to [0]\nset [y\[s\] v] to [0]\nforever\n if <(動ける?) = [1]> then\n if <([x position v] of [キャラ v]) < (x position)> then\n change [x\[s\] v] by (-0.2)\n point in direction (90)\n else\n change [x\[s\] v] by (0.2)\n point in direction (-90)\n end\n change x by (X\[s\])\n set [x\[s\] v] to ((X\[s\]) * (0.9))\n change y by (-5)\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 y by (-5)\n end\n end\n end\n end\n end\n end\n change [y\[s\] v] by (-1)\n change y by (Y\[s\])\n end\n if <touching (地形 v)?> then\n change y by ((Y\[s\]) * (-1))\n set [y\[s\] v] to [0]\n end\nend\n\nforever\n\nwhen I receive [s召喚 v]\nforever\n wait (pick random (1) to (2)) seconds\n broadcast (弓 v)\nend\n\nwhen I receive [スケルトンko v]\nset [スケルトン v] to [1]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [ダメージ2 v]\nフットブ2\n\n@Weather\n\nwhen I receive [layer sort v]\nif <(cloud_num) = [-1]> then\n Z-index Sprite by [999]\nend\nif <(cloud_num) > [0]> then\n Z-index Sprite by [998]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [platformerスタート v]\nhide\nset [cloud_num v] to [-1]\ncreate clone of (_myself_ v)\nset [cloud_num v] to [1]\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\nwhen I start as a clone\ngo to [back v] layer\nif <(cloud_num) = [-1]> then\n show\n forever\n if <(#Daylight cycle) = [Day]> then\n switch costume to (sun v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Sunset]> then\n switch costume to (sunset v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Night]> then\n switch costume to (moon v)\n go to x: ((0) + ((220) * ([cos v] of (((#Frame) / (30)) + (180)) ))) y: ((-250) + ((380) * ([sin v] of ((#Frame) / (30)) )))\n end\n end\nend\nif <(cloud_num) > [0]> then\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [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 (11)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n if <(#Daylight cycle) = [Night]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (20)\n end\n if <(#Gamemode) = (item (1) of [#gamemode v])> then\n end\n change [cloud_num v] by (-1)\n delete this clone\nend\n\nwhen I receive [次! v]\ngo to [back v] layer\n\nwhen I receive [platformerスタート v]\nset [#daylight cycle v] to [Day]\nwait (1) seconds\n\n@鉄の剣\n\nwhen I receive [platformerスタート v]\nshow\nforever\n if <([direction v] of [キャラ v]) = [90]> then\n switch costume to (_sword8 v)\n go to x: ((Xxx) + (32)) y: ((Yyy) + (2))\n else\n if <([direction v] of [キャラ v]) = [-90]> then\n switch costume to (_sword2 v)\n go to x: ((Xxx) + (-32)) y: ((Yyy) + (2))\n end\n end\nend\n\nwhen I receive [platformerスタート v]\nset size to (85) %\npoint in direction (90)\nforever\n if <(costume [number v]) = [1]> then\n if <<key (space v) pressed?> or <key (z v) pressed?>> then\n repeat (5)\n turn right (10) degrees\n set [kou v] to [1]\n end\n repeat (5)\n turn left (10) degrees\n end\n set [kou v] to [0]\n end\n else\n if <(costume [number v]) = [2]> then\n if <<key (space v) pressed?> or <key (z v) pressed?>> then\n repeat (5)\n turn left (10) degrees\n set [kou v] to [1]\n end\n repeat (5)\n turn right (10) degrees\n end\n set [kou v] to [0]\n end\n end\n end\nend\n\nwhen I receive [次! v]\nhide\nwait (1) seconds\nshow\n\nwhen [timer v] > (タイマー)\nhide\n\n
日本語は下↓ 傾向に乗れないバグがあったので、傾向に乗れませんでした…\n⚠︎Please read the instructions carefully⚠︎\n -How to play-- \n[PC] Operate with arrow keys attack with spacebar Let's aim for the goal!\n[mobile] Tap the screen to operate Tap the screen to attack Let's aim for the goal! \nCredit ↓ \nReference @kuri-pa-2 \nCharacter costume @-firstwave- @kuri-pa-2 \nBlocks, gauges, etc.@griffpatch \nSound effects @kuri-pa-2@griffpatch \nThumbnail text @Kensuke17 \nBGM@zyo-ka-da \nSpider/Sun@-Jikky-\n I made most of the others myself ( ・∇・) \nPlease let me know if any credits are missing \ntag————————————————————-\n#k-44#Minecraft#platformer ——————————————————————\n\n⚠︎使い方をよく読んでね⚠︎\nー遊び方ーーーーーーーーーーーーーーーーーーー\n[PC]\n矢印キーで操作\nスペースキーで攻撃\nゴールを目指そう!\n[モバイル]\n画面をタップして操作\n画面をタップして攻撃\nゴールを目指そう!\n\nクレジット↓\n参考@kuri-pa-2 @-_kashiwa_-\nキャラコスチューム@-firstwave- @kuri-pa-2\nブロック・ゲージなど@griffpatch\n効果音@kuri-pa-2@griffpatch\nサムネイルの文字@Kensuke17\nくも・太陽@-Jikky-様\nその他はほとんど自分で作りました( ・∇・)\n\nクレジットが欠けている場合はお知らせください\n\nタグ———————————————————-\n#k-44#Minecraft#platformer\n—————————————————————-\n
Online Stickman Platformer
@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\nwhen I receive [変更 v]\nswitch backdrop to (背景 v)\n\nwhen I receive [reset v]\nswitch backdrop to (backdrop1 v)\n\n@スプライト1\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\nwhen flag clicked\nshow variable [active players v]\nshow variable [fastest v]\nshow variable [time v]\n\nset [変更 v] to [1]\n\nrepeat until <key (space v) pressed?>\n set [@player x v] to [6000]\n set [@player y v] to [450]\n set [@player die v] to [0]\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(mouse y) > [70]>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [100]>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[-100] > (mouse x)>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\nshow\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [450]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until < or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\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\nset [fastest v] to (join [Fastest: ] (TIME))\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?> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [420]\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?>>> or <<mouse down?> and <(mouse y) < [-70]>>>\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]>>> or <<<mouse down?> and <(mouse y) > [99]>> 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?>> or <not <<mouse down?> and <(mouse y) > [99]>>>> 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\nwhen I receive [game loop tick v]\nif <[10] < (@Player Die)> then\n Reset Player\nend\n\nif <(変更) = [1]> then\n set [@player x v] to [8280]\n set [@player y v] to [430]\nend\n\nwhen flag clicked\nforever\n if <touching (ワープ v)?> then\n set [変更 v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [game loop tick v]\nif <touching (levelジャンプ v)?> then\n change [@player sy v] by (5)\nend\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\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)\nend\n\nwhen flag clicked\nset [brightness v] effect to (pick random (-10) to (10))\nset [color v] effect to (pick random (0) to (100))\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@Lemon\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)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-10) to (10))\nset [color v] effect to (pick random (0) to (200))\nstart sound [Connect v]\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]\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) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\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\nwhen I receive [game loop tick v]\ngo to [front v] layer\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (80)\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\nwhen I receive [変更 v]\nhide\n\nwhen I receive [reset v]\nset [ghost v] effect to (80)\ngo [backward v] (1000) layers\nshow\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\nrepeat (10)\n go to [front v] layer\nend\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: (750) (423) typ [2] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (1950) (388) typ [20] width [20] time [0] costume [] mul []\nsetup clone at x,y: (2320) (344) typ [2] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (2755) (344) typ [2] width [20] time [] costume [] mul []\nsetup clone at x,y: (3700) (450) typ [21] width [20] time [] costume [] mul []\nsetup clone at x,y: (4100) (280) typ [2] width [20] time [] 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) + ((70) + (([sin v] of ((timer) * (360)) ) * (70))))) (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)\nturn right (3) degrees\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\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\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: (12561) (238)\nsetup clone at x,y: (1002) (458)\nsetup clone at x,y: (3036) (334)\nsetup clone at x,y: (5450) (429)\nsetup clone at x,y: (8278) (402)\nset [showing v] to [-1]\n\nsetup clone at x,y: () (101)\nsetup clone at x,y: (5014) (475)\n\nset [@totalflags v] to [1]\n\nwhen flag clicked\nwait (1) seconds\n\nset [flag count v] to [3]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [変更 v] to [0]\nset volume to (100) %\nset [sync frames v] to [63]\nif then\n forever\n play sound [スイカゲームBGM v] until done\n end\nend\n\nwhen I receive [変更 v]\nrepeat (40)\n change volume by (-3)\nend\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [ハロウィンver v] until done\nend\n\nwhen I receive [reset v]\nset [変更 v] to [0]\nset volume to (100) %\nset [sync frames v] to [63]\nif then\n forever\n play sound [スイカゲームBGM v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@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@Level拝啓\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@ワープ\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)\ncreate clone of (_myself_ v)\n\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\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 else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\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 (costume3 v)\nsetup clone at x,y: (6162) (360)\nset [showing v] to [-1]\n\ndefine on screen\n\nwhen flag clicked\nforever\n if <(変更) = [1]> then\n broadcast (変更 v)\n repeat (20)\n set [@player x v] to [8277]\n set [@player y v] to [410]\n set [@player die v] to [0]\n end\n stop [this script v]\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\n go to [front v] layer\nend\n\nwhen this sprite clicked\nnext costume\n\n@Levelジャンプ\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
Please ❤️ and ⭐️ !\nAnd Follow!
3D‼︎ Suika game platformer スイカゲームプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [Cat - tibita v] until done\nend\n\n@ \n\n@キャラ\n\nwhen flag clicked\nset size to (75) %\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (コスチューム1 v)\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n if <(X) < [8]> then\n change [x v] by (1)\n else\n set [x v] to [8]\n end\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n if <(X) < [-8]> then\n set [x v] to [-8]\n else\n change [x v] by (-1)\n end\n end\n set [x v] to ((X) * (0.91))\n change x by (X)\n change y by (-1)\n if <touching (地面 v)?> then\n turn right ((X) * (1.25)) degrees\n else\n turn right ((X) / (2)) degrees\n end\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 ((0) - (X))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n start sound [Jump v]\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n 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 <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching (地面 v)?> then\n set [y v] to [16]\n start sound [Jump v]\n end\n end\n change y by (1)\n if <[235] < (x position)> then\n if <([costume # v] of [地面 v]) = [4]> then\n go to x: (-200) y: (-100)\n else\n go to x: (-200) y: (0)\n end\n set [x v] to [0]\n set [y v] to [0]\n broadcast (next v)\n end\n if <touching (棘 v)?> then\n start sound [Teleport2 v]\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-180]> then\n start sound [Teleport2 v]\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\n@地面\n\nwhen flag clicked\nerase all\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-25)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nnext costume\nset size to (100) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nerase all\nブロック名\n\ndefine ブロック名\nset size to (85) %\nset [brightness v] effect to (-15)\nrepeat (20)\n change size by (0.75)\n change [brightness v] effect by (0.75)\n stamp\nend\ndelete this clone\n\n@棘\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\n立体\nclear graphic effects\n\ndefine 立体\nset size to (85) %\nset [brightness v] effect to (-15)\nrepeat (20)\n change size by (0.75)\n change [brightness v] effect by (0.75)\n stamp\nend\ndelete this clone\n\nwhen I receive [next v]\nnext costume\nset size to (100) %\ncreate clone of (_myself_ v)\n\n@スプライト1\n\nwhen I receive [next v]\nset [ghost v] effect to (0)\nset [ghost v] effect to (0)\nset [ghost v] effect to (0)\nset [ghost v] effect to (0)\nif <([costume # v] of [地面 v]) = [6]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (キャラ v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@   \n\n@看板\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\ngo to [front v] layer\nhide\n\n
♡と☆と拡散お願い!\nhttps://scratch.mit.edu/projects/926621524\n傾向3p!!もっと上がれー\n\n宣伝\nhttps://scratch.mit.edu/projects/924330206
Lava - A Platformer (first remix)
@Stage\n\n@blank\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [15]\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 point in direction (-90)\n change [x v] by (-0.8)\n create clone of (_myself_ 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 point in direction (90)\n change [x v] by (0.8)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <(x position) > [205]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\n if <touching (water/spikes v)?> then\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [skin v]\nswitch costume to (special v)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (119)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Water/Spikes\n\nwhen flag clicked\ngo to x: (36) y: (38)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n repeat (5)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (5)\n change y by (-2)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-123) y: (-68)\n\nwhen I receive [next level v]\nnext costume\n\n@Follow Thingy\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\n@Thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\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 (Skin v)\n end\nend\n\n@volume \n\nwhen flag clicked\nset [ghost v] effect to (25)\nbroadcast (false v)\ngo to x: (-220) y: (154)\nswitch costume to (3 v)\nset volume to (100) %\nrepeat until <key (enter v) pressed?>\n play sound (pick random (1) to (8)) until done\nend\n\nwhen [enter v] key pressed\nstop all sounds\nplay sound [22 - Chaoz Japan v] until done\n\nmove (10) steps\n\nwhen this sprite clicked\n\nwhen I receive [false v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [pitch v] effect to ((-1) / ())\nset volume to (0) %\nswitch costume to (mute v)\nwait (.01) seconds\nbroadcast (true v)\n\nwhen I receive [true v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [pitch v] effect to (0)\nset volume to (100) %\nswitch costume to (3 v)\nwait (.01) seconds\nbroadcast (false v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
FULLSCREEN & PC RECOMMENDED\n--------------------------------------------------------------\nTHANK YOU GUYS 2000 VIEWS!!!!!!!!!!!!!!!!!!!\n--------------------------------------------------------------\nHi, I'm back with another platformer\nkinda sucks but yeah\nW, A, S, D, arrow keys, or mobile to move\n\n\n\n\n\n
generic platformer 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <(Music#) = [1]> then\n set volume to (50) %\n set [canmoveplayer v] to [1]\n forever\n play sound (pick random (2) to (3)) until done\n wait (0.5) seconds\n end\nelse\nend\n\nwhen I receive [particles v]\n\nrepeat (10)\n change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n change [pitch v] effect by (1)\nend\nclear sound effects\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\n\n@Blank\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n switch costume to (costume)\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n if <(id) = [2]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n else\n if <(id) = [3]> then\n go to x: (0) y: (0)\n switch costume to (logo v)\n go to [front v] layer\n show\n point in direction (-45)\n set [ghost v] effect to (100)\n set size to (0) %\n repeat (20)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (-10)\n turn right (((92) - (direction)) / (5)) degrees\n end\n repeat (23)\n change size by (((100) - (size)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n wait (0.5) seconds\n Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n else\n if <(id) = [5]> then\n go to [front v] layer\n go to x: (0) y: (0)\n Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n else\n if <(id) = [6]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n else\n if <(id) = [7]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n show\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n set [1 v] to (pick random (-15) to (15))\n set [2 v] to (pick random (-15) to (15))\n set [3 v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n go to x: (0) y: (0)\n repeat (25)\n go to [front v] layer\n switch costume to (thing 1 v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (1)\n change y by (2)\n turn right (3) degrees\n set [1 v] to ((1) * (0.9))\n set [2 v] to ((2) * (0.9))\n switch costume to (pick random (6) to (7))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n forever\n change [yv v] by (-0.1)\n change y by (YV)\n end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n delete this clone\nelse\n if <(id) = [2]> then\n delete this clone\n else\n if <(id) = [3]> then\n delete this clone\n else\n if <(id) = [5]> then\n delete this clone\n else\n if <(id) = [6]> then\n repeat (50)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n else\n if <(id) = [7]> then\n repeat (50)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [intro v]\nstart sound (pick random (1) to (2))\nset volume to (50) %\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nwait (5) seconds\nrepeat (100)\n change volume by (-1)\nend\n\nstop all sounds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\nstop all sounds\nset volume to (50) %\nstart sound [Test v]\n\nstop all sounds\nset volume to (50) %\nstart sound [Test2 v]\n\nwhen I receive [play scene v]\nrepeat (25)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Player\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n change x by (10)\n change y by (10)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset volume to (100) %\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(CanMovePlayer) = [1]> then\n switch costume to (idle v)\n Ground Touch <(Y Velocity) > [0]>\n if <not <touching (water v)?>> then\n if <(Gravity) = [1]> then\n if <touching (low gravity v)?> then\n change [y velocity v] by (-0.6)\n else\n if <touching (high gravity v)?> then\n change [y velocity v] by (-1.5)\n else\n change [y velocity v] by (-1)\n end\n end\n else\n if <touching (low gravity v)?> then\n change [y velocity v] by (0.6)\n else\n if <touching (high gravity v)?> then\n change [y velocity v] by (1.5)\n else\n change [y velocity v] by (1)\n end\n end\n end\n end\n if <touching (vines v)?> then\n Ladders\n end\n if <touching (water v)?> then\n if <(STICK X) > [0.3]> then\n change [x velocity v] by ((speed) * (0.8))\n end\n if <(STICK X) < [-0.3]> then\n change [x velocity v] by ((0) - ((speed) * (0.8)))\n end\n else\n if <(STICK X) > [0.3]> then\n change [x velocity v] by (speed)\n end\n if <(STICK X) < [-0.3]> then\n change [x velocity v] by ((0) - (speed))\n end\n end\n set [x velocity v] to ((X Velocity) * (friction))\n change x by (X Velocity)\n set [slope v] to [0]\n if <<<touching (level v)?> or <touching (coinlocks v)?>> or > then\n repeat until <<not <<<touching (level v)?> or <touching (coinlocks v)?>> or >> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\n end\n if <<<touching (level v)?> or <touching (coinlocks v)?>> or > then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (coinlocks v)?>> or >>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\n end\n change y by (Y Velocity)\n if <<<touching (level v)?> or <touching (coinlocks v)?>> or > then\n repeat until <not <<<touching (level v)?> or <touching (coinlocks v)?>> or >>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [falling? v] to [-1]\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<touching (level v)?> or <<touching (jumpable v)?> or <touching (blocks v)?>>> or <<touching (jump through v)?> and <<(On JT?) = [1]> and <(AbleJT?) = [1]>>>>> then\n if <<(Jump) = [0]> and <(Jump) < [3]>> then\n if <(Jumps) < (TotalJumps)> then\n change [jumps v] by (1)\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n if <(Gravity) = [1]> then\n set [y velocity v] to ((jump height) + (0.1))\n else\n set [y velocity v] to [-12.8]\n end\n end\n if <(Falling?) < [7]> then\n if <<touching (left v)?> or <touching (right v)?>> then\n start sound (pick random (34) to (36))\n else\n start sound (pick random (27) to (33))\n end\n end\n else\n broadcast (Shake v)\n end\n end\n else\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jump v] to [0]\n end\n end\n change y by (1)\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n if <(Y Velocity) < [11]> then\n change [y velocity v] by (0.7)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.7)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.1)\n end\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n set [y velocity v] to [13]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n set [y velocity v] to [8]\n end\n if <not <<touching (water v)?> or <touching (vines v)?>>> then\n if <(Gravity) = [1]> then\n if <(Y Velocity) > [0]> then\n switch costume to (jump v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (fall v)\n end\n else\n if <(Y Velocity) > [0]> then\n switch costume to (fall v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (jump v)\n end\n end\n end\nend\nset [playery v] to (round (y position))\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (left1 v)\nend\nif <<key (left arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left1 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Y Velocity) > [0]>> then\n switch costume to (leftjump v)\nend\nif <<<key (left arrow v) pressed?> or <key (left arrow v) pressed?>> and <(Y Velocity) < [-1]>> then\n switch costume to (leftjump v)\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not >> then\n change [totallevels v] by (1)\n if then\n broadcast (Text v)\n end\n broadcast (ResetLava v)\n broadcast (Swich to black v)\n broadcast (Create Clone v)\n broadcast (Next v)\n broadcast (Animation v)\n broadcast (Start Keys v)\n broadcast (Lock v)\n broadcast (Reset orb v)\n broadcast (Next Level v)\n start sound [Checkpoint v]\n set size to (100) %\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n Spawn Position\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<(y position) < [-170]> or <<touching (lava v)?> or <<(y position) > [170]> and <(Gravity) = [2]>>>>>> and <not <(CHEAT) = [1]>>> then\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (Reset orb v)\n broadcast (Animation v)\n broadcast (Next v)\n start sound [Respawn v]\n switch costume to (idle v)\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [18]\nend\nif <touching (gravity trampolines v)?> then\n set [y velocity v] to [-18]\nend\nif <(CanMovePlayer) = [1]> then\n if <(STICK X) < [-0.3]> then\n point in direction (-90)\n end\n if <(STICK X) > [0.3]> then\n point in direction (90)\n end\n set rotation style [left-right v]\nend\nif <touching (left v)?> then\n change [x velocity v] by (-1.35)\nend\nif <touching (right v)?> then\n change [x velocity v] by (1.35)\nend\n\nwhen I receive [intro done v]\nset [gravity v] to [1]\nset [speed? v] to [0]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-109)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nrepeat (20)\n go [backward v] (1) layers\nend\nforever\n Check if on JT\n Platformer Physics [1.9] [0.8] [12.8]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n wait until <touching (water v)?>\n set [y velocity v] to ((Y Velocity) / (2))\n wait until <not <touching (water v)?>>\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\ndefine Respawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [jumps v] to [0]\nset [speed? v] to [0]\nif <<(Level) = [1]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [6]> or <<(Level) = [8]> or <<(Level) = [9]> or <<(Level) = [10]> or >>>>>>> then\n go to x: (-215) y: (-50)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <(Level) = [2]> then\n go to x: (-215) y: (-40)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <(Level) = [5]> then\n go to x: (-215) y: (120)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <(Level) = [7]> then\n go to x: (-215) y: (-100)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\n\ndefine Ladders\nif <touching (vines v)?> then\n if <touching (vines v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (1.6)\n end\n end\n end\n if <touching (vines v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (-1.6)\n end\n end\n end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n wait until <touching (vines v)?>\n set [viney v] to [3]\n wait until <not <touching (vines v)?>>\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [y velocity v] to [8]\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (high gravity v)?>\n broadcast (Show Red v)\n wait until <not <touching (high gravity v)?>>\n broadcast (Hide Red v)\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nforever\n wait until <touching (water v)?>\n broadcast (Water v)\n start sound [In Water v]\n wait until <not <touching (water v)?>>\n if <(x position) > [-215]> then\n set [y velocity v] to [7.5]\n end\nend\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwhen I receive [win v]\nstart sound [Qualified v]\n\nwhen flag clicked\nforever\n if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n play sound (pick random (20) to (25)) until done\n end\n if <(Level) > [15]> then\n set [totaljumps v] to [999]\n end\nend\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <(Level) = [2]> then\n go to x: (-215) y: (-59)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [6]> or <<(Level) = [7]> or <<(Level) = [9]> or <<(Level) = [10]> or >>>>>> then\n go to x: (-215) y: (-109)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <<(Level) = [5]> or > then\n go to x: (-215) y: (100)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif then\n go to x: (-215) y: (-80)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <(AbleJT?) = [1]> then\n if <touching (jump through v)?> then\n if <<touching (jump through v)?> and <not <up?>>> then\n set [slope2 v] to [0]\n repeat until <<(Slope2) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n change [slope2 v] by (1)\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n if <not <touching (jump through v)?>> then\n change y by ((0) - (round (Slope2)))\n repeat until <not <touching (jump through v)?>>\n change y by (1)\n switch costume to (idle v)\n set [falling? v] to [0]\n set [y velocity v] to [0]\n end\n else\n if <(Slope2) > (([abs v] of (Y Velocity) ) + (2))> then\n change y by ((0) - (round (Slope2)))\n end\n end\n end\n end\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n set [y velocity v] to [12.8]\n end\n if <(Falling?) < [7]> then\n start sound (pick random (27) to (33))\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n end\nend\nchange y by (1)\n\nbroadcast (Animation v)\n\ngo to x: (-215) y: (-51)\n\ndefine Respawn\nif <key (r v) pressed?> then\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (Animation v)\n broadcast (Reset orb v)\n broadcast (Next v)\n start sound [Respawn v]\n switch costume to (idle v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait until <not <key (r v) pressed?>>\nend\n\nwhen flag clicked\nforever\n Respawn\nend\n\nset [totallevels v] to [25]\n\nbroadcast (Swich to black v)\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Animation v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nbroadcast (Reset orb v)\nbroadcast (Next Level v)\nstart sound [Checkpoint v]\nset size to (100) %\nset [level v] to ((Level) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nSpawn Position\n\nwhen flag clicked\nrepeat until <(Level) = [8]>\n set [totaljumps v] to [999]\nend\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\ndefine Respawn Position 2\nif then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\n\ndefine Spawn2\nif then\n go to x: (-215) y: (-1)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\n\nwhen I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset size to (50) %\nrepeat (10)\n change size by (((100) - (size)) / (10))\nend\nrepeat (80)\n change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [countdown2 v]\nforever\n if <<touching (toxicwater v)?> and <not <(CHEAT) = [1]>>> then\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (Animation v)\n broadcast (Reset orb v)\n broadcast (Next v)\n start sound [Splash v]\n switch costume to (idle v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\ndefine Check if on JT\nif <(y position) < [-160]> then\n\nchange y by (-30)\n\nwait until <not <touching (vines v)?>>\n\nwhen flag clicked\nforever\n set [totaljumps v] to [999]\nend\n\ndefine Drop Down\nif <(On JT?) = [1]> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [ablejt? v] to [0]\n wait (0.1) seconds\n set [ablejt? v] to [1]\n end\nend\n\nwhen flag clicked\nset [ablejt? v] to [1]\nforever\n Drop Down\nend\n\nwhen flag clicked\nforever\n if <touching (gravityswitch v)?> then\n set [gravity v] to [2]\n play sound [Switch v] until done\n end\n if <touching (gravityswitch2 v)?> then\n set [gravity v] to [1]\n play sound [Switch v] until done\n end\nend\n\ngo [backward v] (10) layers\n\nwhen I receive [animation v]\nset [canmoveplayer v] to [0]\nwait (0.8) seconds\nset [canmoveplayer v] to [1]\n\nwhen flag clicked\nforever\n wait until <touching (low gravity v)?>\n broadcast (Show Blue v)\n wait until <not <touching (low gravity v)?>>\n broadcast (Out v)\nend\n\nif <touching (bounce part v)?> then\n if <(Level) = [8]> then\n set [y velocity v] to [18]\n else\n set [y velocity v] to [17.5]\n end\n start sound [spring v]\nend\n\nwhen I receive [animation start v]\nhide\n\nset [lockopened v] to [0]\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [9]>\n\ngo [forward v] (5) layers\n\nwhen I receive [animation start v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [backward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\n\ngo [backward v] (5) layers\n\nwhen flag clicked\n\n\ngo to [back v] layer\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <key (space v) pressed?> then\n if <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen [space v] key pressed\n\n@Jumpable\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Vines\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (0)\n switch costume to (Level)\nend\n\ngo [forward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [backward v] (5) layers\n\n@Saws\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [130] [58] At Size [80]\nend\nif <(Level) = [3]> then\n Clone At X: [-40] [-125] At Size [80]\nend\nif <(Level) = [4]> then\n Clone At X: [16] [170] At Size [80]\n Clone At X: [16] [-120] At Size [80]\nend\nif <(Level) = [5]> then\n Clone At X: [-127] [-171] At Size [80]\nend\nif <(Level) = [6]> then\n Clone At X: [209] [176] At Size [100]\nend\nif <(Level) = [7]> then\n Clone At X: [0] [-25] At Size [80]\nend\nif <(Level) = [9]> then\n Clone At X: [-177] [158] At Size [80]\nend\nif <(Level) = [10]> then\n Clone At X: [210] [40] At Size [200]\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\nset [move x v] to [0]\nset [move y v] to [0]\nshow\nforever\n turn right (5) degrees\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nforever\n repeat (38)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n repeat (38)\n set [move y v] to [3]\n end\n wait (0.8) seconds\nend\n\nbroadcast (Next Level v)\n\nwhen I receive [hide saw v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <<(LostGame) = [0]> or <(Win) = [1]>> then\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nset [ghost v] effect to (100)\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\n\n@TITLE\n\nwhen flag clicked\nclear graphic effects\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\nwhen I receive [hide instructions v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [show instructions v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [credits v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [hide credits v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n switch costume to (Level)\n set [ghost v] effect to (45)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\ngo [backward v] (1) layers\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\n\ngo [forward v] (5) layers\n\ngo [backward v] (1) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\ngo [forward v] (5) layers\n\ngo [backward v] (1) layers\n\nwhen I receive [animation start v]\nhide\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@next\n\nwhen I receive [next level v]\n\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\ngo to x: (550) y: (0)\nrepeat (20)\n change x by (((x position) - (0)) / (-5))\nend\nwait (0.5) seconds\nrepeat (20)\n change x by (((x position) - (-550)) / (-5))\nend\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (40)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (90)\ngo to [front v] layer\nwait (0) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nstart sound [Next v]\n\nwhen flag clicked\nhide\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <<not <(Instructions) = [1]>> and <not <(Credits) = [1]>>>>\nbroadcast (Swich to black v)\nstart sound [Click v]\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nset [screen v] to [0]\n\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <not <(Credits) = [1]>>>> then\n set volume to (100) %\n start sound [Hover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [animation start v]\n\nstart sound [Selected v]\n\nwhen I receive [hide instructions v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [show instructions v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [credits v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [hide credits v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [instructions v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\nbroadcast (Show Instructions v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <not <(Credits) = [1]>>>> then\n set volume to (100) %\n start sound [Hover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(Instructions) = [0]> then\n start sound [Click v]\n broadcast (Show Instructions v)\n set [instructions v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [show instructions v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [hide instructions v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [credits v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [hide credits v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Credits\n\nwhen I receive [play scene v]\nset [credits v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Credits) = [1]>>>\nbroadcast (Show Instructions v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <not <(Credits) = [1]>>>> then\n set volume to (100) %\n start sound [Hover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [credits v] to [0]\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(Credits) = [0]> then\n start sound [Click v]\n broadcast (Credits v)\n set [credits v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [hide instructions v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [show instructions v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [credits v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [hide credits v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\n@Particle\n\ndefine Particle (amount)\nrepeat (amount)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (20)\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (100) to (150)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack v)\n change [ghost v] effect by (0)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.85))\n set [b v] to ((b) * (0.85))\n switch costume to (particle v)\n end\n delete this clone\nend\n\nwhen I receive [particles v]\n\nif then\n delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Hidden\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n change [ghost v] effect by (16)\nelse\n change [ghost v] effect by (-20)\nend\n\nrepeat (10)\nend\n\ngo [forward v] (3) layers\n\n@Hidden2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n change [ghost v] effect by (16)\nelse\n change [ghost v] effect by (-20)\nend\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (20)\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (100) to (150)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack v)\n change [ghost v] effect by (0)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.8))\n set [b v] to ((b) * (0.8))\n switch costume to (particle v)\n end\n delete this clone\nend\n\nwhen I receive [water v]\nif then\n delete this clone\nend\ngo to (player v)\nParticle [10]\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n change [change y v] by (-0.2)\n change y by (Change Y)\nend\n\n@Coins\n\ndefine Spin\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone At X: [-22] [-49] At Size: [100] [0]\n Clone At X: [19] [74] At Size: [100] [0.3]\nend\nif <(Level) = [4]> then\n Clone At X: [-212] [85] At Size: [100] [0]\n Clone At X: [107] [120] At Size: [100] [0.3]\nend\nif <(Level) = [5]> then\n Clone At X: [-106] [-20] At Size: [100] [0]\n Clone At X: [46] [78] At Size: [100] [0.3]\n Clone At X: [159] [-156] At Size: [100] [0.6]\nend\nif <(Level) = [7]> then\n Clone At X: [-105] [70] At Size: [100] [0]\n Clone At X: [164] [144] At Size: [100] [0.3]\n Clone At X: [-40] [-102] At Size: [100] [0.6]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (5) layers\nwait until <touching (player v)?>\nchange [coins/coinscollected v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\nset [coin y v] to [10]\nrepeat (20)\n change [coin y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Coin Y)\nend\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [coins1 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-210] [-101] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-53] [16] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [163] [96] At Size: [100] [0]\n\nwhen [e v] key pressed\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n wait (pick random (2) to (4)) seconds\n repeat (9)\n next costume\n end\n switch costume to (1 v)\nend\n\nwhen I receive [coins2 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-217] [-99] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [152] [130] At Size: [100] [0]\n\n@Flash\n\nwhen I receive [swich to black v]\nshow\nset [brightness v] effect to (3)\nset [mosaic v] effect to (0)\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n next costume\n go to [front v] layer\nend\nbroadcast (nextblackswitch v)\nset [lockopened v] to [0]\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nset [brightness v] effect to (87)\n\nset [color v] effect to ((1) / (0))\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif then\n delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset [a v] to (pick random (-15) to (15))\nset [b v] to (pick random (-15) to (15))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LAST DEATH X) y: (LAST DEATH Y)\nrepeat (25)\n go to [front v] layer\n switch costume to (sh v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (pick random (1) to (2))\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [particles v]\n\n@Slippery\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nforever\n wait until <touching (player v)?>\n broadcast (Speed Up v)\n wait until <not <touching (player v)?>>\nend\n\nbroadcast (Speed Up v)\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nhide\nwait until <mouse down?>\ngo to [front v] layer\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-170) y: (-110)\n repeat until <not <mouse down?>>\n Keyboard controls\n end\n repeat until <mouse down?>\n Keyboard controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\nend\n\n\n\nwhen flag clicked\nforever\n Keyboard controls\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Countdown\n\nwhen I receive [countdown 1 v]\nbroadcast (Next v)\nbroadcast (Next Level v)\nset [waittime v] to [0.06]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (0) %\nshow\nswitch costume to (3 v)\nrepeat (15)\n change size by (((100) - (size)) / (5))\nend\nwait (WaitTime) seconds\nrepeat (15)\n change size by (((0) - (size)) / (5))\nend\nwait (WaitTime) seconds\nswitch costume to (2 v)\nrepeat (15)\n change size by (((100) - (size)) / (5))\nend\nwait (WaitTime) seconds\nrepeat (15)\n change size by (((0) - (size)) / (5))\nend\nwait (WaitTime) seconds\nswitch costume to (1 v)\nrepeat (15)\n change size by (((100) - (size)) / (5))\nend\nwait (WaitTime) seconds\nrepeat (15)\n change size by (((0) - (size)) / (5))\nend\nwait (WaitTime) seconds\nswitch costume to (go! v)\nrepeat (15)\n change size by (((110) - (size)) / (5))\nend\nwait (0.5) seconds\nrepeat (15)\n change [ghost v] effect by (10)\nend\nset [music# v] to [1]\nbroadcast (Play Music v)\n\nwhen flag clicked\nset [music# v] to [0]\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\n\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (114) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-11)\n end\n next costume\n repeat (10)\n change size by (11)\n end\n wait (0.5) seconds\nend\nset [music# v] to ((Music#) + (1))\nbroadcast (Play Music v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nbroadcast (Countdown 1 v)\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif then\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (14) layers\nforever\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n end\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\nif <(Level) = [9]> then\n Clone At X: [-163] [-60] At Size: [100]\nend\n\n@Blocks\n\ndefine Spin\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone At X: [-210] [150] At Size: [100] [0]\nend\nif <(Level) = [9]> then\n Clone At X: [-211] [40] At Size: [100] [0]\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n broadcast (Fall v)\n broadcast (Coins1 v)\n set [raining v] to [0]\nelse\n if <(Level) = [11]> then\n broadcast (Fall v)\n broadcast (Coins2 v)\n set [raining v] to [0]\n set [coinspawn v] to [1]\n else\n if <(Level) = []> then\n end\nend\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nClone At X: [-68] [106] At Size: [100] [0]\n\nstart sound [Collect v]\nset rotation style [all around v]\nset [coin y v] to [10]\nrepeat (20)\n change [coin y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Coin Y)\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n delete this clone\nend\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n change y by (-3)\n if <<touching (player v)?> and <(([y position v] of [player v]) + (20)) < (y position)>> then\n broadcast (Open v)\n end\n change y by (3)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open v]\nstart sound [Open v]\nif <(Level) = [8]> then\n broadcast (Coins1 v)\nelse\n if <(Level) = [9]> then\n broadcast (Coins2 v)\n end\nend\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (Fall v)\n\nwhen I receive [open2 v]\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Background Effect\n\nwhen I start as a clone\nif <(costume [name v]) = [BG]> then\n show\n clear graphic effects\n switch costume to ( v)\n set size to (1000) %\n set [mosaic v] effect to (50)\n switch costume to (bg v)\n set [ghost v] effect to (100)\n go to [back v] layer\n forever\n go to x: (((0) + ((mov) mod (90))) - (40)) y: (((0) + ((mov) mod (90))) - (40))\n change [mov v] by (1)\n change [ghost v] effect by (-2)\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nwait (6) seconds\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nset size to (100) %\n\nwhen I receive [play scene v]\n\nwhen [space v] key pressed\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nforever\nend\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Add Bounce At [-100] [-115]\nend\nif <(Level) = [6]> then\n Add Bounce At [-30] [-115]\nend\nif <(Level) = [8]> then\n Add Bounce At [-150] [-115]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\nforever\n if <touching (player v)?> then\n start sound [Bounce v]\n broadcast (Bounce v)\n end\nend\n\nwhen I receive [bounce v]\nrepeat (4)\n change y by (-2.5)\nend\nrepeat (10)\n change y by (1)\nend\n\nbroadcast (Next v)\n\n@Gravity Trampolines\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Add Bounce At [-102] [158]\nend\nif <(Level) = [9]> then\n Add Bounce At [-78] [150]\nend\n\nwhen I start as a clone\ngo [backward v] (50) layers\nforever\n if <touching (player v)?> then\n start sound [Bounce v]\n broadcast (Reverse Bounce v)\n end\nend\n\nwhen I receive [reverse bounce v]\nrepeat (4)\n change y by (2.5)\nend\nrepeat (10)\n change y by (-1)\nend\n\nbroadcast (Next v)\n\n@GravitySwitch\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Add Bounce At [-112] [-45]\nend\nif <(Level) = [8]> then\n Add Bounce At [-55] [-25]\n Add Bounce At [43] [-64]\nend\nif <(Level) = [9]> then\n Add Bounce At [-78] [-116]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\nforever\n if <touching (player v)?> then\n repeat (4)\n change y by (-2.5)\n end\n repeat (10)\n change y by (1)\n end\n end\nend\n\nstart sound [Bounce v]\n\nAdd Bounce At [-31] [-59]\n\nbroadcast (Next v)\n\n@GravitySwitch2\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Add Bounce At [106] [158]\nend\nif <(Level) = [8]> then\n Add Bounce At [18] [158]\nend\nif <(Level) = [9]> then\n Add Bounce At [-176] [75]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\nforever\n if <touching (player v)?> then\n repeat (4)\n change y by (2.5)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nstart sound [Bounce v]\n\nif <(Level) = [5]> then\n Add Bounce At [-135] [152]\nend\n\n@TreadmillClones\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) Dir (dir)\npoint in direction (dir)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clones\nend\nif <(Level) = [7]> then\n Clones\nend\nif <(Level) = [8]> then\n Clones\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (22) layers\nforever\n next costume\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [countdown3 v]\ndelete this clone\n\ndefine Clones\nif <(Level) = [6]> then\n Clone At X: [-160] [-130] At Size: [120] [0] Dir [90]\n Clone At X: [-89] [-130] At Size: [120] [0] Dir [90]\n Clone At X: [23] [44] At Size: [120] [0] Dir [-90]\n Clone At X: [94] [44] At Size: [120] [0] Dir [-90]\n Clone At X: [94] [44] At Size: [120] [0] Dir [-90]\n Clone At X: [112] [-40] At Size: [120] [0] Dir [90]\n Clone At X: [183] [-40] At Size: [120] [0] Dir [90]\nend\nif <(Level) = [7]> then\n Clone At X: [-38] [-130] At Size: [120] [0] Dir [-90]\n Clone At X: [33] [-130] At Size: [120] [0] Dir [-90]\nend\nif <(Level) = [8]> then\n Clone At X: [62] [71] At Size: [120] [0] Dir [90]\n Clone At X: [133] [71] At Size: [120] [0] Dir [90]\n Clone At X: [204] [71] At Size: [120] [0] Dir [90]\nend\n\nnext costume\nnext costume\n\n@Instructions Scene\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [show instructions v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [show instructions v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [3]> then\n go to x: (-205) y: (-145)\n switch costume to (3 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\nend\n\nwhen I receive [hide instructions v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [instructions v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n broadcast (Hide Instructions v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@CreditsScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [credits v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [show instructions v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [3]> then\n go to x: (-205) y: (-145)\n switch costume to (3 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\nend\n\nwhen I receive [hide credits v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [credits v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n broadcast (Hide Credits v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Particles 1\n\nwhen I start as a clone\ngo [backward v] (50) layers\nGo to top\nshow\nswitch costume to (1 v)\nchange size by (pick random (25) to (50))\nchange [color v] effect by (pick random (-3) to (3))\nset [ghost v] effect to (pick random (75) to (95))\nglide (pick random (6) to (10)) secs to x: (pick random (-240) to (200)) y: (-180)\ndelete this clone\n\nwhen I receive [countdown 1 v]\nwait (0.5) seconds\nhide\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nforever\n\ncreate clone of (_myself_ v)\n\ngo to [back v] layer\n\ndefine Go to top\nset x to (pick random (-240) to (240))\nset y to (190)\n\nrepeat until <(y position) > [180]>\n set size to (10) %\n change y by (5)\n set size to (100) %\nend\nset size to (pick random (120) to (150)) %\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@CoinLocks\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nwait (0) seconds\nif <(Level) = [2]> then\n Clone At X: [0] Y: [0] Costume: [1] Size: [100]\nend\nif <(Level) = [4]> then\n Clone At X: [0] Y: [0] Costume: [2] Size: [100]\nend\nif <(Level) = [5]> then\n Clone At X: [0] Y: [0] Costume: [3] Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [0] Y: [0] Costume: [4] Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [0] Y: [0] Costume: [5] Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [0] Y: [0] Costume: [6] Size: [100]\nend\n\ndefine Clone At X: (x) Y: (y) Costume: (costume) Size: (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo [backward v] (30) layers\nclear graphic effects\nif <(Level) = [2]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <(Level) = [4]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [5]> then\n wait until <(Coins/CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [7]> then\n wait until <(Coins/CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [8]> then\n wait until <(Coins/CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [9]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\n end\n end\n end\nend\n\nwhen I receive [countdown3 v]\nbroadcast (Next v)\n\nwhen flag clicked\nset [lockopened v] to [0]\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nwhen I receive [next v]\nif <(LockOpened) = [1]> then\n set [lockopened v] to [0]\n if then\n delete this clone\n end\n if <(Level) = [2]> then\n Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n end\n if <(Level) = [4]> then\n Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n end\n if <(Level) = [5]> then\n Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n end\n if <(Level) = [7]> then\n Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n end\n if <(Level) = [8]> then\n Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n end\n if <(Level) = [9]> then\n Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif then\n delete this clone\nend\n\nstart sound [Door Open v]\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [incoinlockzone v] to [1]\n else\n set [incoinlockzone v] to [0]\n end\nend\n\nwhen [space v] key pressed\n\ndefine Require2\nif <(Level) = [6]> then\n wait until <(Coins/CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\ndelete this clone\n\ndefine Require3\n\n@LockAnimations\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [2]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [4]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [5]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [7]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [8]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [9]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset size to (100) %\ngo [backward v] (28) layers\nif <(Level) = [2]> then\n go to x: (210) y: (-60)\nelse\n if <(Level) = [4]> then\n go to x: (215) y: (-200)\n Go to bottom\n else\n if <(Level) = [5]> then\n go to x: (215) y: (-200)\n Go to bottom\n else\n if <(Level) = [7]> then\n go to x: (212) y: (-140)\n else\n if <(Level) = [8]> then\n go to x: (212) y: (-140)\n else\n if <(Level) = [9]> then\n go to x: (212) y: (-200)\n Go to bottom\n else\n end\n end\n end\n end\n end\nend\nforever\n if <(Level) = [2]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [4]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [5]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [7]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [8]> then\n repeat until <(y position) > [150]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [9]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\n\nwhen I receive [lockopen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nwhen I receive [next v]\nif <(LockOpened) = [1]> then\n\nwhen I start as a clone\nif <(LockOpened) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen [space v] key pressed\n\nwhen I start as a clone\n\nforever\n clear graphic effects\nend\n\ndefine Go to bottom\nset size to (300) %\nset y to (-200)\nset size to (100) %\n\n@Low Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown 1 v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo [backward v] (20) layers\n\n@High Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [countdown 1 v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (30)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo to [back v] layer\n\n@Blue\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show blue v]\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [out v]\nrepeat (10)\n change [ghost v] effect by (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nset [ghost v] effect to (100)\n\n@Red\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show red v]\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [hide red v]\nrepeat (10)\n change [ghost v] effect by (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n
why not make a sequel to a generic platformer made 9 months ago?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games
Christmas platformer | クリスマスのプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n if <(ステージ) = [10]> then\n switch backdrop to (背景4 v)\n else\n if <(ステージ) = [9]> then\n switch backdrop to (背景3 v)\n else\n if <(ステージ) = [11]> then\n switch backdrop to (背景5 v)\n else\n switch backdrop to (背景1 v)\n end\n end\n end\nend\n\nset [ステージ v] to [10]\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n stop all sounds\n forever\n wait (1) seconds\n end\n else\n play sound [閉ざされた正方形の空間 v] until done\n end\nend\n\nswitch backdrop to (背景2 v)\n\nwait (1) seconds\n\n@プレーヤー\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to [front v] layer\nset size to (100) %\npoint in direction (90)\ngo to x: (-200) y: (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.9)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (地面・壁 v)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching (地面・壁 v)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching (地面・壁 v)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching (地面・壁 v)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching (地面・壁 v)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching (地面・壁 v)?> or <touching color (#ffffff)?>> then\n change y by (1)\n if <<touching (地面・壁 v)?> or <touching color (#ffffff)?>> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <[0] < (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (地面・壁 v)?> or <touching color (#ffffff)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (地面・壁 v)?> or <touching color (#ffffff)?>>> then\n change [y v] by (15)\n end\n change y by (1)\n if <touching (next v)?> then\n broadcast (次! v)\n wait (0.3) seconds\n go to x: (-200) y: (0)\n wait (1.5) seconds\n go to x: (-200) y: (0)\n end\n if <touching (死 v)?> then\n broadcast (死 v)\n go to x: (-200) y: (30)\n end\n if <touching (next2 v)?> then\n broadcast (家の中 v)\n change [ステージ v] by (1)\n go to x: (-150) y: (140)\n end\nend\n\nbroadcast (死 v)\n\nwhen I receive [死 v]\ngo to x: (-200) y: (30)\n\n@地面・壁\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nchange x by (-20)\n\n@next2\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\n@死\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@雪\n\nwhen flag clicked\nerase all\nhide\nforever\n if <(ステージ) < [10]> then\n create clone of (_myself_ v)\n create clone of (雪\(見た目\) v)\n go to x: ((pick random (11) to (-11)) * (20)) y: (170)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nhide\nrepeat until <<touching (地面・壁 v)?> or <touching color (#ffffff)?>>\n hide\n turn right (pick random (-10) to (10)) degrees\n change y by (-10)\n ブロック名\nend\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (0)\nshow\npoint in direction (90)\nif <[0] < (y position)> then\n delete this clone\nend\nforever\n if <touching (プレーヤー v)?> then\n wait (1) seconds\n if <touching (プレーヤー v)?> then\n delete this clone\n end\n end\nend\n\nwhen I receive [次! v]\nwait (1) seconds\ndelete this clone\n\nwhen I receive [死 v]\ndelete this clone\n\nwhen I receive [家の中 v]\ndelete this clone\n\ndefine ブロック名\nshow\nif <touching (プレーヤー v)?> then\n delete this clone\nend\nif <touching (死 v)?> then\n delete this clone\nend\n\n@雪(見た目)\n\nwhen I start as a clone\ngo to (雪 v)\nshow\nswitch costume to (コスチューム1 v)\nrepeat until <<touching (地面・壁 v)?> or <touching color (#ffffff)?>>\n turn right (pick random (-10) to (10)) degrees\n change y by (-10)\n change x by (pick random (-10) to (10))\n if <<touching (プレーヤー v)?> or <touching (死 v)?>> then\n delete this clone\n end\nend\ndelete this clone\n\n@next\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\n@next scratch.mit.edu/projects/711999877/\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (110) %\nset [brightness v] effect to (-3)\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [次! v]\nswitch costume to (コスチューム3 \(1\) v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\nchange [ステージ v] by (1)\n\n@🎁\n\nwhen I receive [家の中 v]\nswitch costume to (コスチューム1 v)\nwait (1) seconds\nshow\nwait until <touching (プレーヤー v)?>\nswitch costume to (コスチューム2 v)\nset [end v] to [1]\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nchange [ステージ v] by (1)\n\nwhen I receive [次! v]\nhide\n\n@🏆プラットフォーマー世界記録\n\ndefine ブロック名\ngo to x: (70) y: (150)\nset [番号 v] to [0]\nrepeat (length of (記録))\n change [番号 v] by (1)\n if <(letter (番号) of (記録)) = [.]> then\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n else\n switch costume to ((letter (番号) of (記録)) + (1))\n create clone of (_myself_ v)\n end\n change x by (20)\nend\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\ngo to x: (60) y: (120)\nswitch costume to (コスチューム13 v)\ncreate clone of (_myself_ v)\nchange x by (20)\nset [番号 v] to [0]\nrepeat (length of (☁ 世界記録1))\n change [番号 v] by (1)\n if <(letter (番号) of (☁ 世界記録1)) = [.]> then\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n else\n switch costume to ((letter (番号) of (☁ 世界記録1)) + (1))\n create clone of (_myself_ v)\n end\n change x by (20)\nend\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(distance to [プレーヤー v]) < [100]> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (0)\nend\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nreset timer\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen flag clicked\nset [end v] to [0]\nrepeat until <(end) = [1]>\n set [記録 v] to (timer)\nend\nif <(記録) < (☁ 世界記録1)> then\n set [☁ 世界記録1 v] to (記録)\nend\n\nset [☁ 世界記録 v] to [1111111111111111111111111111111111]\n\nset [☁ 世界記録1 v] to [234567654345676543567]\n\nset [end v] to [0]\n\n@サムーーネ\n\nwhen flag clicked\nswitch costume to (コスチューム7 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@リセット\n\nwhen this sprite clicked\nbroadcast (死 v)\n\nwhen [r v] key pressed\nbroadcast (死 v)\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\nforever\n if <touching (プレーヤー v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@謎ダンス\n\ndefine 揺れ\nmove (1) steps\nwait (0) seconds\nchange y by (1)\nwait (0) seconds\nmove (-1) steps\nwait (0) seconds\nchange y by (-1)\ngo to x: (0) y: (0)\n\ndefine パート1\nswitch costume to (1 v)\nrepeat (2)\n set rotation style [left-right v]\n point in direction (-90)\n 揺れ\n wait (0.25) seconds\n set rotation style [left-right v]\n point in direction (90)\n move (1) steps\n wait (0) seconds\n 揺れ\n wait (0.25) seconds\nend\nset rotation style [left-right v]\npoint in direction (-90)\n揺れ\nwait (0.25) seconds\nset rotation style [left-right v]\npoint in direction (90)\n揺れ\nwait (0.2) seconds\n\ndefine ~(^^)~\nswitch costume to (2 v)\n揺れ\nwait (0.5) seconds\n\ndefine パート2\nswitch costume to (3 v)\nrepeat (2)\n set rotation style [left-right v]\n point in direction (-90)\n 揺れ\n wait (0.25) seconds\n set rotation style [left-right v]\n point in direction (90)\n move (1) steps\n wait (0) seconds\n 揺れ\n wait (0.25) seconds\nend\nset rotation style [left-right v]\npoint in direction (-90)\n揺れ\nwait (0.25) seconds\nset rotation style [left-right v]\npoint in direction (90)\n揺れ\nwait (0.2) seconds\n\ndefine パート3\nswitch costume to (4 v)\nrepeat (2)\n set rotation style [left-right v]\n point in direction (-90)\n 揺れ\n wait (0.25) seconds\n set rotation style [left-right v]\n point in direction (90)\n move (1) steps\n wait (0) seconds\n 揺れ\n wait (0.25) seconds\nend\nset rotation style [left-right v]\npoint in direction (-90)\n揺れ\nwait (0.25) seconds\nset rotation style [left-right v]\npoint in direction (90)\n揺れ\nwait (0.2) seconds\nswitch costume to (2 v)\n揺れ\nwait (0.55) seconds\n\ndefine 荒ぶる\nswitch costume to (5 v)\nrepeat (90)\n go to x: (pick random (20) to (-20)) y: (pick random (20) to (-20))\nend\ngo to x: (0) y: (0)\n\ndefine サムネ用ブロック\nswitch backdrop to (サムネ v)\nhide\nstop [all v]\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(ステージ) = [11]>\nwait (0.1) seconds\nswitch backdrop to (白 v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nset [brightness v] effect to (-3)\nforever\n start sound [魔王魂 民族14 v]\n パート1\n ~(^^)~\n パート2\n ~(^^)~\n パート3\n 荒ぶる\nend\n\n
"WASD" or "arrow keys" to move\n\nWASDまたは 矢印キーで移動\n\n裏ステージあるよ\n\n\n\n\n⠀⠀⠀    ⡠⠒⠒⠐⠒⠢⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⢀⠎⠀⠀⠀⠀⢀⣘⠋⢣⠀⠀⠀⠀⠀⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⢸⠘⣂⠤⠖⠊⠁⠀⡇⠈⡆⠀⠀⠀⠀⠀⠀⠀                    ⠀⠘⠛⠶⠶⣤⣤⣸⡑⢄⠀⠀⠀⠀⠀⡇⢰⢁⣀⣠⣤⠶⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⠉⠑⢄⡑⢄⣀⣀⣰⠵⠛⠋⠉⠀⠀⠀⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⣽⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠀⠀⠀⠀⢀⡀⠀⠀⠀⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣀⣤⠶⠟⠉⠀⠀⠀⠀⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⠟⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀                    ⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⡏⠀⠀
Platformer / プラットフォーマー DEMO
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (背景4 v)\nforever\n play sound [1 v] until done\n wait (3) seconds\nend\n\nwhen flag clicked\nbroadcast (intro start v)\n\n@intro\n\ndefine ID (id) x (x) y (y) size (size) 向き (向き)\nset size to (size) %\npoint in direction (向き)\ngo to x: (x) y: (y)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(ID) = [back]> then\n set [ghost v] effect to (100)\n switch costume to (back v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n タイマー [3.5] 秒まで待つ\n repeat (30)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine タイマー (タイム) 秒まで待つ\nif <[] = (タイム)> then\n タイマー ((timer) + (0.01)) 秒まで待つ\nelse\n wait until <(タイム) < (timer)>\nend\n\nwhen I start as a clone\nif <(ID) = [logo]> then\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (logo v)\n if <(雑用) = [1]> then\n repeat (20)\n change [ghost v] effect by (-4)\n change size by (((100) - (size)) / (8))\n end\n delete this clone\n end\n repeat (20)\n change [ghost v] effect by (-4)\n change size by (((100) - (size)) / (8))\n end\n タイマー [1] 秒まで待つ\n repeat (20)\n change [ghost v] effect by (4)\n change size by (((0) - (size)) / (8))\n end\n タイマー [2] 秒まで待つ\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [パーツ]> then\n set [ghost v] effect to (100)\n go to [front v] layer\n if <(雑用) = [2]> then\n switch costume to (パーツ1 v)\n else\n if <(雑用) = [3]> then\n switch costume to (パーツ2 v)\n else\n if <(雑用) = [4]> then\n switch costume to (パーツ3 v)\n else\n if <(雑用) = [5]> then\n switch costume to (パーツ4 v)\n else\n if <(雑用) = [6]> then\n switch costume to (パーツ5 v)\n else\n if <(雑用) = [7]> then\n switch costume to (パーツ6 v)\n else\n go to [front v] layer\n go [backward v] (6) layers\n switch costume to (パーツ7 v)\n end\n end\n end\n end\n end\n end\n repeat until <(x position) = [1]>\n change x by ([floor v] of (((1) - (x position)) / (4)) )\n change [ghost v] effect by (-10)\n end\n タイマー [2] 秒まで待つ\n repeat (15)\n change size by (((150) - (size)) / (4))\n end\n タイマー [3.5] 秒まで待つ\n repeat (30)\n change size by (((300) - (size)) / (8))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [text]> then\n set [ghost v] effect to (100)\n go to [front v] layer\n change [brightness v] effect by (-20)\n set size to (170) %\n if <(雑用) = [8]> then\n switch costume to (コスチューム3 v)\n else\n if <(雑用) = [9]> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム5 v)\n end\n end\n repeat (30)\n change [ghost v] effect by (-5)\n change size by (((80) - (size)) / (8))\n end\n wait (0.3) seconds\n repeat (30)\n change size by (((300) - (size)) / (8))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [intro start v]\nstart sound [Minimalistic Intro for TIG \(dual\) v]\nclear graphic effects\nreset timer\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nset [雑用 v] to [0]\nID [back] x [] y [] size [100] 向き [90]\nタイマー [] 秒まで待つ\nID [logo] x [] y [] size [200] 向き [90]\nタイマー [] 秒まで待つ\nset [雑用 v] to [1]\nID [logo] x [] y [] size [200] 向き [90]\nタイマー [] 秒まで待つ\nID [logo] x [] y [] size [200] 向き [90]\nタイマー [] 秒まで待つ\nID [logo] x [] y [] size [200] 向き [90]\nタイマー [] 秒まで待つ\nID [logo] x [] y [] size [200] 向き [90]\nタイマー [] 秒まで待つ\nID [logo] x [] y [] size [200] 向き [90]\nタイマー [1] 秒まで待つ\nset [雑用 v] to [2]\nID [パーツ] x [100] y [] size [100] 向き [90]\nwait () seconds\nset [雑用 v] to [3]\nID [パーツ] x [100] y [] size [100] 向き [90]\nwait () seconds\nset [雑用 v] to [4]\nID [パーツ] x [100] y [] size [100] 向き [90]\nwait () seconds\nset [雑用 v] to [5]\nID [パーツ] x [100] y [] size [100] 向き [90]\nset [雑用 v] to [6]\nwait () seconds\nID [パーツ] x [100] y [] size [100] 向き [90]\nwait () seconds\nset [雑用 v] to [7]\nID [パーツ] x [100] y [] size [100] 向き [90]\nwait () seconds\nset [雑用 v] to [8]\nID [パーツ] x [100] y [] size [100] 向き [90]\nタイマー [2] 秒まで待つ\nID [text] x [0] y [] size [200] 向き [90]\nタイマー [] 秒まで待つ\nset [雑用 v] to [9]\nID [text] x [0] y [] size [300] 向き [90]\nタイマー [] 秒まで待つ\nset [雑用 v] to [10]\nID [text] x [0] y [] size [200] 向き [90]\nタイマー [3.7] 秒まで待つ\nbroadcast (start v)\n\nclear sound effects\n\n@sign\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [次 v]\nswitch costume to (ステージ)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム1 v)\nforever\n go to [back v] layer\n go [forward v] (4) layers\nend\n\n@character\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.01)\nhide\n\ndefine プログラム\nchange [y v] by (-1)\nchange y by (Y)\nif <<[0] < (Y)> and <touching (ground v)?>> then\n change y by ((0) - (Y))\nend\nif <touching (ground v)?> then\n change y by ((Y) - ((Y) * (1.8)))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [Zoop v]\n set [y v] to [12]\n end\nend\nif <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-0.8)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (0.8)\nend\nset [x v] to ((X) * (0.93))\nchange x by (X)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((X) * (-1.1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [Zoop v]\n set [y v] to [14]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\nend\nif <<touching (spike/lava v)?> or <<not <(ステージ) = [9]>> and <(y position) < [-178]>>> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ステージ v] to (リスポーン地点)\n broadcast (次 v)\n set [y v] to [0]\n set [x v] to [0]\n hide\n go to x: (-200) y: (80)\n clear graphic effects\n switch costume to (正面 v)\n show\n wait (0.3) seconds\n set [x v] to [0]\nend\nif <<<<(y position) < [-180]> and <(ステージ) = [9]>> or <<[240] < (x position)> and <not <(ステージ) = [9]>>>> and <not <(ステージ) = [11]>>> then\n change [ステージ v] by (1)\n broadcast (次 v)\n hide\n go to x: (-200) y: (80)\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (正面 v)\n clear graphic effects\n show\n wait (0.3) seconds\n set [x v] to [0]\nend\n\nwhen I receive [start v]\ngo to x: (-200) y: (40)\nset size to (90) %\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nset [動き v] to [はい]\ngo to [back v] layer\ngo [forward v] (5) layers\nswitch costume to (正面 v)\nset rotation style [left-right v]\nforever\n go to [back v] layer\n go [forward v] (5) layers\n if <(動き) = [はい]> then\n プログラム\n コスチューム\n end\nend\n\nwhen I receive [start v]\nset [time v] to [0]\nrepeat until <(ステージ) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(Time) < (☁ World Record)> then\n set [☁ world record v] to (Time)\nend\nshow variable [time v]\nshow variable [☁ world record v]\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\n\ndefine コスチューム\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (斜め上 v)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (斜め上 v)\n point in direction (-90)\n end\n if <not <<<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n switch costume to (上 v)\n end\nelse\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n switch costume to (横 v)\n else\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n switch costume to (横 v)\n else\n switch costume to (横 v)\n end\n end\nend\n\n@ground\n\nwhen I receive [次 v]\nswitch costume to (ステージ)\n\nwhen [timer v] > (0.01)\n\nwhen I receive [start v]\ngo to x: (0) y: (-45)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\nhide\n\n@spike/lava\n\nwhen I receive [次 v]\nswitch costume to (ステージ)\n\nwhen [timer v] > (0.01)\npoint in direction (90)\nhide\n\nwhen I receive [start v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nshow\nforever\n 1\nend\n\ndefine 1\ngo to [back v] layer\ngo [forward v] (5) layers\n\n@grass/\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (-45)\nswitch costume to (none v)\npoint in direction (90)\nhide\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [start v]\n草の配置\n\ndefine 草の配置\nwait (0.001) seconds\nset [草のステージ情報 v] to (ステージ)\nif <(ステージ) = [1]> then\n switch costume to (none v)\n クローン生成 X: [-96] Y: [-93] どこまで: [235]\nend\nif <(ステージ) = [2]> then\n switch costume to (none v)\n クローン生成 X: [80] Y: [-70] どこまで: [235]\nend\nif <(ステージ) = [3]> then\n switch costume to (none v)\n クローン生成 X: [-60] Y: [45] どこまで: [88]\nend\nif <(ステージ) = [4]> then\n switch costume to (none v)\n クローン生成 X: [-93] Y: [-100] どこまで: [235]\nend\nif <(ステージ) = [5]> then\n switch costume to (none v)\n クローン生成 X: [-235] Y: [-48] どこまで: [-93]\nend\nif <(ステージ) = [6]> then\n switch costume to (none v)\n クローン生成 X: [-85] Y: [-20] どこまで: [235]\nend\nif <(ステージ) = [8]> then\n switch costume to (none v)\n クローン生成 X: [113] Y: [115] どこまで: [235]\nend\nif <(ステージ) = [9]> then\n switch costume to (none v)\n クローン生成 X: [-240] Y: [-60] どこまで: [-140]\nend\nif <(ステージ) = [10]> then\n switch costume to (none v)\n クローン生成 X: [-165] Y: [45] どこまで: [-60]\nend\nif <(ステージ) = [11]> then\n switch costume to (none v)\n クローン生成 X: [-235] Y: [-80] どこまで: [235]\nend\n\nwhen I receive [次 v]\nif <not <(ステージ) = (草のステージ情報)>> then\n 草の配置\nend\n\ndefine クローン生成 X: (x座標) Y: (y座標) どこまで: (どこまで行きたいかx)\nset [草 v] to [0]\ngo to x: (x座標) y: (y座標)\nif <(x座標) < (どこまで行きたいかx)> then\n repeat until <(どこまで行きたいかx) < (x position)>\n change x by (15)\n create clone of (_myself_ v)\n end\nelse\n repeat until <(x position) < (どこまで行きたいかx)>\n change x by (-15)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\n今のステージ (ステージ)\n\ndefine 今のステージ (ステージ)\nrepeat until <not <(ステージ) = (ステージ)>>\n 草の配置(z)\n turn right (([cos v] of (草) ) / (1.5)) degrees\nend\ndelete this clone\n\ndefine 草の配置(z)\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [start v]\nforever\n change [草 v] by (3)\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\n\n@Sun/cloud\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (2) layers\nset [クローン v] to [1]\ncreate clone of (_myself_ v)\nset [クローン v] to [2]\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nset [クローン v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(クローン) = [1]> then\n clear graphic effects\n set size to (100) %\n set [cos v] to [0]\n switch costume to (sun v)\n go to x: (225) y: (157)\n show\n forever\n go to [back v] layer\n change [cos v] by (5)\n change size by ([cos v] of (cos) )\n end\nend\nif <(クローン) = [2]> then\n clear graphic effects\n switch costume to (join [cloud] (pick random (1) to (2)))\n go to x: (300) y: (pick random (30) to (170))\n set size to (90) %\n set [ghost v] effect to (pick random (25) to (0))\n show\n repeat until <(x position) < [-289]>\n go to [back v] layer\n go [forward v] (2) layers\n change x by (-3)\n end\n delete this clone\nend\n\nif <(クローン) = [3]> then\n switch costume to (back ground v)\n go to x: (0) y: (0)\n set size to (100) %\n clear graphic effects\n show\n forever\n go to [back v] layer\n go [forward v] (2) layers\n end\nend\n\n@respwan\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [リスポーン地点 v] to [1]\nswitch costume to (on v)\ngo to [back v] layer\ngo [forward v] (4) layers\nshow\nforever\n go to [back v] layer\n go [forward v] (4) layers\n if <<(costume [number v]) = [1]> and <<not <(ステージ) = (リスポーン地点)>> and <touching (character v)?>>> then\n start sound [Coin v]\n switch costume to (on v)\n set [リスポーン地点 v] to (ステージ)\n end\nend\n\nwhen I receive [次 v]\nif <<(ステージ) = [1]> or <<(ステージ) = [3]> or <<(ステージ) = [6]> or >>> then\n show\n if <(ステージ) = (リスポーン地点)> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nelse\n hide\nend\n\n
試作品ですので、まだまだバグや欠点が多いと思います。意見をください。\n@Banakki1230様バグ修正ありがとうございます\n\n\n<English>\nIt's a platformer.\nTap or arrow keys to operate.\n\n▼Be careful of thorns, magma, and falling. I'll die.\n▼Respawn point\nWhen you die, it starts at the respawn point, not from the beginning of the stage.\n\n▼Except for BGM, all of them are self-made.\n\nThe program has also improved a little from the previous one, but the behavior is still strange.\n\n▼Overview\nShared date: November 22\nCapacity: 5.1MB\n\n<日本語>\nただのプラットフォーマーです。\nタップ又は矢印キーで操作します。\n▼トゲやマグマ、落下には注意しましょう。デスします。\n\n▼リスポーン地点\nデスすると、ステージの最初からではなくリスポーン地点から始まります。\n\n▼BGMを除き、全て自作となっています。\nプログラムも以前のものから少し改良していますが、まだ挙動がおかしいです。\n\n▼概要\n共有日:11月22日\n容量:5.1MB\n
災害プラットフォーマー!/disaster platformer! #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (朝 v)\nforever\n wait (pick random (20) to (30)) seconds\n next backdrop\nend\n\nwhen flag clicked\nhide variable [☁ fast time v]\nset [タイム v] to [0]\nrepeat until <(ステージ) = [15]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nshow variable [☁ fast time v]\nshow variable [死んだ回数/dead times v]\nif <<(☁ fast time) > (タイム)> or <(☁ fast time) = [0]>> then\n set [☁ fast time v] to (タイム)\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@キャラクター\n\nwhen I start as a clone\nif <key (down arrow v) pressed?> then\n switch costume to (キャラクター9 v)\nelse\n switch costume to (キャラクター3 v)\nend\nrepeat (10)\n change [ghost v] effect by (-5)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [ゲームスタート v]\nset [ステージ v] to [0]\nset [1 v] to [1]\npoint in direction (90)\ngo to x: (-209) y: (-13)\nset [x v] to [0]\nset [y v] to [0]\nset [1 v] to [1]\nset drag mode [not draggable v]\nswitch costume to (キャラクター2 v)\nset size to (100) %\nshow\nset rotation style [left-right v]\nclear graphic effects\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n change [x v] by (1)\n if <<touching (災害 v)?> and <<([costume # v] of [災害 v]) < [7]> or <([costume # v] of [災害 v]) = [14]>>> then\n change [x v] by (-0.5)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n if <<touching (災害 v)?> and <<([costume # v] of [災害 v]) < [7]> or <([costume # v] of [災害 v]) = [14]>>> then\n change [x v] by (0.5)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (キャラクター8 v)\n if <<touching (災害 v)?> and <<([costume # v] of [災害 v]) < [7]> or <([costume # v] of [災害 v]) = [14]>>> then\n change y by ((y) * (-2))\n set [y v] to [0]\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n if <not <touching color (#875100)?>> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n if <not <touching color (#875100)?>> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n if <not <touching color (#875100)?>> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n if <not <touching color (#875100)?>> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n if <not <touching color (#875100)?>> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n if <not <touching color (#875100)?>> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n if <not <touching color (#875100)?>> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<mouse down?> and <[0] < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [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 <<<[0] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<touching (災害 v)?> and <<([costume # v] of [災害 v]) < [7]> or <([costume # v] of [災害 v]) = [14]>>> then\n set [y v] to [2]\n else\n if <touching (地面 v)?> then\n start sound [Jump v]\n set [y v] to [13]\n end\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (災害 v)?> and <<([costume # v] of [災害 v]) < [7]> or <([costume # v] of [災害 v]) = [14]>>> then\n change y by ((y) * (2))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n if <not <([costume # v] of [地面 v]) = [16]>> then\n go to x: (-209) y: (-13)\n broadcast (NEXT v)\n broadcast (クリア v)\n change [ステージ v] by (1)\n wait (2) seconds\n set [x v] to [0]\n end\n end\n if <<touching (とげ・マグマ v)?> or <<touching (災害 v)?> and <<[6] < ([costume # v] of [災害 v])> and <([costume # v] of [災害 v]) < [14]>>>> then\n set rotation style [all around v]\n set [y2 v] to [16]\n set [1 v] to [0]\n repeat until <(y position) < [-180]>\n set rotation style [all around v]\n go to [front v] layer\n turn right (5) degrees\n change y by (y2)\n change [y2 v] by (-1)\n end\n point in direction (90)\n go to [back v] layer\n set rotation style [left-right v]\n set [x v] to [0]\n go to x: (-209) y: (-13)\n go to [front v] layer\n set [1 v] to [1]\n change [死んだ回数/dead times v] by (1)\n broadcast (リセット v)\n end\n if <(y position) < [-175]> then\n set rotation style [all around v]\n set [y2 v] to [16]\n set [1 v] to [0]\n repeat until <(y position) < [-180]>\n set rotation style [all around v]\n go to [front v] layer\n turn right (5) degrees\n change y by (y2)\n change [y2 v] by (-1)\n end\n point in direction (90)\n go to [back v] layer\n set rotation style [left-right v]\n set [x v] to [0]\n go to x: (-209) y: (-13)\n go to [front v] layer\n set [1 v] to [1]\n change [死んだ回数/dead times v] by (1)\n broadcast (リセット v)\n end\n if <touching (ばね v)?> then\n set [y v] to [19]\n end\n if <(x position) < [-241]> then\n go to x: (-209) y: (-31)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-209) y: (-31)\n\nwhen flag clicked\nforever\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 (キャラクター4 v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (キャラクター5 v)\n else\n switch costume to (キャラクター2 v)\n end\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (キャラクター7 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (キャラクター6 v)\n end\nend\n\nwhen I receive [ゲームスタート v]\nforever\n if <<touching (災害 v)?> and <(item (1) of [起きた災害 v]) = [津波]>> then\n if <(1) = [1]> then\n change x by (-10)\n end\n end\nend\n\nwhen I receive [ゲームスタート v]\nforever\n if <(1) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\n\nwhen this sprite clicked\ngo to x: (-209) y: (-30)\n\nwhen [space v] key pressed\ngo to x: (-209) y: (-30)\n\nwhen flag clicked\nbroadcast (ゲームスタート v)\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nset [死んだ回数/dead times v] to [0]\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\nswitch costume to (1 v)\n\nwhen I receive [クリア v]\ngo to x: (0) y: (0)\nnext costume\n地面が動く\n\nwhen I receive [リセット v]\ngo to x: (0) y: (0)\nwait (1) seconds\n地面が動く\n\ndefine 地面が動く\nif <(ステージ) = [6]> then\n repeat until <touching (_edge_ v)?>\n change x by (3)\n end\n change x by (-3)\n repeat until <touching (_edge_ v)?>\n change x by (-3)\n end\n change x by (3)\nend\n\n@とげ・マグマ\n\nwhen flag clicked\nshow variable [タイム v]\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [クリア v]\nshow variable [タイム v]\nnext costume\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 [next 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@アラート\n\nwhen I receive [アラームを鳴らす v]\nshow\nrepeat (4)\n switch costume to (コスチューム1 v)\n start sound [Alert v]\n repeat (5)\n point in direction (90)\n next costume\n wait (0.04) seconds\n end\n repeat (5)\n set rotation style [left-right v]\n point in direction (-90)\n switch costume to ((costume [number v]) - (1))\n wait (0.04) seconds\n end\nend\nhide\n\n@災害マーク\n\nwhen flag clicked\ndelete all of [災害注意報・警報・特別警報 v]\nhide\n\nwhen I receive [ゲームスタート v]\ngo to x: (-32) y: (147)\nset [災害マーク:x座標 v] to [-32]\nset [災害マーク:クローン数 v] to [0]\nforever\n if <not <(ステージ) = [16]>> then\n if <(pick random (1) to (3)) = [1]> then\n set [警戒のランク v] to [注意報]\n クローン\n end\n if <(pick random (1) to (5)) = [1]> then\n set [警戒のランク v] to [警報]\n クローン\n end\n if <(pick random (1) to (10)) = [1]> then\n set [警戒のランク v] to [特別警報]\n クローン\n end\n wait (7) seconds\n end\nend\n\nwhen I start as a clone\nif <[163] < (x position)> then\n delete this clone\nend\nif <([警戒のランク v] of [災害マーク v]) = [注意報]> then\n clear graphic effects\n 災害に合う?判定 [1] から [3] までの乱数\nend\nif <([警戒のランク v] of [災害マーク v]) = [警報]> then\n set [color v] effect to (-30)\n 災害に合う?判定 [1] から [2] までの乱数\nend\nif <([警戒のランク v] of [災害マーク v]) = [特別警報]> then\n set [color v] effect to (-75)\n 災害に合う?判定 [1] から [1] までの乱数\nend\nchange [災害マーク:クローン数 v] by (-1)\nif <(災害マーク:クローン数) > [0]> then\n if <((災害マーク:x座標) + (65)) > ((-32) + ((65) * ((災害マーク:x座標) - (1))))> then\n set [災害マーク:x座標 v] to [-32]\n else\n set [災害マーク:x座標 v] to (x position)\n end\nelse\n set [災害マーク:x座標 v] to [-32]\nend\ndelete (item # of (costume [name v]) in [災害注意報・警報・特別警報 v]) of [災害注意報・警報・特別警報 v]\nchange [災害マーク:クローン数 v] by (-1)\ndelete this clone\n\ndefine クローン\nrepeat until <not <[災害注意報・警報・特別警報 v] contains (costume [name v])?>>\n switch costume to (pick random (1) to (7))\nend\nadd (costume [name v]) to [災害注意報・警報・特別警報 v]\nset x to (災害マーク:x座標)\nchange [災害マーク:x座標 v] by (65)\nchange [災害マーク:クローン数 v] by (1)\ncreate clone of (_myself_ v)\n\ndefine 災害に合う?判定 (数1) から (数2) までの乱数\nshow\nrepeat (10)\n if <(pick random (数1) to (数2)) = [1]> then\n if <(length of [起きた災害 v]) = [0]> then\n if <(costume [number v]) = [1]> then\n broadcast (津波 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (洪水 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (がけ崩れ・地すべり v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (ひょう v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (雷 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (大雨 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (大雪 v)\n end\n end\n end\n wait (1) seconds\nend\n\nwhen flag clicked\ndelete all of [起きた災害 v]\n\nbroadcast (津波 v)\nadd [津波] to [災害注意報・警報・特別警報 v]\n\nwhen flag clicked\nforever\n if <(災害マーク:クローン数) = [0]> then\n delete all of [災害注意報・警報・特別警報 v]\n end\nend\n\nif <not <(ステージ) = [16]>> then\nend\n\nif <(pick random (1) to (3)) = [1]> then\n set [警戒のランク v] to [注意報]\n クローン\nend\nif <(pick random (1) to (5)) = [1]> then\n set [警戒のランク v] to [警報]\n クローン\nend\nif <(pick random (1) to (10)) = [1]> then\n set [警戒のランク v] to [特別警報]\n クローン\nend\nwait (7) seconds\n\n@災害\n\nwhen I receive [津波 v]\nswitch costume to (津波1 v)\nクローン [津波]\n\nwhen I start as a clone\nif <(災害:クローンの性質) = [津波]> then\n clear graphic effects\n set size to (100) %\n show\n set [ghost v] effect to (40)\n switch costume to (空白 v)\n set x to (0)\n repeat (5)\n wait (0.1) seconds\n next costume\n end\n repeat until <not <[災害注意報・警報・特別警報 v] contains [津波]?>>\n set y to (0)\n go to [front v] layer\n go [backward v] (2) layers\n change x by (-20)\n if <(x position) = [-480]> then\n set x to (0)\n end\n end\n クローン削除\nend\nif <(災害:クローンの性質) = [洪水]> then\n set y to (pick random (0) to (-100))\n set size to (pick random (100) to (200)) %\n switch costume to (空白 v)\n repeat (5)\n wait (0.1) seconds\n next costume\n end\n repeat until <not <[災害注意報・警報・特別警報 v] contains [洪水]?>>\n set x to (-80)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set [ghost v] effect to (40)\n switch costume to (津波5・洪水 v)\n end\n クローン削除\nend\nif <(災害:クローンの性質) = [がけ崩れ・地すべり]> then\n clear graphic effects\n switch costume to (岩 v)\n repeat until <not <[災害注意報・警報・特別警報 v] contains [崖崩れ・地すべり]?>>\n set [災害:クローンの性質 v] to [岩石]\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\n end\n クローン削除\nend\nif <(災害:クローンの性質) = [岩石]> then\n clear graphic effects\n go to x: (pick random (-200) to (240)) y: (180)\n point in direction (pick random (-180) to (180))\n set size to (pick random (50) to (200)) %\n show\n repeat until <<touching (地面 v)?> or <<touching (とげ・マグマ v)?> or <<touching (キャラクター v)?> or <<touching (災害 v)?> or <(y position) < [-179]>>>>>\n go to x: ((x position) - (3)) y: ((y position) - (10))\n end\n delete this clone\nend\nif <(災害:クローンの性質) = [ひょう]> then\n clear graphic effects\n switch costume to (ひょう v)\n repeat until <not <[災害注意報・警報・特別警報 v] contains [ひょう]?>>\n set [災害:クローンの性質 v] to [ひょうのつぶて]\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\n end\n クローン削除\nend\nif <(災害:クローンの性質) = [ひょうのつぶて]> then\n clear graphic effects\n go to x: (pick random (-200) to (240)) y: (180)\n point in direction (pick random (-180) to (180))\n set size to (pick random (30) to (100)) %\n show\n repeat until <<touching (地面 v)?> or <<touching (とげ・マグマ v)?> or <<touching (キャラクター v)?> or <<touching (災害 v)?> or <(y position) < [-179]>>>>>\n go to x: ((x position) - (3)) y: ((y position) - (10))\n end\n delete this clone\nend\nif <(災害:クローンの性質) = [雷]> then\n clear graphic effects\n switch costume to (雷1 v)\n repeat until <not <[災害注意報・警報・特別警報 v] contains [雷]?>>\n set [災害:クローンの性質 v] to [稲妻]\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\n end\n クローン削除\nend\nif <(災害:クローンの性質) = [稲妻]> then\n go to x: (pick random (-240) to (240)) y: (10)\n show\n clear graphic effects\n switch costume to (空白2 v)\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n change [brightness v] effect by (100)\n wait (pick random (1) to (2)) seconds\n clear graphic effects\n delete this clone\nend\nif <(災害:クローンの性質) = [大雨]> then\n go to x: (-80) y: (-50)\n show\n clear graphic effects\n switch costume to (津波5・洪水 v)\n repeat until <not <[災害注意報・警報・特別警報 v] contains [大雨]?>>\n set [ghost v] effect to (40)\n 雨を降らす\n end\n クローン削除\nend\nif <(災害:クローンの性質) = [雨]> then\n go to x: (pick random (-240) to (240)) y: (180)\n show\n clear graphic effects\n switch costume to (雨 v)\n repeat until <<touching (地面 v)?> or <<touching (とげ・マグマ v)?> or <<touching (キャラクター v)?> or <(y position) < [-179]>>>>\n change y by (-20)\n end\n delete this clone\nend\nif <(災害:クローンの性質) = [大雪]> then\n clear graphic effects\n switch costume to (雪 v)\n repeat until <not <[災害注意報・警報・特別警報 v] contains [大雪]?>>\n 雪を降らす\n end\n delete (1) of [起きた災害 v]\n クローン削除\nend\nif <(災害:クローンの性質) = [雪]> then\n go to x: (pick random (-240) to (240)) y: (180)\n show\n clear graphic effects\n switch costume to (雪 v)\n repeat until <<touching (地面 v)?> or <(y position) < [-179]>>\n change y by (-20)\n end\n wait (pick random (8) to (10)) seconds\n repeat (5)\n change [ghost v] effect by (-20)\n end\n delete this clone\nend\n\nwhen I receive [がけ崩れ・地すべり v]\nswitch costume to (岩 v)\nクローン [がけ崩れ・地すべり]\n\nwhen I receive [ひょう v]\nswitch costume to (ひょう v)\nクローン [ひょう]\n\ndefine クローン (災害)\nset [災害:クローンの性質 v] to (災害)\ncreate clone of (_myself_ v)\nadd (災害) to [起きた災害 v]\n\nwhen I receive [洪水 v]\nswitch costume to (津波5・洪水 v)\nクローン [洪水]\n\nwhen I receive [大雨 v]\nswitch costume to (雨 v)\nクローン [大雨]\n\nwhen I receive [大雪 v]\nswitch costume to (雪 v)\nクローン [大雪]\n\nwhen I receive [雷 v]\nswitch costume to (雷1 v)\nクローン [雷]\n\ndefine クローン削除\ndelete all of [起きた災害 v]\ndelete this clone\n\ndefine 雨を降らす\nset [災害:クローンの性質 v] to [雨]\ncreate clone of (_myself_ v)\nswitch costume to (津波5・洪水 v)\nif <(y position) < [0]> then\n change y by (1)\nend\n\ndefine 雪を降らす\nset [災害:クローンの性質 v] to [雪]\ncreate clone of (_myself_ v)\n\nchange [ghost v] effect by (40)\n\nset y to (0)\n\nadd [雷] to [災害注意報・警報・特別警報 v]\nbroadcast (NEXT v)\n\n@ばね\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [3]> then\n ばねを表示 [-130] [-82] [100]\n else\n if <(ステージ) = [4]> then\n ばねを表示 [-155] [-82] [100]\n else\n if <(ステージ) = [8]> then\n ばねを表示 [0] [-63] [150]\n else\n hide\n end\n end\n end\nend\n\ndefine ばねを表示 (x) (y) (大きさ)\nset size to (大きさ) %\nshow\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <(1) = [1]> then\n if <touching (キャラクター v)?> then\n repeat until <not <touching (キャラクター v)?>>\n switch costume to (コスチューム2 v)\n end\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\n\n@看板\n\nwhen I receive [クリア v]\nhide\ngo to [back v] layer\nif <(ステージ) = [9]> then\n show\n wait until <touching (キャラクター v)?>\n if <touching (キャラクター v)?> then\n しゃべる [あともう少しです!頑張って!]\n wait (1) seconds\n しゃべる [避難小屋を用意しておいたのでぜひ使ってください!]\n end\nend\n\ndefine しゃべる (テキスト)\nset [何文字目 v] to [0]\nset [テキスト v] to []\nrepeat (length of (テキスト))\n change [何文字目 v] by (1)\n say (join (テキスト) (letter (何文字目) of (テキスト)))\n set [テキスト v] to (join (テキスト) (letter (何文字目) of (テキスト)))\n wait (0.05) seconds\nend\nsay []\n\nbroadcast (ゲームスタート v)\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide variable [☁ fast time v]\nhide variable [タイム v]\nhide variable [死んだ回数/dead times v]\ngo to x: (0) y: (350)\nshow\nrepeat (20)\n change y by (-17.5)\nend\n\n@感謝感謝\n\nwhen flag clicked\nhide\n\nchange [ghost v] effect by (30)\n\n
[日本語]\n災害が次々に起こる危険な道。それでもプラット君は行くのだ!ゴールするために!\n...めっちゃ頑張りました!ハートと星お願いします!\n(拡散もお願いします!)\n[English]\nA dangerous road where disasters occur one after another. Still, Pratt goes! To the finish line!\n... I worked so hard! Hearts and stars please!\n(Please spread the project!)\n〇クレジット/credit\n背景/background:\n@YY-Hさん(少しアレンジ/a little arrangement)\nNEXT:@gorira0612さん\n〇拡散してくれた人(〆切)/People who spread(finish)\n@doraemon-ks((((((((((((\n@tibitokaさん\n@comet_mahiteruさん\n@Lem777さん\n@penpen-loveさん\n@SKY-companyさん\n@strongman0さん\n@2022ota-13さん\n#games #all #game #all #games #all #game #all #all\n#games #all #game #all #games #all #game #all #all\n#games #all #game #all #games #all #game #all #all\n#games #all #game #all #games #all #game #all #all\n#platformer #disaster #platformer #disaster #platformer \n#platformer #disaster #platformer #disaster #platformer \n#platformer #disaster #platformer #disaster #platformer
Jungle Run platformer!
@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@ \n\n@Player\n\nwhen I receive [start v]\nshow\nset [gravity v] to [-1]\nset [acceleration v] to [2]\nset [jump force v] to [5]\nshow variable [level: v]\nset [resistance v] to [0.8]\nreset and begin level\n\nwhen flag clicked\nset [level: v] to [1]\nhide variable [level: v]\nset size to (40) %\nhide\n\ndefine move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n 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 (levels v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\ncontrols - up and down\ncontrols - left and right\nmove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine controls - up and down\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <(falling) < [3]> then\n change [speed y v] by (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine controls - left and right\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [speed x v] by ((0) - (ACCELERATION))\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [speed x v] by (ACCELERATION)\nend\nif <not <key (any v) pressed?>> then\n switch costume to (costume1 v)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine reset and begin level\nset [scene # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset size to (40) %\ngo to x: (-192) y: (-31)\nshow\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) > [205]> then\n change [scene # v] by (1)\n broadcast (change scene v)\n set x to (-205)\n change [level: v] by (1)\nend\n\nwhen I receive [start v]\nforever\n if <touching (spikes/ lava v)?> then\n go to x: (-192) y: (-31)\n end\nend\n\nwhen I receive [15 v]\nset size to (20) %\ngo to x: (-215) y: (-105)\nbroadcast (stop v)\n\nwhen I receive [hide v]\nhide variable [level: v]\n\nwhen I receive [start v]\nforever\n if <(y position) < [-136]> then\n go to x: (51) y: (140)\n broadcast (secret passage v)\n end\n if <(STOP SECRET) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(y position) > [163]> then\n go to x: (46) y: (-132)\n broadcast (13 v)\n end\n if <(STOP SECRET) = [1]> then\n stop [this script v]\n end\nend\n\n@sign\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (228) y: (-94)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [hide v]\nhide\nhide variable [level: v]\n\nwhen I receive [lower v]\nset y to (-103)\n\n@Play\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to [front v] layer\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (-90)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\nbroadcast (start v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nrepeat (8)\n turn right (1) degrees\nend\nforever\n wait (0.1) seconds\n repeat (16)\n turn left (1) degrees\n end\n wait (0.1) seconds\n repeat (16)\n turn right (1) degrees\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (36) y: (28)\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@levels\n\nwhen flag clicked\nhide variable [time: v]\nset [stop secret v] to [0]\nhide variable [☁ fastest v]\nset [time: v] to [0]\ngo to x: (36) y: (28)\nswitch costume to (scene1 v)\ngo to [front v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nif <(costume [name v]) = [Scene16]> then\n broadcast (hide v)\n hide variable [level: v]\nend\n\nwhen I receive [start v]\nforever\n if <(costume [name v]) = [Scene6]> then\n broadcast (lower v)\n end\n if <(costume [name v]) = [Scene15]> then\n broadcast (15 v)\n end\n if <(costume [name v]) = [Scene13]> then\n broadcast (secret v)\n end\n if <(costume [name v]) = [Scene14]> then\n broadcast (hide secret v)\n set [stop secret v] to [1]\n end\n if <(costume [name v]) = [secret shhhhh]> then\n broadcast (secret backdrop v)\n set [secret backdrop v] to [2]\n end\n if <not <(costume [name v]) = [secret shhhhh]>> then\n set [secret backdrop v] to [1]\n end\n if <(costume [name v]) = [Scene16]> then\n show variable [☁ fastest v]\n if <(Time:) > (☁ Fastest)> then\n set [☁ fastest v] to (Time:)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [secret passage v]\nswitch costume to (secret shhhhh v)\nbroadcast (up v)\n\nwhen I receive [13 v]\nswitch costume to (scene13 v)\n\nwhen I receive [start v]\nshow variable [time: v]\nset [time: v] to [0]\nwait (0.5) seconds\nrepeat until <(SCENE #) = [16]>\n wait (0.1) seconds\n change [time: v] by (1)\nend\n\n@start\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@spikes/ lava\n\nwhen I receive [change scene v]\nshow\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nhide\nswitch costume to (scene1 v)\ngo to [back v] layer\n\nwhen I receive [secret passage v]\nhide\n\nwhen I receive [13 v]\nshow\n\n@Start guy\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to [front v] layer\nclear graphic effects\npoint in direction (90)\ngo to x: (13) y: (14)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (53) y: (26)\n\nwhen I receive [secret v]\nshow\n\nwhen I receive [hide secret v]\nhide\n\n@secret backdrop\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [secret backdrop v]\nshow\nforever\n if <(SECRET BACKDROP) = [1]> then\n hide\n end\nend\n\n
*\n +\n * +\n -Jungle Run-\n* +\n * +\n\n\nNew game out!! https://scratch.mit.edu/projects/966301682/\n\n-----------------------------------------------------------------\nArrow keys/WASD to move space to jump\n\nFollow this guy to make him happy! @henryxinfinity\n\nIf you like what you see, why not leave a like+fav? It would mean a lot. Thx!! :D P.s. feel free to comment your time!\n\nmy best time is 196 in case you were wondering\n\nsrry bout the lagginess on lvls 7-10 ;) lots of scripts going on there\n\n\n -Log-\n\nDec. 29. 2023 100 views!\n\nDec. 30. 2023 150 views!\n\nDec. 31. 2023 200 views!\n\nJan. 1. 2024 (New years day!) 250 views!\n\nJan. 2. 2024 350 views!! That’s a hundred in one day!\n\nJan. 3. 2024. 400 views!! Yessssssssss\n\nJan. 4. 2024. 450 views\n\nJan. 5. 2024. 550 views! That's, again, a hundred in a day!! And over halfway to a thousand!\n\nJan. 6. 2024. 600 VIEWS!!!! FINALLY!!\n\nJan. 7. 2024. 650 views! So far, thats 50 or more per day!\n\nSKIP TO 950?!!!??!? HOW DID THIS HAPPEN!?!?!? Oh also Jan. 8. 2024.\n\n1200!! THANK YOU ALL SO MUCH!!! Jan. 9. 2024.\n\nJan. 10. 2024. 1414 views!!! I got like 40 things in my mail today and they were all for this project\n\nJan. 11. 2024. 1650 views!!\n\n ok imma stop now\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment "Wow" and follow if you saw this
Minecraft Platformer #1 Plains
@Stage\n\nwhen flag clicked\nforever\n play sound [BGM(一部カット) v] until done\n wait (4) seconds\nend\n\n@スティーブ\n\nwhen flag clicked\nReset\nset rotation style [left-right v]\nforever\n if <(操作できる?) = [1]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [x v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> 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 (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> 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 [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [ニュッ2 v]\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching (触れちゃだめ v)?> then\n go to x: (-210) y: (30)\n start sound [hit1 v]\n end\n if <(x position) > [225]> then\n broadcast (Next v)\n set [操作できる? v] to [0]\n point in direction (90)\n go to x: (-202) y: (-67)\n switch costume to (スティーブ v)\n end\n end\nend\n\ndefine Reset\npoint in direction (90)\ngo to x: (-202) y: (-67)\nswitch costume to (スティーブ v)\nset [stage v] to [1]\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <key (up arrow v) pressed?>> then\n play sound (pick random (4) to (5)) until done\n end\nend\n\n@ステージ\n\nwhen flag clicked\nforever\n switch costume to (Stage)\nend\n\nset [stage v] to [6]\n\n@太陽\n\nwhen flag clicked\nset size to (100) %\npoint in direction (100)\nforever\n repeat (10)\n change size by (5)\n wait (0.5) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change size by (-5)\n wait (0.5) seconds\n end\n set size to (100) %\nend\n\n@触れちゃだめ\n\nwhen flag clicked\nforever\n switch costume to (Stage)\nend\n\n@Next\n\nwhen I receive [next v]\ngo to x: (467) y: (0)\nshow\nglide (1) secs to x: (0) y: (0)\nplay sound [掘る v] until done\nchange [stage v] by (1)\nglide (1) secs to x: (467) y: (0)\nhide\nset [操作できる? v] to [1]\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nset [タイマー v] to [0]\nset [操作できる? v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nset [ghost v] effect to (100)\nset [操作できる? v] to [1]\nbroadcast (タイマー v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [タイマー v]\nshow variable [タイマー v]\nreset timer\nforever\n if <not <[6] < (Stage)>> then\n set [タイマー v] to (timer)\n end\nend\n\n
こんにちは!@_orange_scです!\n今回は非常によくあってはやって止まらないマイクラプラットフォーマーを作ってみました!\n色々な人に「面白い!」と言ってもらえるよう努力して作りました!\n面白かったらぜひ♡と☆、フォローお願いします!\n\n♡と☆50でステージ増加\n傾向乗りで次回作成\n\n拡散してくれたら名前書きます 先着10人\n好評につき15人に増加!\n@kazusc様\n@-zero-red-様\n@Samcf様\n@b-banana-b様\n@hasami47様\n@_oh_my_god様\n@ootaeisuke様\n@ game_factory1225様\n@\n@\n@\n@\n@\n@\n@
Christmas Platformer/クリスマスプラットフォーマー
@Stage\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nforever\n play sound [Speed Rimit v] until done\nend\n\nwhen I receive [スタート v]\nhide variable [☁ 最高記録 v]\nhide variable [合計タイム v]\nset [タイム30fps v] to [0]\nwait (0) seconds\nrepeat until <((全ステ) - (1)) < ([costume # v] of [ステージ当たり判定 v])>\n change [タイム30fps v] by (1)\n set [合計タイム v] to (([ceiling v] of (((タイム30fps) / (30)) * (10)) ) / (10))\nend\nshow variable [☁ 最高記録 v]\nshow variable [合計タイム v]\nif <(合計タイム) < (☁ 最高記録)> then\n set [☁ 最高記録 v] to (合計タイム)\n wait (0.1) seconds\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\n hide\nend\n\nwhen [timer v] > ((タイマー) + (0.1))\ngo to [front v] layer\nshow\n\n@プレイヤー\n\ndefine 縦移動\nswitch costume to (当たり判定 v)\nif <(滞空時間) < [4]> then\n if <[0.5] < (ジョイスティックy)> then\n set [y移動速度 v] to (([sin v] of ([direction v] of [坂道判定 v]) ) * (15))\n change [x移動速度 v] by (([cos v] of ([direction v] of [坂道判定 v]) ) * (-5))\n else\n if <[30] < ([abs v] of (([direction v] of [坂道判定 v]) - (90)) )> then\n end\nend\nchange [y移動速度 v] by (-2)\nset [y移動速度 v] to ((y移動速度) * (0.95))\nchange y by (y移動速度)\nif <touching (ステージ当たり判定 v)?> then\n if <(y移動速度) < [0]> then\n 位置調整y [1]\n set [滞空時間 v] to [0]\n else\n 位置調整y [-1]\n change [滞空時間 v] by (8)\n end\n set [y移動速度 v] to [0]\nelse\n change [滞空時間 v] by (1)\nend\n\ndefine 横移動\nswitch costume to (当たり判定 v)\nif <(滞空時間) < [1]> then\n 歩く [3]\n if <[0] < ([abs v] of (右左) )> then\n set [x移動速度 v] to ((x移動速度) * (0.7))\n else\n set [x移動速度 v] to ((x移動速度) * (0.85))\n end\nelse\n 歩く [3]\n if <[0] < ([abs v] of (右左) )> then\n set [x移動速度 v] to ((x移動速度) * (0.8))\n else\n set [x移動速度 v] to ((x移動速度) * (0.95))\n end\nend\nchange x by (x移動速度)\nif <touching (ステージ当たり判定 v)?> then\n change y by (([abs v] of ([cos v] of ([direction v] of [坂道判定 v]) ) ) * (([abs v] of (x移動速度) ) * (1)))\n change y by (1)\n switch costume to (当たり判定壁 v)\n if <touching (ステージ当たり判定 v)?> then\n change y by (([abs v] of ([cos v] of ([direction v] of [坂道判定 v]) ) ) * (([abs v] of (x移動速度) ) * (-1)))\n change y by (-1)\n if <(x移動速度) < [0]> then\n 位置調整x [1]\n else\n 位置調整x [-1]\n end\n set [x移動速度 v] to [0]\n end\nend\n\ndefine 位置調整y (調整)\nswitch costume to (当たり判定 v)\nset [カウント v] to [0]\nrepeat until <<not <touching (ステージ当たり判定 v)?>> or <((([abs v] of (y移動速度) ) + (1)) * (2)) < ([abs v] of (カウント) )>>\n change y by (調整)\n change [カウント v] by (調整)\nend\nif <((([abs v] of (y移動速度) ) + (1)) * (2)) < ([abs v] of (カウント) )> then\n set [やられた v] to [1]\nend\n\ndefine 位置調整x (調整)\nswitch costume to (当たり判定 v)\nset [カウント v] to [0]\nrepeat until <<not <touching (ステージ当たり判定 v)?>> or <((([abs v] of (x移動速度) ) + (10)) * (2)) < ([abs v] of (カウント) )>>\n change x by (調整)\n change [カウント v] by (調整)\nend\nif <((([abs v] of (x移動速度) ) + (10)) * (2)) < ([abs v] of (カウント) )> then\n change y by (5)\n if <touching (ステージ当たり判定 v)?> then\n set [やられた v] to [1]\n end\nend\n\ndefine ステージに配置\nset [滞空時間 v] to [0]\nset [y移動速度 v] to [0]\nswitch costume to (当たり判定 v)\nrepeat until <touching (ステージ当たり判定 v)?>\n change y by (-20)\nend\nrepeat (21)\n if <touching (ステージ当たり判定 v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ当たり判定 v)?> then\n change y by (-20)\n ステージに配置\nend\n\ndefine 端に触れたら戻る\nif <[230] < ([abs v] of (x position) )> then\n if <[0] < (x position)> then\n broadcast (次のステージ v)\n go to x: (-185) y: (180)\n リスタート\n else\n set x to (-230)\n set [向き v] to [90]\n end\n change y by (-10)\n if <touching (ステージ当たり判定 v)?> then\n ステージに配置\n change y by (1)\n else\n change y by (20)\n if <touching (ステージ当たり判定 v)?> then\n ステージに配置\n change y by (1)\n else\n change y by (-10)\n end\n end\nend\nif <[180] < (y position)> then\n set y to (180)\nend\nif <(y position) < [-179]> then\n set y to (-180)\n point in direction (90)\n change [やられた v] by (1)\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nshow\nリスタート\nforever\n point in direction (90)\n switch costume to (当たり判定 v)\n go to [back v] layer\n 横移動\n 縦移動\n if <(滞空時間) < [3]> then\n if <(向き) < [0]> then\n set [向き v] to [180]\n end\n if <[180] < (向き)> then\n set [向き v] to [0]\n end\n change [向き v] by ((([direction v] of [坂道判定 v]) - (向き)) / (1.5))\n else\n change [向き v] by (((90) - (向き)) / (20))\n if <[1] < (x移動速度)> then\n change [向き v] by (20)\n end\n if <(x移動速度) < [-1]> then\n change [向き v] by (-20)\n end\n end\n 端に触れたら戻る\n point in direction (向き)\n switch costume to (コスチューム1 v)\n if <(滞空時間) < [1]> then\n change [x移動速度 v] by (([cos v] of ([direction v] of [坂道判定 v]) ) * (-2))\n change [y移動速度 v] by (([sin v] of ([direction v] of [坂道判定 v]) ) * (-2))\n end\n 次回、じょうのうち、しす!\nend\n\ndefine 歩く (スピード)\nset [右左 v] to (ジョイスティックx)\nif <[30] < ([abs v] of (([direction v] of [坂道判定 v]) - (90)) )> then\n change [x移動速度 v] by ((右左) * ((スピード) * (1.5)))\nelse\n change [x移動速度 v] by ((右左) * (スピード))\nend\n\ndefine 次回、じょうのうち、しす!\nif <(やられた) = [1]> then\n start sound [Crunch v]\n switch costume to (コスチューム2 v)\n set [y移動速度 v] to [21]\n repeat (20)\n go to [front v] layer\n change [y移動速度 v] by (-2)\n change y by (y移動速度)\n turn right (18) degrees\n end\n set [やられた v] to [2]\n set [ghost v] effect to (100)\n wait (0.5) seconds\n broadcast (再配置 v)\n リスタート\n switch costume to (コスチューム1 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine リスタート\ngo to x: (-185) y: (180)\nステージに配置\nset [x移動速度 v] to [0]\nset [y移動速度 v] to [0]\nset [やられた v] to [0]\nset [向き v] to [90]\npoint in direction (90)\n\nwhen I receive [トゲ v]\nif <(やられた) = [0]> then\n set [やられた v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen [0 v] key pressed\nif <(やられた) = [0]> then\n set [やられた v] to [1]\nend\n\nwhen [1 v] key pressed\nif <(username) = [b-coffee]> then\n broadcast (ステージスキップ v)\nend\n\nwhen I receive [ステージスキップ v]\ngo to x: (250) y: (150)\n\n@プレイヤー影\n\ndefine 位置調整y (調整)\nswitch costume to (当たり判定 v)\nset [カウント v] to [0]\nrepeat until <<not <touching (ステージ当たり判定 v)?>> or <((([abs v] of (y移動速度) ) + (1)) * (2)) < ([abs v] of (カウント) )>>\n change y by (調整)\n change [カウント v] by (調整)\nend\nif <((([abs v] of (y移動速度) ) + (1)) * (2)) < ([abs v] of (カウント) )> then\n set [やられた v] to [1]\nend\n\ndefine 位置調整x (調整)\nswitch costume to (当たり判定 v)\nset [カウント v] to [0]\nrepeat until <<not <touching (ステージ当たり判定 v)?>> or <((([abs v] of (x移動速度) ) + (10)) * (2)) < ([abs v] of (カウント) )>>\n change x by (調整)\n change [カウント v] by (調整)\nend\nif <((([abs v] of (x移動速度) ) + (10)) * (2)) < ([abs v] of (カウント) )> then\n set [やられた v] to [1]\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nforever\n if <([やられた v] of [プレイヤー v]) = [0]> then\n go to (プレイヤー v)\n point in direction ([direction v] of [プレイヤー v])\n switch costume to (当たり判定 v)\n show\n if <<touching (ステージ v)?> or <touching (光 v)?>> then\n switch costume to (コスチューム1 v)\n show\n go to [front v] layer\n set [ghost v] effect to (25)\n else\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (75)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@ステージ当たり判定\n\nwhen flag clicked\nset [全ステ v] to [11]\nhide\n\nwhen I receive [次のステージ v]\nnext costume\nchange [ステージ v] by (1)\n\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 v)\nshow\nset [ghost v] effect to (100)\nset [ステージ v] to [1]\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to ([costume # v] of [ステージ当たり判定 v])\nend\n\n@チェックポイント\n\nwhen I receive [スタート v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to ([costume # v] of [ステージ当たり判定 v])\n set [ghost v] effect to (100)\n if <touching (プレイヤー影 v)?> then\n change [ロウソク v] by (((100) - (ロウソク)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [プレゼント v] to [0]\nforever\n wait until <<touching (プレイヤー v)?> and <(プレゼント) < ([costume # v] of [ステージ当たり判定 v])>>\n set [プレゼント v] to ([costume # v] of [ステージ当たり判定 v])\n start sound [決定ボタンを押す23 v]\nend\n\n@坂道判定\n\ndefine 傾き\nif <not <<(x position) = ([x position v] of [プレイヤー v])> and <(y position) = ([y position v] of [プレイヤー v])>>> then\n point in direction (90)\n go to (プレイヤー v)\n change y by (-16)\n set [y v] to [0]\n set [カウント v] to [0]\n repeat until <<not <touching (ステージ当たり判定 v)?>> or <[10] < (y)>>\n change [カウント v] by (1)\n turn right (10) degrees\n if <[36] < (カウント)> then\n change [y v] by (1)\n set [カウント v] to [0]\n change y by (2)\n end\n end\n set [右回り角度 v] to (direction)\n point in direction (90)\n go to (プレイヤー v)\n change y by (-16)\n set [y v] to [0]\n set [カウント v] to [0]\n repeat until <<not <touching (ステージ当たり判定 v)?>> or <[10] < (y)>>\n change [カウント v] by (1)\n turn left (10) degrees\n if <[36] < (カウント)> then\n change [y v] by (1)\n set [カウント v] to [0]\n change y by (2)\n end\n end\n set [左回り角度 v] to (direction)\n point in direction (((右回り角度) + ((左回り角度) mod (360))) / (2))\nend\nif <touching (_edge_ v)?> then\n if <[60] < ([abs v] of ((direction) - (90)) )> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0) seconds\ngo to (プレイヤー v)\npoint in direction (90)\nshow\nset [右回り角度 v] to [90]\nset [左回り角度 v] to [90]\nforever\n if <([やられた v] of [プレイヤー v]) = [0]> then\n set [ghost v] effect to (100)\n 傾き\n go to [front v] layer\n end\nend\n\n@トゲ\n\nwhen I receive [スタート v]\nwait (0) seconds\n配置\n\ndefine 配置\n\nif <(ステージ) = [1]> then\n トゲ配置|座標 [150] , [80] 種類 [1] 周期 []\n トゲ配置|座標 [225] , [-70] 種類 [1] 周期 []\nelse\n if <(ステージ) = [2]> then\n トゲ配置|座標 [120] , [-10] 種類 [1] 周期 []\n else\n if <(ステージ) = [3]> then\n トゲ配置|座標 [200] , [-10] 種類 [1] 周期 []\n else\n if <(ステージ) = [7]> then\n トゲ配置|座標 [-120] , [-170] 種類 [2] 周期 [1]\n トゲ配置|座標 [-40] , [-170] 種類 [2] 周期 [2]\n トゲ配置|座標 [0] , [-170] 種類 [2] 周期 [1]\n トゲ配置|座標 [80] , [-170] 種類 [2] 周期 [2]\n トゲ配置|座標 [120] , [-170] 種類 [2] 周期 [1]\n トゲ配置|座標 [200] , [-170] 種類 [2] 周期 [2]\n else\n if <(ステージ) = [8]> then\n トゲ配置|座標 [175] , [-160] 種類 [1] 周期 []\n else\n if <(ステージ) = [9]> then\n トゲ配置|座標 [220] , [-150] 種類 [1] 周期 []\n トゲ配置|座標 [220] , [-70] 種類 [1] 周期 []\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n hide\n set size to (20) %\n wait until <<(y position) < ([y position v] of [プレイヤー v])> and <(distance to [プレイヤー v]) < [50]>>\n show\n repeat (2)\n change size by (40)\n end\n wait until <not <<(y position) < ([y position v] of [プレイヤー v])> and <(distance to [プレイヤー v]) < [150]>>>\n repeat (2)\n change size by (-40)\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n wait (0) seconds\n forever\n show\n set size to ((85) + (([sin v] of ((timer) * ((360) * (周期))) ) * (65))) %\n end\n end\nend\n\ndefine トゲ配置|座標 (x) , (y) 種類 (種類) 周期 (周期)\ngo to x: (x) y: (y)\nswitch costume to (種類)\nset [周期 v] to (周期)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0) seconds\nforever\n set [brightness v] effect to (-50)\n go to [back v] layer\n if <[20] < (size)> then\n if <touching (プレイヤー影 v)?> then\n broadcast (トゲ v)\n end\n end\nend\n\nwhen I receive [次のステージ v]\nwait (0) seconds\n配置\n\nwhen I receive [再配置 v]\n配置\n\n@光\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (big v)\n go to (プレイヤー v)\n switch costume to ( v)\n set size to (300) %\n switch costume to (コスチューム1 v)\n show\n set [fisheye v] effect to ((([sin v] of ((timer) * (180)) ) * (2)) + ((ロウソク) - (90)))\n set [ghost v] effect to (20)\nend\n\ndefine 光\nswitch costume to ( v)\nshow\nset pen color to (#d5e8f8)\npoint in direction ((timer) * (60))\nset rotation style [don't rotate v]\nrepeat (6)\n repeat (10)\n go to (プレイヤー v)\n set pen (transparency v) to (99)\n set [カウント v] to [0]\n repeat until <<<touching (_edge_ v)?> and <[250] < ([abs v] of (x position) )>> or <<<touching (ステージ当たり判定 v)?> or <touching (トゲ v)?>> or <[10] < (カウント)>>>\n change [カウント v] by (1)\n set pen size to (20)\n pen down\n move (8) steps\n end\n move (4) steps\n turn right (3) degrees\n pen up\n end\n turn right (30) degrees\nend\nhide\n\nwhen I receive [スタート v]\nset [ロウソク v] to [100]\nforever\n change [ロウソク v] by (-0.05)\n if <(ロウソク) < [0]> then\n set [カウント v] to [0]\n end\n if <[100] < (ロウソク)> then\n set [ロウソク v] to [100]\n end\n if <((全ステ) - (1)) < (ステージ)> then\n set [ロウソク v] to [200]\n end\nend\n\n@こなーゆきー\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nshow\ngo to [back v] layer\ngo to x: (150) y: (360)\nglide (4) secs to x: (0) y: (0)\ncreate clone of (_myself_ v)\nglide (4) secs to x: (-150) y: (-360)\ndelete this clone\n\nwhen I receive [スタート v]\nset [ghost v] effect to (20)\nshow\ngo to [back v] layer\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nglide (4) secs to x: (-150) y: (-360)\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n go to x: (180) y: (-150)\n set [ghost v] effect to (10)\n hide\n if <(ステージ) < (全ステ)> then\n show\n end\n go to [front v] layer\n say []\n if <[0] < (ステージスキップ:あと)> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (-10)\n if <touching (mouse-pointer v)?> then\n say [ステージスキップ不可 (♥と★で解放)]\n end\n end\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (30)\n end\nend\n\nwhen this sprite clicked\nif <[0] < (ステージスキップ:あと)> then\n change [ステージスキップ:あと v] by (-1)\n broadcast (ステージスキップ v)\n wait until <not <mouse down?>>\nend\n\n@ハート星探知機\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n change [ハート v] by (1)\n if <[5] < (ハート)> then\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n change [星 v] by (1)\n if <[5] < (星)> then\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [ステージスキップ:あと v] to [0]\nhide\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)\nwait until <[9] < ((星) + (ハート))>\nchange [ステージスキップ:あと v] by (3)\nbroadcast (ステージスキップ権 v)\n\nwhen [2 v] key pressed\nset [ハート v] to [0]\nset [星 v] to [0]\nif <(username) = [b-coffee]> then\n set [☁ 最高記録 v] to [10000]\nend\n\n@骨井ジョイスティックB-\n\nwhen I start as a clone\nset rotation style [don't rotate v]\nset size to (50) %\nforever\n set [ghost v] effect to (30)\n switch costume to (骨井2 v)\n if <(画面押されている?) = [1]> then\n show\n go to [front v] layer\n go to (骨井ジョイスティックb- v)\n point towards (mouse-pointer v)\n if <(distance to [mouse-pointer v]) < [40]> then\n move (distance to [mouse-pointer v]) steps\n else\n move (40) steps\n end\n set [ジョイスティックx v] to (((x position) - ([x position v] of [骨井ジョイスティックb- v])) / (30))\n set [ジョイスティックy v] to (((y position) - ([y position v] of [骨井ジョイスティックb- v])) / (30))\n else\n set [ジョイスティックx v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [ジョイスティックy v] to (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>)\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\ncreate clone of (_myself_ v)\nforever\n switch costume to (骨井 v)\n set [ghost v] effect to (30)\n if <mouse down?> then\n go to (mouse-pointer v)\n show\n set [画面押されている? v] to [1]\n repeat until <not <mouse down?>>\n go to [front v] layer\n end\n else\n set [画面押されている? v] to [0]\n hide\n end\nend\n\nwhen I receive [ゲームクリア v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n
【新作!見てね↓】\nhttps://scratch.mit.edu/projects/926684314/\n\n初のプラットフォーマ―です。\n細部まで細かく作ったので是非遊んでください。\n全10ステージあります。\n遊び方 how to play\n移動…矢印キー、タップ\nMove...arrow keys\nステージスキップ…♥と★で解放(3回まで)\nStage skip... unlock with ♥ and ★(up to 3 times)\n暗闇の中を進んでください。\n時間が経つごとに周りの光が小さくなっていきます。\nチェックポイント(家)に入ると光が回復します。\n\n作者のタイム...24.1
Sapphire || ☁ Multiplayer Platformer #games #platformer #all
@Stage\n\nwhen flag clicked\nforever\n set [brightness v] effect to (-10)\nend\n\nwhen flag clicked\nforever\n play sound [lukrembo - marshmallow \(royalty free vlog music\) v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Tropical Birds v] until done\nend\n\nstart sound [Tropical Birds v]\n\nstart sound [lukrembo - marshmallow \(royalty free vlog music\) v]\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n set [exit v] to [die]\nend\n\ndefine Game On\npoint in direction (90)\nset [x v] to (spawn X)\nset [y v] to (Spawn Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (200) %\nset [ghost v] effect to (99)\nshow\n\ndefine Tick\nif <<(y position) > [175]> or <<(x position) > [175]> or <(x position) < [-175]>>> then\n Game On\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [sx v] by (2)\nend\nif <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>> then\n switch costume to (costume1 v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume1 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume1 v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (costume1 v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(ladder) = [true]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [sy v] to [8]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nset [spawn x v] to [0]\nset [spawn y v] to [0]\n\nwhen I receive [begin v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\nif <(MY PLAYER #) > [0]> then\n send cloud data\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine 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\nwhen I receive [start v]\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (setup others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\nif <(in air) < [4]> then\n\nset [brightness v] effect to (15)\n\nforever\n if <<(y position) > [175]> or <<(x position) > [175]> or <(x position) < [-175]>>> then\n Game On\n end\nend\n\nset [exit v] to [die]\nGame - Die\n\nwhen flag clicked\n\nforever\n if <<(y position) > [175]> or <<(x position) > [175]> or <(x position) < [-175]>>> then\n Game On\n end\nend\n\nif <[-175] > (y position)> then\n Game On\nend\n\nwait (1) seconds\nif <[-175] > (y position)> then\nend\n\nwait (1) seconds\n\nforever\nend\n\nif <[-175] > (y position)> then\n wait (1) seconds\n if <[-175] > (y position)> then\n Game On\n end\nend\n\nif <[-175] > (y position)> then\n wait (1) seconds\n if <[-175] > (y position)> then\n Game On\n end\nend\nif <<(y position) > [175]> or <<(x position) > [175]> or <(x position) < [-175]>>> then\n Game On\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [550] y: [100]\n Clone at x: [660] y: [350]\n Clone at x: [850] y: [700]\n Clone at x: [1200] y: [100]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (player v)?> then\n set [plat. v] to [true]\n else\n set [plat. v] to [false]\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\n\nforever\n\nClone at x: [750] y: [400]\n\nClone at x: [1200] y: [100]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [125] y: [-25]\n Clone at x: [350] y: [160]\n Clone at x: [425] y: [-20]\n Clone at x: [550] y: [160]\n Clone at x: [225] y: [0]\n Clone at x: [200] y: [40]\n Clone at x: [225] y: [0]\n Clone at x: [-550] y: [375]\n Clone at x: [1000] y: [300]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nhide\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nshow variable [collected v]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [200] y: [50]\n Clone at x: [475] y: [100]\n Clone at x: [775] y: [200]\n Clone at x: [1230] y: [20]\n Clone at x: [1570] y: [300]\n Clone at x: [1450] y: [750]\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nif <(username) = [DM_Coder27]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nend\n\nwhen flag clicked\nset [color v] effect to (-7)\nset [brightness v] effect to (-10)\nhide variable [mouse v]\nhide variable [collected v]\nset [collected v] to [0]\n\nset [pitch v] effect to (pick random (80) to (100))\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\n Clone at x: [9999999999] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Others\n\nwhen I receive [setup others v]\nsetup others\n\ndefine setup others\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine 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 [tick v]\nif <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\nelse\n Tick\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [: ] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset size to (400) %\nset x to ((value) - (SCROLL X))\nset size to (115) %\nvalue = read from encoded\nset size to (400) %\nset y to ((value) - (SCROLL Y))\nset size to (115) %\nvalue = read from encoded\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [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@Joining\n\nwhen I receive [connected v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@Loading\n\nwhen flag clicked\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Decor\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 5 v)\n Clone at x: [460] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [550] y: [100]\n Clone at x: [660] y: [350]\n Clone at x: [750] y: [400]\n Clone at x: [1100] y: [400]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [front v] layer\n go [forward v] (1) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: ((0) - ((SCROLL X) / (10))) y: ((0) - ((SCROLL Y) / (10)))\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (-10)\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n go to [front v] layer\n turn right (5) degrees\n change [ghost v] effect by (5)\nend\nbroadcast (start v)\nhide\n\n@Ladders\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [760] y: [350]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (player v)?> then\n set [ladder v] to [true]\n else\n set [ladder v] to [false]\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\n\nforever\n\n@Fake Player\n\nwhen flag clicked\nset [brightness v] effect to (10)\nforever\n go to (player v)\n go to [front v] layer\n go [forward v] (1) layers\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nif <(y position) < [-170]> then\n wait until <(plat.) = [true]>\n set [exit v] to [die]\nend\n\nbroadcast (Setup v)\n\nwhen flag clicked\nforever\nend\n\n@Decor2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1200] y: [325]\nend\n\nswitch costume to (level 1 5 v)\n\nClone at x: [500] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\n\nClone at x: [660] y: [350]\n\nClone at x: [0] y: [-30]\n\n@fake others\n\nwhen flag clicked\nset [brightness v] effect to (10)\nforever\n go to (others v)\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\nend\n\n@Snow\n\nwhen flag clicked\nerase all\nhide\nset size to (10) %\nforever\n go to [front v] layer\n go [forward v] (1) layers\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (pick random (200) to (100))\nset [ghost v] effect to (pick random (25) to (75))\nchange size by (pick random (-3) to (5))\nshow\nforever\n change y by (-3)\n change x by (pick random (-1) to (1))\n if <(y position) < [-175]> then\n delete this clone\n end\nend\n\n@Respawn Points\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (flag 1 v)\n Clone at x: [1200] y: [325]\n Clone at x: [1700] y: [255]\n Clone at x: [1525] y: [745]\nend\n\nClone at x: [200] y: [100]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (player v)?> then\n set [spawn x v] to (x)\n set [spawn y v] to (y)\n switch costume to (flag 2 v)\n end\nelse\n hide\nend\n\ngo to [front v] layer\ngo [forward v] (1) layers\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)\nswitch costume to (flag 1 v)\n\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\n\nswitch backdrop to (backdrop2 v)\n\n
✧・゚: *✧・゚:* Sapphire ・゚✧*:・゚✧\n~-~-~-~-~-~=-=-=-=-=~-~-~-~-~-~\n✧ Instructions ✧\n✧ Arrow keys to move, this in progress :P\n(I only started coding for a week) \n✧ Please love and star!! \n
Puppet Platformer|Monarchy-Bread|#Marionette #Puppet #Fna #Games #Platformer #Fun #Trending #Jax
@Stage\n\nwhen backdrop switches to [final boss text 1 v]\nwait (2) seconds\nswitch backdrop to (final boss text 2 v)\nwait (2) seconds\nswitch backdrop to (download \(3\) v)\n\nwhen [p v] key pressed\nswitch backdrop to (first thingy v)\n\n@Puppet\n\nwhen backdrop switches to [first thingy v]\nrepeat (3)\n go to x: (-250) y: (0)\nend\n\nwhen flag clicked\nswitch backdrop to (first thingy v)\nforever\n if <touching (blue present v)?> then\n switch backdrop to (death screen v)\n end\nend\n\nwhen backdrop switches to [death screen v]\nhide\n\nwhen backdrop switches to [first thingy v]\nshow\n\nwhen backdrop switches to [level 1 v]\nrepeat (10)\n go to x: (-250) y: (0)\nend\n\nwhen backdrop switches to [first thingy v]\nforever\n if <touching color (#ffdd00)?> then\n switch backdrop to (level 1 v)\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#ffffcd)?> then\n switch backdrop to (level 2 v)\n end\nend\n\nwhen backdrop switches to [level 2 v]\nrepeat (3)\n go to x: (-250) y: (0)\nend\n\nwhen flag clicked\nforever\n if <touching (blue present 2 v)?> then\n switch backdrop to (death screen v)\n end\nend\n\nwhen backdrop switches to [level 2 v]\nforever\n if <touching color (#ffdf0d)?> then\n switch backdrop to (level 3 v)\n end\nend\n\nwhen backdrop switches to [title card v]\nrepeat (3)\n go to x: (-250) y: (0)\nend\n\nwhen backdrop switches to [level 3 v]\nrepeat (3)\n go to x: (-250) y: (0)\nend\n\nwhen backdrop switches to [easter egg screen v]\nhide\n\nwhen flag clicked\nswitch backdrop to (first thingy v)\nforever\n if <touching (green present 2 v)?> then\n switch backdrop to (death screen v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (first thingy v)\nforever\n if <touching (green presents v)?> then\n switch backdrop to (death screen v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (first thingy v)\nforever\n if <touching (green present 3 v)?> then\n switch backdrop to (death screen v)\n end\nend\n\nwhen backdrop switches to [final boss text 1 v]\ngo to x: (-200) y: (0)\nforever\n glide (0.0000000000000000001) secs to (mouse-pointer v)\nend\n\nwhen backdrop switches to [william appleton death screen v]\nhide\n\nwhen flag clicked\nforever\n wait (pick random (10) to (10000)) seconds\nend\n\nwhen backdrop switches to [final boss text 2 v]\nwait (10.5) seconds\nif <touching color (#683232)?> then\n switch backdrop to (happy ending v)\nend\n\nwhen backdrop switches to [happy ending v]\nhide\n\nwhen backdrop switches to [final boss text 2 v]\nwait (10.5) seconds\nif <touching color (#150e23)?> then\n switch backdrop to (happy ending v)\nend\n\nwhen backdrop switches to [final boss text 2 v]\nwait (10.5) seconds\nif <touching color (#146823)?> then\n switch backdrop to (happy ending v)\nend\n\nwhen flag clicked\nstart sound [kinda fire v]\n\nwhen flag clicked\nforever\n if <touching color (#4a37b1)?> then\n switch backdrop to (death screen v)\n end\nend\n\nwhen backdrop switches to [first thingy v]\nforever\n if <touching color (#fff29c)?> then\n switch backdrop to (level 4 v)\n end\nend\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-200) y: (0)\n\nwhen backdrop switches to [first thingy v]\nforever\n if <touching color (#bec100)?> then\n switch backdrop to (final boss text 1 v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen backdrop switches to [level 4 v]\nrepeat until <touching color (#150e23)?>\n point in direction (90)\nend\n\nwhen [space v] key pressed\nforever\n if <key (space v) pressed?> then\n repeat until <(y position) > [100]>\n move (3) steps\n change y by (12)\n end\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n repeat until <(y position) = [0]>\n move (3) steps\n change y by (-12)\n end\n end\nend\n\ndefine puppet movement\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n move (6) steps\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n move (6) steps\nend\nif <key (a v) pressed?> then\n point in direction (-90)\n move (6) steps\nend\nif <key (d v) pressed?> then\n point in direction (90)\n move (6) steps\nend\n\nwhen flag clicked\nforever\n puppet movement\nend\n\nwhen [up arrow v] key pressed\nforever\n if <key (up arrow v) pressed?> then\n repeat until <(y position) > [100]>\n move (3) steps\n change y by (12)\n end\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n repeat until <(y position) = [0]>\n move (3) steps\n change y by (-12)\n end\n end\nend\n\nwhen [w v] key pressed\nforever\n if <key (w v) pressed?> then\n repeat until <(y position) > [100]>\n move (3) steps\n change y by (12)\n end\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n repeat until <(y position) = [0]>\n move (3) steps\n change y by (-12)\n end\n end\nend\n\nwhen backdrop switches to [main menu v]\nhide\n\nwhen flag clicked\nwait (0.05) seconds\nrepeat (2)\n switch backdrop to (main menu v)\nend\n\n@Blue present\n\nwhen backdrop switches to [death screen v]\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [first thingy v]\nrepeat (10)\n hide\nend\n\nwhen backdrop switches to [level 2 v]\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [title card v]\nhide\n\nwhen backdrop switches to [easter egg screen v]\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [william appleton death screen v]\nhide\n\n@blue present 2\n\nwhen backdrop switches to [first thingy v]\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [death screen v]\nhide\n\nwhen backdrop switches to [death screen v]\nhide\n\nwhen backdrop switches to [easter egg screen v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [william appleton death screen v]\nhide\n\n@title\n\nwhen flag clicked\nrepeat (974444465)\n change [ghost v] effect by (2.5)\nend\n\n@green presents\n\nwhen backdrop switches to [first thingy v]\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\n\nwhen backdrop switches to [first thingy v]\nhide\n\nwhen backdrop switches to [death screen v]\nhide\n\nwhen backdrop switches to [easter egg screen v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [final boss text 1 v]\nhide\n\nwhen backdrop switches to [william appleton death screen v]\nhide\n\nwhen backdrop switches to [happy ending v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\n@green present 2\n\nwhen backdrop switches to [first thingy v]\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\n\nwhen backdrop switches to [death screen v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [easter egg screen v]\nhide\n\nwhen backdrop switches to [final boss text 1 v]\nhide\n\nwhen backdrop switches to [william appleton death screen v]\nhide\n\nwhen backdrop switches to [happy ending v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\n@green present 3\n\nwhen backdrop switches to [first thingy v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [death screen v]\nhide\n\nwhen backdrop switches to [easter egg screen v]\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\n\nwhen backdrop switches to [final boss text 1 v]\nhide\n\nwhen backdrop switches to [final boss text 1 v]\nhide\n\nwhen backdrop switches to [final boss text 2 v]\nhide\n\nwhen backdrop switches to [download \(3\) v]\nhide\n\nwhen backdrop switches to [william appleton death screen v]\nhide\n\nwhen backdrop switches to [happy ending v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\n@William Appleton\n\nwhen backdrop switches to [final boss text 2 v]\nwait (1) seconds\nforever\n glide (0.9) secs to (puppet v)\n if on edge, bounce\nend\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [death screen v]\nhide\n\nwhen backdrop switches to [first thingy v]\nhide\n\nwhen backdrop switches to [final boss text 1 v]\nwait (2) seconds\nshow\nforever\n if <touching (puppet v)?> then\n forever\n hide\n switch backdrop to (william appleton death screen v)\n end\n end\nend\n\nwhen backdrop switches to [final boss text 2 v]\nwait (10) seconds\nhide\n\nwhen backdrop switches to [final boss text 2 v]\ngo to x: (250) y: (0)\n\nwhen backdrop switches to [final boss text 2 v]\nforever\n point towards (puppet v)\nend\n\n@music\n\nwhen [4 v] key pressed\nstop all sounds\nstart sound [rolling v]\n\nwhen [2 v] key pressed\nstop all sounds\nstart sound [the animatronic characters v]\n\nwhen [3 v] key pressed\nstop all sounds\nstart sound [pov any cringe scene in a kids movie v]\n\nwhen [1 v] key pressed\nstop all sounds\nstart sound [Kinda fire though v]\n\n@giphy (1)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (pick random (1) to (50000)) seconds\nset size to (251) %\nshow\nforever\n wait (0.05) seconds\n next costume\nend\n\n
REMIX TO MAKE IT AS STUPID AS POSSIBLE!!!\nIf you heart AND star i will probably follow you. (:\narrows or WASD to move\nPress Space to jump. Avoid the presents. \nThis is a HARD game don't rage please\nI added music so click 1-4 to change songs.\nIt is a work in progress. Please tell me if there is any bugs. I'm not going to beg you to Share and Follow I'm just going to tell you to; enjoy, and have a good day! \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nEdit: MOM I'M FAMOUS!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf you want to see my pain click the Remix or See Inside button.
Smurf Cat Platformer
@Stage\n\nwhen flag clicked\nchange [pitch v] effect by (-10)\nswitch costume to (backdrop1 v)\nplay sound [MUUUZZIIICC v] until done\n\n@Ground\n\nwhen I receive [next_level v]\nchange [scene # v] by (1)\nnext costume\n\nwhen flag clicked\nset [last level v] to [11]\ngo to x: (1) y: (-74)\nset [scene # v] to [0]\nswitch costume to (lvl1 v)\n\n@nextlevel\n\nwhen flag clicked\ngo to x: (238) y: (26)\nshow\nset [ghost v] effect to (100)\nforever\n if <<not <(Scene #) = [12]>> and <touching (player v)?>> then\n broadcast (next_level v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Text\n\nwhen I receive [next_level v]\nnext costume\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (1) y: (-74)\nswitch costume to (lvl1 v)\ngo to [back v] layer\n\n@Obstacle\n\nwhen I receive [next_level v]\nnext costume\ngo to [back v] layer\nif <(costume [number v]) = [7]> then\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (1) y: (-74)\nswitch costume to (lvl1 v)\ngo to [back v] layer\n\n@Sprite1\n\n@Player\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n set size to (68) %\n wait until <not <key (down arrow v) pressed?>>\n set size to (90) %\n change y by (9)\n end\nend\n\ndefine die if touching obstacle\nif <<touching (obstacle v)?> or <touching (spider v)?>> then\n set [falling v] to [0]\n set [speed x v] to [0]\n set [speed y v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-188) y: (-10)\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\ngo to x: (-160) y: (10)\nset [speed y v] to [0]\nset [speed x v] to [0]\n\nwhen flag clicked\nset [friction v] to [0.8]\nset [gravity v] to [-1.25]\nset [jump_force v] to [20]\n\ndefine Move in steps (steps)\nrepeat (steps)\n change [falling v] by (1)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Touching Solid?\n if <(touching solid?) = [1]> 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 Touching Solid?\n if <(touching solid?) = [1]> then\n set y to (last value)\n if <[0] > (speed y)> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [next_level v]\ngo to x: (-188) y: (-10)\n\ndefine Touching Solid?\nset [touching solid? v] to [0]\nif <<touching (ground v)?> or <touching (moving_platform v)?>> then\n set [touching solid? v] to [1]\nend\n\ndefine Jump and Crouch\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space 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 Left or Right\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-2)\n switch costume to (playerleft v)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (2)\n switch costume to (player v)\nend\nset [speed x v] to ((speed x) * (FRICTION))\n\ndefine Movement\nMove in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\nwhen flag clicked\nforever\n Left or Right\nend\n\nwhen flag clicked\nforever\n die if touching obstacle\nend\n\nwhen I receive [moving platform - backwards v]\nchange x by ((0) - (PLATFORM_SPEED))\n\nwhen I receive [moving platform - forwards v]\nchange x by (PLATFORM_SPEED)\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n set size to (68) %\n wait until <not <key (down arrow v) pressed?>>\n set size to (90) %\n change y by (9)\n end\nend\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\nend\n\nwhen flag clicked\nforever\n Jump and Crouch\nend\n\nwhen flag clicked\nforever\n Movement\nend\n\nwhen flag clicked\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching color (#86ddff)?> then\n set [gravity v] to [-0.05]\n wait until <not <touching color (#86ddff)?>>\n set [gravity v] to [-1.25]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Bubble\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nrepeat (8)\n next costume\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (135)\nhide\nforever\n if <(Scene #) = [3]> then\n repeat until <(Scene #) = [4]>\n create clone of (_myself_ v)\n if <not <(Scene #) = [4]>> then\n go to x: (pick random (-70) to (40)) y: (-145)\n wait (pick random (1) to (1.5)) seconds\n end\n end\n else\n if <(Scene #) = [5]> then\n repeat until <(Scene #) = [6]>\n create clone of (_myself_ v)\n if <not <(Scene #) = [6]>> then\n go to x: (pick random (-80) to (40)) y: (-148)\n wait (pick random (1) to (1.5)) seconds\n end\n end\n end\n end\nend\n\nstart sound [pop v]\n\n
Hehe, sorry for unsharing...\n\nFULLSCREEN; SPAM GREEN FLAG IF YOU'VE ALREADY PLAYED\n\narrow keys/wad\ndown key if theres a glitch & u get stuck\n\nstory: smurf cat got lost in the jungle. help reunite him with his family.
❏WINTER PLATFORMER❏
@Stage\n\nwhen flag clicked\nwait (12) seconds\nforever\n play sound [winter v] until done\nend\n\n@スプライト1\n\n@intro\n\ndefine intro バウンディング (バウンディング大きさ) クローン削除前幽霊化 (幽霊化true?) (変化量)\nif <(幽霊化true?) = [true]> then\n repeat ((100) / ([abs v] of (変化量) ))\n change [ghost v] effect by ([abs v] of (変化量) )\n end\nelse\n set [intro logo move v] to [0]\n set size to (0) %\n repeat (50)\n go to x: (intro Camera X) y: (intro Camera Y)\n set [intro logo move v] to (((intro logo move) * (0.80)) + (((バウンディング大きさ) - (size)) / (5)))\n change size by (intro logo move)\n change [ghost v] effect by (-20)\n end\nend\n\ndefine intro 滑らか移動 (初期x) (初期y) (移動後x) (移動後y) (/) (タイマー) 種類 (1,2) (回数)\nif <(1,2) = [1]> then\n go to x: (初期x) y: (初期y)\n wait until <(タイマー) < (timer)>\n repeat until <(round ((x position) + (y position))) = ((移動後x) + (移動後y))>\n change x by (((移動後x) - (x position)) / (/))\n change y by (((移動後y) - (y position)) / (/))\n change [ghost v] effect by (-5)\n end\nelse\n go to x: (初期x) y: (初期y)\n wait until <(タイマー) < (timer)>\n set [intro logo move v] to [0]\n repeat (回数)\n set [intro logo move v] to (((intro logo move) * (0.70)) + (((移動後y) - (y position)) / (/)))\n change y by (intro logo move)\n change [ghost v] effect by (-5)\n end\nend\n\ndefine intro クローン (id) (数)\nswitch costume to (id)\nrepeat (数)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [logo]?> then\n set [ghost v] effect to (100)\n show\n if < (costume [name v]) contains [2]?> then\n intro 滑らか移動 [0] [-200] [0] [0] [4] [0.1] 種類 [2] [30]\n wait until <[2.3] < (timer)>\n hide\n ⏱timer list\n delete this clone\n else\n if < (costume [name v]) contains [3]?> then\n intro 滑らか移動 [0] [200] [0] [0] [4] [0.7] 種類 [2] [30]\n wait until <[2.3] < (timer)>\n hide\n ⏱timer list\n delete this clone\n else\n intro 滑らか移動 [0] [-200] [0] [0] [4] [1.2] 種類 [2] [30]\n wait until <[2.3] < (timer)>\n switch costume to (logo1 v)\n repeat until <(round (size)) = [10]>\n change size by (((10) - (size)) / (1.5))\n change [ghost v] effect by (20)\n end\n intro バウンディング [100] クローン削除前幽霊化 [] []\n wait until <[4.0] < (timer)>\n go to x: (0) y: (0)\n intro ロゴ動き [170] [70] [] [] []\n wait until <[4.8] < (timer)>\n intro ロゴ動き [170] [100] [] [] [true]\n wait until <[5.4] < (timer)>\n go to x: (0) y: (0)\n set size to (180) %\n repeat until <(round (direction)) = [-90]>\n turn right (((-90) - (direction)) / (4)) degrees\n go to x: (() - (intro Camera X)) y: (() - (intro Camera Y))\n change size by (((100) - (size)) / (4))\n end\n set size to (180) %\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (4)) degrees\n go to x: (intro Camera X) y: (intro Camera Y)\n change size by (((100) - (size)) / (2))\n end\n go to x: (0) y: (0)\n wait until <[6.5] < (timer)>\n intro ロゴ動き [170] [100] [true] [80] []\n wait until <[7.3] < (timer)>\n intro ロゴ動き [180] [100] [true] [-80] []\n wait until <[8.0] < (timer)>\n intro ロゴ動き [170] [100] [true] [0] []\n wait until <[9.3] < (timer)>\n delete this clone\n end\n end\nend\nif < (costume [name v]) contains [背景]?> then\n go to [back v] layer\n set size to (0) %\n wait until <[2.5] < (timer)>\n show\n if < (costume [name v]) contains [2]?> then\n repeat until <(round (size)) = [1152]>\n change size by (((1152) - (size)) / (7))\n go to [back v] layer\n end\n else\n repeat until <(round (size)) = [1152]>\n change size by (((1152) - (size)) / (4))\n go to [back v] layer\n end\n end\n repeat until <[9.3] < (timer)>\n go to [back v] layer\n end\n delete this clone\nend\nif < (costume [name v]) contains [Rotator]?> then\n wait until <[2.7] < (timer)>\n show\n set [intro rotator v] to [1]\n go to [back v] layer\n go [forward v] (2) layers\n if < (costume [name v]) contains [2]?> then\n repeat until <(round (size)) = [200]>\n change size by (((200) - (size)) / (4))\n turn right (intro rotator) degrees\n end\n else\n repeat until <(round (size)) = [80]>\n change size by (((80) - (size)) / (7))\n turn left (intro rotator) degrees\n end\n end\n repeat until <[9.3] < (timer)>\n if < (costume [name v]) contains [2]?> then\n turn right (intro rotator) degrees\n set size to ((197) + ((intro rotator) * (3))) %\n else\n turn left (intro rotator) degrees\n set size to ((77) + ((intro rotator) * (3))) %\n end\n if <not <(intro rotator) = [1]>> then\n change [intro rotator v] by (-0.5)\n end\n end\n delete this clone\nend\nif <(costume [name v]) = [動く玉]> then\n go to x: (pick random (240) to (-240)) y: (-200)\n set size to (pick random (30) to (60)) %\n set [ghost v] effect to (pick random (20) to (60))\n set [intro 動く玉 y座標 v] to (pick random (5) to (10))\n set [intro 動く玉 x座標 v] to [0]\n set [intro 動く玉 初期x座標 v] to (x position)\n set [intro 動く玉 初期大きさ v] to (size)\n show\n go to [back v] layer\n go [forward v] (2) layers\n repeat until <<[179] < (y position)> or <[9.3] < (timer)>>\n change [intro 動く玉 x座標 v] by (1)\n set size to ((intro 動く玉 初期大きさ) + ((intro rotator) * (0.9))) %\n change y by ((intro 動く玉 y座標) + ((intro rotator) * (0.3)))\n set x to ((y position) + (intro Camera Y))\n set x to (((intro 動く玉 初期x座標) + (([cos v] of ((intro 動く玉 x座標) * (5)) ) * (5))) + (intro Camera X))\n end\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n wait until <[2.7] < (timer)>\n show\n go to [back v] layer\n go [forward v] (2) layers\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (4))\n turn right (2) degrees\n end\n repeat until <[9.3] < (timer)>\n turn right (2) degrees\n go to x: (intro Camera X) y: (intro Camera Y)\n set [whirl v] effect to ((intro rotator) * (timer))\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n show\n intro 滑らか移動 [483] [0] [-10] [0] [7] [] 種類 [1] []\n wait until <[9.5] < (timer)>\n intro バウンディング [] クローン削除前幽霊化 [true] [10]\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n show\n set [ghost v] effect to (100)\n repeat until <[9.5] < (timer)>\n wait until <(intro フラッシュ) = [true]>\n clear graphic effects\n go to [front v] layer\n intro バウンディング [] クローン削除前幽霊化 [true] [10]\n set [intro フラッシュ v] to [false]\n end\n delete this clone\nend\nif <<[12] < (costume [number v])> and <(costume [number v]) < [16]>> then\n intro パーティクル [0] [0] [2.3] [-0.5]\n intro パーティクル [-50] [50] [5.4] [-0.5]\n intro パーティクル [50] [-50] [6.1] [-0.5]\n intro パーティクル [0] [0] [7.9] [-0.5]\n delete this clone\nend\nif <(costume [number v]) = [16]> then\n go to x: (0) y: (2)\n hide\n set size to (120) %\n wait until <[4.1] < (timer)>\n show\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (4))\n end\n wait until <[4.8] < (timer)>\n repeat until <(round (size)) = [119]>\n change size by (((119) - (size)) / (4))\n change [ghost v] effect by (5)\n end\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(costume [number v]) = [17]> then\n go to x: (0) y: (0)\n hide\n set size to (135) %\n set [ghost v] effect to (100)\n wait until <[2.7] < (timer)>\n show\n repeat until <[9.3] < (timer)>\n go to [back v] layer\n go [forward v] (5) layers\n change size by (((100) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n change [ghost v] effect by (-10)\n go to x: (intro Camera X) y: (intro Camera Y)\n if <(intro フラッシュ) = [true]> then\n set size to ((100) + (round ((intro rotator) * (pick random (1.0) to (1.3))))) %\n set [ghost v] effect to ((intro rotator) * (([ceiling v] of ([sqrt v] of (timer) ) ) * ([floor v] of (pick random ([abs v] of (([sin v] of ((timer) * (50)) ) * (5)) ) to ([abs v] of (([cos v] of ((timer) * (50)) ) * (5)) )) )))\n point in direction ((90) + (((intro Camera X) + (intro Camera Y)) * (0.2)))\n end\n end\n delete this clone\nend\n\ndefine intro ロゴ動き (サイズ) (サイズ2) (角度true?) (true=x) (camera)\nset size to (サイズ) %\nrepeat until <(round (size)) = (サイズ2)>\n change size by (((サイズ2) - (size)) / (4))\n if <(角度true?) = [true]> then\n change x by (((true=x) - (x position)) / (2))\n if <(x position) < (true=x)> then\n turn right ((((90) + (([sqrt v] of (true=x) ) * (3))) - (direction)) / (4)) degrees\n else\n turn right ((((90) - (([sqrt v] of ([abs v] of (true=x) ) ) * (3))) - (direction)) / (4)) degrees\n end\n end\n if <(camera) = [true]> then\n go to x: (intro Camera X) y: (intro Camera Y)\n end\nend\n\nwhen I start as a clone\nif <not <<(costume [number v]) = [11]> or <<[12] < (costume [number v])> and <(costume [number v]) < [16]>>>> then\n wait until <[4.1] < (timer)>\n repeat (10)\n change [brightness v] effect by (-5)\n change [pixelate v] effect by (3)\n end\n wait until <[4.8] < (timer)>\n repeat (10)\n change [brightness v] effect by (5)\n change [pixelate v] effect by (-3)\n set [mosaic v] effect to (0)\n end\n wait until <[6.7] < (timer)>\n change [color v] effect by (([sqrt v] of (round (timer)) ) * (50))\n wait until <[7.3] < (timer)>\n change [color v] effect by (([sqrt v] of (round (timer)) ) * (-20))\n wait until <[7.9] < (timer)>\n clear graphic effects\nend\n\ndefine intro パーティクル (パーティクルx) (パーティクルy) (パーティクルタイマー) (パーティクル変化量)\ngo to x: (パーティクルx) y: (パーティクルy)\npoint in direction (pick random (0) to (360))\nset [intro 動く玉 x座標 v] to (pick random (10) to (13))\nset [intro 動く玉 初期x座標 v] to (intro 動く玉 x座標)\nset size to (pick random (30) to (120)) %\nswitch costume to (pick random (13) to (15))\nclear graphic effects\nwait until <(パーティクルタイマー) < (timer)>\nshow\ngo to [back v] layer\ngo [forward v] (6) layers\nrepeat until <(intro 動く玉 x座標) = [0]>\n move (intro 動く玉 x座標) steps\n change [ghost v] effect by ((100) / ((intro 動く玉 x座標) / ([abs v] of (パーティクル変化量) )))\n change size by (() - ((intro 動く玉 初期大きさ) / ((intro 動く玉 x座標) / ([abs v] of (パーティクル変化量) ))))\n change [intro 動く玉 x座標 v] by (パーティクル変化量)\nend\nhide\n\ndefine ⏱timer list\nif <<not <(length of [intro rotar and flash list v]) = [10]>> and <not <((item (9) of [intro rotar and flash list v]) + (item (10) of [intro rotar and flash list v])) = [2]>>> then\n delete all of [intro rotar and flash list v]\n add [3.4] to [intro rotar and flash list v]\n add [4.1] to [intro rotar and flash list v]\n add [4.8] to [intro rotar and flash list v]\n add [5.4] to [intro rotar and flash list v]\n add [6.1] to [intro rotar and flash list v]\n add [6.7] to [intro rotar and flash list v]\n add [7.3] to [intro rotar and flash list v]\n add [7.9] to [intro rotar and flash list v]\n add [1] to [intro rotar and flash list v]\n add [1] to [intro rotar and flash list v]\nend\nrepeat until <((length of [intro rotar and flash list v]) - (2)) < (item ((7) + (costume [number v])) of [intro rotar and flash list v])>\n wait until <(item (item ((7) + (costume [number v])) of [intro rotar and flash list v]) of [intro rotar and flash list v]) < (timer)>\n if < (costume [name v]) contains [2]?> then\n set [intro rotator v] to [15]\n set [intro フラッシュ v] to [true]\n else\n set [intro shaker timer v] to ((timer) + (0.6))\n change [intro shaker v] by (60)\n repeat until <((intro shaker timer) - (.1)) < (timer)>\n change [intro shaker v] by (((100) - (intro shaker)) / (5))\n set [intro camera x v] to ((((100) - (intro shaker)) * ([sin v] of ((timer) * (500)) )) * (0.9))\n set [intro camera y v] to ((((100) - (intro shaker)) * ([cos v] of ((timer) * (500)) )) * (0.9))\n end\n end\n replace item ((7) + (costume [number v])) of [intro rotar and flash list v] with ((item ((7) + (costume [number v])) of [intro rotar and flash list v]) + (1))\nend\n\nwhen flag clicked\nstart sound [♬Mike Perry - The Ocean \(ft. Shy Martin\) \[Lyrics CC\] MARUTO v]\nstop all sounds\nhide\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nwait (0.5) seconds\nstart sound [♬Mike Perry - The Ocean \(ft. Shy Martin\) \[Lyrics CC\] MARUTO v]\nreset timer\nintro クローン [17] [1]\nintro クローン [2] [1]\nintro クローン [3] [1]\nintro クローン [4] [1]\nintro クローン [12] [1]\nintro クローン [8] [1]\nintro クローン [7] [1]\nintro クローン [5] [1]\nintro クローン [6] [1]\nintro クローン [10] [1]\nintro クローン (pick random (13) to (15)) [20]\nintro クローン [16] [1]\nwait until <[2.7] < (timer)>\nrepeat (30)\n wait (0.1) seconds\n intro クローン [9] [1]\nend\nwait until <[8.3] < (timer)>\nset [brightness v] effect to (100)\ngo to [front v] layer\nstart sound [END v]\nrepeat (6)\n intro クローン [11] [1]\n wait (0.1) seconds\n change [brightness v] effect by (-20)\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (52) y: (30)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [next v]\nwait (1) seconds\nnext costume\n\nwhen flag clicked\nwait (12) seconds\ngo to [front v] layer\ngo to x: (52) y: (30)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [outro v]\nhide\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\ngo to [back v] layer\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\nwait (12) seconds\nswitch backdrop to (コスチューム1 v)\nshow\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 [フウ 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 [15]\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 broadcast (NEXT v)\n wait (3) seconds\n show\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\nwhen flag clicked\nhide\n\ngo to x: (-210) y: (100)\n\nif <(x position) > [230]> then\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\nhide\n\nwhen I start as a clone\nset size to (110) %\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next v]\ngo to [front v] layer\nswitch costume to (コスチューム3 \(1\) v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\n\nmove (10) steps\n\n@とげ\n\nwhen flag clicked\nset [すていじ v] to [1]\nswitch costume to (コスチューム1 v)\nhide\nwait (12) seconds\nshow\n\nwhen I receive [next v]\nwait (1) seconds\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\nchange [すていじ v] by (1)\nnext costume\n\n@Outro\n\nwhen I receive [outro v]\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nhide\nreset timer\nswitch costume to (night v)\ncreate clone of (_myself_ v)\nswitch costume to (your name v)\ncreate clone of (_myself_ v)\nLight Particle\nwait until <[3.4] < (timer)>\nswitch costume to (moon v)\ncreate clone of (_myself_ v)\nwait until <[5] < (timer)>\nswitch costume to (cloud v)\nrepeat (5)\n create clone of (_myself_ v)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\nend\nwait until <[6.5] < (timer)>\nswitch costume to (scratch v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n set [free v] to [100]\n go to x: (0) y: (0)\n set size to (500) %\n repeat until <[5] < (timer)>\n set [ghost v] effect to (Free)\n change [free v] by (((0) - (Free)) / (6))\n change size by (((100) - (size)) / (6))\n end\n repeat until <[6.5] < (timer)>\n set [ghost v] effect to (Free)\n change [free v] by (((0) - (Free)) / (6))\n change size by (((100) - (size)) / (6))\n change y by (((120) - (y position)) / (6))\n end\nelse\n if <(costume [number v]) = [2]> then\n set [free v] to [100]\n go to x: (0) y: (0)\n repeat (50)\n set [ghost v] effect to (Free)\n change [free v] by (((0) - (Free)) / (6))\n end\n wait until <[5] < (timer)>\n set [free v] to [0]\n repeat until <[6.5] < (timer)>\n set [brightness v] effect to (Free)\n change [free v] by (((-20) - (Free)) / (6))\n end\n forever\n set [brightness v] effect to ((([sin v] of (Free) ) * (10)) + (-10))\n change [free v] by (2)\n end\n else\n if <(costume [number v]) = [3]> then\n set [free v] to [100]\n go to x: (0) y: (0)\n set size to (500) %\n repeat until <[1.5] < (timer)>\n set [ghost v] effect to (Free)\n change [free v] by (((0) - (Free)) / (6))\n change size by (((100) - (size)) / (6))\n end\n repeat until <[3] < (timer)>\n change [ghost v] effect by (3)\n end\n wait until <[6.5] < (timer)>\n clear graphic effects\n set [free v] to [-240]\n forever\n change [free v] by (((0) - (Free)) / (10))\n go to x: (0) y: ((([sin v] of ((timer) * (35)) ) * (10)) + (Free))\n point in direction ((([cos v] of ((timer) * (35)) ) * (5)) + (90))\n go to [front v] layer\n end\n else\n if <(costume [number v]) = [4]> then\n set [free v] to (pick random (2) to (12))\n go to x: (pick random (-240) to (240)) y: (-500)\n point in direction (pick random (-10) to (10))\n set [ghost v] effect to (25)\n set size to (pick random (50) to (75)) %\n repeat (60)\n set [free v] to ((Free) * (0.98))\n move (Free) steps\n change [ghost v] effect by (1.25)\n end\n delete this clone\n else\n if <<[4] < (costume [number v])> and <(costume [number v]) < [10]>> then\n go to x: (0) y: (-500)\n repeat (40)\n change y by (((0) - (y position)) / (5))\n end\n else\n if <(costume [number v]) = [10]> then\n forever\n set [ghost v] effect to (pick random (90) to (100))\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [outro判定 v] to [0]\nforever\n set [free v] to (timer)\nend\n\ndefine Light Particle\nrepeat (15)\n switch costume to (light particle v)\n create clone of (_myself_ v)\nend\n\nwhen [timer v] > (Free)\nif <(Outro判定) = [0]> then\n set [outro判定 v] to [1]\n broadcast (Outro v)\nend\n\nwhen I receive [outro v]\nwait (0.1) seconds\ngo to [front v] layer\nforever\n play sound [Lost Sky - Where We Started \(feat. Jex\) \[NCS Release\] \(Cut\) v] until done\nend\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n
日本語は下です\n「ウゴケイコウ」と唱えよう!\nクレジットは下ですぞい\n旗は必ず2回押してください(これは忠告です\n──────────────────────────────────\nThis is my second platformer in my life.\n*Advertisement is OK! Let's spread the word Janjan!\n→It's good to have your work seen.\n[Please bless us with ❤ and ★! ]\n\nI really hope it spreads!! ‼\n\n\nMobile + PCm, compatible with all models!\n\n──────────────── Goal ──────────────\n❏Number of references: 50000\n❏❤ and ★: 1000\n❏remix: 50\n\ncheck\n❏Number of references: 1000\n❏Number of references: 3000\n❏Number of references: 5000\n❏Number of references: 8000\n❏Number of references: 10000\n❏Number of references: 20000\n❏Number of references: 22500\n❏Number of references: 25000\n❏Number of references: 30000\n❏Number of references: 35000\n❏Number of references: 40000\n❏Number of references: 45000\n❏Number of references: 50000\n\nFollow recommended recommended\n@kenabcdef!\n@sakkae!\n@Sei_chan_egoist!\n@Konohakonoha!\n@HP1nohito!\n\nBy the way, I'm the person who created the "Nekokuni Tenka Unification Game"!\n\nIf you enjoyed it, please comment “happy winter”\n──────────────────────────────────\n人生2回目のプラットフォーマーです。\n※宣伝OKです!ジャンジャン広めましょう!\n →作品を見てもらうのはいいことです\n〔❤と★をお恵みください!〕\n\nマジで拡散希望‼‼\n\n\nモバイル+PC、全機種対応!\n\n────────────────目標──────────────\n❏参照数:50000\n❏❤と★:1000\n❏remix:50\n\nチェック\n❏参照数:1000 ✅\n❏参照数:3000 ✅\n❏参照数:5000 ✅\n❏参照数:8000\n❏参照数:10000\n❏参照数:20000\n❏参照数:22500\n❏参照数:25000\n❏参照数:30000\n❏参照数:35000\n❏参照数:40000\n❏参照数:45000\n❏参照数:50000\n\nフォロー推奨\n@kenabcdefさん!\n@sakkarさん!\n@Sei_chan_egoistさん!\n@Konohakonohaさん!\n@HP1nohitoさん!\n\nちなみに僕は「ネコ国天下統一ゲーム」を作った人!\n\n楽しかったらコメントで「happy winter」とコメント\n\n\n\n\n--------------------------**クレジット**--------------------------\nintro:@_MARUTO_様(イントロコンテストですぞい\n\noutro:@sochanpiko様\n\nNEXT:@e1717084様\n\n背景:@KS6-1様\n\nBGM:https://pocket-se.info/rules/\n\n~タグ~\n#game #winter #snow #platformer #globers0207\n\n\nウゴケイコウと言ってくれた人\n@nyanyanyaneko\n@sakusaku7777\n@yoshiki0201\n@obas4\n@qwklll\n@syabo63\n@kiyo_jojo_love\n@ko_nisinn\n@chingensai\n@akirappaa\n@POKA2847\n@tomso106\n@K_sann191\n@RT2231\n@miura2011\n@Nuoor1295\n@kako_mirai\n@harupuse\n@notirasu-47\n@_motomotio_sabu\n@sasaemon\n@MANAMOA\n@s-2215n\n@Vitamin_scratch\n@ioqj\n@tetudo233\n@yuno719\n@yzpo\n@Nissy_930\n@usabobon\n@shuumaipasuta123\n@aoiroscratch\n@munkun0604\n@jinseich0928\n@678865766\n@godryuutyan\n@TAMAGO55\n@rekirekinoshatatu\n@usaneko2772\n@stomon-yukia\n@kanakou2023\n@Mushroom-Liam\n@Sato-310\n@KNTO1221\n@88831\n@9uest\n@ireisuimusamaosi\n@MO-MI-ZI\n@Chicken_Tank\n@TOMATO4789\n@karintou_\n@sushi-and-chocolate\n@yu-ta22\n@utina-ntyu\n@Sakuragi-Reno\n@takonoosasimi\n@nattou3939\n\nごめん。書くの面倒くさくなったので、気持ちだけもらっておきます。
【カクサンキボウ!】火山のplatformer!
@Stage\n\n@スプライト1(消される恐怖がすごいらしい)\n\n@主人公\n\nwhen flag clicked\nshow\nswitch costume to (player v)\ngo to x: (-204) y: (-64)\npoint in direction (90)\nset size to (60) %\nforever\n if <(待機) = [0]> then\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x座標 v] by (-1)\n if <(X座標) < [-9]> then\n set [x座標 v] to [-10]\n end\n change x by (X座標)\n if <(進めない2) = [1]> then\n change x by ((X座標) * (-1))\n end\n end\n ブロック名\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x座標 v] by (1)\n if <[9] < (X座標)> then\n set [x座標 v] to [10]\n end\n change x by (X座標)\n if <(進めない) = [1]> then\n change x by ((X座標) * (-1))\n end\n end\n if <[239] < (x position)> then\n hide\n go to x: (-204) y: (-64)\n set [待機 v] to [1]\n broadcast (Next v) and wait\n change [ステージ数 v] by (1)\n リスポーン\n end\n end\nend\n\ndefine ブロック名\nif <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <mouse down?>>> then\n set [x座標 v] to [0]\nend\n\ndefine 落ちるぅぅぅ\nif <not <touching (ステージ v)?>> then\n change y by (-6)\n if <<<touching color (#ff7777)?> or <touching color (#ff4242)?>> and <(待機) = [0]>> then\n broadcast (トゲに触れた v)\n end\nend\nif <touching (ステージ v)?> then\n set [着地 v] to [1]\n repeat until <<not <touching (ステージ v)?>> or <<(進めない) = [1]> or <(進めない2) = [1]>>>\n change y by (6)\n if <<<touching color (#ff7777)?> or <touching color (#ff4242)?>> and <(待機) = [0]>> then\n broadcast (トゲに触れた v)\n end\n end\nend\n\nwhen flag clicked\nset [待機 v] to [0]\nforever\n if <(待機) = [0]> then\n 落ちるぅぅぅ\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <(着地) = [1]> then\n set [着地 v] to [0]\n set [y座標 v] to [20]\n change y by (y座標)\n repeat (10)\n change [y座標 v] by (-2)\n change y by (y座標)\n end\n end\n end\n end\nend\n\ndefine リスポーン\nwait (0.25) seconds\nshow\nstart sound [Chirp v]\nswitch costume to (player v)\nset rotation style [all around v]\npoint in direction (180)\ngo to x: (-204) y: (-64)\nset size to (10) %\nset [ghost v] effect to (80)\nrepeat (10)\n turn right (27) degrees\n change [ghost v] effect by (-8)\n change size by (5)\nend\nwait (0.1) seconds\nset [待機 v] to [0]\n\nwhen I receive [トゲに触れた v]\nset [待機 v] to [1]\nstart sound [Tambura v]\nswitch costume to (player2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\nend\nリスポーン\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(ステージ数) = [11]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\nif <<(Time) < (☁ World record)> and <(skip) = [0]>> then\n set [☁ world record v] to (Time)\nend\nshow variable [☁ world record v]\nshow variable [time v]\n\nwhen I receive [skip v]\nchange [ステージ数 v] by (1)\nリスポーン\n\nwhen I receive [next v]\nhide\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [変更 v]\nnext costume\n\n@地面の当たり判定\n\nwhen flag clicked\nset [進めない v] to [0]\nforever\n go to (主人公 v)\n if <color (#010000) is touching (#a36b41)?> then\n set [進めない v] to [1]\n else\n set [進めない v] to [0]\n end\n if <color (#212121) is touching (#a36b41)?> then\n set [進めない2 v] to [1]\n else\n set [進めない2 v] to [0]\n end\nend\n\n@動くやつ\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\ngo to x: (0) y: (261)\nset [y1 v] to [-10]\nrepeat (12)\n change [y1 v] by (-2)\n change y by (Y1)\nend\nrepeat (6)\n wait (0.05) seconds\n change y by (-3)\n turn right (30) degrees\n change size by (10)\nend\nrepeat (6)\n wait (0.05) seconds\n change y by (3)\n turn right (30) degrees\n change size by (-10)\nend\nwait (0.2) seconds\nset [y1 v] to [-10]\nrepeat (12)\n change [y1 v] by (-2)\n change y by (Y1)\nend\nset [漢字 v] to [1]\ndelete this clone\n\nwhen I receive [next v]\nstart sound [Coin v]\ngo to [front v] layer\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-1238) y: (0)\nset [x1 v] to [10]\nrepeat (30)\n change [x1 v] by (2)\n change x by (X1)\nend\nwait (0.2) seconds\nbroadcast (変更 v)\nset [漢字 v] to [0]\ncreate clone of (_myself_ v)\nwait until <[1] = (漢字)>\nset [x1 v] to [10]\nrepeat (30)\n change [x1 v] by (2)\n change x by (X1)\nend\nhide\nwait (1.5) seconds\n\n@当たり判定\n\nwhen flag clicked\nforever\n go to (主人公 v)\n change y by (-8)\n change x by (3)\n if <<touching color (#ff7777)?> or <touching color (#ff4242)?>> then\n broadcast (トゲに触れた v)\n end\nend\n\n@サムネ!\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@ハート星探知機\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ハート v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [星 v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n clear graphic effects\n go to x: (60) y: (208)\n glide (0.8) secs to x: (60) y: (120)\n wait (0.8) seconds\n glide (0.8) secs to x: (60) y: (208)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [ハート v] to [0]\nset [星 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (ハート v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nforever\n if <((ハート) + (星)) = [2]> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\n@☆と♡要求\n\nwhen flag clicked\nhide\nforever\n set [id v] to [マウス]\n create clone of (_myself_ v)\n set [id v] to [コスチューム]\n create clone of (_myself_ v)\n wait (40) seconds\nend\n\nwhen I start as a clone\nshow\nif <(ID) = [コスチューム]> then\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (コスチューム1 v)\n go to x: (144) y: (100000)\n glide (1) secs to x: (144) y: (132)\n switch costume to (コスチューム2 v)\n wait (1) seconds\n switch costume to (コスチューム3 v)\n glide (0.9) secs to x: (144) y: (210)\n delete this clone\nend\nif <(ID) = [マウス]> then\n go to [front v] layer\n switch costume to (マウス v)\n go to x: (144) y: (1000000)\n 滑らか: [126] [105] [7]\n 滑らか: [196] [116] [7]\n 滑らか: [220] [180] [5]\n delete this clone\nend\n\ndefine 滑らか: (x) (y) (スピード)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (スピード))\n change y by (((y) - (y position)) / (スピード))\nend\n\n@Skip\n\nwhen flag clicked\ngo to x: (-188) y: (-147)\nset [ステージ数 v] to [1]\nset [skip v] to [0]\nshow\nforever\n if <(ステージ数) = [11]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <(待機) = [0]> then\n set [待機 v] to [1]\n set [skip v] to [1]\n broadcast (Next v) and wait\n broadcast (skip v)\nend\n\n
元傾向5p!?\n拡散してくださった優しい方々\n@pokoi-taisa様\n@123SCRATCH1234567U様\n@siayuosiayuo様\n\n【操作方法!】\n↑または上をタップ ジャンプ\n→または右をタップ 右に移動\n←または左をタップ 左に移動\n【説明】\n火山のプラットフォーマーです!\nちょっと難しいと思います!\n当たり判定おかしいです!(例えばトゲに触れてるのにやられなかったり)\n効果音少ないです!\n世界記録とタイムがあります!\nモバイル対応です!\nskipすると世界記録は更新されません!\n※skipを連打するとおかしくなります!ご注意!\n\n【Method of operation! ]\n↑ or tap above to jump\n→ or tap right move right\nTap ← or left Move left\n【explanation】\nIt's a volcano platformer!\nI think it's a little difficult!\nThe hit judgment is strange! (For example, touching a thorn but not being hit)\nThere are few sound effects!\nWe have world records and times!\nMobile compatible!\nIf you skip, the world record will not be updated!\n*If you hit skip repeatedly, things will go wrong! please note!\n\n\n\n\n\n\n【タグ】\n#all #game #games #English #mobile
「❖拡散希望!❖」Minecraft Platformer !
@Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@武器\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [11]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [17]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [21]>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [10]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [16]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (ステージ)\n if <touching (プレイヤー2 v)?> then\n set [持ち物 v] to (costume [name v])\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n change size by ([cos v] of (た) )\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [16]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nchange [☁ 遊んでくれた人 v] by (1)\n\n@プレイヤー2\n\nwhen flag clicked\nforever\n if <<not <(ライフ) = [0]>> and <<touching (ステージ v)?> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>>>>> then\n play sound (pick random (5) to (6)) until done\n end\nend\n\nwhen I receive [スタート v]\nset [ライフ v] to [20]\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [重力 v] to [0.9]\nset [ステージ v] to [1]\nset [スピード v] to [0.7]\nset [ジャンプ力 v] to [13]\nset [命はあるんか v] to [1]\nset [地面の摩擦 v] to [0.9]\nset [壁キックの跳ね返り v] to [5]\nset [壁キックのジャンプ力 v] to [10]\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\ngo to [front v] layer\nset [x2 v] to [0]\nset [y2 v] to [0]\nclear graphic effects\ngo to x: (-200) y: (-80)\nshow\nforever\n if <<not <(ライフ) = [0]>> and <(命はあるんか) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> then\n point in direction (-90)\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n change [x2 v] by ((0) - ((スピード) / (2)))\n else\n change [x2 v] by ((0) - (スピード))\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>> then\n point in direction (90)\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n change [x2 v] by ((スピード) / (2))\n else\n change [x2 v] by (スピード)\n end\n end\n set [x2 v] to ((x2) * (地面の摩擦))\n change x by (x2)\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 ((0) - (x2))\n change y by (-6)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n if <not <touching (水 v)?>> then\n if <(x2) > [0]> then\n set [x2 v] to ((0) - (壁キックの跳ね返り))\n else\n set [x2 v] to (壁キックの跳ね返り)\n end\n set [y2 v] to (壁キックのジャンプ力)\n end\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by ((0) - (重力))\n if <<touching (水 v)?> and <(y2) < [-2]>> then\n set [y2 v] to [-2]\n end\n change y by (y2)\n if <touching (ステージ v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [0]\n end\n change y by (-1)\n if <<touching (水 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>>> then\n set [y2 v] to [4]\n else\n if <touching (ステージ v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n set [y2 v] to (ジャンプ力)\n end\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nwait (0.3) seconds\nforever\n if <<[225] < (x position)> and <not <(ステージ) = [30]>>> then\n NEXT\n end\nend\n\ndefine NEXT\nbroadcast (next v)\nset [x2 v] to [0]\nset [y2 v] to [100]\nset [命はあるんか v] to [0]\nwait (0.4) seconds\nchange [ステージ v] by (1)\nwait (0.1) seconds\nset [x2 v] to [0]\nset [y2 v] to [0]\ngo to x: (-200) y: (-80)\nwait (2) seconds\nset [命はあるんか v] to [1]\n\nwhen I receive [スタート v]\nforever\n if <touching (マグマ v)?> then\n repeat until <not <touching (マグマ v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-9)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) < [0.01]> then\n broadcast (やられた v)\n set [ライフ v] to [0]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n set [ghost v] effect to (0)\n point in direction (90)\n set [ライフ v] to [20]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ゾンビ v)?> then\n start sound [う v]\n change [ライフ v] by (-8)\n broadcast (ダメージ v)\n if <(x position) < (ゾンビ位置x)> then\n set [x2 v] to [-10]\n set [y2 v] to [10]\n else\n set [x2 v] to [10]\n set [y2 v] to [10]\n end\n wait (0.35) seconds\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n switch costume to (スティーブ やられた v)\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < [-180]> then\n repeat until <(ライフ) < [0.01]>\n change [ライフ v] by (-20)\n start sound [う v]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (サボテン v)?> then\n repeat until <not <touching (サボテン v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-7)\n switch costume to (スティーブ やられた v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\n@ステージ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((ライフ) + (1))\nend\n\n@武器2\n\nwhen I receive [next v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [プレイヤー2 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー2 v]) + (23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (-100)\n end\n else\n set [右左 v] to [左]\n go to x: (([x position v] of [プレイヤー2 v]) + (-23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [持ち物 v] to [1]\nforever\n if <(右左) = [右]> then\n switch costume to ((持ち物) + (1))\n else\n switch costume to (持ち物)\n end\nend\n\nwhen I receive [attack v]\nset [攻撃 v] to [1]\nif <(右左) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\nelse\n repeat (4)\n turn left (15) degrees\n end\nend\nset [攻撃 v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (attack v)\n end\n wait until <not <key (space v) pressed?>>\nend\n\n@Next!\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\ngo to [front v] layer\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [move v] to [OK]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@地面2\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\nset [ステージ v] to [23]\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (ステージ)\n set [ghost v] effect to (40)\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー2 v)?> then\n go to [front v] layer\n end\nend\n\n@太陽\n\nwhen flag clicked\nset [た v] to [0]\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n change [た v] by (10)\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (た) )\nend\n\n@ゾンビ\n\nwhen I start as a clone\nset [hp v] to [20]\nforever\n if <<touching (武器2 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by ([costume name v] of [武器2 v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\n else\n start sound [攻撃2 v]\n switch costume to (player2 v)\n end\n wait until <(攻撃) = [0]>\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(ライフ) = [0]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー2 v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.2)\n end\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([y position v] of [プレイヤー2 v])> then\n set [ゾンビy v] to [12]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [5]> then\n go to x: (300) y: (0)\nend\nif <(ステージ) = [7]> then\n go to x: (300) y: (0)\nend\n\nwhen I start as a clone\nswitch costume to (player v)\nforever\n set [ゾンビ位置x v] to (x position)\n set [ゾンビ位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\nrepeat (10)\n delete this clone\nend\nif <(ステージ) = [5]> then\n create clone of (_myself_ v)\nend\nif <(ステージ) = [7]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [14]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [17]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [21]> then\n repeat (12)\n go to x: (250) y: (150)\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n wait (pick random (0.8) to (0.9)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n change [hp v] by (-3)\n if <(HP) < [0.01]> then\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n else\n start sound [攻撃2 v]\n end\n end\n wait (0.25) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n switch costume to (player2 v)\n else\n if <(攻撃) = [0]> then\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (5) to (7)) seconds\n if <(pick random (1) to (3)) = [1]> then\n play sound [zombie1 v] until done\n else\n if <(pick random (1) to (2)) = [1]> then\n play sound [zombie2 v] until done\n else\n play sound [zombie3 v] until done\n end\n end\nend\n\nwhen I receive [スタート v]\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <(ステージ) = [5]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [7]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [14]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [17]>\n go to x: (250) y: (150)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [21]>\n wait (0.5) seconds\n repeat (12)\n go to x: (250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n end\nend\n\n@Glow\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [武器 v]) y: (([y position v] of [武器 v]) + (-5))\n point in direction ((timer) * (8))\n set size to (500) %\n go to [back v] layer\n if <(剣ある?) = [1]> then\n show\n clear graphic effects\n else\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\n@(๑•̀ㅂ•́)و✧\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [10]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [スタート v]\nset [φ\(* ̄0 ̄\) v] to [0]\nforever\n change [φ\(* ̄0 ̄\) v] by (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide variable [☁ 世界記録\\(^o^\)/オワタ v]\nhide variable [time v]\nwait (0.01) seconds\nwait until <(ステージ) = [23]>\nset [time v] to ((round ((timer) * (10))) / (10))\nwait (0.01) seconds\nif <(ステージ) = [23]> then\n if <(time) < (☁ 世界記録\\(^o^\)/オワタ)> then\n wait (0.01) seconds\n if <not <(☁ 世界記録\\(^o^\)/オワタ) < (time)>> then\n set [☁ 世界記録\\(^o^\)/オワタ v] to (time)\n broadcast (確認 v)\n end\n end\nend\nwait (2.5) seconds\nif <(ステージ) = [23]> then\n show variable [☁ 世界記録\\(^o^\)/オワタ v]\n show variable [time v]\nend\n\nwhen I receive [確認 v]\nif <not <(☁ 世界記録\\(^o^\)/オワタ) < (time)>> then\n wait () seconds\n if <not <(☁ 世界記録\\(^o^\)/オワタ) < (time)>> then\n wait () seconds\n set [☁ 世界記録\\(^o^\)/オワタ v] to (time)\n end\nend\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [slime death v]\nrepeat (2)\n Particles\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <touching (ステージ v)?>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change 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 else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (4)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(複製対策) = [1]> then\n delete this clone\nend\nset [複製対策 v] to [1]\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [攻撃状態 v] to [1]\n set [ghost v] effect to (10)\n if <mouse down?> then\n broadcast (attack v)\n wait (0.1) seconds\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (70)\n set [攻撃状態 v] to [0]\n end\nend\n\nwhen [space v] key pressed\nhide\n\n@宣伝\n\nwhen I receive [スタート v]\nif <(language::translate) = [日本語]> then\n repeat until <(A 状態) = [4]>\n switch costume to (pick random (1) to (2))\n go to x: (3000) y: (-170)\n show\n set size to (70) %\n repeat (350)\n if <not <(A 状態) = [4]>> then\n go to [front v] layer\n go [backward v] (2) layers\n change x by (-3)\n else\n hide\n stop [this script v]\n end\n end\n end\n hide\nend\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (サムネ v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (サムネ v)\nset [ghost v] effect to (100)\n\n@Weather\n\nwhen I receive [layer sort v]\nif <(cloud_num) = [-1]> then\n Z-index Sprite by [999]\nend\nif <(cloud_num) > [0]> then\n Z-index Sprite by [998]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [menu - close v]\n\nwhen I start as a clone\nif <(cloud_num) = [-1]> then\n show\n forever\n if <(#Daylight cycle) = [Day]> then\n switch costume to (sun v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Sunset]> then\n switch costume to (sunset v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Night]> then\n switch costume to (moon v)\n go to x: ((0) + ((220) * ([cos v] of (((#Frame) / (30)) + (180)) ))) y: ((-250) + ((380) * ([sin v] of ((#Frame) / (30)) )))\n end\n end\nend\nif <(cloud_num) > [0]> then\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [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 (11)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n if <(#Daylight cycle) = [Night]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (20)\n end\n if <(#Gamemode) = (item (1) of [#gamemode v])> then\n end\n change [cloud_num v] by (-1)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [cloud_num v] to [-1]\ncreate clone of (_myself_ v)\nset [cloud_num v] to [1]\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@Outro\n\nwhen I receive [outro v]\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nhide\nreset timer\nswitch costume to (night v)\ncreate clone of (_myself_ v)\nswitch costume to (your name v)\ncreate clone of (_myself_ v)\nLight Particle\nwait until <[3.4] < (timer)>\nswitch costume to (moon v)\ncreate clone of (_myself_ v)\nwait until <[5] < (timer)>\nswitch costume to (cloud v)\nrepeat (5)\n create clone of (_myself_ v)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\nend\nwait until <[6.5] < (timer)>\nswitch costume to (scratch v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n set [free v] to [100]\n go to x: (0) y: (0)\n set size to (500) %\n repeat until <[5] < (timer)>\n set [ghost v] effect to (Free)\n change [free v] by (((0) - (Free)) / (6))\n change size by (((100) - (size)) / (6))\n end\n repeat until <[6.5] < (timer)>\n set [ghost v] effect to (Free)\n change [free v] by (((0) - (Free)) / (6))\n change size by (((100) - (size)) / (6))\n change y by (((120) - (y position)) / (6))\n end\nelse\n if <(costume [number v]) = [2]> then\n set [free v] to [100]\n go to x: (0) y: (0)\n repeat (50)\n set [ghost v] effect to (Free)\n change [free v] by (((0) - (Free)) / (6))\n end\n wait until <[5] < (timer)>\n set [free v] to [0]\n repeat until <[6.5] < (timer)>\n set [brightness v] effect to (Free)\n change [free v] by (((-20) - (Free)) / (6))\n end\n forever\n set [brightness v] effect to ((([sin v] of (Free) ) * (10)) + (-10))\n change [free v] by (2)\n end\n else\n if <(costume [number v]) = [3]> then\n set [free v] to [100]\n go to x: (0) y: (0)\n set size to (500) %\n repeat until <[1.5] < (timer)>\n set [ghost v] effect to (Free)\n change [free v] by (((0) - (Free)) / (6))\n change size by (((100) - (size)) / (6))\n end\n repeat until <[3] < (timer)>\n change [ghost v] effect by (3)\n end\n wait until <[6.5] < (timer)>\n clear graphic effects\n set [free v] to [-240]\n forever\n change [free v] by (((0) - (Free)) / (10))\n go to x: (0) y: ((([sin v] of ((timer) * (35)) ) * (10)) + (Free))\n point in direction ((([cos v] of ((timer) * (35)) ) * (5)) + (90))\n go to [front v] layer\n end\n else\n if <(costume [number v]) = [4]> then\n set [free v] to (pick random (2) to (12))\n go to x: (pick random (-240) to (240)) y: (-500)\n point in direction (pick random (-10) to (10))\n set [ghost v] effect to (25)\n set size to (pick random (50) to (75)) %\n repeat (60)\n set [free v] to ((Free) * (0.98))\n move (Free) steps\n change [ghost v] effect by (1.25)\n end\n delete this clone\n else\n if <<[4] < (costume [number v])> and <(costume [number v]) < [10]>> then\n go to x: (0) y: (-500)\n repeat (40)\n change y by (((0) - (y position)) / (5))\n end\n else\n if <(costume [number v]) = [10]> then\n forever\n set [ghost v] effect to (pick random (90) to (100))\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [outro判定 v] to [0]\nforever\n set [free v] to (timer)\nend\n\ndefine Light Particle\nrepeat (15)\n switch costume to (light particle v)\n create clone of (_myself_ v)\nend\n\nwhen [timer v] > (Free)\nif <(Outro判定) = [0]> then\n set [outro判定 v] to [1]\n broadcast (Outro v)\nend\n\nwhen I receive [outro v]\nwait (0.1) seconds\ngo to [front v] layer\nforever\n play sound [Lost Sky - Where We Started \(feat. Jex\) \[NCS Release\] \(Cut\) v] until done\nend\n\n
♥と★を押したら...........................................................\n------------------------❖English❖------------------------\n[Minecraft Platformer !]\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\n------------------------❖日本語❖------------------------\n【マインクラフト プラットフォーマー】\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
Grassy - 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\ngo to [front v] layer\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: (0)\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 [trail v] to [Yes]\nset size to (60) %\nforever\n if <(Trail) = [Yes]> then\n create clone of (_myself_ v)\n end\nend\n\nset [trail v] to [Yes]\n\nset [trail 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\nshow\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next lvl v]\nnext costume\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@Sprite2\n\nwhen flag clicked\nforever\n play sound [The Nights - Avicii v] until done\nend\n\n
Behold: Another platformer!!1!11!\n\nArrow keys to move \nIt is mobile friendly\n\nADS ARE BAD DONT POST THEM
platformer : プラットフォーマー 
@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [Thousand_Absolutes_Xaf_Remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nwait until <([costume # v] of [地面 v]) = [12]>\nswitch costume to (2 v)\nwait until <([costume # v] of [地面 v]) = [13]>\nswitch costume to (3 v)\n\n@キャラ\n\ndefine 着地\nif <(Y) < [0]> then\n repeat until <not <<touching (地面 v)?> or <touching (動く床 v)?>>>\n change y by (1)\n end\nelse\n repeat until <not <<touching (地面 v)?> or <touching (動く床 v)?>>>\n change y by (-1)\n end\nend\nset [y v] to [0]\n\nwhen I receive [スタート v]\nset size to (80) %\nshow\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (キャラ)\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n if <not <(costume [number v]) = [3]>> then\n point in direction (90)\n end\n if <touching (水 v)?> then\n if <(X) < [6]> then\n change [x v] by (0.5)\n else\n set [x v] to [6]\n end\n else\n if <(X) < [8]> then\n change [x v] by (1)\n else\n set [x v] to [8]\n end\n end\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n if <not <(costume [number v]) = [3]>> then\n point in direction (-90)\n end\n if <touching (水 v)?> then\n if <(X) < [-6]> then\n set [x v] to [-6]\n else\n change [x v] by (-0.5)\n end\n else\n if <(X) < [-8]> then\n set [x v] to [-8]\n else\n change [x v] by (-1)\n end\n end\n end\n set [x v] to ((X) * (0.91))\n change x by (X)\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n change x by ((0) - (X))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching (水 v)?> then\n set [y v] to [5]\n if <(X) < [0]> then\n set [x v] to [5]\n else\n set [x v] to [-5]\n end\n else\n set [y v] to [12]\n if <[0] < (X)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n start sound [Jump 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 end\n if <touching (水 v)?> then\n change [y v] by (-0.25)\n else\n change [y v] by (-1)\n end\n change y by (Y)\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n 着地\n end\n change y by (-2)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching (水 v)?> then\n if <[4] < (Y)> then\n set [y v] to [4]\n else\n change [y v] by (0.75)\n end\n end\n if <<touching (地面 v)?> or <touching (動く床 v)?>> then\n switch costume to (右上1 v)\n set [y v] to [16]\n start sound [Jump v]\n end\n end\n change y by (1)\n if <touching (バネ下 v)?> then\n set [y v] to [24]\n end\n if <touching (バネ上 v)?> then\n set [y v] to [-20]\n end\n if <[235] < (x position)> then\n if <([costume # v] of [地面 v]) = [4]> then\n go to x: (-200) y: (-100)\n else\n if <([costume # v] of [地面 v]) = [11]> then\n go to x: (-200) y: (190)\n else\n go to x: (-200) y: (0)\n end\n end\n set [x v] to [0]\n set [y v] to [0]\n broadcast (next v)\n end\n if <touching (棘 v)?> then\n start sound [Teleport2 v]\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-180]> then\n start sound [Teleport2 v]\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n next\n end\n if <(キャラ) = [6]> then\n change [color v] effect by (-1)\n end\n if <touching (動く床 v)?> then\n change x by ((item (1) of [動く地面x v]) - (item (2) of [動く地面x v]))\n change y by ((item (1) of [動く地面y v]) - (item (2) of [動く地面y v]))\n if <touching color (#ff6666)?> then\n change x by (-2)\n end\n if <touching color (#9966ff)?> then\n change x by (2)\n end\n end\n if <(costume [number v]) = [3]> then\n set rotation style [all around v]\n if <touching (地面 v)?> then\n turn right ((X) * (1.7)) degrees\n else\n turn right ((X) * (0.8)) degrees\n end\n else\n set rotation style [left-right v]\n end\nend\n\ndefine next\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [スタート v]\nshow\n\n@棘\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-10)\nhide\n\nwhen I receive [next v]\nshow\nnext costume\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [ボタン v]\nhide\n\ndefine next\n\n@水\n\nwhen flag clicked\nset [ghost v] effect to (15)\nhide\nwait until <([costume # v] of [地面 v]) = [12]>\nswitch costume to (1 v)\nshow\nwait until <([costume # v] of [地面 v]) = [13]>\nswitch costume to (2 v)\n\n@スタート\n\nwhen flag clicked\nshow\nset [スタート v] to [0]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to ( v)\nset x to (-75)\nset size to (75) %\nforever\n set y to ((70) + (([sin v] of ((timer) * (300)) ) * (10)))\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n repeat until <(スタート) = [1]>\n change y by ([sin v] of ((timer) * (160)) )\n end\n delete this clone\nelse\n repeat until <(スタート) = [1]>\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\nhide\n\n@キャラ選択\n\nwhen flag clicked\nshow\nset size to (100) %\nset [キャラ v] to [1]\nswitch costume to (黒 v)\ngo to x: (-90) y: (-23)\nreset timer\nforever\n キャラ\nend\n\ndefine キャラ\nrepeat until <(キャラ) = (costume [number v])>\n next costume\nend\n\nwhen I receive [キャラ v]\nset size to (80) %\nrepeat (10)\n change size by (((100) - (size)) / (3))\nend\n\nwhen I receive [スタート v]\nhide\n\n@右\n\nwhen flag clicked\nshow\ngo to x: (-20) y: (-23)\nset size to (100) %\nreset timer\n\nwhen this sprite clicked\nbroadcast (キャラ v)\nif <(キャラ) = [6]> then\n set [キャラ v] to [1]\nelse\n change [キャラ v] by (1)\nend\nset size to (80) %\nrepeat (10)\n change size by (((100) - (size)) / (3))\nend\n\nwhen I receive [スタート v]\nhide\n\n@左\n\nwhen flag clicked\nshow\ngo to x: (-160) y: (-23)\nset size to (100) %\nreset timer\n\nwhen this sprite clicked\nbroadcast (キャラ v)\nif <(キャラ) = [1]> then\n set [キャラ v] to [6]\nelse\n change [キャラ v] by (-1)\nend\nset size to (80) %\nrepeat (10)\n change size by (((100) - (size)) / (3))\nend\n\nwhen I receive [スタート v]\nhide\n\n@START\n\nwhen flag clicked\nstart sound [You Said v]\nset volume to (100) %\nshow\ngo to x: (157) y: (106)\nchange y by (-50)\n\nwhen this sprite clicked\nset [スタート v] to [1]\nbroadcast (スタート v)\nset size to (80) %\nrepeat (10)\n change size by (((100) - (size)) / (3))\nend\n\nwhen I receive [スタート v]\nset volume to (0) %\nhide\n\n@BGM\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (157) y: (0)\nchange y by (-50)\n\nwhen this sprite clicked\nbroadcast (音量 v)\nnext costume\nset size to (80) %\nrepeat (10)\n change size by (((100) - (size)) / (3))\nend\n\nwhen I receive [スタート v]\nhide\n\n@動く床\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\ndelete all of [動く地面x v]\ndelete all of [動く地面y v]\nset y to (0)\nset x to (0)\nforever\n if <<([costume # v] of [地面 v]) = [7]> or <([costume # v] of [地面 v]) = [8]>> then\n if <([costume # v] of [地面 v]) = [7]> then\n switch costume to (コスチューム1 v)\n insert (x position) at (1) of [動く地面x v] \n insert (y position) at (1) of [動く地面y v] \n show\n set x to ((0) + (([sin v] of ((timer) * (70)) ) * (80)))\n set y to ((80) + (([sin v] of ((timer) * (70)) ) * (80)))\n else\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 hide\n stop [this script v]\n end\n else\n hide\n end\n delete (3) of [動く地面x v]\n delete (3) of [動く地面y v]\nend\n\nwhen I receive [スタート v]\nreset timer\n\nwhen I start as a clone\nforever\n if <([costume # v] of [地面 v]) = [8]> then\n delete all of [動く地面x v]\n delete all of [動く地面y v]\n if <(costume [number v]) = [3]> then\n go to x: (141) y: (-55)\n show\n turn right (-2) degrees\n else\n go to x: (-58) y: (-39)\n show\n turn right (2) degrees\n end\n else\n hide\n end\nend\n\n@ボタン\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <([costume # v] of [地面 v]) = [9]>\nswitch costume to (1 v)\nshow\nwait until <touching (キャラ v)?>\nstart sound [ポップ v]\nrepeat (2)\n next costume\n wait (0) seconds\nend\nbroadcast (ボタン v)\n\n@バネ下\n\nwhen flag clicked\nhide\nforever\n if <<([costume # v] of [地面 v]) = [10]> or <([costume # v] of [地面 v]) = [10]>> then\n go to x: (0) y: (-30)\n switch costume to (3 v)\n show\n if <touching (キャラ v)?> then\n repeat (5)\n next costume\n end\n end\n else\n hide\n end\nend\n\n@バネ上\n\nwhen flag clicked\nhide\nforever\n if <<([costume # v] of [地面 v]) = [10]> or <([costume # v] of [地面 v]) = [10]>> then\n go to x: (0) y: (-30)\n switch costume to (3 v)\n show\n if <touching (キャラ v)?> then\n repeat (5)\n next costume\n end\n end\n else\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@タイム\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n\n@タイム2\n\nwhen I start as a clone\nchange x by (((タイム) - (1)) * (20))\nif <(タイム) = [1]> then\n wait until <[100] < (timer)>\n if <(ゴール) = [0]> then\n show\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (1) of (timer)) - (1))\n end\n end\n end\nelse\n if <(タイム) = [2]> then\n wait until <[10] < (timer)>\n show\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (1) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (2) of (timer)) - (1))\n end\n end\n else\n show\n if <(タイム) = [3]> then\n repeat until <[10] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (1) of (timer)) - (1))\n end\n end\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (2) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (3) of (timer)) - (1))\n end\n end\n else\n if <(タイム) = [4]> then\n repeat until <[10] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (3) of (timer)) - (1))\n end\n end\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (4) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (5) of (timer)) - (1))\n end\n end\n else\n if <(タイム) = [5]> then\n repeat until <[10] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (4) of (timer)) - (1))\n end\n end\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (5) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (6) of (timer)) - (1))\n end\n end\n else\n if <(タイム) = [6]> then\n repeat until <[10] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (5) of (timer)) - (1))\n end\n end\n repeat until <[100] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (6) of (timer)) - (1))\n end\n end\n repeat until <[1000] < (timer)>\n if <(ゴール) = [0]> then\n switch costume to ((letter (7) of (timer)) - (1))\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (コスチューム8 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nreset timer\nset [タイム v] to [0]\ngo to x: (-210) y: (142)\nrepeat (6)\n change [タイム v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [ゴール v] to [0]\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n set [ゴール v] to [1]\n end\n if <([costume # v] of [地面 v]) = [12]> then\n set [ゴール v] to [0]\n end\n if <([costume # v] of [地面 v]) = [15]> then\n set [ゴール v] to [1]\n end\nend\n\n@ありがとう!\n\nwhen flag clicked\nbroadcast (♡&☆ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [♡&☆ v] to (join [1] (letter (2) of (♡&☆)))\n delete this clone\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [♡&☆ v] to (join (letter (1) of (♡&☆)) [1])\n delete this clone\n end\n end\n end\n else\n go to x: (0) y: (0)\n set size to (5) %\n go to [front v] layer\n show\n repeat (8)\n change size by (((size) + (5)) / (4))\n end\n repeat (25)\n change size by (((100) - (size)) / (4))\n end\n repeat (10)\n switch costume to (大 v)\n change size by ((((0) - (size)) + (-5)) / (4))\n switch costume to (ありがとう! v)\n end\n delete this clone\n end\nend\n\nwhen I receive [♡&☆ v]\nwait until <not <(♡&☆) = [11]>>\ngo to x: (-15) y: (0)\nswitch costume to (♡ v)\ncreate clone of (_myself_ v)\nswitch costume to (☆ v)\ncreate clone of (_myself_ v)\nwait until <(♡&☆) = [11]>\nwait (0.1) seconds\nswitch costume to (ありがとう! v)\ncreate clone of (_myself_ v)\n\n
ll English ll (日本語は下)\n\n▨Method of operation =========================\nThis game can be controlled with arrow keys or tap.\n\n▨Tags =====================================\n#games #game #all #platformer #water #scratch #s20\n#s20210158 #fun #gimmick\n\n▨Credit ====================================\nreference:@YY-H\ntimer costume:@YY-H\n♡and☆:@nekomegane870\nmusic:@-Xaf-\n\n▨Time ====================================\n||Example||\n50.000(75.000)\nGoal (hidden goal)\n\n\n\n\nll日本語ll\n\n▨操作方法==================================\n矢印キーまたはタップで操作できます。\n\n▨タグ=====================================\n#ゲーム #プラットフォーマー #水中 #楽しい #ウゴケイコウ\n#ギミック\n\n▨クレジット================================\n参考:@YY-H\nタイマーのコスチューム:@YY-H\n♡と☆:@nekomegane870\n音楽:@-Xaf-\n\n▨タイム====================================\n||例||\n50.000(75.000)\n\n\n\n\n
⚡️ online⚡️Stickman Platformer【Mountain】棒人間【山】モバイル対応! ステージ追加!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 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@eeeqrqr\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\nwhen [timer v] > (0)\n\nset [fastest v] to []\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (タイム))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [今やっている人 v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [タイム v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join [.] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join ((t) mod (6)) (タイム))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [タイム v] to (join ['] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [タイム v] to (join [:] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [タイム v] to (join ((t) mod (10)) (タイム))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n \n if <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\n end\n end\nend\n\nchange [pixelate v] effect by (15)\n\nif <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\nend\n\nstop [this script v]\n\nset [whirl v] effect to (0)\n\nset [fisheye v] effect to (0)\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\n\nchange [color v] effect by (25)\n\nrepeat (10)\n\nwhen flag clicked\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [今やっている人 v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\nif <not <(username) = [ksinniti]>> then\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\nend\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nchange [color v] effect by (10)\n\nsetup clone at x,y: (4800) (-50)\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: (6400) (-25)\nsetup clone at x,y: (5500) (-40)\nsetup clone at x,y: (4200) (-50)\nsetup clone at x,y: (2900) (-20)\nsetup clone at x,y: (1600) (-10)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Tobu & Itro - Sunburst v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\nshow variable [fastest v]\nshow variable [タイム v]\nshow variable [今やっている人 v]\n\ngo to [front v] layer\n\nshow\nset [brightness v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@スプライト5\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (151) y: (180)\nforever\n wait (pick random (5) to (8)) seconds\n show\n start sound [ポップ v]\n glide (1) secs to x: (151) y: (155)\n wait (3) seconds\n glide (1) secs to x: (151) y: (180)\n hide\nend\n\n
https://scratch.mit.edu/projects/941624030/ 新!\n♡&⭐︎よろしく!宣伝ok\n日本語は下にあるよ!\nEnglish\n[Operation method]\n・Move ... "← key" "→ key" or "A and D key"\n・Jump... "↑ key" or "W key"\n・Squatting ... "↓ key" or "S key"\n・Big jump... "↑ key" while holding down the "↓ key"\n・Flight ... space key after clearing\n※There are various other actions, so look for them!\n♡&⭐︎!\n\n日本語\n【操作方法】\n・移動…「←キー」「→キー」または「AとDキー」 \n・ジャンプ…「↑キー」または「Wキー 」\n・しゃがみ…「↓キー」または「Sキー」\n・大ジャンプ… 「↓キー」を押しながら「↑キー」\n・飛行…クリア後にスペースキー\n※他にも様々なアクションがあるので探してみてね!
Jelly 2 - a Platformer! | #Treding #All #Games #animation #music remix
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@player\n\nwhen flag clicked\npoint in direction (90)\nsetup\nswitch costume to (belly v)\ngo to x: (-150) y: (-30)\nforever\n change [speed y v] by (-1)\n set [speed x v] to ((speed x) * (0.8))\n set size to (size) %\n Jumping [12]\n speed x change [1.4]\n if <<touching color (#ff0000)?> and <touching (jello ground v)?>> then\n go to x: (-150) y: (y position)\n end\n move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n next level\n if <touching (tranpoline v)?> then\n set [speed y v] to [18]\n end\nend\n\ndefine setup\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [size v] to [105]\n\ndefine Jumping (jump power)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(falling) < [3]> then\n set [speed y v] to (jump power)\n end\nend\n\ndefine speed x change (x amount)\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [speed x v] by (x amount)\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 [speed x v] by ((0) - (x amount))\n point in direction (-90)\nend\n\ndefine move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching (jello ground v)?> then\n set x to (last value)\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching (jello ground v)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (110) %\nrepeat (7)\n change size by (-10)\n change [ghost v] effect by (14)\nend\ndelete this clone\n\ndefine next level\nif <[241] < (x position)> then\n broadcast (next level v)\n go to x: (-150) y: (y position)\nend\n\nwhen I receive [game over dude! v]\ngo to x: (-150) y: (-20)\n\n@jello ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n\n@thumnail\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n set [ghost v] effect to (100)\nend\n\n@player2\n\nwhen flag clicked\nforever\n go to (player v)\n if <touching color (#ff0000)?> then\n broadcast (game over dude! v)\n end\n if <(y position) < [-175]> then\n broadcast (game over dude! v)\n end\nend\n\n
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nYour friend Red is traped. we need to go there as fast as we can!\nso we need you to help.\nUse the WASD or arrow keys to move + this is mobile friendly!\n=========================================\nI made this because I need to make more platformers and bc I just like the idea of jelly!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDont waste your time here OwO\n
Latte: A Platformer
@Stage\n\nwhen I receive [next level v]\nif <(Level #) < [11]> then\n next backdrop\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 4 v)\n\nwhen flag clicked\nforever\n if <(Level #) = [0]> then\n switch backdrop to (blue sky 2 4 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Autumn Gold v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [11]> then\n switch backdrop to (blue sky 2 2 v)\n end\nend\n\n@KoalaKodingLogo 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\npoint in direction (0)\nset size to (0) %\nshow\nrepeat (150)\n // Bounce | X [0] Y [55] Size [100] Direction [90]\nend\n\ndefine // Bounce | X (x) Y (y) Size (size) Direction (direction)\nset [bounce x v] to (((bounce x) * (0.7)) + (((x) - (x position)) * (0.1)))\nset [bounce y v] to (((bounce y) * (0.7)) + (((y) - (y position)) * (0.1)))\nset [bounce size v] to (((bounce size) * (0.7)) + (((size) - (size)) * (0.1)))\nset [bounce dir v] to (((Bounce dir) * (0.7)) + (((direction) - (direction)) * (0.1)))\nchange x by (bounce x)\nchange y by (bounce y)\nturn right (Bounce dir) degrees\nchange size by (bounce size)\n\nwhen flag clicked\nwait (1.12) seconds\nrepeat (100)\n change [ghost v] effect by (1)\n change [pixelate v] effect by (1)\nend\n\nwhen flag clicked\nrepeat (5)\n go to [front v] layer\nend\n\n@KoalaKodingLogo 2\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-348) y: (-105)\nglide (1) secs to x: (0) y: (-105)\nwait (.12) seconds\nrepeat (100)\n change [ghost v] effect by (1)\n change [pixelate v] effect by (1)\nend\nhide\ngo to [back v] layer\n\nwhen flag clicked\nrepeat (5)\n go to [front v] layer\nend\n\n@KoalaKodingLogo 4\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (348) y: (-105)\nglide (1) secs to x: (0) y: (-105)\nwait (.12) seconds\nrepeat (100)\n change [ghost v] effect by (1)\n change [pixelate v] effect by (1)\nend\nhide\ngo to [back v] layer\n\nwhen flag clicked\nrepeat (5)\n go to [front v] layer\nend\n\n@KoalaKodingLogo 3\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\n change [pixelate v] effect by (1)\nend\nhide\ngo to [back v] layer\n\n@ThumbnailChefs\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Player\n\nwhen I receive [next level v]\nset [change? v] to [1]\nReset All\nset [change? v] to [0]\n\nwhen I receive [start game v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nReset All\ngo to [front v] layer\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n switch costume to (center2 v)\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 (center3 v)\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<<<<touching (fly >:\) v)?> or <touching (eggnog >:\) v)?>> or <touching (knife >:\) v)?>> or <touching (paper airplane >:\) v)?>> or <touching (mouse >:\) v)?>> or <touching (water >:\) v)?>> or <touching (drone >:\) v)?>> and <(dead?) = [0]>> then\n start sound [Chef Win v]\n broadcast (RESET v)\n end\nend\n\nwhen I receive [start game v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start game v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\ndefine Spin off screen\nbroadcast (RESET v)\nif <[0] = [0]> then\n delete this clone\nend\nset [dead v] to [1]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [dead v] to [0]\nReset All\n\nwhen I receive [reset v]\ngo to x: (-200) y: (75)\nclear graphic effects\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\ndelete this clone\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (START GAME v)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nset [ghost v] effect to (100)\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <<(Level #) = [1]> and <<(x position) > [-143]> and <<(x position) < [-2]> and <(y position) < [65]>>>> then\n broadcast (RESET v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level #) = [1]> and <<(x position) > [70]> and <<(x position) < [211]> and <(y position) < [65]>>>> then\n broadcast (RESET v)\n end\nend\n\nwhen flag clicked\nforever\n if on edge, bounce\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [6]> then\n go to x: (-50) y: (-122)\n wait until <not <(Level #) = [6]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [7]> then\n go to x: (200) y: (75)\n wait until <not <(Level #) = [7]>>\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level #) < [5]> and <[215] < (x position)>> then\n wait (0) seconds\n broadcast (NEXT LEVEL v)\n wait (1) seconds\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Level #) = [6]> or <(Level #) > [6]>> and <(x position) < [-215]>> then\n wait (0) seconds\n broadcast (NEXT LEVEL v)\n wait (1) seconds\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level #) = [5]> and <[-25] < (x position)>> then\n wait (0) seconds\n broadcast (NEXT LEVEL v)\n wait (1) seconds\n wait (0) seconds\n end\nend\n\ndefine Reset All\nif <(Level #) = [6]> then\n Reset All 1\n stop [this script v]\nend\nif <[6] < (Level #)> then\n Reset All 2\n stop [this script v]\nend\ngo to x: (-200) y: (75)\nclear graphic effects\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nplay sound [Level Up v] until done\n\nwhen I receive [reset v]\nif <(Level #) = [6]> then\n Reset All 1\nend\n\nwhen flag clicked\nwait until <(Level #) = [11]>\nwait (.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [11]> then\n hide\n end\nend\n\ndefine Reset All 1\nif <[6] < (Level #)> then\n Reset All 2\n stop [this script v]\nend\nif <(Level #) < [5]> then\n Reset All\n stop [this script v]\nend\ngo to x: (-50) y: (-122)\nclear graphic effects\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\ndefine Reset All 2\ngo to x: (200) y: (75)\nclear graphic effects\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [reset v]\nif <(Level #) < [5]> then\n Reset All\nend\n\nwhen I receive [reset v]\nif <[6] < (Level #)> then\n Reset All 2\nend\n\nwhen I receive [reset v]\nplay sound [Buzzer v] until done\n\n@Ground\n\nwhen flag clicked\nset [level # v] to [0]\nswitch costume to (ground costume 2 v)\n\nwhen I receive [next level v]\nif <(Level #) < [11]> then\n change [level # v] by (1)\n start sound [Next Level v]\n next costume\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [0]> then\n switch backdrop to (blue sky 2 4 v)\n switch costume to (ground costume 2 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume4 v)\nwait (6) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1.5) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume3 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1.5) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume6 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait until <(Level #) = [11]>\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@Fly >:)\n\nwhen I start as a clone\nif <(Level #) = [0]> then\n go to x: (100) y: (200)\n forever\n if <(Level #) = [0]> then\n show\n point in direction (-90)\n glide (2) secs to x: (135) y: (120)\n point in direction (90)\n glide (2) secs to x: (-135) y: (120)\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n switch costume to (fly1 v)\n wait (.1) seconds\n switch costume to (fly2 v)\n wait (.1) seconds\n switch costume to (fly3 v)\n wait (.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [1]> then\n switch costume to (fly1 v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [1]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [1]> then\n go to x: (100) y: (200)\n forever\n if <(Level #) = [1]> then\n show\n point in direction (-90)\n glide (2) secs to x: (135) y: (110)\n point in direction (90)\n glide (2) secs to x: (-135) y: (110)\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<(DEAD) = [1]> and <(Level #) = [1]>> then\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level #) = [5]> then\n switch costume to (fly1 v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [5]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [5]> then\n go to x: (-20) y: (120)\n forever\n if <(Level #) = [5]> then\n show\n point in direction (90)\n glide (3) secs to x: (-220) y: (110)\n point in direction (-90)\n glide (3) secs to x: (-20) y: (110)\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [0]> then\n wait until <not <(Level #) = [0]>>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [1]> then\n wait until <not <(Level #) = [1]>>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [5]> then\n wait until <not <(Level #) = [5]>>\n delete this clone\nend\n\nwhen I start as a clone\nif <<<(Level #) = [5]> or <(Level #) = [0]>> or <(Level #) = [1]>> then\n repeat until <not <<<(Level #) = [5]> or <(Level #) = [0]>> or <(Level #) = [1]>>>\n start sound [fly v]\n wait (2.70) seconds\n start sound [fly v]\n wait (2.70) seconds\n start sound [fly v]\n wait (2.70) seconds\n start sound [fly v]\n wait (2.70) seconds\n start sound [fly v]\n wait (2.70) seconds\n start sound [fly v]\n wait (2.70) seconds\n start sound [fly v]\n wait (2.70) seconds\n start sound [fly v]\n wait (2.70) seconds\n end\nend\n\nwhen I start as a clone\nif <<<(Level #) = [5]> or <(Level #) = [0]>> or <(Level #) = [1]>> then\n wait until <not <<<(Level #) = [5]> or <(Level #) = [0]>> or <(Level #) = [1]>>>\n stop all sounds\nend\n\nwhen I start as a clone\nif <(Level #) = [0]> then\n hide\n wait (13) seconds\n show\nend\n\nwhen flag clicked\nwait (12.5) seconds\nswitch costume to (fly1 v)\ncreate clone of (_myself_ v)\n\n@Knife >:)\n\nwhen flag clicked\nforever\n if <(Level #) = [3]> then\n switch costume to (knife v)\n create clone of (_myself_ v)\n wait (1.2) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [3]> then\n forever\n if <(Level #) = [3]> then\n clear graphic effects\n show\n set y to (282)\n set x to (pick random (-150) to (140))\n glide (.5) secs to x: (x position) y: (112)\n wait (.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nif <(Level #) = [3]> then\n wait until <not <(Level #) = [3]>>\n delete this clone\nend\n\nwhen I start as a clone\nwait (.5) seconds\nplay sound [Snap v] until done\n\n@Eggnog >:)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nif <(Level #) = [8]> then\n go to x: (-100) y: (49)\n forever\n if <(Level #) = [8]> then\n show\n glide (1.5) secs to x: (120) y: (49)\n glide (1.5) secs to x: (-120) y: (49)\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [8]> then\n switch costume to (eggnog v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [8]>>\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [10]> then\n switch costume to (eggnog1 v)\n create clone of (_myself_ v)\n switch costume to (eggnog2 v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [10]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <<(Level #) = [10]> and <(costume [name v]) = [Eggnog1]>> then\n go to x: (120) y: (49)\n forever\n if <(Level #) = [10]> then\n show\n glide (2.5) secs to x: (-120) y: (49)\n glide (2.5) secs to x: (120) y: (49)\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <<(Level #) = [10]> and <(costume [name v]) = [Eggnog2]>> then\n go to x: (-120) y: (49)\n forever\n if <(Level #) = [10]> then\n show\n glide (2.5) secs to x: (120) y: (49)\n glide (2.5) secs to x: (-120) y: (49)\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [8]> then\n wait until <not <(Level #) = [8]>>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [10]> then\n wait until <not <(Level #) = [10]>>\n delete this clone\nend\n\n@Mouse >:)\n\nwhen flag clicked\nforever\n if <(Level #) = [2]> then\n switch costume to (mouse v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [2]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [2]> then\n forever\n if <(Level #) = [2]> then\n go to [back v] layer\n show\n switch costume to (mouse v)\n wait (.01) seconds\n switch costume to (mouse2 v)\n wait (.01) seconds\n switch costume to (mouse3 v)\n wait (.01) seconds\n switch costume to (mouse4 v)\n wait (.01) seconds\n switch costume to (mouse5 v)\n wait (.01) seconds\n switch costume to (mouse6 v)\n wait (.01) seconds\n switch costume to (mouse7 v)\n wait (.01) seconds\n switch costume to (mouse8 v)\n wait (.01) seconds\n switch costume to (mouse9 v)\n wait (.01) seconds\n switch costume to (mouse10 v)\n wait (.01) seconds\n switch costume to (mouse11 v)\n wait (.01) seconds\n switch costume to (mouse12 v)\n wait (.01) seconds\n switch costume to (mouse13 v)\n wait (.01) seconds\n switch costume to (mouse14 v)\n wait (.01) seconds\n switch costume to (mouse15 v)\n wait (.01) seconds\n wait (1) seconds\n switch costume to (mouse15 v)\n wait (.01) seconds\n switch costume to (mouse14 v)\n wait (.01) seconds\n switch costume to (mouse13 v)\n wait (.01) seconds\n switch costume to (mouse12 v)\n wait (.01) seconds\n switch costume to (mouse11 v)\n wait (.01) seconds\n switch costume to (mouse10 v)\n wait (.01) seconds\n switch costume to (mouse9 v)\n wait (.01) seconds\n switch costume to (mouse8 v)\n wait (.01) seconds\n switch costume to (mouse7 v)\n wait (.01) seconds\n switch costume to (mouse6 v)\n wait (.01) seconds\n switch costume to (mouse5 v)\n wait (.01) seconds\n switch costume to (mouse4 v)\n wait (.01) seconds\n switch costume to (mouse3 v)\n wait (.01) seconds\n switch costume to (mouse2 v)\n wait (.01) seconds\n switch costume to (mouse v)\n wait (.01) seconds\n wait (1) seconds\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nif <(Level #) = [2]> then\n wait until <not <(Level #) = [2]>>\n delete this clone\nend\n\n@Paper Airplane >:)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level #) = [9]> then\n switch costume to (paper airplane v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [9]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [9]> then\n go to x: (-100) y: (49)\n forever\n if <(Level #) = [9]> then\n show\n point in direction (90)\n switch costume to (paper airplane v)\n glide (1.5) secs to x: (100) y: (pick random (48) to (60))\n switch costume to (paper airplane2 v)\n glide (1.5) secs to x: (-100) y: (pick random (48) to (60))\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [9]> then\n wait until <not <(Level #) = [9]>>\n delete this clone\nend\n\n@Water >:)\n\nwhen flag clicked\nforever\n if <(Level #) = [4]> then\n switch costume to (water1 v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [4]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [4]> then\n forever\n if <(Level #) = [4]> then\n show\n switch costume to (water1 v)\n wait (.01) seconds\n switch costume to (water2 v)\n wait (.01) seconds\n switch costume to (water3 v)\n wait (.01) seconds\n wait (5) seconds\n switch costume to (water4 v)\n wait (.01) seconds\n switch costume to (water5 v)\n wait (.01) seconds\n switch costume to (water6 v)\n wait (.01) seconds\n switch costume to (waterblank v)\n wait (.01) seconds\n wait (.7) seconds\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nif <(Level #) = [4]> then\n wait until <not <(Level #) = [4]>>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [4]> then\n forever\n if <(Level #) = [4]> then\n play sound [water v] until done\n wait (.9) seconds\n else\n hide\n delete this clone\n end\n end\nend\n\n@Drone >:)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level #) = [6]> then\n switch costume to (drone v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [6]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [6]> then\n go to x: (-100) y: (50)\n forever\n if <(Level #) = [6]> then\n show\n point in direction (90)\n glide (pick random (.75) to (2)) secs to x: (pick random (-25) to (-200)) y: (pick random (-50) to (150))\n glide (pick random (.75) to (2)) secs to x: (pick random (-25) to (-200)) y: (pick random (-50) to (150))\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level #) = [7]> then\n switch costume to (drone v)\n create clone of (_myself_ v)\n wait until <not <(Level #) = [7]>>\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [7]> then\n go to x: (-100) y: (50)\n forever\n if <(Level #) = [7]> then\n show\n point in direction (90)\n glide (pick random (.75) to (2)) secs to x: (pick random (140) to (-200)) y: (pick random (10) to (150))\n glide (pick random (.75) to (2)) secs to x: (pick random (140) to (-200)) y: (pick random (10) to (150))\n else\n hide\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [6]> then\n wait until <not <(Level #) = [6]>>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level #) = [7]> then\n wait until <not <(Level #) = [7]>>\n delete this clone\nend\n\nwhen I start as a clone\nif <<(Level #) = [6]> or <(Level #) = [7]>> then\n repeat until <not <<(Level #) = [6]> or <(Level #) = [7]>>>\n start sound [drone v]\n wait (2.35) seconds\n start sound [drone v]\n wait (2.35) seconds\n start sound [drone v]\n wait (2.35) seconds\n start sound [drone v]\n wait (2.35) seconds\n start sound [drone v]\n wait (2.35) seconds\n start sound [drone v]\n wait (2.35) seconds\n start sound [drone v]\n wait (2.35) seconds\n start sound [drone v]\n wait (2.35) seconds\n end\nend\n\n
Latte: A Platformer\nTwo and a half days in the making... \nKoalaKoding presents, "Latte: A Platformer" \nTest your skills and overcome various obstacles and enemies with this fresh and original platformer gameplay!\n\nInstructions: \nRYou are a brave and delicious latte who wants to survive the holiday season. You have to run, jump and dodge your way through a perilous kitchen full of enemies and obstacles. Can you make it to the fridge before someone drinks you or spills you? Hurry up and find out in this exciting and fun game!\n\nObstacles to Avoid: \nFlies, Knifes, Eggnogs, Mice, Paper Airplanes, Water and Mini Quadcopter Drones!\n\nThank you for playing! Make sure to like and favorite this game. Also, feel free to remix this game as well! Please follow me for future games!
[ platformer ] - Escape / #Games #all #trending
@Stage\n\nwhen flag clicked\nplay sound [eery - Her.mp2 v] until done\nforever\n play sound [endless days v] until done\n play sound [Chance Thrash - Vague v] until done\n play sound [eery - Her.mp2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (10)\nhide\nshow\nstart \n\nwhen I receive [next level v]\nbroadcast (restart v)\nset volume to (100) %\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\nstart sound (pick random (1) to (2))\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n show variable [deaths v]\nend\n\ndefine start \nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to ( v)\n end\n change [x_velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x_velocity v] by (1)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to ( v)\n end\n change x by (X_VELOCITY)\n if <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> then\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching color (#000000)?>>> then\n set [y_velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <<<touching (spikes v)?> or <touching (spike player?? v)?>> or <touching (lava v)?>> then\n Respawn\n change [deaths v] by (1)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nif <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube effect type 2 v)\nelse\n switch costume to (cube effect type 1 v)\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n change [color v] effect by (2)\n else\n switch costume to ( v)\n set [color v] effect to (0)\n end\nend\n\n@platform\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [win? v] to [1]\n end\nend\n\nstop [all v]\n\nbroadcast (next level v)\n\nset [l_eve_l v] to [9]\n\n@spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n glide (1) secs to x: (42) y: (18)\n glide (1) secs to x: (42) y: (28)\nend\n\n@screen2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (15)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.04)\ngo to x: (0) y: (15)\n\n@timer ⏱️ \n\nwhen flag clicked\nhide variable [☁ world record v]\nset [timer ⏱️ v] to [0]\nshow\nforever\n go to [front v] layer\n if <(win?) = [0]> then\n change [timer ⏱️ v] by (0.1)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (70)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(costume [number v]) = [1]> then\n show variable [☁ world record v]\n show variable [timer ⏱️ v]\n else\n if <not <(L_eve_l) = [11]>> then\n hide variable [☁ world record v]\n hide variable [timer ⏱️ v]\n end\n end\nend\n\nhide\n\nshow\n\nhide\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(L_eve_l) = [11]> then\n show variable [timer ⏱️ v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(☁ world record) > (timer ⏱️)> and <not <(timer ⏱️) = [0]>>> and <(L_eve_l) = [11]>> then\n set [☁ world record v] to (timer ⏱️)\n end\nend\n\n@Love\n\nwhen flag clicked\nhide variable [fave v]\nhide variable [love v]\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\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 set [fave v] to [1]\n end\nend\n\n@Like&fav pls\n\nwhen flag clicked\nshow\ngo to x: (170) y: (146)\nset y to (202)\nrepeat (10)\n change y by (-3)\nend\nrepeat (10)\n change y by (-1.5)\nend\nrepeat (10)\n change y by (-0.5)\nend\nwait (2) seconds\nif <<(Love) = [1]> and <(Fave) = [1]>> then\nbroadcast (back v)\nrepeat (10)\n change y by (3)\nend\nrepeat (10)\n change y by (1.5)\nend\nrepeat (10)\n change y by (0.5)\nend\n\nhide\n\nwhen flag clicked\nplay sound [High Whoosh v] until done\n\nwhen I receive [back v]\nplay sound [High Whoosh v] until done\n\n@spike player??\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [1]> then\n show\n go to x: (70) y: (-100)\n repeat (25)\n change x by (5)\n end\n repeat (25)\n change x by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [8]> then\n show\n go to x: (-87) y: (87)\n repeat (10)\n change x by (5)\n end\n wait (0.5) seconds\n repeat (5)\n change x by (5)\n change y by (10)\n end\n repeat (10)\n change x by (7)\n change y by (5)\n end\n repeat (10)\n change x by (7)\n change y by (-5)\n end\n repeat (5)\n change x by (5)\n change y by (-10)\n end\n repeat (10)\n change x by (-5)\n end\n wait (0.5) seconds\n repeat (5)\n change x by (-5)\n change y by (10)\n end\n repeat (10)\n change x by (-7)\n change y by (5)\n end\n repeat (10)\n change x by (-7)\n change y by (-5)\n end\n repeat (5)\n change x by (-5)\n change y by (-8)\n end\n set y to (87)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [9]> then\n show\n go to x: (150) y: (-68)\n glide (1) secs to x: (212) y: (-68)\n glide (1) secs to x: (150) y: (-68)\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [10]> then\n hide\n end\nend\n\nset [l_eve_l v] to [9]\n\n@pen\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n set pen color to (#000000)\n pen down\n set pen size to (5)\n else\n pen up\n end\nend\n\nwhen I receive [restart v]\nerase all\n\n
Mobile Support ✅ <---------------------\nEng.-----------------------------------------------------------CONTROLS :\nW / A / S - for jump and walk\n-------------------------------------------------------------\nGood game to you !!\n_________________________
Platformer! #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\n wait (2) seconds\nend\n\n@blank\n\n@Player\n\nwhen flag clicked\ngo to x: (-180) y: (0)\nset rotation style [don't rotate v]\npoint in direction (90)\nshow\nswitch costume to (player v)\nshow\nset [level # v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (2.15)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by (-2.15)\n point in direction (-90)\n end\n set [xvel v] to ((xvel) * (.8))\n change x by (xvel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n change x by ((xvel) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to [12.5]\n if <(direction) = [90]> then\n set [xvel v] to [-15]\n else\n set [xvel v] to [15]\n end\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (yvel)\n if <touching (level v)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yvel v] by (12.5)\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <[238] < (x position)> then\n change [level # v] by (1)\n go to x: (-180) y: (0)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <touching (danger v)?> then\n go to x: (-180) y: (0)\n set rotation style [don't rotate v]\n point in direction (90)\n set [xvel v] to [0]\n set [yvel v] to [0]\n start sound [Crunch v]\n end\nend\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (trail v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0.01)\nhide\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n switch costume to (level #)\nend\n\nwhen [timer v] > (0.01)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\ngo to [front v] layer\n\n
✨PLATFORMER!✨\n\n\nThis is a simple and easy platformer. I hope you enjoy it.\n\nInstructions\nUse the arrow keys or WASD to move.\nAvoid the lava and spikes.\n\nGood luck!\n\nCredit\nBackdrop art and sound effects by @goriraf0612\nBox and bridge art by @Blue-bulb\nSome ideas by @_Snakebite_ \n\nEverything else by me\n\nUPDATES\nNov. 24, 2023: Game Release\nDec. 14, 2023: New Player Trail added\n\n\n❤️ and ⭐ please!
Minecraft Platformer 3 #games #all #trending
@Stage\n\nwhen I receive [end v]\nwait (3) seconds\nforever\n play sound [minecraft song v] until done\nend\n\n@Splash\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Intro v)\n\ngo to [front v] layer\nshow\n\npoint in direction (90)\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [CircExplo1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Shake (vel) (deter) (domain)\nset [shake? v] to [0]\nset [var v] to [0]\nset [shakevel v] to [0]\nchange [shakevel v] by (vel)\nrepeat until <<(ShakeVel) < [0]> or <(ShakeVel) = [1]>>\n set [camx v] to (([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camy v] to (([cos v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camd v] to ((([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10))) + (90))\n change [var v] by (domain)\n set [shakevel v] to ((ShakeVel) - (deter))\nend\nset [shake? v] to [0]\n\nwhen I start as a clone\nif <not << (ID) contains [par]?> or << (ID) contains [border]?> or << (ID) contains [shutter]?> or < (ID) contains [line]?>>>>> then\n wait (0) seconds\n set [defx v] to (x position)\n set [defy v] to (y position)\n forever\n go to x: ((DefX) + (CamX)) y: ((DefY) + (CamY))\n point in direction ((CamD) + (Direction))\n end\nend\n\nwhen I receive [end v]\nif <<(ID) = [text]> or < (ID) contains [end]?>> then\n if <(ID) = [text]> then\n set [svel v] to [2]\n repeat until <[8.9] < (timer)>\n switch costume to (size hack v)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n change [direction v] by ((Svel) / (15))\n switch costume to (text v)\n end\n delete this clone\n end\nelse\n if < (ID) contains [fade]?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Clone (id) (#)\nset [id v] to (id)\nset [# v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\ndefine Turn\npoint in direction (90)\nrepeat (#)\n turn right ((360) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [Circ1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n repeat (7)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((590) - (size)) / (7))\n switch costume to (circ2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Spline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [15]\n show\n if <[5.7] < (timer)> then\n delete this clone\n else\n repeat until <[250] < (size)>\n change size by ((((size) + (100)) / (2)) * (bump))\n end\n repeat until <[1000] < (size)>\n switch costume to (size hack v)\n change size by ((((size) + (40)) / (4)) * (bump))\n switch costume to (chev v)\n if <[5.7] < (timer)> then\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n hide\n switch costume to (pos hack v)\n go to x: (180) y: (360)\n set [defx v] to [240]\n set [defy v] to [360]\n switch costume to (text v)\n set size to (115) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (3) layers\n set [rvel v] to [5]\n set [direction v] to [200]\n set [yvel v] to [-4]\n set [xvel v] to [-4]\n wait until <[1] < (timer)>\n show\n set [svel v] to [3]\n repeat until <[2] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [rvel v] to (((Rvel) * (0.6)) + (((0) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n end\n set [svel v] to [1]\n repeat until <[2.1] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [rvel v] to (((Rvel) * (0.6)) + (((0) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n change [svel v] by ((Svel) / (5))\n change size by (Svel)\n end\n repeat until <[2.9] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[3] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[3.8] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[3.9] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[4.8] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[4.9] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[5.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n set [rvel v] to [1]\n repeat until <[5.8] < (timer)>\n change [svel v] by ((Svel) / (2))\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change size by (Svel)\n end\n repeat until <[6.2] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n end\n repeat until <[6.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\n set [svel v] to [1]\n repeat until <[6.8] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\n repeat until <[7.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [flash]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (50)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\ndefine Explosion || Amount: (#) Xpos: (xpos) Ypos: (ypos) ID: (splineid) Explosion Speed: (splspeed) Grow Speed: (splgrspeed)\nset [splinex v] to (xpos)\nset [spliney v] to (ypos)\nset [# v] to [1]\nset [id v] to (splineid)\nset [splspeed v] to (splspeed)\nset [splgrspeed v] to (splgrspeed)\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [SplineLeft]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (-2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Border]> then\n hide\n switch costume to (pos hack v)\n switch costume to (border1 v)\n set size to (200) %\n set [ghost v] effect to (85)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n show\n if <(#) = [1]> then\n go to x: (-220) y: (-50)\n \n repeat (20)\n change y by (5.1)\n end\n set y to (-50)\n end\n else\n go to x: (220) y: (50)\n \n repeat (20)\n change y by (-5.1)\n end\n set y to (50)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [BrSpline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [flash2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n repeat (20)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Shutter]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (300)\n switch costume to (shutter v)\n set size to (100) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n if <(#) = [1]> then\n set [yvel v] to [-25]\n set [xvel v] to [-10]\n switch costume to (pos hack v)\n go to x: (0) y: (300)\n switch costume to (shutter v)\n else\n set [yvel v] to [25]\n set [xvel v] to [10]\n switch costume to (pos hack v)\n go to x: (0) y: (-300)\n switch costume to (shutter v)\n end\n wait until <[3.1] < (timer)>\nend\n\nwhen I start as a clone\nif <(ID) = [Shutter]> then\n hide\n set size to (100) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n if <(#) = [1]> then\n set [svel v] to [-3]\n wait until <[1.3] < (timer)>\n show\n repeat (5)\n go to [front v] layer\n switch costume to (pos hack v)\n change [svel v] by ((Svel) / (4))\n change y by (Svel)\n switch costume to (shutter v)\n end\n forever\n go to [front v] layer\n switch costume to (pos hack v)\n change y by (((180) - (y position)) / (5))\n switch costume to (shutter v)\n end\n else\n set [svel v] to [3]\n wait until <[1.3] < (timer)>\n show\n repeat (5)\n go to [front v] layer\n switch costume to (pos hack v)\n change [svel v] by ((Svel) / (4))\n change y by (Svel)\n switch costume to (shutter v)\n end\n forever\n go to [front v] layer\n switch costume to (pos hack v)\n change y by (((-180) - (y position)) / (5))\n switch costume to (shutter v)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [SplineRight]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I receive [call v]\nreset timer\nwait until <[1.5] < (timer)>\nset [bump v] to [0]\nset [loops2 v] to [1]\nrepeat until <[8] < (timer)>\n Clone [Chev1] [1]\n Clone [ArrowLeft] [3]\n Clone [ArrowRight] [3]\n change [bump v] by (1)\n wait until <((((0.93) * (loops2)) + (2)) - ()) < (timer)>\n change [loops2 v] by (1)\n Clone [Chev2] [1]\n change [bump v] by (1)\n wait until <((((0.93) * (loops2)) + (2)) - ()) < (timer)>\n change [loops2 v] by (1)\nend\n\nwhen I receive [call v]\nrepeat (1)\n delete this clone\nend\nhide\npoint in direction (90)\nreset timer\nstart sound [Sync 2D Gradient Intro Templat v]\nwait until <[1.2] < (timer)>\nClone [circ2] [1]\nwait until <[1.4] < (timer)>\nClone [circ1] [1]\nClone [shutter] [2]\nClone [text] [1]\nwait until <[2] < (timer)>\nClone [Text2] [1]\nClone [fade] [1]\nClone [Fade2] [1]\nClone [pars1] [60]\nClone [pars2] [60]\nClone [pars3] [60]\nClone [pars4] [60]\nwait until <[3.85] < (timer)>\nExplosion || Amount: [16] Xpos: [-180] Ypos: [100] ID: [line1] Explosion Speed: [15] Grow Speed: [5]\nwait until <[4.8] < (timer)>\nExplosion || Amount: [16] Xpos: [180] Ypos: [-100] ID: [line1] Explosion Speed: [15] Grow Speed: [5]\nwait until <[5.6] < (timer)>\nClone [pin] [1]\nClone [dots] [1]\nwait until <[6.7] < (timer)>\nExplosion || Amount: [16] Xpos: [0] Ypos: [0] ID: [line1] Explosion Speed: [30] Grow Speed: [7]\nwait until <[8.6] < (timer)>\nClone [end] [1]\n\nwhen I receive [call v]\nrepeat (1)\n delete this clone\nend\nhide\nset [camd v] to [90]\nset [direction v] to [0]\nset [shakevel v] to [0]\nset [var v] to [0]\nset [defx v] to [0]\nset [defy v] to [0]\npoint in direction (90)\nShake [1] [2.5] [4]\nShake [20] [3] [6]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(ID) = [Line1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (22.5)) + (22.5))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (22.5)) + (-22.5))\n point in direction (((#) * (22.5)) + (22.5))\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n show\n repeat (8)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n next costume\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Line2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (8)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n next costume\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [90]\n set [svel v] to [15]\n show\n if <[5.7] < (timer)> then\n delete this clone\n else\n repeat until <[250] < (size)>\n change size by ((((size) + (100)) / (2)) * (bump))\n end\n repeat until <[1000] < (size)>\n switch costume to (size hack v)\n change size by ((((size) + (40)) / (4)) * (bump))\n switch costume to (chev v)\n if <[5.7] < (timer)> then\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [call v]\nreset timer\nset [loops v] to [1]\nShake [25] [5] [8]\nwait until <[2] < (timer)>\nrepeat until <[8] < (timer)>\n Clone [flash] [1]\n set [shake? v] to [1]\n Shake [50] [4] [6]\n wait until <((((0.44) * (Loops)) + (2)) - ((0.44) * (1))) < (timer)>\n change [loops v] by (1)\nend\n\nwhen I receive [call v]\nreset timer\nwait until <[1] < (timer)>\n\n change [bump v] by (((0.03) - (bump)) / (4))\nend\n\nwhen I start as a clone\nif <(ID) = [flash2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nchange y by (Yvel)\n\nwhen I start as a clone\nif <(ID) = [fade]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (fade3 v)\n set size to (125) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars1]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-300) to (250)) y: (pick random (-140) to (-160))\n switch costume to (par1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (9) to (13))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (45) to (15))\n set [svel v] to (pick random (1) to (1.25))\n show\n wait ((#) / (5)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars2]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-300) to (250)) y: (pick random (-140) to (-160))\n switch costume to (par2 v)\n set size to (pick random (100) to (125)) %\n set [ghost v] effect to (pick random (93) to (97))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (45) to (15))\n set [svel v] to (pick random (2.5) to (1.3))\n show\n wait ((#) / (10)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [ArrowLeft]> then\n hide\n switch costume to (pos hack v)\n go to x: ((-280) - (((#) * (65)) - (65))) y: (0)\n switch costume to (arrowleft2 v)\n set size to (100) %\n set [ghost v] effect to (((#) * (30)) - (25))\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [5]\n wait until <[1.9] < (timer)>\n show\n \n switch costume to (pos hack v)\n change [defx v] by ((1) + ((35) * (bump)))\n switch costume to (arrowleft2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [ArrowRight]> then\n hide\n switch costume to (pos hack v)\n go to x: ((280) + (((#) * (65)) - (65))) y: (0)\n switch costume to (arrowleft v)\n set size to (100) %\n set [ghost v] effect to (((#) * (30)) - (25))\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [-5]\n wait until <[1.9] < (timer)>\n show\n \n switch costume to (pos hack v)\n change [defx v] by ((-1) + (((35) * (bump)) / (-1)))\n switch costume to (arrowleft v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Text2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n set [defx v] to [0]\n set [defy v] to [0]\n switch costume to (text2 v)\n set size to (115) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (2) layers\n set [direction v] to [0]\n wait until <[1] < (timer)>\n show\n repeat (7)\n change [ghost v] effect by (-10)\n end\n repeat until <[5.3] < (timer)>\n repeat until <[6.8] < (timer)>\n change [ghost v] effect by (25)\n end\n repeat (5)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I start as a clone\nif <<not < (ID) contains [par]?>> and <(timer) < [8.5]>> then\n wait until <[7.7] < (timer)>\n if < (ID) contains [arrow]?> then\n set [ghost v] effect to (90)\n end\n repeat (40)\n change [color v] effect by (35)\n set [defx v] to (pick random (-8) to (8))\n set [defy v] to (pick random (-8) to (8))\n set [fisheye v] effect to (-9)\n set [pixelate v] effect to (pick random (5) to (9))\n end\n set [color v] effect to (0)\n set [defx v] to [0]\n set [defy v] to [0]\nend\n\nwhen I start as a clone\nif <(ID) = [fade2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (fade2 v)\n set size to (125) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [dots]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n set size to (800) %\n switch costume to (dotted v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n set [rvel v] to [-1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((300) - (size)) / (6))\n switch costume to (dotted v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((300) - (size)) / (6))\n switch costume to (dotted v)\n change [rvel v] by (((-1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pin]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (pinwheel v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (97)\n show\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [end]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (-180)\n set [defy v] to [-180]\n set y to (-180)\n switch costume to (end2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n broadcast (End v)\n repeat (7)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat (35)\n switch costume to (size hack v)\n change size by (((800) - (size)) / (7))\n switch costume to (end2 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [pars3]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-250) to (300)) y: (pick random (-140) to (-160))\n switch costume to (par1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (9) to (13))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (315) to (280))\n set [svel v] to (pick random (1) to (1.25))\n show\n wait ((#) / (5)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars4]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-250) to (300)) y: (pick random (-140) to (-160))\n switch costume to (par2 v)\n set size to (pick random (100) to (125)) %\n set [ghost v] effect to (pick random (93) to (97))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (315) to (280))\n set [svel v] to (pick random (2.5) to (1.3))\n show\n wait ((#) / (10)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par2 v)\n end\nend\n\n@Call\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (Call v)\n\n@Level \n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (3) seconds\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\n@Player\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> and <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen I receive [end v]\nforever\n if <<<key (up arrow v) pressed?> and <(In Air?) < [8]>> or <<key (w v) pressed?> and <(In Air?) < [8]>>> then\n set [y vel v] to [13]\n end\n if <touching color (#d24b0a)?> then\n broadcast (Die v)\n end\n if <touching color (#00ff08)?> then\n set [y vel v] to [30]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n change x by (7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (2 v)\n change x by (-7)\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n broadcast (Next v)\n go to x: (-187) y: (52)\n end\nend\n\nwhen I receive [end v]\nswitch backdrop to (backdrop1 v)\nwait (3) seconds\nset [pixelate v] effect to (0)\nswitch costume to (player v)\ngo to [front v] layer\nshow\nset rotation style [left-right v]\ngo to x: (-192) y: (-5)\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <[0] < (Y Vel)>\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#000000)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (2)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\nswitch costume to (player v)\n\nwhen I receive [die v]\ngo to x: (-187) y: (52)\n\n
FOLLOW ME FOR A CHANCE TO WIN 10 FOLLOWS!!!\n\nControls: Arrow Keys Or WASD\nHave Fun!\n\nAnd yes, it isn't impossible.\n\nTime for the #'s \n\n\n#trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer
Ocean - A Platformer 2 (MOBILE FRIENDLY) #games #all #platformers #trending
@Stage\n\nwhen flag clicked\nforever\n play sound [Pokémon Sword & Shield - Slumbering Weald Theme v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [15]\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 point in direction (-90)\n change [x v] by (-0.8)\n create clone of (_myself_ 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 point in direction (90)\n change [x v] by (0.8)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <(x position) > [205]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\n if <<touching (water/spikes v)?> or <touching (fish v)?>> then\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [skin v]\nswitch costume to (pick random (3) to (5))\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (119)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Water/Spikes\n\nwhen flag clicked\ngo to x: (36) y: (38)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n repeat (5)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (5)\n change y by (-2)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-123) y: (-68)\n\nwhen I receive [next level v]\nnext costume\n\n@Follow Thingy\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\n@Thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\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 (Skin v)\n set [actions \(love/fave\) v] to [1]\n end\nend\n\n@Effect\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (10)\n\n@Fish\n\nwhen flag clicked\ngo to x: (84) y: (-52)\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nforever\n point in direction (90)\n glide (0.5) secs to x: (1) y: (-65)\n wait (1) seconds\n point in direction (-90)\n glide (0.5) secs to x: (84) y: (-65)\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nnext costume\n\n
sheesh a 10 year old like me getting 84000+ views? lol\nREAD FIRST:\nOCEAN 2 YAY!\n(oh wow it got on the what the community is loving page again dayummm)\nuhh it kinda sucks more than the previous one ._.\noriginal made by @bold-remix\nW, A, S, D, arrow keys or mobile to move\nLIKE AND FAV TO GET A MYSTERY SKIN!(random)\nNEW PLATFORMER: https://scratch.mit.edu/projects/950695101/
⚡️ online⚡️Stickman Platformer【sea】棒人間【海】モバイル対応!#game
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 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@eeeqrqr\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\nwhen [timer v] > (0)\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (タイム))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [今やっている人 v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [タイム v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join [.] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join ((t) mod (6)) (タイム))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [タイム v] to (join ['] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [タイム v] to (join [:] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [タイム v] to (join ((t) mod (10)) (タイム))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n \n if <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\n end\n end\nend\n\nchange [color v] effect by (25)\n\nrepeat (10)\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [今やっている人 v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\nif <not <(username) = [ksinniti]>> then\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\nend\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nchange [color v] effect by (10)\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: (3800) (-135)\nsetup clone at x,y: (2700) (-10)\nsetup clone at x,y: (830) (87)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Tobu - Infectious \(Original Mix\) v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\nshow variable [fastest v]\nshow variable [タイム v]\nshow variable [今やっている人 v]\n\ngo to [front v] layer\n\nshow\nset [brightness v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\ngo to [front v] layer\n\n@スプライト5\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (151) y: (180)\nforever\n wait (pick random (5) to (8)) seconds\n show\n start sound [ポップ v]\n glide (1) secs to x: (151) y: (155)\n wait (3) seconds\n glide (1) secs to x: (151) y: (180)\n hide\nend\n\n
https://scratch.mit.edu/projects/939419704/ 新作です!\n♡&⭐︎よろしく!\n\n日本語は下にあるよ!\n\nEnglish\n[Operation method]\n・Move ... "← key" "→ key" or "A and D key"\n・Jump... "↑ key" or "W key"\n・Squatting ... "↓ key" or "S key"\n・Big jump... "↑ key" while holding down the "↓ key"\n・Flight ... space key after clearing\n※There are various other actions, so look for them!\n♡&⭐︎!\n\n日本語\n【操作方法】\n・移動…「←キー」「→キー」または「AとDキー」 \n・ジャンプ…「↑キー」または「Wキー 」\n・しゃがみ…「↓キー」または「Sキー」\n・大ジャンプ… 「↓キー」を押しながら「↑キー」\n・飛行…クリア後にスペースキー\n※他にも様々なアクションがあるので探してみてね!
The Knight | Amateur | Mobile Friendly Platformer |
@Stage\n\nwhen flag clicked\nbroadcast (game v)\nforever\n play sound [Open Secrets v] until done\nend\n\n@player\n\nwhen I receive [game v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [lv v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [lv v]\nhide variable [yv v]\nhide\n\nwhen I receive [game v]\nset [dead? v] to [0]\nset [lv v] to [1]\nset size to (20) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\n if <touching (bouncy v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [game v]\nset [lv v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (30)\nswitch costume to (1 v)\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n switch costume to (LV)\nend\n\n@shadow\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n set [ghost v] effect to (50)\n switch costume to (LV)\n go to [back v] layer\nend\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n switch costume to (LV)\nend\n\n@spike\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n go to [back v] layer\n switch costume to (LV)\nend\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n go to [back v] layer\n switch costume to (LV)\nend\n\nwhen I receive [game v]\nshow\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\n@sword\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nclear graphic effects\nset size to (70) %\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\n if <(LV) = [14]> then\n show\n if <touching (player v)?> then\n play sound [Collect v] until done\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@tb\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n
SKY 2.5Dスイカゲームplatformer
@Stage\n\n@スプライト4\n\nwhen I receive [スタート v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@地形\n\nwhen flag clicked\nset [level v] to [1]\nset [deaths v] to [0]\nset [タイム v] to [0]\nhide variable [deaths v]\n\nwhen flag clicked\nforever\n if <(Level) > [4]> then\n wait (pick random (0.001) to (0.01)) seconds\n create clone of (スプライト3 v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (40) y: (0)\nshow\nforever\n if <(Level) > [4]> then\n broadcast (う v)\n end\n switch costume to (Level)\n if <(HP) < [0]> then\n stop [all v]\n end\nend\n\ndefine 地面作成\nerase all\nshow\ngo to x: (0) y: (0)\nset [brightness v] effect to (-50)\nset size to (50) %\nrepeat (50)\n stamp\n change size by (1.1)\n change y by (0.1)\n change [brightness v] effect by (1)\nend\n\nwhen flag clicked\nhide variable [タイム v]\nhide variable [☁ 世界記録 v]\nforever\n repeat until <(Level) = [9]>\n wait (0.1) seconds\n change [タイム v] by (.1)\n broadcast (kann v)\n end\nend\n\nwhen I receive [kann v]\nif <(Level) = [9]> then\n show variable [☁ 世界記録 v]\n show variable [タイム v]\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n end\nend\n\nwhen flag clicked\nforever\n play sound [PIKASONIC - Osaka Express v] until done\nend\n\nwhen flag clicked\nforever\n if <(2D) = [1]> then\n 2d\n end\n if <(2D) = [2]> then\n 地面作成\n end\nend\n\ndefine 2d\nerase all\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [outro start!! v]\nhide\n\n@HP1\n\nwhen flag clicked\nerase all\ngo to x: (-100) y: (169)\nset [maxhp v] to [100]\nset [hp v] to (MaxHP)\nforever\n meter (HP) [100] (MaxHP) [-120] [140]\nend\n\ndefine meter (variable) (distance) (max) (x) (y)\nset y to (y)\nset pen color to (#8c8c8c)\nset pen size to (12)\nset x to ((x) - (distance))\npen down\nchange x by ([abs v] of ((distance) * (0.6)) )\npen up\nif <((max) * ((25) / (100))) < (variable)> then\n set pen color to (#65ff00)\nelse\n if <<((max) * ((10) / (100))) < (variable)> and <(variable) < ((max) * (((25) + (1)) / (100)))>> then\n set pen color to (#eeff00)\n else\n if <<[0] < (variable)> and <(variable) < ((max) * (((10) + (1)) / (100)))>> then\n set pen color to (#ff0000)\n end\n end\nend\nset pen size to (9)\nset x to ((x) - (distance))\npen down\nchange x by ((variable) * ((2) / ((max) / (30))))\npen up\n\nwhen I receive [outro start!! v]\nhide\n\n@Cloud\n\nwhen flag clicked\nset [pixelate v] effect to (20)\nclear graphic effects\nhide\nset [初め+ v] to [-10]\nset [scroll x v] to [-500]\nset [scroll y v] to [100]\nset [最高x v] to [500]\nset [最高y v] to [200]\nbroadcast (雲へ v)\n\nwhen I receive [雲へ v]\nwait (0.1) seconds\n?\n\ndefine はいち (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (75) %\nforever\n go to [back v] layer\n go [forward v] (1) layers\n 動き (((1) - (Scroll X)) + (合計)) (((2) - (Scroll Y)) + (([sin v] of ((timer) * (200)) ) * (5))) (3)\nend\n\ndefine 動き (1) (2) (3)\nshow\nswitch costume to (mu v)\nset size to ((1) / ()) %\ngo to x: (1) y: (2)\nset size to (100) %\nswitch costume to ((3) + (1))\n\nwhen I start as a clone\nhide\ngo to [back v] layer\n\nwhen I receive [ゲームへ v]\ndelete this clone\n\ndefine ?\nrepeat (((最高x) + (最高y)) / (250))\n はいち (pick random (0) to ((最高x) - (500))) (pick random (70) to (最高y)) (pick random (1) to (3))\nend\n\nwhen I start as a clone\nforever\n set [合計 v] to [0]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-7.5)\n end\n if <(pick random (1) to (2)) = [1]> then\n set [進む方向 v] to [1]\n else\n set [進む方向 v] to [-1]\n end\n set [進む速度 v] to (pick random (2) to (5))\n repeat until <<(((1) - (Scroll X)) + (合計)) < [-500]> or <(最高x) < (((1) - (Scroll X)) + (合計))>>\n change [合計 v] by (((進む速度) * (進む方向)) + (初め+))\n end\nend\n\nwhen I receive [クローンへ v]\nbroadcast (雲へ v)\n\nwhen I receive [outro start!! v]\nhide\n\n@Person effect\n\nwhen flag clicked\nset size to (30) %\nforever\n go to [back v] layer\n go [forward v] (10) layers\nend\n\nwhen flag clicked\nforever\n show\n go to (プレイヤー v)\n turn right (1) degrees\nend\n\nwhen I receive [outro start!! v]\nhide\n\n@スプライト1\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (0.4)\n end\n repeat (10)\n change size by (-0.4)\n end\n go to [back v] layer\nend\n\nwhen I receive [outro start!! v]\nhide\n\n@かくし\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nwait (0.02) seconds\ngo to [front v] layer\ngo to [front v] layer\nforever\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (85)\n else\n set [ghost v] effect to (0)\n end\n switch costume to (Level)\nend\n\nwhen I receive [outro start!! v]\nhide\n\n@サムネイル\n\nwhen flag clicked\nbroadcast (スタート v)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [pixelate v] effect to (400)\ngo to [back v] layer\nshow\nrepeat (20)\n change [pixelate v] effect by (-20)\nend\n\n@プレイヤー\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (115) %\nswitch costume to (右 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nrepeat (10)\n change [ghost v] effect by (8.4)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [スタート v]\nswitch costume to (右 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 change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <<touching (地形 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [9]\n else\n start sound [壁キック v]\n set [x v] to [-9]\n end\n set [y v] to [12]\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)?> and <not <touching color (#ff0000)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <<touching (地形 v)?> and <not <touching color (#ff0000)?>>> then\n start sound [Jump v]\n set [y v] to [13]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n start sound [next v]\n wait (0.1) seconds\n 初期設定プログラム\n change [level v] by (1)\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n start sound [チーン v]\n change [hp v] by (-20)\n 初期設定プログラム\n end\n if <touching (ehat2 v)?> then\n start sound [チーン v]\n change [hp v] by (-20)\n 初期設定プログラム\n broadcast (死 v)\n end\nend\n\nwhen I receive [outro start!! v]\nhide\n\n@スプライト6\n\nwhen this sprite clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo to x: (57) y: (36)\nshow\nset [2d v] to [2]\nforever\n go to [front v] layer\nend\n\nstart sound [Finger Snap2 v]\nset [2d v] to [2]\nset size to (80) %\nwait (0.1) seconds\nset size to (70) %\n\nwhen I receive [outro start!! v]\nhide\n\n@スプライト5\n\nwhen this sprite clicked\nstart sound [Finger Snap2 v]\nset [2d v] to [1]\nset size to (80) %\nwait (0.1) seconds\nset size to (70) %\n\nwhen I receive [スタート v]\nshow\ngo to [front v] layer\ngo to x: (-55) y: (36)\n\nwhen I receive [outro start!! v]\nhide\n\n@スプライト2\n\nwhen I receive [終わり v]\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I receive [outro start!! v]\nhide\n\n@EHAT2\n\nwhen flag clicked\ngo to x: (1000) y: (10000)\nswitch costume to (explode-05-june\[2 v)\nshow\n\nwhen I receive [ステージ切り替え v]\ngo to x: (1000) y: (10000)\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n switch costume to (2 v)\n set [yy v] to [0]\n repeat until <touching (地形 v)?>\n change y by (YY)\n change [yy v] by (-1)\n end\n wait (3) seconds\n delete this clone\n end\nend\n\nwhen I receive [死 v]\ngo to x: (1000) y: (10000)\n\nwhen I receive [スタート v]\nset [動いてよろしい? v] to [1]\nhide\ngo to [front v] layer\nset size to (100) %\nswitch costume to ( v)\nset drag mode [not draggable v]\ngo to x: (1000) y: (100)\npoint in direction (90)\nset [now v] to [1]\nforever\n if <(Level) = [8]> then\n show\n set rotation style [left-right v]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n change [xv3 v] by (-0.8)\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n change [xv3 v] by (0.8)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n set [xv3 v] to ((xv3) * (1.02))\n end\n set [xv3 v] to ((xv3) * (0.9))\n change x by (xv3)\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 color (#a2d7ff)?> then\n set [yv3 v] to [20]\n end\n if <touching (地形 v)?> then\n change x by ((xv3) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地形 v)?> then\n if <touching (toge v)?> then\n start sound [Jump v]\n set [yv3 v] to [12]\n point in direction ((yv3) * (0.5))\n end\n end\n change y by (1)\n change [yv3 v] by (-1)\n change y by (yv3)\n if <touching (地形 v)?> then\n change y by ((yv3) * (-1))\n set [yv3 v] to [0]\n end\n hide variable [xv3 v]\n else\n hide\n end\nend\n\nwhen I receive [outro start!! v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nbroadcast (スタート v)\ngo to x: (0) y: (-130)\nwait (0.0000000001) seconds\n\nwhen I receive [outro start!! v]\nhide\n\n@スプライト7\n\nwhen I receive [outro start!! v]\nhide\n\n@Outro\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [back v] layer\nbroadcast (OUTRO START!! v)\n\ndefine (タイマー) まで待つ\nwait until <(タイマー) < (timer)>\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to (outro color)\nshow\nif < (Clone ID) contains [LINE]?> then\n if < (Clone ID) contains [横]?> then\n point in direction (90)\n if < (Clone ID) contains [1]?> then\n set [brightness v] effect to (-99)\n set [ghost v] effect to (55)\n else\n if < (Clone ID) contains [2]?> then\n set [brightness v] effect to (100)\n else\n if < (Clone ID) contains [4]?> then\n set [brightness v] effect to (95)\n else\n set [brightness v] effect to (50)\n end\n end\n end\n set size to (0) %\n set [ローカル変数 v] to [9000]\n repeat until <[36000] < (size)>\n switch costume to (サイズハック v)\n set [ローカル変数 v] to ((ローカル変数) * (0.8))\n change size by (ローカル変数)\n switch costume to (line v)\n end\n else\n point in direction (180)\n if < (Clone ID) contains [1]?> then\n set [ghost v] effect to (55)\n set [brightness v] effect to (-99)\n else\n if < (Clone ID) contains [2]?> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (50)\n end\n end\n set size to (0) %\n set [ローカル変数 v] to [12000]\n repeat until <[48000] < (size)>\n switch costume to (サイズハック v)\n set [ローカル変数 v] to ((ローカル変数) * (0.8))\n change size by (ローカル変数)\n switch costume to (line v)\n end\n delete this clone\n end\nend\nif <(Clone ID) = [YOURNAME]> then\n set size to (97) %\n switch costume to (yourname v)\n set [color v] effect to (outro color)\n go to x: () y: (115)\n go to [front v] layer\n \n repeat (10)\n go to x: (([sin v] of ((timer) * (80)) ) * (5)) y: ((([cos v] of ((timer) * (80)) ) * (15)) + (122))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif < (Clone ID) contains [回る]?> then\n set [ghost v] effect to (50)\n point in direction (180)\n if <(Clone ID) = [回る2]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\n set [ローカル変数 v] to [67.5]\n switch costume to (サイズハック v)\n set size to (300) %\n go to x: (0) y: (0)\n repeat (50)\n switch costume to (コスチューム1 v)\n set [ローカル変数 v] to ((ローカル変数) * (0.8))\n turn left (ローカル変数) degrees\n end\n [5.5] まで待つ\n delete this clone\nend\nif <(Clone ID) = [フラッシュ]> then\n set [color v] effect to (outro color)\n switch costume to (色々使える v)\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n point in direction (90)\n set size to (100) %\n repeat (30)\n change [ghost v] effect by (2.5)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I receive [あーウトロ v]\nrepeat (2)\n Clone [まる1]\n wait (0.15) seconds\n Clone [まる2]\n wait (0.15) seconds\nend\nClone [まる3]\n\nwhen I start as a clone\nif < (Clone ID) contains [まーく]?> then\n set size to (80) %\n switch costume to (Clone ID)\n set [color v] effect to (0)\n set size to (0) %\n set [ローカル変数 v] to [0.75]\n repeat (10)\n change size by (((90) - (size)) / (4))\n set [ローカル変数 v] to ((ローカル変数) * (1.3))\n turn right (ローカル変数) degrees\n end\n repeat (13)\n turn right (ローカル変数) degrees\n end\n repeat (5)\n change size by (((100) - (size)) / (3.5))\n turn right (ローカル変数) degrees\n end\n if < (Clone ID) contains [ ]?> then\n Clone [hikari]\n else\n Clone [hikari2]\n end\n repeat (5)\n change size by (-20)\n turn right (ローカル変数) degrees\n end\n delete this clone\nend\nif < (Clone ID) contains [hikari]?> then\n set [color v] effect to (outro color)\n set [brightness v] effect to (100)\n set size to (0) %\n switch costume to (光 v)\n set [ghost v] effect to (50)\n if <(Clone ID) = [hikari2]> then\n set [brightness v] effect to (0)\n end\n repeat (10)\n change size by (((100) - (size)) / (4))\n end\n [5.15] まで待つ\n wait (1) seconds\n delete this clone\nend\nif <(Clone ID) = [logo]> then\n point in direction (90)\n set [color v] effect to (0)\n switch costume to (logo v)\n go to x: (0) y: (0)\n set size to (0) %\n set [ローカル変数 v] to [73]\n repeat (20)\n turn right (ローカル変数) degrees\n set [ローカル変数 v] to ((ローカル変数) * (0.8))\n change size by (((90) - (size)) / (3.5))\n set [ローカル変数2 v] to (size)\n go to [front v] layer\n end\n set size to (90) %\n point in direction (90)\nend\nif <(Clone ID) = [logo]> then\n \n change size by (15)\n repeat (15)\n change size by ((((ローカル変数2) - (15)) - (size)) / (3.5))\n end\n end\n delete this clone\nend\nif <(Clone ID) = [波形的なやつ]> then\n set [color v] effect to (outro color)\n switch costume to (波形的なやつ v)\n go to [front v] layer\n \n go to x: (0) y: (0)\n move (-20) steps\n repeat (pick random (1) to (4))\n repeat (pick random (1) to (2))\n move (10) steps\n end\n set [ローカル変数 v] to [5]\n repeat (pick random (5) to (15))\n move (join [-] (ローカル変数)) steps\n set [ローカル変数 v] to ((ローカル変数) * (0.8))\n end\n end\n end\n delete this clone\nend\nif <(Clone ID) = [ちいさいやつ]> then\n set [ghost v] effect to (10)\n set [color v] effect to (outro color)\n set [ローカル変数 v] to (pick random (2) to (0.8))\n set [ローカル変数2 v] to (pick random (-200) to (200))\n set [ローカル変数3 v] to (pick random (50) to (150))\n set [ローカル変数4 v] to (pick random (15) to (24))\n switch costume to (poshack v)\n go to x: (0) y: (-250)\n switch costume to (ローカル変数4)\n set size to (pick random (70) to (95)) %\n if <(pick random (1) to (2)) = [1]> then\n repeat (500)\n turn right (3) degrees\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (ローカル変数3)) ) * (30)) + (ローカル変数2))\n change y by (3)\n change [ghost v] effect by (ローカル変数)\n switch costume to (ローカル変数4)\n end\n delete this clone\n else\n repeat (500)\n turn left (3) degrees\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (ローカル変数3)) ) * (30)) + (ローカル変数2))\n change y by (3)\n change [ghost v] effect by (ローカル変数)\n switch costume to (ローカル変数4)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [ふぇーどいん]> then\n point in direction (90)\n set [brightness v] effect to (-100)\n switch costume to (色々使える v)\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n [4] まで待つ\n delete this clone\nend\nif <(Clone ID) = [ふぇーどあうと]> then\n go to [front v] layer\n point in direction (90)\n set [brightness v] effect to (-100)\n switch costume to (色々使える v)\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-2)\n go to [front v] layer\n end\n wait (1.5) seconds\n repeat (25)\n change [ghost v] effect by (4)\n go to [front v] layer\n end\n delete this clone\nend\nif < (Clone ID) contains [project]?> then\n set [color v] effect to (0)\n point in direction (90)\n go to [front v] layer\n set size to (32) %\n if < (Clone ID) contains [2]?> then\n switch costume to (project2\(ここにサムネを入れる\) v)\n go to x: (151) y: ()\n else\n switch costume to (project1\(ここにサムネを入れる\) v)\n go to x: (-151) y: ()\n end\n if < (Clone ID) contains [枠]?> then\n set [brightness v] effect to (-80)\n set [ghost v] effect to (40)\n go [backward v] (2) layers\n set size to (0) %\n end\n if < (Clone ID) contains [枠]?> then\n repeat (30)\n change size by (((34) - (size)) / (5))\n set y to ((([sin v] of (((timer) + < (Clone ID) contains [2]?>) * (100)) ) * (10)) - (10))\n end\n else\n repeat (30)\n change size by (((32) - (size)) / (5))\n set y to ((([sin v] of (((timer) + < (Clone ID) contains [2]?>) * (100)) ) * (10)) - (10))\n end\n end\n \n set y to ((([sin v] of (((timer) + < (Clone ID) contains [2]?>) * (100)) ) * (10)) - (10))\n end\nend\nif <(Clone ID) = [thanks]> then\n set size to (97) %\n switch costume to (thanks for watching! v)\n set [color v] effect to (outro color)\n go to x: () y: (-110)\n go to [front v] layer\n \n repeat (150)\n change size by (((110) - (size)) / (60))\n go to x: (([sin v] of (((timer) + (20)) * (80)) ) * (5)) y: ((([cos v] of (((timer) + (20)) * (80)) ) * (15)) + (-110))\n end\n repeat (150)\n change size by (((97) - (size)) / (60))\n go to x: (([sin v] of (((timer) + (20)) * (80)) ) * (5)) y: ((([cos v] of (((timer) + (20)) * (80)) ) * (15)) + (-110))\n end\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [まる]?> then\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n point in direction (90)\n if <(Clone ID) = [まる2]> then\n set [brightness v] effect to (100)\n else\n if <(Clone ID) = [まる3]> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n end\n set [ローカル変数 v] to [10]\n switch costume to (まっる v)\n set size to (0) %\n repeat (50)\n if <[350] < (size)> then\n switch costume to (サイズハック v)\n end\n set [ローカル変数 v] to ((ローカル変数) * (1.2))\n change size by (ローカル変数)\n switch costume to (まっる v)\n end\n [7] まで待つ\n delete this clone\nend\n\nwhen I receive [outro start!! v]\n[3.69] まで待つ\nrepeat (40)\n turn left (6.5) degrees\nend\n\ndefine a\nrepeat (10)\n change size by (((75) - (size)) / (3))\nend\nrepeat (15)\n change size by (((500) - (size)) / (3.5))\nend\ndelete this clone\n\ndefine 波形的なやつクローン\npoint in direction (90)\nrepeat (24)\n Clone [波形的なやつ]\n turn right (15) degrees\nend\n\nwhen I receive [outro start!! v]\nClone [ふぇーどいん]\n[1.74] まで待つ\nClone [LINE横1]\nwait (0.1) seconds\nClone [LINE横2]\nwait (0.1) seconds\nClone [LINE横3]\nwait (0.1) seconds\nClone [LINE縦1]\nwait (0.1) seconds\nClone [LINE縦2]\nwait (0.1) seconds\nClone [LINE縦3]\nwait (0.25) seconds\nbroadcast (あーウトロ v)\nClone [回る]\nwait (0.1) seconds\nClone [回る2]\nwait (0.1) seconds\nClone [回る]\n[5.55] まで待つ\nClone [LINE横1]\ngo to [front v] layer\nwait (0.1) seconds\nClone [フラッシュ]\nClone [LINE横3]\n波形的なやつクローン\nClone [logo]\nClone [YOURNAME]\nClone [project枠]\nClone [project]\nClone [project2枠]\nClone [project2]\nClone [thanks]\ngo to [front v] layer\nwait (0.1) seconds\nClone [LINE横4]\n\nwhen I receive [outro start!! v]\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\nplay sound [Syn Cole - Feel Good v] until done\n\nwhen I receive [outro start!! v]\n[3.7] まで待つ\nClone [まーく はーと]\nwait (0.1) seconds\nClone [まーく ほし]\nwait (0.1) seconds\nClone [まーく こめ]\nwait (0.1) seconds\nClone [まーく ふぉろー]\nwait (0.1) seconds\nClone [まーく りみ]\nwait (0.1) seconds\nClone [まーく かくさん]\n\nwhen I receive [outro start!! v]\n[5.55] まで待つ\nrepeat until <[36] < (timer)>\n wait (pick random (0.05) to (0.4)) seconds\n Clone [ちいさいやつ]\nend\nClone [ふぇーどあうと]\n\nwhen I start as a clone\nwait until <[38] < (timer)>\nif <not <(Clone ID) = [ふぇーどあうと]>> then\n delete this clone\nend\n\nwhen I receive [outro start!! v]\nset [outro color v] to (pick random (1) to (200))\n\n
outro and text @goriraf0612 God ==\noutroとテキスト@goriraf0612 神==\n\nIf you press ♥ and ★....Advertisement ○\n♥と★を押したら.....宣伝○\n------------------------❖English❖------------------------\n【SKY 2.5D watermelon game platformer】\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\n------------------------❖日本語❖------------------------\n【SKY 2.5Dスイカゲームplatformer 】\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メモとクレジット\n参考https://scratch.mit.edu/projects/844539626/\n\n参考\nhttps://scratch.mit.edu/projects/841365112\n\nボタンの音\nhttps://scratch.mit.edu/projects/821735865\n\nネクスト、壁キック、やられた音@-hamumu-様\nHP https://scratch.mit.edu/projects/721709745\nBGM@ultimaterocking様\n\ntag\nタグ\n#2.5D\n# SKY\n#PLATFORMER\n#games
SUNNY PLATFORMER!/r442tw17 拡散希望!
@Stage\n\nwhen I receive [start v]\nplay sound [PIKASONIC - Osaka Express 2 v] until done\n\n@player\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [15]> then\n show variable [タイム v]\n change [タイム v] by (0)\n end\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (5)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-210) y: (-30)\nset size to (58) %\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\npoint in direction (90)\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (ステージ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (ステージ v)?> then\n broadcast (透明 v)\n start sound [ニュッ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n broadcast (next v)\n hide\n wait (4) seconds\n 初期設定プログラム\n show\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期設定プログラム\n end\n if <touching (とげ v)?> then\n 初期設定プログラム\n broadcast (ダメージ v)\n end\n if <<(y position) < [-180]> and <(ステージ) = [17]>> then\n broadcast (隠し発見!! v)\n 初期設定プログラム\n end\n if <touching (ばね v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\n\nwhen flag clicked\nhide\nhide variable [time v]\nhide variable [☁ 世界記録 v]\n\nwhen I receive [next v]\n\n@next\n\nwhen flag clicked\nset [next:x v] to [0]\nhide\n\nwhen I receive [next v]\nset [next:id v] to [0]\nstart sound [High Whoosh v]\nrepeat (3)\n wait (0.1) seconds\n change [next:id v] by (1)\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\nrepeat (3)\n wait (0.1) seconds\n change [next:id v] by (1)\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\nrepeat (7)\n wait (0.1) seconds\n change [next:id v] by (1)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nchange [next:id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nchange [next:id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(next:ID) = [1]> then\n set [next:x v] to [0]\n go to x: (-1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム1 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [2]> then\n set [next:x v] to [0]\n go to x: (-1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム3 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [3]> then\n set [next:x v] to [0]\n go to x: (-1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム2 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [4]> then\n set [next:x v] to [0]\n go to x: (1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム1 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (-1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [5]> then\n set [next:x v] to [0]\n go to x: (1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム3 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (-1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [6]> then\n set [next:x v] to [0]\n go to x: (1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム2 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (-1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [7]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム4 v)\n show\n repeat (20)\n switch costume to (size hac v)\n change size by (next:x)\n change [next:x v] by (1)\n switch costume to (コスチューム4 v)\n end\n repeat (30)\n switch costume to (size hac v)\n change size by (((600) - (size)) / (5))\n switch costume to (コスチューム4 v)\n end\n delete this clone\nend\nif <(next:ID) = [8]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム5 v)\n show\n repeat (20)\n switch costume to (size hac v)\n change size by (next:x)\n change [next:x v] by (1)\n switch costume to (コスチューム5 v)\n end\n repeat (30)\n switch costume to (size hac v)\n change size by (((600) - (size)) / (5))\n switch costume to (コスチューム5 v)\n end\n delete this clone\nend\nif <(next:ID) = [9]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム6 v)\n show\n repeat (20)\n switch costume to (size hac v)\n change size by (next:x)\n change [next:x v] by (1)\n switch costume to (コスチューム6 v)\n end\n repeat (30)\n switch costume to (size hac v)\n change size by (((600) - (size)) / (5))\n switch costume to (コスチューム6 v)\n end\n delete this clone\nend\nif <(next:ID) = [10]> then\n set [next:x v] to [0]\n go to x: (-150) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (3adbe006b29746cb985f9e5c8d2cb9b5 v)\n show\n repeat (5)\n change size by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [11]> then\n set [next:x v] to [0]\n go to x: (-50) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム7 v)\n show\n repeat (5)\n change size by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [12]> then\n set [next:x v] to [0]\n go to x: (50) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム8 v)\n show\n repeat (5)\n change size by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [13]> then\n set [next:x v] to [0]\n go to x: (150) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム9 v)\n show\n repeat (5)\n change size by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [14]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム10 v)\n show\n repeat (30)\n switch costume to (size hac v)\n change size by (((1300) - (size)) / (5))\n switch costume to (コスチューム10 v)\n end\n delete this clone\nend\nif <(next:ID) = [15]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n switch costume to (size hac v)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム11 v)\n show\n repeat (30)\n switch costume to (size hac v)\n change size by (((3000) - (size)) / (5))\n switch costume to (コスチューム11 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\n@ステージ\n\nshow\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [name v]) = [コスチューム11]> then\n if <(☁ 世界記録) > (time)> then\n set [☁ 世界記録 v] to (time)\n end\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nshow variable [time v]\nchange [ステージ v] by (1)\nnext costume\nswitch costume to (コスチューム2 v)\nhide\nset [ステージ v] to [1]\n\nwhen flag clicked\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\nnext costume\n\nforever\n\nif <(ステージ) = [13]> then\n show variable [タイム v]\n change [タイム v] by (0)\nend\n\nwhen I receive [start v]\nshow\nshow variable [time v]\nshow variable [☁ 世界記録 v]\nforever\n if <[13] > (costume [number v])> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nset [☁ 世界記録 v] to [90]\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\n\nwhen I receive [スタート v]\nshow variable [☁ 世界記録 v]\n\n@広告?\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (141) y: (181)\nwait (0.8) seconds\ngo to [front v] layer\nforever\n wait (6) seconds\n show\n play sound [Pop v] until done\n glide (1) secs to x: (141) y: (154)\n wait (5) seconds\n glide (1) secs to x: (141) y: (188)\n hide\nend\n\nwhen I receive [やあ v]\n\nstop [other scripts in sprite v]\n\n@とげ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [next v]\nnext costume\n\n@ばね\n\nwhen flag clicked\nhide\nforever\n if <<(ステージ) = [7]> or <<(ステージ) = [7]> or >> then\n go to x: (-120) y: (-58)\n show\n if <touching (player v)?> then\n start sound [ボヨヨン v]\n repeat (12)\n next costume\n end\n switch costume to (コスチューム1 v)\n end\n else\n hide\n end\nend\n\n\n\ngo to x: (-59) y: (-59)\n\n\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (215) y: (175)\nset [ghost v] effect to (0)\ngo [backward v] (1) layers\nset size to (130) %\nset [太陽大きさ v] to [0]\nrepeat (5)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (-0.5)\nend\nforever\n repeat (10)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (0.5)\n end\n repeat (10)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (-0.5)\n end\nend\n\ngo to x: (215) y: (175)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset size to (130) %\nset [太陽大きさ v] to [0]\nrepeat (5)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (-0.5)\nend\nforever\n repeat (10)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (0.5)\n end\n repeat (10)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (-0.5)\n end\nend\n\ngo to [back v] layer\n\nshow\n\n@Intro\n\nwhen I start as a clone\ngo to x: (0) y: (-400)\nset size to (100) %\ngo to [front v] layer\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (costume1 v)\n set size to (400) %\n switch costume to (costume2 v)\n go to x: (0) y: (-1000)\n repeat (8)\n set [yv v] to [20]\n wait (0.46) seconds\n end\n repeat (3)\n set [yv v] to [40]\n wait (0.46) seconds\n end\n repeat (3)\n set [yv v] to [20]\n wait (0.46) seconds\n end\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n go to [front v] layer\n wait (1.5) seconds\n repeat (10)\n set size to (150) %\n wait (0.46) seconds\n end\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n go to x: (0) y: (0)\n go to [front v] layer\n wait (1.5) seconds\n repeat (10)\n set size to (250) %\n wait (0.46) seconds\n end\nend\nif <(costume [number v]) = [6]> then\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (10)\n go to [front v] layer\n wait (0.08) seconds\n clear graphic effects\n repeat (8)\n change [ghost v] effect by (12)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n go to x: (600) y: (0)\n set [xv v] to [-71]\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [xv v] to [0]\n wait (3) seconds\n set [xv v] to [80]\n wait (1) seconds\n set [xv v] to [-160]\n wait (1) seconds\n set [xv v] to [80]\n wait (1) seconds\n set [xv v] to [-80]\n wait (1) seconds\nend\n\nwhen flag clicked\nstart sound [Vexento - Glad To See You v]\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\nwait (7.65) seconds\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nstart sound [Slice v]\nwait (1) seconds\nbroadcast (START v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n change size by (((100) - (size)) / (5))\n set [fisheye v] effect to (((((100) - (size)) / (5)) * (-1)) * (20))\n end\n if <(costume [number v]) = [4]> then\n change size by (((100) - (size)) / (5))\n point in direction ((((100) - (size)) / (5)) + (90))\n end\n if <(costume [number v]) = [5]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\n\n@スプライト4\n\nwhen flag clicked\nhide\n\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nforever\n repeat (100)\n if <not <mouse down?>> then\n turn right (1.5) degrees\n end\n end\n next costume\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n@cooltext437888579538109\n\nwhen flag clicked\nhide\n\n@Cool Text - Platformer 2\n\nwhen flag clicked\nhide\n\n@Cool Text - Platformer 437888710054558\n\nwhen flag clicked\nhide\n\n@player2\n\nwhen flag clicked\nhide\n\n
°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°˖✧✧˖°˖✧✧\n「English」\nHello!\nWelcome to my platformer \nand have fun!\n\n▶Description\nYou can move with arrow keys.\n\nIf you touch needles or lava, \nyou will be die.\n\nIt's a sunny day platformer!\n\n「日本語」\nこんにちは!\n僕のプラットフォーマーにようこそ!\n楽しんでいってください!\n\n▶使い方\n矢印キーで移動できます\n\n針や溶岩にふれるとやられて\nしまいます
grounddiagonal⁉ Platformer地面が斜め⁉プラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (コスチューム1dq \(1\) v)\nset volume to (100) %\nclear graphic effects\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [suta-to v]\nwait (1) seconds\n\nbroadcast (intro v)\n\nwait (5) seconds\n\nwhen flag clicked\nforever\n if <(ステージ数) = [2]> then\n switch backdrop to (背景1 v)\n end\n if <(ステージ数) = [3]> then\n switch backdrop to (背景2 v)\n end\n if <(ステージ数) = [6]> then\n switch backdrop to (背景3 v)\n end\n if <(ステージ数) = [10]> then\n switch backdrop to (背景2 v)\n end\nend\n\nif <(ステージ数) = [2]> then\n switch backdrop to (背景1 v)\nend\n\nwhen I receive [落雷 v]\nset [brightness v] effect to (20)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [brightness v] effect to (20)\nwait (0.2) seconds\nset [brightness v] effect to (0)\n\n@player\n\nbroadcast (あ v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nshow\nset size to (60) %\ngo to x: (-220) y: (50)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (5)\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\nshow\ngo to [front v] layer\nswitch costume to (player v)\nbroadcast (スターーと v)\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n if <<<touching (spike v)?> or <touching (スプライト2 v)?>> or <touching (スプライト4 v)?>> then\n start sound [やられる v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (-90)\n end\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (コスチューム1 v)\n end\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n end\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (player v)\n end\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n end\n set [xのやつ v] to ((xのやつ) * (0.8))\n change x by (xのやつ)\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のやつ) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [30]\n set [xのやつ v] to [-2]\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 (ステージ v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <<(x position) > [163]> and <(y position) > [180]>> then\n broadcast (次のステージ v)\n start sound [Rip v]\n go to x: (-174) y: (-90)\n end\n if <touching (coin v)?> then\n start sound [Coin v]\n broadcast (coin v)\n end\n if <touching (ステージ2 v)?> then\n set [xのやつ v] to [-100]\n end\nend\n\nif <touching (スプライト2 v)?> then\n start sound [やられる v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (-90)\nend\nif <touching (スプライト4 v)?> then\n start sound [やられる v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (-90)\nend\n\ngo to x: (-174) y: (-130)\n\nwhen flag clicked\n\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nset [ghost v] effect to (100)\n\nwhen I receive [next v]\n\nwait (9) seconds\n\nwait (3.7) seconds\n\nstart sound [ニュッ v]\n\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(yだー) > [14]> then\n set [yだー v] to [13]\n end\nend\n\nwhen I receive [♥と★ v]\nswitch costume to (コスチューム1 \(15\) \(1\) v)\n\nchange [xのやつ v] by ()\n\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\nstart sound [壁キック v]\n\ngo to x: (-174) y: (-90)\n\ngo to x: (-174) y: (-150)\n\nchange [xのやつ v] by ()\n\nif <key (up arrow v) pressed?> then\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]\nelse\n set [xのやつ v] to [0]\nend\n\nchange [yだー v] by (1)\n\n@spike\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\nset [spike v] to [0]\nchange [spike v] by (1)\n\nwait (1) seconds\nshow\n\nwhen I receive [次のステージ v]\nchange [spike v] by (1)\n\nwait (2) seconds\n\n@ステージ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nhide\n\nwhen I receive [次のステージ v]\nchange [ステージ数 v] by (1)\n\n@スプライト6\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 (大きさ) %\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 flag clicked\nbroadcast (イントロ完 v)\n\nwhen I receive [イントロ完 v]\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\nforever\n Time ((x) - (220)) ((y) + (50)) (桁)\n if <(ステージ数) = [10]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n\nwait until <(timer) = [12]>\n\nwhen flag clicked\n\nwhen I receive [暗い v]\ngo to [front v] layer\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to x: (50) y: (500)\nset [ghost v] effect to (100)\nforever\n set [停止 v] to (timer)\nend\n\nwhen [timer v] > ((停止) + (0.1))\nstart sound [Unlimited \(1\) \(1\) v]\ngo to [front v] layer\nglide (0.4) secs to x: (50) y: (0)\n\nforever\n\nstop all sounds\n\nwhen I receive [ターボ建築 v]\nhide\n\n@ターボ検知\n\nwhen flag clicked\nhide\nreset timer\nswitch costume to (サムネ v)\nset [2 v] to [0]\nset [ghost v] effect to (100)\nforever\n switch costume to (サムネ v)\n go to [front v] layer\n set size to (100) %\n change [2 v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n set [2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[25] < (2)> then\n show\n broadcast (ターボ建築 v)\n stop [all v]\n end\nend\n\nwhen I receive [ターボ建築 v]\ngo to [front v] layer\nswitch costume to (ターボ検知 v)\n\nwhen I receive [next v]\nset size to (100) %\nswitch costume to (コスチューム4 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\n@Detector\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\nwhen I receive [イントロ完 v]\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\n@スプライト3\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nrepeat until <<(♥) = [1]> and <(★) = [1]>>\n hide\n go to x: (0) y: (-150)\n show\n glide (1) secs to x: (0) y: (0)\n wait (pick random (1) to (10)) seconds\n glide (1) secs to x: (0) y: (-150)\n hide\nend\nhide\n\ngo to [front v] layer\n\n@ステージ2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nhide\n\nwait (1) seconds\n\n@スプライト2\n\nwhen flag clicked\nset [ステージ数 v] to [0]\nhide\nforever\n if <<(ステージ数) = [9]> or <<<(ステージ数) = [6]> or <(ステージ数) = [7]>> or <(ステージ数) = [8]>>> then\n wait (pick random (4) to (6)) seconds\n broadcast (落雷 v)\n start sound [雷 v]\n show\n wait (0.2) seconds\n hide\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (2) seconds\n go to (player v)\nend\n\n\n\n@スプライト4\n\ngo to x: (100) y: (100)\n\nwhen flag clicked\nhide\nforever\n if <<<(ステージ数) = [8]> or <(ステージ数) = [9]>> or <(ステージ数) = [7]>> then\n wait (2) seconds\n show\n go to x: (237) y: (200)\n glide (0.5) secs to x: (-232) y: (-160)\n hide\n else\n hide\n end\nend\n\nif then\n wait (2) seconds\n show\n go to x: (237) y: (200)\n glide (0.5) secs to x: (-232) y: (-160)\n hide\nend\n\nif then\nend\n\nstart sound [崖崩れ2 v]\n\n
傾向3位載ったのでアップデートしました!(再共有しています)\n宣伝禁止 Advertising prohibited\n日本語は下\nMove arrow keys/A and D keys\nJump arrow key/W key\nWall kick M\n\n\n\n\n\n移動矢印キー/AとDキー\nジャンプ矢印キー/Wキー\n壁キック壁に移動+ジャンプ\n今回は地面が斜めのプラットフォーマー!\n最近フォロワーが不足のため-_Kinakomochi_-をフォローすることは義務です((((\nサムネが右上に行くプラットフォーマーになっていることは気にしないでね()\n#geame\nゲーム
☁オンライン☁stickman platformer!【cave】棒人間【洞窟】
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\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\nwhen I receive [akarui v]\nwait (2) seconds\nswitch backdrop to (コスチューム1dq \(1\) \(1\) v)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(@Player X) > [7271]> then\n repeat (50)\n change volume by (1)\n end\n end\nend\n\nwhen I receive [akarui v]\nset volume to (0) %\nforever\n play sound [Inferno \(1\) v] until done\nend\n\n@Blank\n\nset [@player sx v] to [-30]\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until < or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\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\nset [fastest v] to (join [Fastest: ] (TIME))\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 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\nwhen flag clicked\nforever\n if <touching (moving platform2 v)?> then\n change [@player die v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level2 v)?> then\n set [@player sy v] to [20]\n set [@player sx v] to [-30]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level3 v)?> then\n set [@player sy v] to [20]\n set [@player sx v] to [30]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level4 v)?> then\n change [@player die v] by (1)\n set [@spawn x v] to [7000]\n set [@spawn y v] to [0]\n broadcast (akarui v)\n end\nend\n\nset [@player sy v] to [20]\nset [@player sx v] to [30]\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) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬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@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: (617) (218) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (800) (150) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (2098) (128) typ [10] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (2150) (128) typ [10] width [20] 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\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\n\nsetup clone at x,y: (800) (150) typ [1] width [20] time [0.5] costume [] mul []\n\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 []\n\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 []\n\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] 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@Music\n\nwhen flag clicked\nset volume to (100) %\nset [sync frames v] to [63]\nif then\n forever\n play sound [Sunset\(instrumental\) v] until done\n end\nend\n\nstop all sounds\n\nif <(@Player X) > [7246]> then\n change volume by (1)\n play sound [Inferno \(1\) v] until done\nend\n\nrepeat (100)\n\nwhen flag clicked\nforever\n if <(@Player X) > [6975]> then\n end\nend\n\nwhen I receive [akarui v]\nrepeat (100)\n change volume by (-1)\nend\nset volume to (0) %\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\n\nshow\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\ngo to [front v] layer\n\n@Level\n\nchange [color v] effect by (10)\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 platform2\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: (1300) (170) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (1400) (170) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (1500) (170) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (1591) (100) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (2601) (120) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (4257) (350) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (4608) (465) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (4690) (465) typ [1] width [20] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\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: (800) (150) typ [1] width [20] time [0.5] costume [] mul []\n\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 []\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (1400) (170) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (1500) (170) typ [1] width [20] time [0.5] costume [] mul []\n\nset [showing v] to [-1]\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: (7695) (25)\nsetup clone at x,y: (3330) (138)\nsetup clone at x,y: (1958) (88)\nset [showing v] to [-1]\n\nset [@best time v] to [0]\n\n@Level2\n\nchange [color v] effect by (10)\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@スプライト2\n\nwhen flag clicked\nshow\nwait (0.3) seconds\ngo to [front v] layer\nforever\n go to (player v)\nend\n\nwhen I receive [akarui v]\nhide\n\nwhen [timer v] > ((停止) + (0.1))\n\ngo [forward v] (1) layers\n\nhide\n\nwhen flag clicked\nshow\n\n@Level3\n\nchange [color v] effect by (10)\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@Level4\n\nchange [color v] effect by (10)\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@Level5\n\nchange [color v] effect by (10)\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 [back 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\ngo to [back v] layer\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 if <(costume [number v]) = [34]> then\n set [あ v] to (y)\n set [color v] effect to (pick random (100) to (130))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n set size to (100) %\n set [y v] to (@Scroll Y)\n show\n repeat (3.5)\n repeat (10)\n switch costume to (walk 4 v)\n wait (0.03) seconds\n change [x v] by (5)\n position (round ((x) - (@Scroll X))) (あ)\n switch costume to (walk 5 v)\n change [y v] by (-2)\n wait (0.03) seconds\n change [x v] by (5)\n position (round ((x) - (@Scroll X))) (あ)\n switch costume to (walk 6 v)\n wait (0.03) seconds\n change [x v] by (5)\n position (round ((x) - (@Scroll X))) (あ)\n switch costume to (walk 4 v)\n change [y v] by (-2)\n wait (0.03) seconds\n change [x v] by (5)\n position (round ((x) - (@Scroll X))) (あ)\n switch costume to (walk 5 v)\n wait (0.03) seconds\n change [x v] by (5)\n position (round ((x) - (@Scroll X))) (あ)\n switch costume to (walk 6 v)\n wait (0.03) seconds\n change [x v] by (5)\n position (round ((x) - (@Scroll X))) (あ)\n change [y v] by (-3.2)\n end\n end\n delete this clone\n else\n if <not <<(costume [number v]) = [8]> or <<(costume [number v]) = [66]> or <<<(costume [number v]) = [67]> or <(costume [number v]) = [68]>> or <<<<(costume [number v]) = [69]> or <(costume [number v]) = [70]>> or <(costume [number v]) = [71]>> or <(costume [number v]) = [72]>>>>>> then\n set size to (20) %\n wait (0.0001) seconds\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <not <(costume [number v]) = [34]>> then\n change [y v] by (22)\n end\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\n end\n end\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 if <<not <(costume [number v]) = [34]>> and <<not <(costume [number v]) = [8]>> and <<not <(costume [number v]) = [66]>> and <<not <(costume [number v]) = [67]>> and <not <(costume [number v]) = [68]>>>>>> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n else\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n end\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\nwhen I start as a clone\nif <not <(id) = [0]>> then\n if <<(costume [number v]) = [8]> or <<(costume [number v]) = [66]> or <<<(costume [number v]) = [67]> or <(costume [number v]) = [68]>> or <<<<(costume [number v]) = [69]> or <(costume [number v]) = [70]>> or <(costume [number v]) = [71]>> or <(costume [number v]) = [72]>>>>> then\n change [y v] by (10)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n start sound [yonhonnorecorder2 v]\n show\n set size to (30) %\n repeat (20)\n switch costume to (コスチューム1 v)\n change [x v] by (0)\n wait (0.025) seconds\n switch costume to (コスチューム2 v)\n change [x v] by (0)\n wait (0.025) seconds\n switch costume to (コスチューム5 v)\n change [x v] by (0)\n wait (0.025) seconds\n switch costume to (コスチューム4 v)\n change [x v] by (0)\n wait (0.025) seconds\n switch costume to (コスチューム3 v)\n change [x v] by (0)\n wait (0.025) seconds\n switch costume to (コスチューム6 v)\n change [x v] by (0)\n wait (0.025) seconds\n end\n delete this clone\n end\nend\n\n@素材2\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nwait (0) seconds\ndelete this clone\n\ndefine 数字 (数) (y) (c)\nerase all\ngo to x: (((length of (数)) * (-11)) - (150)) y: (y)\nset [数値の番目 v] to [0]\nset size to (110) %\nrepeat (length of (数))\n change [数値の番目 v] by (1)\n if <<(letter (数値の番目) of (数)) = [.]> or <(letter ((数値の番目) - (1)) of (数)) = [']>> then\n if <(letter ((数値の番目) - (1)) of (数)) = [']> then\n change x by ((size) / (23))\n else\n change x by ((size) / (15))\n end\n else\n change x by ((size) / (8.5))\n end\n switch costume to (letter (数値の番目) of (数))\n if <(c) = [1]> then\n create clone of (_myself_ v)\n else\n stamp\n end\nend\n\nwhen flag clicked\nforever\n 数字 (TIME) [120] [1]\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [brightness v] effect to (100)\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@素材\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nwait (0) seconds\ndelete this clone\n\ndefine 数字 (数) (y) (c)\nerase all\ngo to x: (((length of (数)) * (-11)) - (200)) y: (y)\nset [数値の番目 v] to [0]\nset size to (140) %\nrepeat (length of (数))\n change [数値の番目 v] by (1)\n if <<(letter (数値の番目) of (数)) = [.]> or <(letter ((数値の番目) - (1)) of (数)) = [.]>> then\n change x by ((size) / (10))\n else\n change x by ((size) / (8.5))\n end\n switch costume to (letter (数値の番目) of (数))\n if <(c) = [1]> then\n create clone of (_myself_ v)\n else\n stamp\n end\nend\n\nwhen flag clicked\nforever\n 数字 (Active Players) [80] [1]\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [brightness v] effect to (100)\n\n@スプライト3\n\nwhen [timer v] > ((停止) + (0.1))\ngo to [front v] layer\n\nforever\n\nstop all sounds\n\nwhen I receive [ターボ建築 v]\nhide\n\nglide (0.4) secs to x: (50) y: (0)\n\ngo to x: (50) y: (500)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n set [停止 v] to (timer)\nend\n\n
日本語は下\n宣伝するならフォローしてください\n[Operation method] (same as the original)\n[Movement] Arrow keys/A and D keys\n[Jump] Arrow key/W key\n[Crouch] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Crouch + move at an angle\n[Wall kick] Move to wall + jump\n[Glider] Clear then press space key\n[Send emoticons] E key/R key\n[Return to start] Q key + R key\n[See who is currently playing] N key\n[Rainbow-colored stick figure] The person with the fastest time\n[操作方法](原作同様)\n《旗を必ず取ってください。ゴールができません。》\n【移動】矢印キー/AとDキー\n【ジャンプ】矢印キー/Wキー\n【しゃがみ】矢印キー/Sキー/Zキー\n【高いジャンプ】しゃがみからのジャンプ\n【滑る】斜めな場所でしゃがみ+移動\n【壁キック】壁に移動+ジャンプ\n【グライダー】クリアしてからスペースキー\n【絵文字をだす】Eキー/Rキー\n【スタートに戻る】Qキー+Rキー\n【今プレイしてる人を見る】Nキー\n【虹色の棒人間】タイムが一番速い人
【謎ダンス】mystery dance online platformer
@Stage\n\nwhen flag clicked\nset [sync frames v] to [63]\n\n@Blank\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\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (join [最速:] (join (@Fastest Player) [さんが])) (タイム)) [!!])\nelse\n set [fastest v] to [最速タイムを計測しています...]\nend\nget speed (@Player SX) (@Player SY)\nset [今いる人数 v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [タイム v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join [.] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join ((t) mod (6)) (タイム))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [タイム v] to (join ['] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [タイム v] to (join [:] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [タイム v] to (join ((t) mod (10)) (タイム))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\nforever\n\nwhen flag clicked\nshow list [秘密のパスワ v]\nwait (0) seconds\nwait until <key (any v) pressed?>\nwait (0) seconds\nwait until <(FLAG COUNT) = [0]>\nif <(letter (1) of (タイム)) = [0]> then\n hide list [秘密のパスワ v]\nend\nwait until <key (z v) pressed?>\nshow list [秘密のパスワ v]\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 [今いる人数 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 (0)\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) = [ma-sa-Games]> then\n say [♡と☆をよろしくお願いします!!]\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 if <not <(username) = [ma-sa-Games]>> then\n say []\n else\n say [♡と☆をよろしくお願いします!]\n end\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\nforever\nend\n\nsay [ハートと星をよろしくお願いします!!]\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: (-100) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-200) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (150) (0) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (600) (14) typ [1] width [220] time [0] costume [] mul []\nsetup clone at x,y: (700) (14) typ [1] width [220] time [0] costume [] mul []\nsetup clone at x,y: (800) (14) typ [1] 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)) ) * (180)) ))))) 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)) ))) * (1)) 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@チェックポイント\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) = [5]> 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: (3601) (0)\nsetup clone at x,y: (2336) (220)\nsetup clone at x,y: (5014) (475)\nsetup clone at x,y: (5060) (1040)\nset [showing v] to [-1]\n\nsetup clone at x,y: (1150) (337)\n\nset [@player x v] to [5060]\nset [@player y v] to [1040]\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@絵文字\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@サムネ\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
(日本語は下)\nJump with the up arrow key. Crouch with the down arrow key. You can walk using the left and right keys. You can display emojis by pressing the E key or R key.\nAfter reaching the goal, press the space key to deploy the parachute.\n\n\n上向き矢印キーでジャンプ。下向き矢印キーでしゃがむ。左右キーで歩ける。Eキー、またはRキーで絵文字を出せます。\nゴールしてからスペースキーを押すとパラシュートを展開します。\nしゃがみながらジャンプすると...?\nさらに歩きながらしゃがんでジャンプすると...?\nエンターキーで後ろのダンスを非表示にできます。\n間違えて謎ダンスのスプライトを消してしまったようです。すみません。(直す気はないけど)\n❤と⭐押さないやつは味噌ラーメンの具になります()5\n拡散してくれた人の名前書く↓\n@ma-sa-Games(自分)\n@inksans_7様\n@Wi-Fi0120様\n@simaenaga-neko様\n@nyaanyaadayo様\n@kawa222様\n@rain_hr1176様\n@KURANDAIHYOU様\n@raito3333様\n@tokunaga0様\n枠が無くなったわけじゃないのでご安心を\n@xyk7570様\n@konekottekawaii様\n@reimu12345様\n@Furniture_Like様\n@kudama6様\n@MASA-ZR424様\n@おしまい\n@おしまい\n@おしまい\n書くのが面倒くさいのでここまで
☁︎Online☁︎ 逆PLATFORMER
@Stage\n\nwhen flag clicked\nforever\n if <<(current [hour v]) = [5]> or <<(current [hour v]) = [6]> or <<(current [hour v]) = [7]> or <<(current [hour v]) = [8]> or <<(current [hour v]) = [9]> or >>>>> then\n switch backdrop to (朝 v)\n else\n if <<(current [hour v]) = [12]> or <<(current [hour v]) = [13]> or <<(current [hour v]) = [14]> or <<(current [hour v]) = [15]> or <<(current [hour v]) = [16]> or <<(current [hour v]) = [17]> or >>>>>> then\n switch backdrop to (昼 v)\n else\n switch backdrop to (夜 v)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n play sound [音 v] until done\nend\n\n@スプライト1\n\nwhen I receive [オンライン確認 v]\nwait until <<(☁ 1) = [0]> or <<(☁ 2) = [0]> or <<(☁ 3) = [0]> or <<(☁ 4) = [0]> or <(☁ 5) = [0]>>>>>\nset [okey v] to [1]\nif <(☁ 1) = [0]> then\n set [player v] to [1]\nelse\n if <(☁ 2) = [0]> then\n set [player v] to [2]\n else\n if <(☁ 3) = [0]> then\n set [player v] to [3]\n else\n if <(☁ 4) = [0]> then\n set [player v] to [4]\n else\n if <(☁ 5) = [0]> then\n set [player v] to [5]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set size to (50) %\n if <(番号) = [1]> then\n if <(Player) = (番号)> then\n hide\n set [☁ 1 v] to (join (join ((x) + (400)) ((y) + (400))) (join (timer) (ステージ)))\n else\n if <(☁ 1) = [0]> then\n hide\n else\n if <(letter (8) of (☁ 1)) = (ステージ)> then\n show\n else\n hide\n end\n go to x: ((join (letter (1) of (☁ 1)) (join (letter (2) of (☁ 1)) (letter (3) of (☁ 1)))) - (400)) y: ((join (letter (4) of (☁ 1)) (join (letter (5) of (☁ 1)) (letter (6) of (☁ 1)))) - (400))\n end\n end\n end\n if <(番号) = [2]> then\n if <(Player) = (番号)> then\n hide\n set [☁ 2 v] to (join (join ((x) + (400)) ((y) + (400))) (join (timer) (ステージ)))\n else\n if <(☁ 2) = [0]> then\n hide\n else\n if <(letter (8) of (☁ 2)) = (ステージ)> then\n show\n else\n hide\n end\n go to x: ((join (letter (1) of (☁ 2)) (join (letter (2) of (☁ 2)) (letter (3) of (☁ 2)))) - (400)) y: ((join (letter (4) of (☁ 2)) (join (letter (5) of (☁ 2)) (letter (6) of (☁ 2)))) - (400))\n end\n end\n end\n if <(番号) = [3]> then\n if <(Player) = (番号)> then\n hide\n set [☁ 3 v] to (join (join ((x) + (400)) ((y) + (400))) (join (timer) (ステージ)))\n else\n if <(☁ 3) = [0]> then\n hide\n else\n if <(letter (8) of (☁ 3)) = (ステージ)> then\n show\n else\n hide\n end\n go to x: ((join (letter (1) of (☁ 3)) (join (letter (2) of (☁ 3)) (letter (3) of (☁ 3)))) - (400)) y: ((join (letter (4) of (☁ 3)) (join (letter (5) of (☁ 3)) (letter (6) of (☁ 3)))) - (400))\n end\n end\n end\n if <(番号) = [4]> then\n if <(Player) = (番号)> then\n hide\n set [☁ 4 v] to (join (join ((x) + (400)) ((y) + (400))) (join (timer) (ステージ)))\n else\n if <(☁ 4) = [0]> then\n hide\n else\n if <(letter (8) of (☁ 4)) = (ステージ)> then\n show\n else\n hide\n end\n go to x: ((join (letter (1) of (☁ 4)) (join (letter (2) of (☁ 4)) (letter (3) of (☁ 4)))) - (400)) y: ((join (letter (4) of (☁ 4)) (join (letter (5) of (☁ 4)) (letter (6) of (☁ 4)))) - (400))\n end\n end\n end\n if <(番号) = [5]> then\n if <(Player) = (番号)> then\n hide\n set [☁ 5 v] to (join (join ((x) + (400)) ((y) + (400))) (join (timer) (ステージ)))\n else\n if <(☁ 5) = [0]> then\n hide\n else\n if <(letter (8) of (☁ 5)) = (ステージ)> then\n show\n else\n hide\n end\n go to x: ((join (letter (1) of (☁ 5)) (join (letter (2) of (☁ 5)) (letter (3) of (☁ 5)))) - (400)) y: ((join (letter (4) of (☁ 5)) (join (letter (5) of (☁ 5)) (letter (6) of (☁ 5)))) - (400))\n end\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n set [timer v] to [0]\n repeat (2)\n change [timer v] by (1)\n wait (0.6) seconds\n end\nend\n\nwhen I receive [オンライン確認 v]\ndelete all of [online v]\nrepeat (5)\n add [] to [online v]\nend\nforever\n replace item (1) of [online v] with (☁ 1)\n replace item (2) of [online v] with (☁ 2)\n replace item (3) of [online v] with (☁ 3)\n replace item (4) of [online v] with (☁ 4)\n replace item (5) of [online v] with (☁ 5)\n wait (1.5) seconds\n set [人数 v] to [0]\n if <(item (1) of [online v]) = (☁ 1)> then\n change [人数 v] by (1)\n set [☁ 1 v] to [0]\n end\n if <(item (2) of [online v]) = (☁ 2)> then\n change [人数 v] by (1)\n set [☁ 2 v] to [0]\n end\n if <(item (3) of [online v]) = (☁ 3)> then\n change [人数 v] by (1)\n set [☁ 3 v] to [0]\n end\n if <(item (4) of [online v]) = (☁ 4)> then\n change [人数 v] by (1)\n set [☁ 4 v] to [0]\n end\n if <(item (5) of [online v]) = (☁ 5)> then\n change [人数 v] by (1)\n set [☁ 5 v] to [0]\n end\n set [本当の人数 v] to (人数)\nend\n\nwhen flag clicked\nset [okey v] to [0]\nbroadcast (オンライン確認 v)\nbroadcast (LOWDING v) and wait\nset [番号 v] to [0]\nrepeat (5)\n change [番号 v] by (1)\n create clone of (_myself_ v)\nend\nbroadcast (メッセージ1 v)\n\n@プレイヤー\n\ndefine 初期位置\ngo to [front v] layer\nset size to (50) %\ngo to x: (-225) y: (0)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen flag clicked\nhide variable [タイム v]\nhide variable [☁ 世界記録 v]\nset [タイム v] to [0]\nforever\n repeat until <(ステージ) = [10]>\n set [タイム v] to ((round ((timer) * (100))) / (100))\n end\n if <(ステージ) = [10]> then\n if <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\n show variable [タイム v]\n show variable [☁ 世界記録 v]\n else\n show variable [タイム v]\n show variable [☁ 世界記録 v]\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [ステージ v] to [1]\n初期位置\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (f v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n set [タイムアウト v] to [0]\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 <[0] > (mouse x)>>> then\n set [タイムアウト v] to [0]\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 (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change y by (1)\n if <touching (スプライト2 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [タイムアウト v] to [0]\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (スプライト2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (スプライト2 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [タイムアウト v] to [0]\n change [y v] by (16)\n start sound [Jump v]\n end\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (ステージ v)?>> or <[-178] > (y position)>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n if <<(ステージ) = [6]> or <(ステージ) = [7]>> then\n set [ステージ v] to [1]\n end\n 初期位置\n change [ghost v] effect by (-100)\n end\n if <not <(ステージ) = [9]>> then\n if <(x position) > [225]> then\n change [ステージ v] by (1)\n change [マグマ v] by (1)\n change [針 v] by (1)\n wait (0.05) seconds\n 初期位置\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen flag clicked\nhide\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@スプライト6\n\nwhen I receive [lowding v]\nswitch costume to (12 v)\nset [読み込み v] to [0]\nrepeat (11)\n erase all\n set size to (100) %\n switch costume to (12 v)\n show\n go to x: (0) y: (0)\n stamp\n set size to (70) %\n show\n switch costume to (読み込み)\n go to x: (0) y: (-100)\n stamp\n hide\n change [読み込み v] by (1)\n wait (pick random (0.1) to (0.4)) seconds\nend\nwait until <(okey) = [1]>\nerase all\nset size to (100) %\nswitch costume to (12 v)\nshow\ngo to x: (0) y: (0)\nstamp\nshow\nswitch costume to (11 v)\ngo to x: (0) y: (-100)\nset size to (70) %\nstamp\nhide\nwait (1) seconds\nerase all\nbroadcast (LOWDING後 v)\n\nwhen flag clicked\nhide\nerase all\n\ngo to x: (550) y: (50)\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@タイマー\n\nwhen I start as a clone\ngo to [front v] layer\nrepeat until <(ステージ) = [8]>\n クローン表示 ((round ((timer) * (100))) / (100))\nend\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nreset timer\nset [コイン v] to [0]\nset [タイマー長さ v] to [4]\n数字配置\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nbroadcast (クローン削除 v)\nset [タイム v] to ((round ((timer) * (100))) / (100))\nwait (1) seconds\nclear graphic effects\ngo to x: (0) y: (100)\n数字 (タイム) (length of (タイム))\n\ndefine 数字 (値) (クローン数)\nset [順番 v] to [1]\nrepeat (クローン数)\n set size to (150) %\n switch costume to (letter (順番) of (値))\n create clone of (_myself_ v)\n change [順番 v] by (1)\n change x by (30)\nend\n\ndefine クローン表示 (タイマー)\nif <(y position) = [5]> then\n show\nelse\n if <[80] < (x position)> then\n if <(length of (タイマー)) < (順番)> then\n hide\n else\n switch costume to (letter (順番) of (タイマー))\n show\n if <(タイマー長さ) < (length of (タイマー))> then\n change [タイマー長さ v] by (1)\n broadcast (再描画 v)\n end\n end\n else\n if <(length of (コイン)) < (順番)> then\n hide\n else\n switch costume to (letter (順番) of (コイン))\n show\n end\n end\nend\n\nwhen I receive [再描画 v]\nbroadcast (クローン削除 v)\n数字配置\n\ndefine 数字配置\ngo to x: (90) y: (150)\n数字 (timer) (タイマー長さ)\n\n@タイム\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nshow\n\n@スプライト3\n\n@スプライト4\n\nwhen flag clicked\nforever\n point in direction (90)\n switch costume to (コスチューム17 v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\nend\n\n@スプライト5\n\nwhen I receive [メッセージ1 v]\nforever\n switch costume to ((本当の人数) + (1))\n if <(username) = []> then\n switch costume to (0 v)\n end\n go to x: (181) y: (93)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nhide\n\n@スプライト7\n\nwhen I receive [メッセージ1 v]\nset [タイムアウト v] to [0]\nforever\n change [タイムアウト v] by (1)\n wait (0.9) seconds\n if <(タイムアウト) > [50]> then\n show\n switch costume to (コスチューム1 v)\n go to [front v] layer\n stop [all v]\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [タイムアウト v] to [0]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n
https://scratch.mit.edu/projects/947151325/\n新作\n日本語は下\nEnglish\nOperate with up/down/left/right keys or tap.\nThis time, the stage and needle judgment are exactly opposite, so let's move forward while touching the needle. If it touches the ground, it dies.\n*If you die in stages 6 and 7, you will be returned to stage 1. Stages 6 and 7 also have hooks. Proceed with caution.\nAim for a fast time!\n日本語\n上下左右キーまたはタップで操作。\n今回はステージと針の判定が真逆になっているので、針に触れながら進みましょう。地面に触れると死にます。\n※ステージ6,7は死ぬとステージ1に戻されます。ステージ6,7は引っ掛けもあります。気を付けて進もう。\n速いタイムを目指そう!
傾向1p slime platformer / スライム プラットフォーマー
@Stage\n\nwhen I receive [メッセージ1 v]\nforever\n play sound [Qumu-I am v] until done\nend\n\nwhen I receive [メッセージ1 v]\nswitch backdrop to (背景1 v)\nforever\n wait (20) seconds\n next backdrop\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (10) seconds\n next backdrop\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\n@空\n\nwhen flag clicked\nbroadcast (メッセージ1 v)\n\n@幽霊\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n wait until <touching (スプライト v)?>\n repeat (7)\n change [ghost v] effect by (10)\n end\n wait until <not <touching (スプライト v)?>>\n repeat (7)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [97 v]\nnext costume\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [97 v]\nnext costume\nif <[12] = (costume [number v])> then\n set [xx v] to [-165]\n set [yy v] to [-99]\n broadcast (95 v) and wait\n set [xx v] to [15]\n set [yy v] to [-99]\n broadcast (95 v) and wait\n set [xx v] to [198]\n set [yy v] to [-99]\n broadcast (95 v) and wait\nend\nif <[13] = (costume [number v])> then\n set [xx v] to [-157]\n set [yy v] to [-99]\n broadcast (95 v) and wait\n set [xx v] to [59]\n set [yy v] to [54]\n broadcast (95 v) and wait\n set [xx v] to [100]\n set [yy v] to [54]\n broadcast (95 v) and wait\nend\n\n@針\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [97 v]\nnext costume\n\n@スプライト\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ngo to x: (-172) y: (9)\nset size to (55) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n 移動\nend\n\ndefine 移動\nif <touching (水 v)?> then\n change [y v] by (-.1)\nelse\n change [y v] by (-1)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\nend\nif <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\nend\nif <touching (水 v)?> then\n set [x v] to ((x) * (.7))\nelse\n set [x v] to ((x) * (.95))\nend\nchange x by (x)\nrepeat (6)\n change y by ((1) * <touching (地面 v)?>)\nend\nif <touching (地面 v)?> then\n change y by (-6)\n x (([ceiling v] of ([abs v] of (x) ) ) + (1)) ((-1) * ((x) / ([abs v] of (x) )))\nend\nchange y by (y)\nif <touching (地面 v)?> then\n y (([ceiling v] of ([abs v] of (y) ) ) + (1)) ((-1) * ((y) / ([abs v] of (y) )))\nend\nchange y by (-1)\nif <<touching (水 v)?> or <touching (地面 v)?>> then\n if <touching (水 v)?> then\n if <<<((y position) + (7)) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n start sound [jump-cute1 v]\n set [y v] to [5]\n end\n else\n if <<<((y position) + (7)) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n start sound [jump-cute1 v]\n set [y v] to [15]\n end\n end\nend\nchange y by (1)\n\ndefine x (回数) (力)\nset [あ v] to [0]\nrepeat until <<(回数) = (あ)> or <not <touching (地面 v)?>>>\n change [あ v] by (1)\n change x by (力)\nend\nset [x v] to ((() - (x)) * (pick random (.5) to (1.2)))\n\ndefine y (回数) (力)\nset [あ v] to [0]\nrepeat until <<(回数) = (あ)> or <not <touching (地面 v)?>>>\n change [あ v] by (1)\n change y by (力)\nend\nstart sound [Boing v]\nset [y v] to ((() - (y)) * (pick random (.5) to (1.5)))\n\nwhen I receive [メッセージ1 v]\nforever\n wait until <[241] < (x position)>\n broadcast (99 v)\n repeat (100)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-183) y: (-4)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <<[-180] > (y position)> or <touching (針 v)?>> then\n start sound [High Whoosh v]\n set [y v] to [0]\n set [x v] to [0]\n glide (.1) secs to x: (-183) y: (-4)\n end\nend\n\nwhen I receive [96 v]\nstart sound [High Whoosh v]\nset [y v] to [0]\nset [x v] to [0]\nglide (.1) secs to x: (-183) y: (-4)\n\nwhen I receive [janp v]\nset [y v] to [25]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [99 v]\nstart sound [Low Whoosh v]\n1\n\ndefine 1\nset [color v] effect to (pick random (-100) to (100))\ngo to x: (-999) y: (9999)\nrepeat (5)\n change [color v] effect by (pick random (1) to (10))\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change y by (-100)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [x v] to [52]\nrepeat (63)\n set [x v] to ((x) * (.9))\n change x by (x)\nend\nrepeat (30)\n change [x v] by (1)\n change x by (x)\nend\ndelete this clone\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [99 v]\n1\nwait (.5) seconds\nbroadcast (98 v)\n\ndefine 1\nset [color v] effect to (pick random (-100) to (100))\ngo to x: (999) y: (9999)\nchange y by (-50)\nrepeat (4)\n change [color v] effect by (pick random (1) to (10))\n set [brightness v] effect to (50)\n create clone of (_myself_ v)\n change y by (-100)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [x v] to [-52]\nrepeat (63)\n set [x v] to ((x) * (.9))\n change x by (x)\nend\nrepeat (30)\n change [x v] by (-1)\n change x by (x)\nend\ndelete this clone\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [98 v]\nset [ghost v] effect to (0)\ngo to x: () y: ()\nset size to () %\ngo to [front v] layer\nshow\nset [o v] to [50]\nrepeat (30)\n set [o v] to ((o) * (.9))\n change size by (o)\nend\nset [o v] to [-10]\nstart sound [Low Whoosh v]\nrepeat (20)\n set [o v] to ((o) * (.9))\n change size by (o)\nend\nbroadcast (97 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [98 v]\nwait (.1) seconds\ngo to x: () y: ()\ngo to [front v] layer\nshow\nstart sound [High Whoosh 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5\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ngo to x: (-219) y: (161)\nset size to (80) %\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nset size to (70) %\nwait (.15) seconds\nset size to (80) %\nbroadcast (96 v)\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n wait (pick random () to (1.)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (10) to (90))\ngo to (random position v)\nchange y by (-9999)\nset size to (pick random (1) to (120)) %\nset [1 v] to [5]\nset [0 v] to (pick random (1) to (10))\ngo to [back v] layer\nshow\nrepeat (50)\n change y by (1)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (1)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n repeat (10)\n change size by (0)\n end\n repeat (10)\n change size by (() - (0))\n end\nend\n\n@水\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset [ghost v] effect to (50)\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [97 v]\nnext costume\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [95 v]\nif <(1) = [0]> then\n set size to (80) %\n go to x: (xx) y: (yy)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nshow\nforever\n wait until <touching (スプライト v)?>\n broadcast (janp v)\n repeat (13)\n next costume\n end\nend\n\nwhen I receive [99 v]\ndelete this clone\n\nwhen flag clicked\nset [1 v] to [0]\n\n@スプライト8\n\nwhen flag clicked\nstart sound [Low Whoosh v]\nrepeat (10)\n reset timer\n change [ghost v] effect by (10)\nend\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\nset [brightness v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nstart sound [Low Whoosh2 v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nforever\n go to [front v] layer\n show\nend\n\n@スプライト9\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ngo to x: (0) y: (130)\nset size to (50) %\ngo to [back v] layer\nshow\nset [1 v] to [0]\nrepeat (5)\n change [1 v] by (.5)\n change size by (1)\nend\nforever\n repeat (10)\n change [1 v] by (-.5)\n change size by (1)\n end\n repeat (10)\n change [1 v] by (.5)\n change size by (1)\n end\nend\n\n
新作公開!! https://scratch.mit.edu/projects/930562241\n傾向乗ったらステージ追加します\n⤴︎ちょくちょく追加中\n5月10日公開,\n⭐️&❤️お願いしますm(_ _)m\n↑押したら宣伝ok.\n[説明]\n・矢印キー、タップで操作\n・めっちゃ跳ねるので、制御してください]]\n・跳ねるとき、弱く跳ねるか強く跳ねる時があるので、場合に合わせて([例え]弱くなるまで待ちましょう)\n↑わからないことがあったら聞いてください\n(返信できたら答えます)\n10個以上拡散したら名前書きます\n@sirodora_95\n@pirodesu\n@ndamo\n@909072\n@pokemon_0115\n@tatudragon\n@aiueo1234512\n@shunshun55\n@Scratchtapioka\n@budo-ringo\n@\n@\n@\n@\n\n\njanp音\n@sosukeyamakawa\n音楽\n@BuStudios\nスマホ\n@murakamitakeru\n\n\n\n\n\n\n\n\n\n\n#game #games #platformer\n#platform #simple #mobile #pc\n#janp #slime #haneru\n#athletic #athletics #asure \n#ゲーム #ゲームズ #プラットフォーマー\n#プラットフォーム #シンプル #モバイル\n#パソコン #ジャンプ #スライム #跳ねる\n#アスレ #アスレチック\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nここまできたら⭐️❤️押しな(*☻-☻*)
傾向1位!! Minecraft platformer / マインクラフト プラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nset [brightness v] effect to (-20)\n\nwhen I receive [メッセージ1 v]\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen I receive [夜 v]\nswitch backdrop to (背景2 v)\n\n@スプライト\n\nwhen flag clicked\nset [経験値 v] to [0]\n\n@キャラ\n\ndefine 動き\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\nend\nset [x v] to ((x) * (.92))\nchange x by (x)\nrepeat (6)\n change y by ((1) * <touching (地面 v)?>)\nend\nif <touching (地面 v)?> then\n change y by (-5)\n 地面x (([ceiling v] of ([abs v] of (x) ) ) + (1)) ((-1) * ((x) / ([abs v] of (x) )))\nend\nchange y by (y)\nif <touching (地面 v)?> then\n 地面y (([ceiling v] of ([abs v] of (y) ) ) + (1)) ((-1) * ((y) / ([abs v] of (y) )))\nend\nchange y by (-1)\nif <touching (地面 v)?> then\n if <<<((y position) + (5)) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n repeat (pick random (5) to (12))\n create clone of (チラチラ2 v)\n end\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\nend\nchange y by (1)\n\ndefine 地面x (回数) (力)\nset [k v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(k) = (回数)>>\n change [k v] by (1)\n change x by (力)\nend\nif <<<((y position) + (5)) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n repeat (5)\n create clone of (チラチラ3 v)\n end\n if <[0] < (x)> then\n start sound [壁キック v]\n set [x v] to [-7]\n set [y v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [7]\n set [y v] to [10]\n end\nelse\n set [x v] to [0]\nend\n\ndefine 地面y (回数) (力)\nset [k v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(k) = (回数)>>\n change [k v] by (1)\n change y by (力)\n set [y v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\npoint in direction (90)\nswitch costume to (スティーブ1 v)\nset size to (320) %\ngo to x: (-199) y: (-27)\nshow\nset [y v] to [0]\nset [x v] to [0]\nforever\n 動き\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <[243] < (x position)> then\n hide\n broadcast (次 v)\n repeat until <not <[243] < (x position)>>\n set x to (244)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [初め v]\nswitch costume to (スティーブ1 v)\nset size to (320) %\ngo to x: (-199) y: (-27)\nshow\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (針 v)?> then\n change [体力 v] by (-100)\n ダメージ\n end\nend\n\ndefine ダメージ\nchange [x v] by (pick random (-1.) to (1.))\nif <touching (爆発 v)?> then\n if <[0] < (x)> then\n set [x v] to [-50]\n else\n set [x v] to [50]\n end\n set [y v] to [30]\nelse\n if <[0] < (x)> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [10]\nend\nif <touching (毒 v)?> then\n start sound [j2 v]\n switch costume to (スティーブ2 v)\n wait () seconds\n switch costume to (スティーブ1 v)\nelse\n start sound [j v]\n switch costume to (スティーブ2 v)\n wait (.12) seconds\n switch costume to (スティーブ1 v)\nend\n\nwhen I receive [メッセージ1 v]\nset [体力 v] to [100]\nforever\n if <[1] > (体力)> then\n start sound [High Whoosh v]\n set [x v] to [0]\n set [y v] to [0]\n glide (.1) secs to x: (-199) y: (-27)\n set [体力 v] to [100]\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <<<touching (敵3 v)?> or <touching (敵2 v)?>> or <touching (敵 v)?>> then\n change [体力 v] by (-5)\n ダメージ\n end\nend\n\nwhen I receive [ダメージ v]\nchange [体力 v] by (-5)\nset [x v] to ((() - (x)) * (1.5))\nset [y v] to [7]\nダメージ\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵4 v)?> then\n change [体力 v] by (-10)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵5 v)?> then\n change [体力 v] by (-7)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵6 v)?> then\n change [体力 v] by (-5)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵7 v)?> then\n change [体力 v] by (-15)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (爆発 v)?> then\n change [体力 v] by (-15)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (爆弾 v)?> then\n change [体力 v] by (-15)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵9 v)?> then\n change [体力 v] by (-5)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵10 v)?> then\n change [体力 v] by (-15)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵11 v)?> then\n change [体力 v] by (-10)\n ダメージ\n repeat (5)\n wait (.5) seconds\n start sound [j v]\n change [体力 v] by (-10)\n switch costume to (スティーブ2 v)\n wait (.12) seconds\n switch costume to (スティーブ1 v)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵12 v)?> then\n change [体力 v] by (-35)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (爆弾 v)?> then\n change [体力 v] by (-10)\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵14 v)?> then\n change [体力 v] by (-7)\n ダメージ\n end\nend\n\nwhen I receive [浮遊 v]\nchange [体力 v] by (-10)\nダメージ\nrepeat (15)\n change [y v] by (1)\nend\nwait until <[-15] > (y)>\nchange [体力 v] by (-10)\nダメージ\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (顔 v)?> then\n change [体力 v] by (-10)\n ダメージ\n repeat (10)\n wait (1) seconds\n change [体力 v] by (-15)\n start sound [j v]\n switch costume to (スティーブ2 v)\n wait (.12) seconds\n switch costume to (スティーブ1 v)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (毒 v)?> then\n change [体力 v] by (pick random (-5) to (-10))\n ダメージ\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (敵8 v)?> then\n change [体力 v] by (-17)\n ダメージ\n end\nend\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム2 v)\nshow\n\nwhen I receive [初め v]\nnext costume\nif <<[6] = (costume [number v])> or <[5] = (costume [number v])>> then\n broadcast (ゾンビ1 v)\nend\nif <[6] = (costume [number v])> then\n wait (.5) seconds\n broadcast (ゾンビ1 v)\nend\nif <[8] = (costume [number v])> then\n broadcast (スケ1 v)\nend\nif <[9] = (costume [number v])> then\n repeat (2)\n broadcast (スケ1 v)\n wait (.3) seconds\n broadcast (ゾンビ1 v)\n wait (.3) seconds\n end\nend\nif <[10] = (costume [number v])> then\n broadcast (ウィンディケーター1 v)\n wait (.5) seconds\n broadcast (ピリジャー1 v)\nend\nif <[11] = (costume [number v])> then\n repeat (3)\n broadcast (ウェックス v)\n wait (.5) seconds\n end\nend\nif <[12] = (costume [number v])> then\n repeat (3)\n broadcast (ウェックス v)\n broadcast (ウィンディケーター1 v)\n wait (.5) seconds\n broadcast (ピリジャー1 v)\n end\nend\nif <[13] = (costume [number v])> then\n broadcast (ラウェじゃー v)\n repeat (3)\n wait (.5) seconds\n broadcast (クリーパー v)\n end\nend\nif <[14] = (costume [number v])> then\n repeat (2)\n broadcast (ラウェじゃー v)\n wait (.5) seconds\n end\n repeat (3)\n wait (.5) seconds\n broadcast (クリーパー v)\n wait (.3) seconds\n broadcast (ゾンビ1 v)\n end\nend\nif <[15] = (costume [number v])> then\n repeat (3)\n broadcast (スケ1 v)\n wait (.3) seconds\n end\n broadcast (ピリジャー1 v)\n wait (.3) seconds\nend\nif <[16] = (costume [number v])> then\n repeat (3)\n broadcast (エンダー v)\n wait (.2) seconds\n end\nend\nif <[17] = (costume [number v])> then\n broadcast (背景 v)\n broadcast (ガスト v)\n broadcast (エンダー v)\n broadcast (ウィザースケルトン v)\n broadcast (ピグりん v)\n broadcast (ピグリンブルーと v)\nend\nif <[18] = (costume [number v])> then\n repeat (2)\n broadcast (ウィザースケルトン v)\n wait (.5) seconds\n broadcast (ピグりん v)\n wait (.5) seconds\n broadcast (ピグリンブルーと v)\n wait (.5) seconds\n end\nend\nif <[19] = (costume [number v])> then\n repeat (2)\n broadcast (エンダー v)\n end\n repeat (3)\n broadcast (スケ2 v)\n broadcast (ゾンビ2 v)\n end\nend\nif <[20] = (costume [number v])> then\n broadcast (夜 v)\n repeat (7)\n broadcast (エンダー v)\n end\nend\nif <[21] = (costume [number v])> then\n repeat (1)\n broadcast (エンダー v)\n wait (.1) seconds\n broadcast (カプセル v)\n wait (.1) seconds\n end\nend\nif <[22] = (costume [number v])> then\n repeat (4)\n broadcast (カプセル v)\n wait (.1) seconds\n end\nend\nif <[24] = (costume [number v])> then\n broadcast (ウィザー v)\nend\nif <[26] = (costume [number v])> then\n repeat (2)\n broadcast (カプセル v)\n end\n wait (.5) seconds\n repeat (2)\n broadcast (エンダー v)\n end\n wait (.5) seconds\n repeat (2)\n broadcast (ウィザースケルトン v)\n end\n wait (.5) seconds\nend\nif <[27] = (costume [number v])> then\n repeat (2)\n broadcast (エンダー v)\n end\nend\nif <[29] = (costume [number v])> then\n broadcast (エンドラ v)\nend\nif <[30] = (costume [number v])> then\n repeat (2)\n broadcast (カプセル v)\n end\nend\nif <[31] = (costume [number v])> then\n broadcast (背景 v)\n broadcast (ピグリンブルーと v)\n broadcast (ピグりん v)\n broadcast (ガスト v)\nend\nif <[32] = (costume [number v])> then\n broadcast (1 v)\n broadcast (消え v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@月\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (120)\nset size to (50) %\ngo to [back v] layer\nshow\n\nwhen I receive [メッセージ1 v]\nset [1 v] to [0]\nforever\n change [1 v] by (7)\n change size by ([sin v] of (1) )\nend\n\nwhen I receive [背景 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [夜 v]\nswitch costume to (コスチューム3 v)\n\nwhen I receive [1 v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (120)\nset size to (50) %\ngo to [back v] layer\nshow\n\n@月影\n\nwhen I receive [メッセージ1 v]\nset [ghost v] effect to (70)\ngo to x: (0) y: (120)\nset size to (80) %\ngo to [back v] layer\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [メッセージ1 v]\nset [1 v] to [0]\nforever\n change [1 v] by (7)\n change size by ([sin v] of (1) )\nend\n\nwhen I receive [背景 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [夜 v]\nswitch costume to (コスチューム3 v)\n\nwhen I receive [1 v]\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (70)\ngo to x: (0) y: (120)\nset size to (80) %\ngo to [back v] layer\nshow\n\n@チラチラ\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n wait (pick random () to (.15)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (random position v)\nchange y by (999999)\nset size to (pick random (0) to (130)) %\nset [ghost v] effect to (pick random (90) to (30))\nset [m v] to (pick random (-30) to (30))\nset [y v] to (pick random (-20) to (-5))\nrepeat until <<[0] > (y position)> and <touching (_edge_ v)?>>\n turn right (m) degrees\n change y by (y)\nend\ndelete this clone\n\n@次\n\nwhen flag clicked\nhide\n\nwhen I receive [99 v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\nset [brightness v] effect to (100)\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nbroadcast (98 v)\n\nwhen I receive [初め v]\nhide\n\n@演出\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\nstart sound [High Whoosh v]\nset [color v] effect to (0)\nset size to (100) %\nrepeat (5)\n ブロック名\n change [color v] effect by (10)\nend\nwait (.5) seconds\nbroadcast (99 v)\n\ndefine ブロック名\nset rotation style [all around v]\nset x to (0)\npoint in direction (180)\nchange y by (99999)\ncreate clone of (_myself_ v)\npoint in direction (0)\nchange y by (-99999)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nset size to (100) %\ngo to [front v] layer\nshow\nset [y v] to [19.3]\nrepeat (30)\n set [y v] to ((y) * (.9))\n move (y) steps\nend\nset [y v] to [-19.3]\nrepeat (30)\n set [y v] to ((y) * (.9))\n move (y) steps\n change [brightness v] effect by (1)\nend\ndelete this clone\n\n@演\n\nwhen flag clicked\nhide\n\nwhen I receive [98 v]\nstart sound [Low Whoosh v]\nブロック名\nwait (.7) seconds\nbroadcast (初め v)\n\ndefine ブロック名\nchange x by (-9999)\nchange y by (99999)\ncreate clone of (_myself_ v)\nrepeat (13)\n change y by (-30)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (0) to (-70))\ngo to [front v] layer\nshow\nset [x v] to [60]\nrepeat (40)\n set [x v] to ((x) * (.9))\n change x by (x)\nend\ndelete this clone\n\n@針\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [メッセージ1 v]\ngo to [back v] layer\nswitch costume to (コスチューム2 v)\nshow\n\nwhen I receive [初め v]\nnext costume\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [メッセージ1 v]\nset [1 v] to [0]\nforever\n change [1 v] by (-10)\n change size by (([sin v] of (1) ) / (2))\nend\n\nwhen I receive [鬼 v]\nstart sound [Collect v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@敵\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [ゾンビ1 v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (ゾンビ1 v)\nset [体 v] to [100]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [zombiehurt2 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (ゾンビ2 v)\n wait (.12) seconds\n switch costume to (ゾンビ1 v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [zombiehurt2 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (ゾンビ2 v)\n wait (.12) seconds\n switch costume to (ゾンビ1 v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I receive [ゾンビ2 v]\nif <(1) = [0]> then\n go to x: (-66) y: (-46)\n create clone of (_myself_ v)\nend\n\n@幽霊\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム2 v)\nshow\nforever\n wait until <touching (キャラ v)?>\n repeat (8)\n change [ghost v] effect by (10)\n end\n wait until <not <touching (キャラ v)?>>\n repeat (8)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [初め v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@敵2\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [スケ1 v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (スケルトン2 v)\nset [体 v] to [100]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n wait (pick random () to (3.)) seconds\n set [xz v] to (x position)\n set [yz v] to (y position)\n create clone of (矢 v)\nend\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [skeleton1 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (スケルトン1 v)\n wait (.12) seconds\n switch costume to (スケルトン2 v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [skeleton1 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (スケルトン1 v)\n wait (.12) seconds\n switch costume to (スケルトン2 v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I receive [スケ2 v]\nif <(1) = [0]> then\n go to x: (-66) y: (-46)\n create clone of (_myself_ v)\nend\n\n@矢\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\ndelete this clone\n\nwhen I start as a clone\nstart sound [High Whoosh v]\ngo to x: (xz) y: (yz)\npoint towards (キャラ v)\ngo to [front v] layer\nshow\nforever\n move (20) steps\n if <[0] < (direction)> then\n turn right (1) degrees\n else\n turn left (1) degrees\n end\n if <touching (キャラ v)?> then\n broadcast (ダメージ v)\n end\n if <<touching (地面 v)?> or <touching (キャラ v)?>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\n@敵3\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (270) %\nhide\n\nwhen I receive [ピリジャー1 v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (ピリジャー2 v)\nset [体 v] to [170]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n wait (pick random () to (2.)) seconds\n set [xz v] to (x position)\n set [yz v] to (y position)\n create clone of (矢矢 v)\nend\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ピリジャー2 v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ピリジャー2 v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\n@矢矢\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\ndelete this clone\n\nwhen I start as a clone\nstart sound [High Whoosh v]\ngo to x: (xz) y: (yz)\npoint towards (キャラ v)\ngo to [front v] layer\nshow\nforever\n move (40) steps\n if <[0] < (direction)> then\n turn right (1) degrees\n else\n turn left (1) degrees\n end\n if <touching (キャラ v)?> then\n broadcast (ダメージ v)\n end\n if <<touching (地面 v)?> or <touching (キャラ v)?>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\n@敵4\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [ウィンディケーター1 v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (ヴィンディケーター2 v)\nset [体 v] to [180]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (20))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (2)\nelse\n change [x v] by (-2)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ヴィンディケーター2 v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ヴィンディケーター2 v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\n@敵5\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [ウェックス v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (ヴェックス1 v)\nset [体 v] to [150]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (1)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nif <(y position) < ([y position v] of [キャラ v])> then\n change [y v] by (.5)\nelse\n change [y v] by (-.5)\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ヴェックス1 v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ヴェックス1 v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\n@剣\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\npoint in direction (90)\ngo to [front v] layer\nshow\nset rotation style [all around v]\nforever\n go to (キャラ v)\n if <[0] < ([direction v] of [キャラ v])> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [攻撃 v] to [0]\nforever\n wait until <<key (space v) pressed?> or <mouse down?>>\n start sound [Low Whoosh v]\n set [攻撃 v] to [1]\n if <(costume [number v]) = [2]> then\n repeat (5)\n turn left (10) degrees\n end\n else\n repeat (5)\n turn left (-10) degrees\n end\n end\n wait () seconds\n if <(costume [number v]) = [2]> then\n repeat (5)\n turn left (-10) degrees\n end\n else\n repeat (5)\n turn left (10) degrees\n end\n end\n point in direction (90)\n set [攻撃 v] to [0]\n wait () seconds\n wait until <not <mouse down?>>\nend\n\n@敵6\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [クリーパー v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (クリーパー1 v)\nset [体 v] to [100]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (クリーパー5 v)\n wait (.12) seconds\n switch costume to (クリーパー1 v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (クリーパー5 v)\n wait (.12) seconds\n switch costume to (クリーパー1 v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n change [経験値 v] by (1)\n start sound [Bonk v]\n broadcast (爆発 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\n@爆発\n\nwhen flag clicked\nhide\n\nwhen I receive [爆発 v]\ngo to (キャラ v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to () %\nshow\nrepeat (10)\n change size by (200)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@敵7\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [ラウェじゃー v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (ラヴェジャー2 v)\nset [体 v] to [300]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (10))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (2)\nelse\n change [x v] by (-2)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ラヴェジャー2 v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ラヴェジャー2 v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nif <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\nend\n\n@ゴーレム\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (200) %\nhide\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (ゴーレム1 v)\nset [体 v] to [800]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nset [¥ v] to (([abs v] of (y) ) + (2))\nset [q v] to [0]\nrepeat until <not <touching (地面 v)?>>\n change [q v] by (1)\n change y by (1)\nend\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.8))\ny\nif <[15] < ([abs v] of (x) )> then\n set [x v] to ((15) * ((x) / ([abs v] of (x) )))\nend\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I receive [召喚 v]\nif <(1) = [0]> then\n change [経験値 v] by (-10)\n go to (キャラ v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [次 v]\nhide\n\nwhen I receive [初め v]\ngo to (キャラ v)\nshow\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I receive [ゴーレムむ v]\nstart sound [j v]\nset [x v] to ((() - (x)) * (pick random (2) to (5)))\nset [y v] to (pick random (1) to (10))\nchange [体 v] by (-20)\nswitch costume to (コスチューム1 v)\nwait (.12) seconds\nswitch costume to (ゴーレム1 v)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [メッセージ1 v]\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I receive [goー v]\nstart sound [j v]\nset [x v] to ((() - (x)) * (pick random (2) to (5)))\nset [y v] to (pick random (1) to (10))\nchange [体 v] by (-40)\nswitch costume to (コスチューム1 v)\nwait (.12) seconds\nswitch costume to (ゴーレム1 v)\n\n@バグ\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (100) %\ngo to x: (218) y: (-158)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nset size to (90) %\nwait (.12) seconds\nset size to (100) %\nbroadcast (リスタート v)\n\n@敵8\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (270) %\nhide\n\nwhen I receive [エンダー v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (エンダーマン v)\nset [体 v] to [200]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (エンダーマン v)\n start sound [High Whoosh v]\n glide (.1) secs to (random position v)\n 1\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (エンダーマン v)\n start sound [High Whoosh v]\n glide (.1) secs to (random position v)\n 1\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n wait (pick random () to (1.5)) seconds\n start sound [High Whoosh v]\n glide (.1) secs to (キャラ v)\n 1\nend\n\ndefine 1\nrepeat until <not <touching (地面 v)?>>\n start sound [High Whoosh v]\n glide () secs to (random position v)\nend\n\n@敵9\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (270) %\nhide\n\nwhen I receive [ガスト v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (ガスト v)\nset [体 v] to [50]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (1)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nif <(y position) < ([y position v] of [キャラ v])> then\n change [y v] by (1)\nelse\n change [y v] by (-1)\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (.5)\nelse\n change [x v] by (-.5)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n wait (pick random () to (1.)) seconds\n set [xx v] to (x position)\n set [yy v] to (y position)\n create clone of (爆弾 v)\nend\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ガスト v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to (ガスト v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\n@爆弾\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\ndelete this clone\n\nwhen I start as a clone\nstart sound [High Whoosh v]\ngo to x: (xx) y: (yy)\npoint towards (キャラ v)\ngo to [front v] layer\nshow\nforever\n move (100) steps\n if <[0] < (direction)> then\n turn right (1) degrees\n else\n turn left (1) degrees\n end\n if <touching (キャラ v)?> then\n broadcast (爆弾 v)\n end\n if <<touching (地面 v)?> or <touching (キャラ v)?>> then\n start sound [get4 v]\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [爆発 v]\ncreate clone of (_myself_ v)\n\n@敵10\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [ピグりん v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to ( v)\nset [体 v] to [250]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [zombiehurt2 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to ( v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [zombiehurt2 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to ( v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\n@敵11\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [ウィザースケルトン v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to ( v)\nset [体 v] to [200]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1)\nelse\n change [x v] by (-1)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [skeleton1 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to ( v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [skeleton1 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to ( v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I receive [ウィザースケ v]\nif <(1) = [0]> then\n go to (random position v)\n change y by (999)\n create clone of (_myself_ v)\nend\n\n@ボタン\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ngo to x: (-195) y: (-152)\nset size to (80) %\ngo to [front v] layer\nshow\nforever\n if <[9] < (経験値)> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-70)\n end\nend\n\nwhen this sprite clicked\nif <[9] < (経験値)> then\n start sound [Coin v]\n set size to (70) %\n wait (.15) seconds\n set size to (80) %\n broadcast (召喚 v)\nend\n\n@敵12\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (320) %\nhide\n\nwhen I receive [ピグリンブルーと v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to ( v)\nset [体 v] to [350]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1.5)\nelse\n change [x v] by (-1.5)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [zombiehurt2 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to ( v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [zombiehurt2 v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to ( v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\n@敵14\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (270) %\nhide\n\nwhen I receive [カプセル v]\nif <(1) = [0]> then\n go to x: (208) y: (69)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to ( v)\nset [体 v] to [100]\nshow\nset [y v] to [0]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nchange [y v] by (-1)\nif <((y position) + (10)) < ([y position v] of [キャラ v])> then\n change y by (-1)\n if <touching (地面 v)?> then\n set [y v] to (pick random (5) to (15))\n end\nend\nchange y by (y)\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to ( v)\n start sound [High Whoosh v]\n glide (.1) secs to (random position v)\n 1\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム1 v)\n wait (.12) seconds\n switch costume to ( v)\n start sound [High Whoosh v]\n glide (.1) secs to (random position v)\n 1\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (ゴーレムむ v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n wait (pick random () to (3.)) seconds\n start sound [High Whoosh v]\n glide (.1) secs to (random position v)\n 1\nend\n\ndefine 1\nrepeat until <not <touching (地面 v)?>>\n start sound [High Whoosh v]\n glide () secs to (random position v)\nend\n\nwhen I start as a clone\nforever\n wait (pick random () to (3.)) seconds\n set [xx v] to (x position)\n set [yy v] to (y position)\n create clone of (ふゆう v)\nend\n\n@ふゆう\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\ndelete this clone\n\nwhen I start as a clone\nstart sound [High Whoosh v]\ngo to x: (xx) y: (yy)\npoint in direction (pick random (-180) to (180))\ngo to [front v] layer\nshow\nforever\n move (2) steps\n if <touching (キャラ v)?> then\n broadcast (浮遊 v)\n end\n if <<touching (剣 v)?> or <<<touching (_edge_ v)?> or <touching (地面 v)?>> or <touching (キャラ v)?>>> then\n start sound [get4 v]\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n turn right (pick random (-2.) to (2.)) degrees\nend\n\nwhen I start as a clone\nforever\n wait (pick random () to (2.)) seconds\n point towards (キャラ v)\nend\n\nwhen I start as a clone\nforever\n wait (pick random () to (3.)) seconds\n point in direction (pick random (-180) to (180))\nend\n\n@敵13\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (300) %\nhide\n\nwhen I receive [ウィザー v]\nif <(1) = [0]> then\n go to x: (0) y: (-50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to (ウィザー v)\nset [体 v] to [1000]\nshow\nset [y v] to [0]\nrepeat (5)\n start sound [Coin v]\n switch costume to (コスチューム2 v)\n wait (.2) seconds\n start sound [Coin v]\n switch costume to (コスチューム1 v)\n wait (.2) seconds\nend\nswitch costume to (ウィザー v)\nstart sound [get4 v]\nforever\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (1)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nif <(y position) < (([y position v] of [キャラ v]) + (100))> then\n change [y v] by (1.2)\nelse\n change [y v] by (-.5)\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (pick random (2) to (1))\nelse\n change [x v] by (pick random (-2) to (-1))\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n set [!! v] to (pick random (1) to (3))\n if <(!!) = [1]> then\n broadcast (ウィザースケ v)\n end\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n switch costume to (コスチューム3 v)\n wait (.12) seconds\n switch costume to (ウィザー v)\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (GOー v)\n set [!! v] to (pick random (1) to (3))\n if <(!!) = [1]> then\n broadcast (ウィザースケ v)\n end\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n switch costume to (コスチューム3 v)\n wait (.12) seconds\n switch costume to (ウィザー v)\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n broadcast (鬼 v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (2) seconds\nrepeat (5)\n wait (pick random (1) to (2.)) seconds\n set [xz v] to (x position)\n set [yz v] to (y position)\n create clone of (顔 v)\nend\nrepeat (20)\n wait (pick random () to (2.)) seconds\n set [xz v] to (x position)\n set [yz v] to (y position)\n create clone of (顔 v)\nend\nforever\n wait (pick random () to (1.5)) seconds\n set [xz v] to (x position)\n set [yz v] to (y position)\n create clone of (顔 v)\nend\n\nwhen I start as a clone\nforever\n set [w v] to (体)\nend\n\n@顔\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\ndelete this clone\n\nwhen I start as a clone\nset size to (200) %\nstart sound [High Whoosh v]\ngo to x: (xz) y: (yz)\npoint towards (キャラ v)\nturn right (pick random (-20) to (20)) degrees\ngo to [front v] layer\nshow\nset [1 v] to (pick random (1) to (50))\nforever\n move (1) steps\n if <touching (キャラ v)?> then\n broadcast (顔 v)\n end\n if <<touching (_edge_ v)?> or <<touching (地面 v)?> or <touching (キャラ v)?>>> then\n start sound [get4 v]\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\n@whp\n\nwhen flag clicked\nhide\n\nwhen I receive [ウィザー v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (143)\ngo to [front v] layer\nshow\n\nwhen I receive [次 v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [エンドラ v]\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (143)\ngo to [front v] layer\nshow\n\n@whp2\n\nwhen flag clicked\nhide\n\nwhen I receive [ウィザー v]\ngo to [front v] layer\nshow\nforever\n 1\nend\n\ndefine 1\ngo to x: (-130) y: (143)\nset [ww v] to [.86]\nrepeat ((w) / (20))\n create clone of (_myself_ v)\n change x by ((ww) * (6))\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nwait () seconds\ndelete this clone\n\nwhen I receive [次 v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [エンドラ v]\ngo to [front v] layer\nshow\nforever\n 1\nend\n\n@チラチラ2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (キャラ v)\nset size to (pick random (0) to (120)) %\nset [ghost v] effect to (pick random (90) to (30))\nset [m v] to (pick random (-10) to (10))\nset [y v] to (pick random (1) to (5))\nrepeat until <touching (_edge_ v)?>\n turn right (pick random (5) to (20)) degrees\n change y by (y)\n change x by (m)\n set [m v] to ((m) * (.95))\n change [y v] by (-.7)\nend\ndelete this clone\n\n@チラチラ3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (キャラ v)\nset size to (pick random (0) to (100)) %\nset [ghost v] effect to (pick random (90) to (30))\nset [m v] to (pick random (-10) to (10))\nset [y v] to (pick random (1) to (5))\nrepeat until <touching (_edge_ v)?>\n turn right (pick random (5) to (20)) degrees\n change y by (y)\n change x by (m)\n set [m v] to ((m) * (.95))\n change [y v] by (-.7)\nend\ndelete this clone\n\n@敵15\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (80) %\nhide\n\nwhen I receive [エンドラ v]\nif <(1) = [0]> then\n go to x: (0) y: (100)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [1 v] to [1]\nswitch costume to ( v)\nset [体 v] to [1200]\nshow\nset [y v] to [0]\nforever\n set [w v] to (体)\n 動き\nend\n\ndefine y\nif <not <(y) = [0]>> then\n set [! v] to (() - ((y) / ([abs v] of (y) )))\n set [¥ v] to (([abs v] of (y) ) + (5))\n set [q v] to [0]\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change y by (!)\n set [y v] to [0]\n end\nend\nif <not <(x) = [0]>> then\n set [¥ v] to (([abs v] of (x) ) + (2))\n set [@ v] to ((-1) * ((x) / ([abs v] of (x) )))\n set [q v] to [0]\n if <touching (地面 v)?> then\n repeat until <<(q) = (¥)> or <not <touching (地面 v)?>>>\n change [q v] by (1)\n change x by (@)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\n end\n end\n set [x v] to [0]\n end\nend\nrepeat until <not <touching (地面 v)?>>\n change y by (1)\nend\n\nwhen I receive [次 v]\ndelete this clone\n\ndefine 動き\npoint towards (キャラ v)\nset rotation style [left-right v]\nif <([y position v] of [キャラ v]) < ((y position) + (-200))> then\n change [y v] by (-.3)\nelse\n change [y v] by (.1)\nend\nchange y by (y)\nif <(x position) < ([x position v] of [キャラ v])> then\n change [x v] by (1.5)\nelse\n change [x v] by (-1.5)\nend\nchange x by (x)\nset [x v] to ((x) * (.7))\ny\n\nwhen flag clicked\nset [1 v] to [0]\n\nwhen I start as a clone\nforever\n if <<(攻撃) = [1]> and <touching (剣 v)?>> then\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-20)\n repeat (20)\n switch costume to (コスチューム3 \(1\) v)\n end\n wait until <not <touching (剣 v)?>>\n end\nend\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nwait until <[1] > (体)>\nchange [経験値 v] by (1)\n\nwhen I start as a clone\nforever\n if <touching (ゴーレム v)?> then\n broadcast (GOー v)\n start sound [j v]\n set [x v] to ((() - (x)) * (pick random (2) to (5)))\n set [y v] to (pick random (1) to (10))\n change [体 v] by (-30)\n repeat (20)\n switch costume to (コスチューム3 \(1\) v)\n end\n wait until <not <touching (ゴーレム v)?>>\n end\nend\n\nwhen I receive [リスタート v]\nrepeat until <not <touching (地面 v)?>>\n go to (random position v)\nend\n\nwhen I start as a clone\nforever\n if <[1] > (体)> then\n broadcast (鬼 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム5 v)\n wait () seconds\n repeat (12)\n if <not <touching (剣 v)?>> then\n next costume\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait (pick random (3) to (7)) seconds\n repeat (5)\n change [y v] by (-.5)\n end\nend\n\nwhen I start as a clone\nforever\n wait (pick random () to (3.)) seconds\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (顔2 v)\nend\n\nwhen I start as a clone\nforever\n if <[-47] > (y position)> then\n set y to (-47)\n end\nend\n\n@顔2\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\ndelete this clone\n\nwhen I start as a clone\nset size to (100) %\nstart sound [High Whoosh v]\ngo to x: (X) y: (Y)\npoint towards (キャラ v)\nturn right (pick random (-20) to (20)) degrees\ngo to [front v] layer\nshow\nset [1 v] to (pick random (5) to (20))\nforever\n move (1) steps\n if <<touching (_edge_ v)?> or <<touching (地面 v)?> or <touching (キャラ v)?>>> then\n 1\n start sound [get4 v]\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\ndefine 1\nset [x v] to (x position)\nset [y v] to (y position)\nrepeat (pick random (10) to (30))\n create clone of (毒 v)\nend\n\n@毒\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (X) y: (Y)\nchange x by (pick random (-30) to (30))\nchange y by (pick random (-5) to (5))\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (pick random (.1) to (1.5)) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nset size to (pick random (0) to (100)) %\nforever\n point in direction (pick random (-180) to (180.))\n change x by (pick random (.1) to (-.1))\n change y by (pick random (.1) to (-.1))\nend\n\n@次2\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ngo to x: (216) y: (154)\nset size to (150) %\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nset size to (140) %\nwait (.12) seconds\nset size to (150) %\nbroadcast (次 v)\n\nwhen I receive [消え v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@サムネ\n\nwhen flag clicked\nwait (1) seconds\nstart sound [Low Whoosh v]\nrepeat (22)\n change [ghost v] effect by (5)\nend\nbroadcast (メッセージ1 v)\n\nwhen [timer v] > (0)\nhide variable [時間 v]\ngo to x: (0) y: (0)\nset [brightness v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\nwhen I receive [メッセージ1 v]\nforever\n reset timer\n hide\nend\n\n@コイン\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (100) %\ngo to x: (-223) y: (162)\ngo to [front v] layer\nshow\n\n@数\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\n1\n\ndefine 1\ngo to x: (-202) y: (160)\nset [@ v] to [0]\nrepeat (length of (経験値))\n change [@ v] by (1)\n if <[0] = (letter (@) of (経験値))> then\n switch costume to (コスチューム10 v)\n else\n switch costume to (letter (@) of (経験値))\n end\n create clone of (_myself_ v)\n change x by (15)\nend\n\nwhen I start as a clone\nshow\nwait () seconds\nbroadcast (0 v)\ndelete this clone\n\nwhen I receive [0 v]\n1\n\n@時間\n\nwhen flag clicked\nhide variable [時間 v]\nset [1 v] to [1]\nset [時間 v] to [0]\nhide\n\nwhen I receive [メッセージ1 v]\ngo to x: (-224) y: (123)\nset size to (80) %\ngo to [front v] layer\nshow\nforever\n wait (.05) seconds\n change [時間 v] by (.1)\nend\n\nwhen this sprite clicked\nset [brightness v] effect to (-50)\nwait (.12) seconds\nset [brightness v] effect to (0)\nif <(1) = [1]> then\n show variable [時間 v]\nelse\n hide variable [時間 v]\nend\nset [1 v] to (() - (1))\n\nwhen I receive [消え v]\nstop [other scripts in sprite v]\n\n@hp\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset size to (150) %\n1\n\ndefine 1\nset [1 v] to [0]\ngo to x: (-140) y: (-160)\nrepeat (10)\n change [1 v] by (10)\n change x by (28)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [@ v] to (1)\ngo to [front v] layer\nshow\nforever\n if <(1) > (体力)> then\n if <((1) - (5)) > (体力)> 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 switch costume to (02 v)\n end\nend\n\n
[投稿日]5月6日  初傾向&コミュ好き!&リミックス!\n             嬉すぎ(^^)\n新作! https://scratch.mit.edu/projects/930562438\n❤️⭐️押して!!\n↑押したら宣伝ok!\n【使い方】\n・タップ、矢印キーで操作\n・タップ、スペースキーで攻撃\n・難しかったら右上のボタンを押してください\n (やりすぎ禁止)\n・bgmは3種類あります!\n・敵を倒すとコインがもらえます\n・もらえたコイン10枚でゴーレムを召喚しよう!\n・モブがバグった場合は右下の[⚠︎]を押しましょう\n[モブ説明] 1部のもの\n・クリーパーを倒すと、プレイヤーに向けて爆発します\n・ウィザースケルトン、ウィザーに攻撃されると継続ダメージが入ります\n・ウィザー攻撃すると確率でウィザスケが召喚されます\n・シェルカーに攻撃されると浮かび、空中でさらにダメージを受けます。\n[[10個以上拡散してくれた人]] 10人まで\n・@tatudragon\n・@abcdefghstuvwxyz\n・@telipopo\n・@innpu\n・@okakimaru\n・@hq3356tyu\n・@iyashikeiakaunto\n・@KANKAN_DAYO2\n・@pikapikapong\n・@shshshunsuke\n\n\nマイクラ素材\nhttps://scratch.mit.edu/projects/699459713\nhttps://scratch.mit.edu/projects/697426555\nhttps://scratch.mit.edu/projects/726298734\nhttps://scratch.mit.edu/projects/720256956\nhttps://scratch.mit.edu/projects/679036204\nhttps://scratch.mit.edu/projects/775012944\nhttps://scratch.mit.edu/projects/841750153\nhttps://scratch.mit.edu/projects/728286315\nhttps://scratch.mit.edu/projects/809928833\nhttps://scratch.mit.edu/projects/723602518\n音楽\nhttps://scratch.mit.edu/projects/875544067\nhttps://scratch.mit.edu/projects/901589248\nhttps://scratch.mit.edu/projects/742822322
3D Platformer
@Stage\n\nwhen stage clicked\nbroadcast (mouse_down v)\n\nwhen flag clicked\nset volume to (45) %\nset [@music? v] to [0]\n\nwhen [m v] key pressed\ntoggle music\n\ndefine toggle music\nif <(@music?) = [1]> then\n stop music\nelse\n start music\nend\n\nwhen I receive [start music v]\nstart music\n\ndefine start music\nset [@music? v] to [1]\nrepeat until <(@music?) = [0]>\n play sound (@music_name) until done\nend\n\ndefine stop music\nset [@music? v] to [0]\nstop all sounds\n\nwhen I receive [restart music v]\nset [@music? v] to [0]\nstop all sounds\nwait (0) seconds\nstart music\n\nwhen I receive [stop music v]\nstop music\n\n@blank\n\nwhen flag clicked\nplay sound [\[Free Sound Effects\]2haha4 v] until done\n\n@Settings\n\nwhen flag clicked\nset @enums\n// [General settings]\nset [@shadows? v] to [1]\nset [@show_tris? v] to [0]\nset [@res v] to [2]\nset [@edit_mode? v] to [0]\nset [@show_prims/dynamic/objs v] to [0]\nset [@show_bsp_tree? v] to [0]\nset [@fps v] to [30]\nset [@glide/walk v] to [1]\nset [@first_person? v] to [1]\nset [@ground_plane? v] to [1]\nset [@mobile_controls v] to [1]\nset [@auto_disable_shadows_fps_thresh v] to [18]\n// [Camera settings]\nset [@c_roll v] to [0]\nset [@c_pitch v] to [0]\nset [@c_yaw v] to [0]\nset [@cam_tilt v] to [20]\nset [@camx v] to [0]\nset [@camy v] to [1]\nset [@camz v] to [10]\nset [@z_near v] to [-1.5]\nset [@z_far v] to [100]\nset [@cam_z_offset v] to [1.7]\nset [@z_clip_dist v] to [-0.01]\n// [Light direction and strength settings]\nset [@lightx v] to ((1) * ([sqrt v] of ((1) / (4)) ))\nset [@lighty v] to ((-1) * ([sqrt v] of ((5) / (12)) ))\nset [@lightz v] to ((-1) * ([sqrt v] of ((1) / (3)) ))\nset [@ambient_max v] to [0.65]\nset [@time_of_day v] to [12]\n// [Physics engine settings]\nset [@player_r v] to [0.2]\nset [@μ v] to [0.1]\nset [@penetration_thresh v] to [0.0001]\nset [@restitution v] to [0.2]\nset [@gravity_x v] to [0]\nset [@gravity v] to [-0.009]\nset [@ground_y v] to [0]\nset [@collision_sounds? v] to [1]\nset [@collision_pitch/volume? v] to [1]\n// [Player Start Location]\nset [@player_x v] to [0]\nset [@player_y v] to ((0.5) + (@player_r))\nset [@player_z v] to [0]\n// [BSP settings]\nset [@gen_bsp? v] to [1]\nset [@coplanar_thresh v] to [0.023]\n// [Other]\nset [@rot_speed v] to [1.5]\nset [@max_tilt v] to [20]\nset [@zn*180 v] to ((@z_near) * (180))\nset [@skybox_width v] to ((1063) * (2))\nset [@dev? v] to [0]\n\nwhen [v v] key pressed\ntoggle settings\n\ndefine show vars\nshow variable [@show_tris? v]\nshow variable [@tris visible v]\nshow variable [@fps v]\nshow variable [@cam_z_offset v]\nshow variable [@z_far v]\nshow variable [@show_prims/dynamic/objs v]\nshow variable [@shadows? v]\nshow variable [@time_of_day v]\nshow variable [@glide/walk v]\nshow variable [@player_x v]\nshow variable [@player_y v]\nshow variable [@player_z v]\nshow variable [@player_x_vel v]\nshow variable [@player_y_vel v]\nshow variable [@player_z_vel v]\nshow variable [@first_person? v]\nshow variable [@show_bsp_tree? v]\nshow variable [@mobile_controls v]\nshow variable [@bsp: split count v]\n\ndefine hide vars\nhide variable [@show_tris? v]\nhide variable [@tris visible v]\nhide variable [@fps v]\nhide variable [@cam_z_offset v]\nhide variable [@z_far v]\nhide variable [@show_prims/dynamic/objs v]\nhide variable [@shadows? v]\nhide variable [@time_of_day v]\nhide variable [@glide/walk v]\nhide variable [@player_x v]\nhide variable [@player_y v]\nhide variable [@player_z v]\nhide variable [@player_x_vel v]\nhide variable [@player_y_vel v]\nhide variable [@player_z_vel v]\nhide variable [@first_person? v]\nhide variable [@show_bsp_tree? v]\nhide variable [@mobile_controls v]\nhide variable [@bsp: split count v]\n\nwhen flag clicked\nhide\nset [_show_vars v] to [0]\nset [_show_fps v] to [1]\nhide vars\nshow variable [@fps v]\n\ndefine set @enums\nset [@enum p:shad_off_scale v] to [2]\nset [@enum p:sprite_scale_y v] to [3]\nset [@enum p:*subtree_root v] to [2]\nset [@enum p:radius v] to [4]\nset [@enum p:*node v] to [5]\nset [@enum p:*object v] to [6]\nset [@enum p:material v] to [7]\nset [@enum p:illumination v] to [8]\nset [@enum p:normal v] to [9]\nset [@enum p:*bsphere v] to [10]\nset [@enum p:zclip? v] to [11]\nset [@enum p:show_front? v] to [12]\nset [@enum p:size v] to [13]\nset [@enum v:size v] to [4]\nset [@enum o:hidden? v] to [11]\nset [@enum o:*vleft v] to [12]\nset [@enum o:*nleft v] to [14]\nset [@enum o:**pleft v] to [16]\nset [@enum o:dynamic_parent v] to [18]\nset [@enum o:*container_prim v] to [19]\nset [@enum o:*bsphere v] to [20]\nset [@enum o:size v] to [21]\nset [@enum t:middle v] to [1]\nset [@enum t:tail v] to [2]\nset [@enum t:ori v] to [3]\nset [@enum t:edge_a v] to [4]\nset [@enum t:parent v] to [8]\nset [@enum t:size v] to [9]\nset [@enum m:size v] to [9]\n\ndefine toggle settings\nif <(_show_vars) = [1]> then\n set [_show_fps v] to [0]\n hide vars\nelse\n set [_show_fps v] to [1]\n show vars\nend\nset [_show_vars v] to ((1) - (_show_vars))\n\nwhen I receive [toggle settings v]\ntoggle settings\n\nwhen [f v] key pressed\nif <(_show_fps) = [1]> then\n hide variable [@fps v]\nelse\n show variable [@fps v]\nend\nset [_show_fps v] to ((1) - (_show_fps))\n\ndefine // (label)\n\n@Setup\n\ndefine _tmp = SquaredDist ( A (ax) (ay) (az) B (bx) (by) (bz) )\nset [_tmp v] to (((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) + (((az) - (bz)) * ((az) - (bz))))\n\ndefine _inside = point in tri (concise) (px) (py) (ax) (ay) (bx) (by) (cx) (cy)\nset [_inside? v] to <(((px) - (ax)) * ((by) - (ay))) > (((bx) - (ax)) * ((py) - (ay)))>\nif <<(((px) - (bx)) * ((cy) - (by))) > (((cx) - (bx)) * ((py) - (by)))> = (_inside?)> then\n set [_inside? v] to <<(((px) - (cx)) * ((ay) - (cy))) > (((ax) - (cx)) * ((py) - (cy)))> = (_inside?)>\n stop [this script v]\nend\nset [_inside? v] to \n\ndefine _*prim = primitives.add_polygon_from_idxs_tmp( *object (*obj) mat (mat) pen radius (pen radius) )\nset [_ptr v] to ((length of [idxs_poly v]) + (1))\nadd (item (1) of [_idxs_tmp v]) to [idxs_poly v]\nadd [] to [idxs_poly v]\nset [i v] to [2]\nrepeat ((length of [_idxs_tmp v]) - (1))\n _ptr_to_node = idxs_poly.insert_after ( ((length of [idxs_poly v]) - (1)) (item (i) of [_idxs_tmp v]) )\n change [i v] by (1)\nend\nreplace item (length of [idxs_poly v]) of [idxs_poly v] with (_ptr)\n_*prim = primitives.add_prim ( [POLYGON] (_ptr) [] [] (pen radius) *obj (*obj) material (mat) has_normal? <not <(length of [_idxs_tmp v]) < [3]>> )\n\ndefine Polygon Tessellation ( (node num) (direction) (principal_axis) )\nchange [debug v] by (1)\nset [_n v] to (node num)\nset [_n+1 v] to (((_n) mod (length of [_idxs_tmp v])) + (1))\nset [_n+2 v] to (((_n+1) mod (length of [_idxs_tmp v])) + (1))\ndelete all of [_tmp v]\nadd (item (_n) of [_idxs_tmp v]) to [_tmp v]\nadd (item (_n+1) of [_idxs_tmp v]) to [_tmp v]\nadd (item (_n+2) of [_idxs_tmp v]) to [_tmp v]\nif <(length of [_idxs_tmp v]) = [3]> then\n idxs_tri.add_tri_indices ( (item (1) of [_tmp v]) (item (2) of [_tmp v]) (item (3) of [_tmp v]) )\n stop [this script v]\nend\nif <(direction) > [0]> then\n add_tri_to_tmp ( (item (1) of [_tmp v]) (item (2) of [_tmp v]) (item (3) of [_tmp v]) )\nelse\n add_tri_to_tmp ( (item (3) of [_tmp v]) (item (2) of [_tmp v]) (item (1) of [_tmp v]) )\nend\ndelete ((10) + (principal_axis)) of [_tmp v]\ndelete ((7) + (principal_axis)) of [_tmp v]\ndelete ((4) + (principal_axis)) of [_tmp v]\n_angle = MvG's angle ( (item (8) of [_tmp v]) (item (9) of [_tmp v]) (item (6) of [_tmp v]) (item (7) of [_tmp v]) (item (4) of [_tmp v]) (item (5) of [_tmp v]) )\nif <(debug) > [300]> then\n stop [this script v]\nend\nif <<[179.95] < (_angle)> and <(_angle) < [180.05]>> then\n delete (_n+1) of [_idxs_tmp v]\n if <(_n+1) < (_n)> then\n change [_n v] by (-1)\n end\n Polygon Tessellation ( (_n) (direction) (principal_axis) )\n stop [this script v]\nend\nif <<(_angle) > [180]> or <(_angle) < [0.05]>> then\n Polygon Tessellation ( (_n+1) (direction) (principal_axis) )\n stop [this script v]\nend\n_inside? = is point inside tri (item (4) of [_tmp v]) (item (5) of [_tmp v]) (item (6) of [_tmp v]) (item (7) of [_tmp v]) (item (8) of [_tmp v]) (item (9) of [_tmp v]) (((_n+2) mod (length of [_idxs_tmp v])) + (1))\nif <(_inside?) = [1]> then\n Polygon Tessellation ( (_n+1) (direction) (principal_axis) )\nelse\n idxs_tri.add_tri_indices ( (item (1) of [_tmp v]) (item (2) of [_tmp v]) (item (3) of [_tmp v]) )\n delete (_n+1) of [_idxs_tmp v]\n if <(_n+1) < (_n)> then\n change [_n v] by (-1)\n end\n Polygon Tessellation ( (_n) (direction) (principal_axis) )\nend\n\nwhen flag clicked\nset [@rendering_active? v] to [0]\nset [@*player_obj v] to [0]\nset [@*player_prim v] to [0]\nset [@*player_shadow_prim v] to [0]\nset volume to (100) %\nhide\nsetup\n\ndefine _angle = MvG's angle ( (x1) (y1) (x2) (y2) (x3) (y3) )\nset [_x v] to ((x1) - (x2))\nset [_x2 v] to ((x3) - (x2))\nset [_y v] to ((y1) - (y2))\nset [_y2 v] to ((y3) - (y2))\nset [_dot v] to (((_x) * (_x2)) + ((_y) * (_y2)))\nset [_det v] to (((_x) * (_y2)) - ((_y) * (_x2)))\n_atan2 = atan2( (_det) (_dot) )\nset [_angle v] to (_atan2)\n\ndefine _idxs_tmp.set_range ( (left) (right) (step) <reverse?> )\ndelete all of [_idxs_tmp v]\nset [i v] to (left)\nrepeat until <(i) = (right)>\n add (i) to [_idxs_tmp v]\n repeat (step)\n if <(i) = [null]> then\n set [i v] to [null]\n else\n set [i v] to (item ((i) + (3)) of [vertex_buff v])\n end\n end\nend\nif <reverse?> then\n set [i v] to [1]\n repeat (length of [_idxs_tmp v])\n insert (item (length of [_idxs_tmp v]) of [_idxs_tmp v]) at (i) of [_idxs_tmp v] \n delete (length of [_idxs_tmp v]) of [_idxs_tmp v]\n change [i v] by (1)\n end\nend\n\ndefine add_tri_to_tmp ( (idx_1) (idx_2) (idx_3) )\nadd (item ((idx_1) + (0)) of [vertex_buff v]) to [_tmp v]\nadd (item ((idx_1) + (1)) of [vertex_buff v]) to [_tmp v]\nadd (item ((idx_1) + (2)) of [vertex_buff v]) to [_tmp v]\nadd (item ((idx_2) + (0)) of [vertex_buff v]) to [_tmp v]\nadd (item ((idx_2) + (1)) of [vertex_buff v]) to [_tmp v]\nadd (item ((idx_2) + (2)) of [vertex_buff v]) to [_tmp v]\nadd (item ((idx_3) + (0)) of [vertex_buff v]) to [_tmp v]\nadd (item ((idx_3) + (1)) of [vertex_buff v]) to [_tmp v]\nadd (item ((idx_3) + (2)) of [vertex_buff v]) to [_tmp v]\n\ndefine _x, _y, _z = calc_unit_normal (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\n_x, _y, _z = 3D_cross_prod ( ((x2) - (x1)) ((y2) - (y1)) ((z2) - (z1)) ((x3) - (x1)) ((y3) - (y1)) ((z3) - (z1)) )\nset [_tmp v] to ([sqrt v] of (((_x) * (_x)) + (((_y) * (_y)) + ((_z) * (_z)))) )\nset [_x v] to ((_x) / (_tmp))\nset [_y v] to ((_y) / (_tmp))\nset [_z v] to ((_z) / (_tmp))\n\ndefine draw_tri (x1) (y1) (x2) (y2) (x3) (y3)\npen up\ngo to x: ((x1) * (100)) y: ((y1) * (100))\npen down\ngo to x: ((x2) * (100)) y: ((y2) * (100))\ngo to x: ((x3) * (100)) y: ((y3) * (100))\ngo to x: ((x1) * (100)) y: ((y1) * (100))\nchange pen (color v) by (3)\n\ndefine _inside? = is point inside tri (x1) (y1) (x2) (y2) (x3) (y3) (start)\nset [i v] to (start)\nset [_inside? v] to [0]\nrepeat until <<(_inside?) = [1]> or <(i) = ((start) + ((length of [_idxs_tmp v]) - (3)))>>\n set [_tmp v] to (item ((((i) - (1)) mod (length of [_idxs_tmp v])) + (1)) of [_idxs_tmp v])\n _inside = point in tri (concise) (item (_tmp) of [vertex_buff v]) (item ((_tmp) + (1)) of [vertex_buff v]) (x1) (y1) (x2) (y2) (x3) (y3)\n change [i v] by (1)\nend\n\ndefine idxs_tri.add_tri_indices ( (idx_1) (idx_2) (idx_3) )\nadd (idx_1) to [idxs_tri v]\nadd (idx_2) to [idxs_tri v]\nadd (idx_3) to [idxs_tri v]\n\ndefine setup scene objects\nset [@ground_y v] to [-1]\nMaterials.newMaterial ( label [Blue] pointer to secondary colour material [] sfx sound name [] texture costume name [] Colour (R,G,B,A) [0,140,255] no collider? <> bounciness (0-1) [0] )\nMaterials.newMaterial ( label [Yellow] pointer to secondary colour material [] sfx sound name [] texture costume name [] Colour (R,G,B,A) [230,255,20] no collider? <> bounciness (0-1) [] )\nMaterials.newMaterial ( label [Green] pointer to secondary colour material [] sfx sound name [] texture costume name [] Colour (R,G,B,A) [70,250,90] no collider? <> bounciness (0-1) [] )\nMaterials.newMaterial ( label [Red] pointer to secondary colour material [] sfx sound name [] texture costume name [] Colour (R,G,B,A) [255,0,0] no collider? <> bounciness (0-1) [] )\nGameObjects.createPlayer ( position [0] [1] [0] first person view? <> Fixed shadow? \nGameObjects.createCuboid ( Scale [2] [0.2] [2] Position [0] [0] [0] Rotation [] [] [] Material [Yellow] name [Start] )\nGameObjects.createCuboid ( Scale [1.6] [0.2] [1.2] Position [1.2] [1.4] [-2.5] Rotation [] [] [] Material [Blue] name [Platform 2] )\nGameObjects.createCuboid ( Scale [1.3] [0.2] [1.2] Position [0.6] [3.6] [-5.2] Rotation [] [] [] Material [Blue] name [Platform 3] )\nGameObjects.createCuboid ( Scale [0.5] [0.2] [3] Position [0] [5.2] [-9.2] Rotation [] [] [] Material [Blue] name [Platform 4] )\nGameObjects.createCuboid ( Scale [1.3] [0.2] [6.4] Position [0] [5.6] [-14.6] Rotation [] [] [] Material [Blue] name [Platform 5] )\nGameObjects.createCuboid ( Scale [2.4] [0.2] [3.4] Position [0] [5.2] [-20] Rotation [] [] [] Material [Blue] name [Platform 6] )\nGameObjects.createCuboid ( Scale [1.7] [0.2] [1.7] Position [0] [5.2] [-23] Rotation [] [] [] Material [Green] name [End] )\nGameObjects.createCone ( Radius [0.2] Height [0.3] Number of sides [4] Position [0] [5.3] [-8.6] Rotation [] [] [] Material [Red] name [Spike 1] )\nGameObjects.createCone ( Radius [0.2] Height [0.3] Number of sides [4] Position [0] [5.3] [-9.8] Rotation [] [] [] Material [Red] name [Spike 2] )\nGameObjects.createCuboid ( Scale [0.4] [0.4] [0.4] Position [0] [5.6] [-20] Rotation [] [] [] Material [Red] name [Enemy] )\nMaterials.newMaterial ( label [Eye] pointer to secondary colour material [] sfx sound name [] texture costume name [Eye] Colour (R,G,B,A) [] no collider? <> bounciness (0-1) [] )\nGameObjects.create3DPoint ( material name [Eye] radius [0.2] scale y [] position [0] [0] [-0.3] parent [Enemy] shadow offset dist [] name [Eye] )\nGameObjects.create3DLine ( Pt A [0] [5.2] [-23] Pt B [0] [6.4] [-23] material [Yellow] radius [0.02] parent [] name [Flag Pole] )\nMaterials.newMaterial ( label [Flag] pointer to secondary colour material [] sfx sound name [] texture costume name [] Colour (R,G,B,A) [70,250,90] no collider? <> bounciness (0-1) [] )\nMaterials.setDoubleSided (comma separated list of materials: [Flag] )\nGameObjects.createTri/Quad (Pt A [0] [6.1] [-23] Pt B [0] [6.4] [-23] Pt C [-0.5] [6.4] [-23] Pt D (leave blank if tri) [-0.5] [6.1] [-23] parent [Flag Pole] material [Flag] name [Flag Fabric] )\nMaterials.setSfx ( material [Yellow] sound effect label [Concrete Step] )\nMaterials.setSfx ( material [Blue] sound effect label [Concrete Step] )\nMaterials.setSfx ( material [Green] sound effect label [Concrete Step] )\nGameObjects.setDynamic ( object name [Enemy] parent object [] )\nGameObjects.setDynamic ( object name [Platform 3] parent object [] )\nGameObjects.setDynamic ( object name [Platform 5] parent object [] )\nGameObjects.offsetDynamicCenter ( object name [Platform 3] offset [0] [-1] [0] )\n\ndefine _*obj = GameObjects.instantiate ( position (x) (y) (z) rotation (α) (β) (γ) hidden? <hidden?> name (name) dynamic? <dynamic?> )\nset [_*obj v] to ((length of [gameobjects v]) + (1))\nset [_tmp v] to (name)\nset [i v] to [2]\nrepeat until <not <[_obj v] contains (_tmp)?>>\n set [_tmp v] to (join (_tmp) (i))\n change [i v] by (1)\nend\nadd (_tmp) to [gameobjects v]\nadd (x) to [gameobjects v]\nadd (y) to [gameobjects v]\nadd (z) to [gameobjects v]\nadd (α) to [gameobjects v]\nadd (β) to [gameobjects v]\nadd (γ) to [gameobjects v]\nadd [1] to [gameobjects v]\nadd [1] to [gameobjects v]\nadd [1] to [gameobjects v]\nadd (colour) to [gameobjects v]\nadd <<hidden?> = [1]> to [gameobjects v]\nadd [v_left] to [gameobjects v]\nadd [v_right] to [gameobjects v]\nadd [n_left] to [gameobjects v]\nadd [n_right] to [gameobjects v]\nadd [p_left] to [gameobjects v]\nadd [p_right] to [gameobjects v]\nif <dynamic?> then\n add [ROOT] to [gameobjects v]\nelse\n add [0] to [gameobjects v]\nend\nadd [] to [gameobjects v]\nadd [*bsphere] to [gameobjects v]\nif <not <<<<<<(x) = [0]> and <(y) = [0]>> and <(z) = [0]>> and <(α) = [0]>> and <(β) = [0]>> and <(γ) = [0]>>> then\n GameObjects.set_updated ( (_*obj) )\nend\n\ndefine GameObjects.createPrismUsing@polygon ( height (height) Position (x) (y) (z) Rotation (yaw) (pitch) (roll) Material (mat) name (name) )\nset [_n v] to ((length of [@polygon v]) / (2))\nset [_*vstart v] to ((length of [vertex_buff v]) + (1))\n_*obj = GameObjects.instantiate ( position (x) (y) (z) rotation (yaw) (pitch) (roll) hidden? <> name (name) dynamic? <> )\nset [i v] to [1]\nset [_ptr v] to (@*vertex_buff_tail)\nrepeat (_n)\n _ptr = vertex_buff.insert_after (xyz (item (i) of [@polygon v]) ((-1) * ((height) / (2))) (item ((i) + (1)) of [@polygon v]) *node (_ptr) *obj (_*obj) )\n _ptr = vertex_buff.insert_after (xyz (item (i) of [@polygon v]) ((height) / (2)) (item ((i) + (1)) of [@polygon v]) *node (_ptr) *obj (_*obj) )\n change [i v] by (2)\nend\nset [j v] to [0]\nrepeat (_n)\n delete all of [_idxs_tmp v]\n add ((_*vstart) + (j)) to [_idxs_tmp v]\n add ((_*vstart) + (((j) + ((2) * (@enum v:SIZE))) mod (((2) * (@enum v:SIZE)) * (_n)))) to [_idxs_tmp v]\n add ((_*vstart) + (((j) + ((3) * (@enum v:SIZE))) mod (((2) * (@enum v:SIZE)) * (_n)))) to [_idxs_tmp v]\n add ((_*vstart) + (((j) + ((1) * (@enum v:SIZE))) mod (((2) * (@enum v:SIZE)) * (_n)))) to [_idxs_tmp v]\n _*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (mat) pen radius [] )\n change [j v] by ((2) * (@enum v:SIZE))\nend\n_idxs_tmp.set_range ( (_*vstart) [null] [2] )\n_*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (mat) pen radius [] )\n_idxs_tmp.set_range ( ((_*vstart) + (@enum v:SIZE)) [null] [2] <> )\n_*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (mat) pen radius [] )\n\ndefine _ptr = vertex_buff.insert_after (xyz (x) (y) (z) *node (*node) *obj (*obj) )\nif <<(length of [vertex_buff v]) < (*node)> or <((*node) + (0)) = [0]>> then\n set [_tmp v] to [null]\nelse\n set [_tmp v] to (item ((*node) + (3)) of [vertex_buff v])\n replace item ((*node) + (3)) of [vertex_buff v] with ((length of [vertex_buff v]) + (1))\nend\nadd (x) to [vertex_buff v]\nset [_ptr v] to (length of [vertex_buff v])\nadd (y) to [vertex_buff v]\nadd (z) to [vertex_buff v]\nadd (_tmp) to [vertex_buff v]\nif <not <(*obj) = [*obj]>> then\n if <<(length of [vertex_buff v]) = [0]> or <(item ((*obj) + (@enum o:*VLEFT)) of [gameobjects v]) = [v_left]>> then\n replace item (((@*vertex_buff_tail_obj) + (@enum o:*VLEFT)) + (1)) of [gameobjects v] with (_ptr)\n replace item ((*obj) + (@enum o:*VLEFT)) of [gameobjects v] with (_ptr)\n replace item (((*obj) + (@enum o:*VLEFT)) + (1)) of [gameobjects v] with [null]\n end\nend\nif <(*node) = (@*vertex_buff_tail)> then\n set [@*vertex_buff_tail v] to (_ptr)\n if <not <(*obj) = (@*vertex_buff_tail_obj)>> then\n set [@*vertex_buff_tail_obj v] to (*obj)\n end\nend\n\ndefine setup\nreset all ()\nMaterials.newMaterial ( label [None] pointer to secondary colour material [] sfx sound name [] texture costume name [] Colour (R,G,B,A) [255,255,255] no collider? <> bounciness (0-1) [] )\nsetup scene objects\nbroadcast (init gameobject transforms v) and wait\nGameObjects.generate_bounding_spheres()\nprimitives.compute_normals()\nset [i v] to [1]\nrepeat (length of [vertex_buff v])\n add (item (i) of [vertex_buff v]) to [vertex_world v]\n change [i v] by (1)\nend\nbroadcast (world_transform v) and wait\nif <(@gen_BSP?) = [1]> then\n broadcast (gen bsp v) and wait\nend\nprimitives.generate_bounding_spheres ()\nbroadcast (world_transform v) and wait\nbroadcast (final prim setup v) and wait\nrepeat ((length of [vertex_world v]) * (2))\n add [] to [vertex v]\nend\nset [@days_since_2000 v] to (days since 2000)\nset [@rendering_active? v] to [1]\n\ndefine GameObjects.importFromOBJFile ( CW orientated? <is_clockwise?> scale (s) align_center? <center?> .obj file data (leave blank if using _OBJ list) (data) )\nif <not <(data) = []>> then\n _OBJ.decode_from_data ( (data) )\nend\nset [_*vstart v] to ((length of [vertex_buff v]) + (1))\nset [_*vstart_obj v] to (_*vstart)\nset [_*nstart v] to ((length of [normal_buff v]) + (1))\nset [_*obj v] to [null]\nset [_*obj v] to [1]\nset [_radius v] to []\nset [_material v] to [1]\nrepeat until <(_*OBJ) = ((length of [_obj v]) + (1))>\n _cmd,_*OBJ + 1 = _OBJ.read_line ( )\n handle cmd (_cmd) <is_clockwise?>\nend\nvertex_buff.scale ( left (_*vstart_obj) right ((length of [vertex_buff v]) + (1)) scale (<(s) = []> + (s)) )\nif <center?> then\n vertex_buff.center_range (*left (_*vstart_obj) *right ((length of [vertex_buff v]) + (1)) )\nend\nif <(length of [bsp.tree v]) > [0]> then\n insert ((length of [bsp.tree v]) / (@enum t:SIZE)) at (1) of [bsp.tree v] \n insert [2] at (1) of [bsp.tree v] \n set [@bsp._*prims.tail v] to ((item # of [null] in [bsp.tree v]) - (2))\n set [@gen_bsp? v] to [0]\n set [i v] to [3]\n repeat (item (2) of [bsp.tree v])\n set [j v] to (item (i) of [bsp.tree v])\n repeat until <<(item ((j) + (1)) of [bsp._*prims v]) = (item ((i) + (@enum t:TAIL)) of [bsp.tree v])> or <(j) = [null]>>\n replace item ((item (j) of [bsp._*prims v]) + (@enum p:*NODE)) of [primitives v] with (i)\n set [j v] to (item ((j) + (2)) of [bsp._*prims v])\n end\n change [i v] by (@enum t:SIZE)\n end\nend\n\ndefine _cmd,_*OBJ + 1 = _OBJ.read_line ( )\nset [_cmd v] to (item (_*OBJ) of [_obj v])\nchange [_*obj v] by (1)\n\ndefine _split_buff = split ( (s) (delim) )\ndelete all of [_split_buff v]\nset [i v] to [1]\nset [_tmp2 v] to []\nrepeat (length of (s))\n set [_tmp v] to (letter (i) of (s))\n if <(_tmp) = (delim)> then\n add (_tmp2) to [_split_buff v]\n set [_tmp2 v] to []\n else\n set [_tmp2 v] to (join (_tmp2) (_tmp))\n end\n change [i v] by (1)\nend\nadd (_tmp2) to [_split_buff v]\n\ndefine _tmp = max_of_triple ( (a) (b) (c) )\nif <<(a) > (b)> and <(a) > (c)>> then\n set [_tmp v] to (a)\nelse\n if <<(b) > (a)> and <(b) > (c)>> then\n set [_tmp v] to (b)\n else\n set [_tmp v] to (c)\n end\nend\n\ndefine vertex_buff.center_range (*left (*l) *right (*r) )\ndelete all of [_tmp v]\nset [j v] to [0]\nrepeat (3)\n set [_min v] to ((1) / (0))\n set [_max v] to ((-1) / (0))\n set [i v] to (*l)\n repeat (((*r) - (*l)) / (4))\n set [_tmp v] to (item ((i) + (j)) of [vertex_buff v])\n if <(_tmp) < (_min)> then\n set [_min v] to (_tmp)\n end\n if <(_tmp) > (_max)> then\n set [_max v] to (_tmp)\n end\n set [i v] to (item ((i) + (3)) of [vertex_buff v])\n end\n add ((_max) - (_min)) to [_tmp v]\n set [i v] to (*l)\n repeat (((*r) - (*l)) / (4))\n replace item ((i) + (j)) of [vertex_buff v] with ((item ((i) + (j)) of [vertex_buff v]) - (((_max) + (_min)) / (2)))\n set [i v] to (item ((i) + (3)) of [vertex_buff v])\n end\n change [j v] by (1)\nend\n\ndefine _idxs_tmp.set_from_f_cmd ( (cmd) (idx_offset) <reverse?> )\n_split_buff = split ( (cmd) [ ] )\ndelete (1) of [_split_buff v]\ndelete all of [_tmp v]\nrepeat until <(length of [_split_buff v]) = [0]>\n add (item ((<reverse?> * (length of [_split_buff v])) + <not <reverse?>>) of [_split_buff v]) to [_tmp v]\n delete ((<reverse?> * (length of [_split_buff v])) + <not <reverse?>>) of [_split_buff v]\nend\ndelete all of [_idxs_tmp v]\nrepeat until <(length of [_tmp v]) = [0]>\n _split_buff = split ( (item (1) of [_tmp v]) [/] )\n add ((((item (1) of [_split_buff v]) - (1)) * (4)) + (idx_offset)) to [_idxs_tmp v]\n delete (1) of [_tmp v]\nend\n\ndefine primitives.triangulate ( (*prim) )\nreplace item ((*prim) + (2)) of [primitives v] with ((length of [idxs_tri v]) + (1))\nset [_plane v] to [2]\n_winding_num = calc_winding_num ( (_plane) )\nif <([abs v] of (_winding_number) ) < [0.01]> then\n set [_plane v] to [1]\n _winding_num = calc_winding_num ( (_plane) )\n if <([abs v] of (_winding_number) ) < [0.01]> then\n set [_plane v] to [0]\n _winding_num = calc_winding_num ( (_plane) )\n end\nend\nset [debug v] to [0]\nPolygon Tessellation ( [1] (_winding_number) (_plane) )\nif <(debug) > [300]> then\n primitives.add_prim_to_idxs_tmp ( (*prim) ((1) / (0)) )\n debug_polygon_tesselation (_winding_number) (_plane)\n ​​breakpoint​​\nend\nreplace item ((*prim) + (3)) of [primitives v] with ((length of [idxs_tri v]) + (1))\n\ndefine primitives.convert_and_triangulate_primitives()\ndelete all of [idxs_tri v]\nset [_ptr v] to [1]\nrepeat ((length of [primitives v]) / (@enum p:SIZE))\n primitives.add_prim_to_idxs_tmp ( (_ptr) ((1) / (0)) )\n if <(item (_ptr) of [primitives v]) = [POLYGON]> then\n primitives.convert_prim ( (_ptr) )\n end\n change [_ptr v] by (@enum p:SIZE)\nend\n\ndefine primitives.add_prim_to_idxs_tmp ( (*prim) (max_len) )\ndelete all of [_idxs_tmp v]\nset [_tmp v] to (item (*prim) of [primitives v])\nif <(_tmp) = [POLYGON]> then\n set [_tmp v] to (item ((*prim) + (1)) of [primitives v])\n add (item (_tmp) of [idxs_poly v]) to [_idxs_tmp v]\n set [_tmp v] to (item ((_tmp) + (1)) of [idxs_poly v])\n repeat until <<(_tmp) = (item ((*prim) + (1)) of [primitives v])> or <(length of [_idxs_tmp v]) > (max_len)>>\n add (item (_tmp) of [idxs_poly v]) to [_idxs_tmp v]\n set [_tmp v] to (item ((_tmp) + (1)) of [idxs_poly v])\n end\nelse\n set [i v] to [1]\n repeat ((<(_tmp) = [POINT]> * (1)) + ((<(_tmp) = [LINE]> * (2)) + ((<(_tmp) = [TRIANGLE]> * (3)) + (<(_tmp) = [QUAD]> * (4)))))\n add (item ((*prim) + (i)) of [primitives v]) to [_idxs_tmp v]\n change [i v] by (1)\n end\nend\n\ndefine primitives.compute_normals()\ndelete all of [normal_buff v]\nset [i v] to [1]\nrepeat ((length of [primitives v]) / (@enum p:SIZE))\n if <not <(item ((i) + (@enum p:NORMAL)) of [primitives v]) = [null]>> then\n set [_x v] to (item (item ((i) + (1)) of [primitives v]) of [idxs_poly v])\n set [_y v] to (item (item ((item ((i) + (1)) of [primitives v]) + (1)) of [idxs_poly v]) of [idxs_poly v])\n set [_z v] to (item (item ((item ((item ((i) + (1)) of [primitives v]) + (1)) of [idxs_poly v]) + (1)) of [idxs_poly v]) of [idxs_poly v])\n _x, _y, _z = calc_unit_normal (item (_x) of [vertex_buff v]) (item ((_x) + (1)) of [vertex_buff v]) (item ((_x) + (2)) of [vertex_buff v]) (item (_y) of [vertex_buff v]) (item ((_y) + (1)) of [vertex_buff v]) (item ((_y) + (2)) of [vertex_buff v]) (item (_z) of [vertex_buff v]) (item ((_z) + (1)) of [vertex_buff v]) (item ((_z) + (2)) of [vertex_buff v])\n set [_*obj v] to (item ((i) + (@enum p:*OBJECT)) of [primitives v])\n set [_ptr v] to ((length of [normal_buff v]) + (1))\n if <<(length of [normal_buff v]) = [0]> or <(item ((_*obj) + (@enum o:*NLEFT)) of [gameobjects v]) = [n_left]>> then\n if <(@*normal_buff_tail_obj) > [0]> then\n replace item (((@*normal_buff_tail_obj) + (@enum o:*NLEFT)) + (1)) of [gameobjects v] with (_ptr)\n end\n replace item ((_*obj) + (@enum o:*NLEFT)) of [gameobjects v] with (_ptr)\n replace item (((_*obj) + (@enum o:*NLEFT)) + (1)) of [gameobjects v] with [null]\n end\n if <not <(_*obj) = (@*normal_buff_tail_obj)>> then\n set [@*normal_buff_tail_obj v] to (_*obj)\n end\n add (_x) to [normal_buff v]\n add (_y) to [normal_buff v]\n add (_z) to [normal_buff v]\n end\n change [i v] by (@enum p:SIZE)\nend\nset [i v] to [1]\nrepeat (length of [normal_buff v])\n add (item (i) of [normal_buff v]) to [normal_world v]\n change [i v] by (1)\nend\n\ndefine primitives.generate_shadows ()\nif <(@shadows?) = [1]> then\n Materials.newMaterial ( label [Shadow] pointer to secondary colour material [] sfx sound name [] texture costume name [] Colour (R,G,B,A) (join (join ((77) * ((@ambient_max) + (0.1))) [,]) (join ((168) * ((@ambient_max) + (0.1))) (join [,] ((56) * ((@ambient_max) + (0.1)))))) no collider? <> bounciness (0-1) [] )\n Materials.newMaterial ( label [Point Shadow] pointer to secondary colour material [] sfx sound name [] texture costume name [shadow] Colour (R,G,B,A) [] no collider? <> bounciness (0-1) [] )\nend\nset [@*shadow_seg v] to (length of [vertex_buff v])\nset [_*prim v] to [1]\nrepeat ((length of [primitives v]) / (@enum p:SIZE))\n set [_tmp2 v] to (_*prim)\n set [_*obj v] to (item ((_*prim) + (@enum p:*OBJECT)) of [primitives v])\n if <(@shadows?) = [1]> then\n if <(item (_*prim) of [primitives v]) = [POLYGON]> then\n set [_tmp v] to ((length of [idxs_tri v]) + (1))\n set [j v] to (item ((_*prim) + (2)) of [primitives v])\n repeat until <(j) = (item ((_*prim) + (3)) of [primitives v])>\n add ((item (j) of [idxs_tri v]) + (@*shadow_seg)) to [idxs_tri v]\n change [j v] by (1)\n end\n _*prim = primitives.add_prim ( (item (_*prim) of [primitives v]) (item ((_*prim) + (1)) of [primitives v]) (_tmp) (length of [idxs_tri v]) [] *obj (_*obj) material [Shadow] has_normal? <> )\n else\n if <<(item (_*prim) of [primitives v]) = [TRIANGLE]> or <(item (_*prim) of [primitives v]) = [QUAD]>> then\n _*prim = primitives.add_prim ( (item (_*prim) of [primitives v]) ((item ((_*prim) + (1)) of [primitives v]) + (@*shadow_seg)) ((item ((_*prim) + (2)) of [primitives v]) + (@*shadow_seg)) ((item ((_*prim) + (3)) of [primitives v]) + (@*shadow_seg)) ((item ((_*prim) + (4)) of [primitives v]) + (@*shadow_seg)) *obj (_*obj) material [Shadow] has_normal? <> )\n else\n if <(item (_*prim) of [primitives v]) = [LINE]> then\n _*prim = primitives.add_prim ( (item (_*prim) of [primitives v]) ((item ((_*prim) + (1)) of [primitives v]) + (@*shadow_seg)) ((item ((_*prim) + (2)) of [primitives v]) + (@*shadow_seg)) (item ((_*prim) + (3)) of [primitives v]) (item ((_*prim) + (4)) of [primitives v]) *obj (_*obj) material [Shadow] has_normal? <> )\n end\n end\n end\n add (_tmp2) to [@shadow_to_*prim v]\n end\n if <(item (_*prim) of [primitives v]) = [POINT]> then\n if <<(@shadows?) = [1]> or <not <(item ((_*prim) + (@enum p:SHAD_OFF_SCALE)) of [primitives v]) = []>>> then\n if <(_tmp2) = (@*player_prim)> then\n set [_tmp v] to [Player Shadow]\n else\n set [_tmp v] to [Point Shadow]\n end\n _*prim = primitives.add_prim ( (item (_*prim) of [primitives v]) ((item ((_*prim) + (1)) of [primitives v]) + (@*shadow_seg)) (item ((_*prim) + (2)) of [primitives v]) (item ((_*prim) + (3)) of [primitives v]) (item ((_*prim) + (4)) of [primitives v]) *obj (_*obj) material (_tmp) has_normal? <> )\n if <(@shadows?) = [0]> then\n add (_tmp2) to [@shadow_to_*prim v]\n end\n end\n end\n if <(@shadows?) = [1]> then\n replace item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v] with [100]\n end\n if <(_tmp2) = (@*player_prim)> then\n set [@*player_shadow_prim v] to (_*prim)\n end\n set [_*prim v] to ((_tmp2) + (@enum p:SIZE))\nend\n\nwhen I receive [final prim setup v]\nadd [--dynamic data--] to [primitives v]\nset [*dynamic_seg v] to (length of [primitives v])\nprimitives.convert_and_triangulate_primitives()\nprimitives.generate_shadows ()\n\ndefine reset all ()\ndelete all of [_tmp v]\ndelete all of [_idxs_tmp v]\ndelete all of [_intersection_t_vals v]\ndelete all of [vertex_buff v]\nset [@*vertex_buff_tail v] to [0]\nset [@*vertex_buff_tail_obj v] to [0]\nset [@*normal_buff_tail_obj v] to [0]\nset [@gameobjects._*prims.tail v] to [0]\ndelete all of [vertex_world v]\ndelete all of [vertex v]\ndelete all of [primitives v]\ndelete all of [idxs_poly v]\ndelete all of [idxs_tri v]\ndelete all of [gameobjects v]\ndelete all of [@updated_objects v]\ndelete all of [normal_buff v]\ndelete all of [normal_world v]\ndelete all of [bsp.tree v]\ndelete all of [bsp._*prims v]\ndelete all of [bsphere_buff v]\ndelete all of [bsphere_world v]\ndelete all of [gameobjects._*prims v]\ndelete all of [materials v]\ndelete all of [@dynamic_obj_center_offset v]\ndelete all of [@shadow_to_*prim v]\ndelete all of [@dynamic_objects v]\n\ndefine GameObjects.create3DPoint ( material name (mat) radius (radius) scale y (scale y) position (x) (y) (z) parent (parent) shadow offset dist (shad_off_scale) name (name) )\nif <<(parent) = []> or <not <[gameobjects v] contains (parent)?>>> then\n _*obj = GameObjects.instantiate ( position (x) (y) (z) rotation [0] [0] [0] hidden? <> name (name) dynamic? <> )\n _ptr = vertex_buff.insert_after (xyz [0] [0] [0] *node (@*vertex_buff_tail) *obj (_*obj) )\nelse\n set [_*obj v] to (item # of (parent) in [gameobjects v])\n _ptr = vertex_buff.insert_after (xyz (x) (y) (z) *node (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v]) *obj (_*obj) )\nend\nset [_ptr_to_vert v] to (_ptr)\ndelete all of [_idxs_tmp v]\nadd (_ptr) to [_idxs_tmp v]\n_*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (mat) pen radius (radius) )\nif <not <(scale y) = []>> then\n replace item ((_*prim) + (@enum p:SPRITE_SCALE_Y)) of [primitives v] with (scale y)\nelse\n replace item ((_*prim) + (@enum p:SPRITE_SCALE_Y)) of [primitives v] with []\nend\nreplace item ((_*prim) + (@enum p:SHAD_OFF_SCALE)) of [primitives v] with (shad_off_scale)\n\ndefine primitives.convert_prim ( (*prim) )\n_idx_tmp.remove_consecutive_duplicates()\nif <(length of [_idxs_tmp v]) > [4]> then\n primitives.triangulate ( (*prim) )\nelse\n replace item (*prim) of [primitives v] with [POINT]\n replace item ((*prim) + (1)) of [primitives v] with (item (1) of [_idxs_tmp v])\n if <(length of [_idxs_tmp v]) > [1]> then\n replace item (*prim) of [primitives v] with [LINE]\n replace item ((*prim) + (2)) of [primitives v] with (item (2) of [_idxs_tmp v])\n end\n if <(length of [_idxs_tmp v]) > [2]> then\n replace item (*prim) of [primitives v] with [TRIANGLE]\n replace item ((*prim) + (3)) of [primitives v] with (item (3) of [_idxs_tmp v])\n end\n if <(length of [_idxs_tmp v]) > [3]> then\n replace item (*prim) of [primitives v] with [QUAD]\n replace item ((*prim) + (4)) of [primitives v] with (item (4) of [_idxs_tmp v])\n end\nend\n\ndefine _OBJ = exportScene ()\ndelete all of [_obj v]\nadd [# ChromeEngine v1] to [_obj v]\nadd [# https://scratch.mit.edu/projects/779272331] to [_obj v]\nset [_vert_count v] to [1]\ndelete all of [_new_vert_loc v]\nrepeat ((length of [vertex_buff v]) / (4))\n add [] to [_new_vert_loc v]\nend\nset [_prim_count v] to [1]\ndelete all of [_new_prim_loc v]\nrepeat ((length of [primitives v]) / (@enum p:SIZE))\n add [] to [_new_prim_loc v]\nend\nset [_*obj v] to [1]\nrepeat ((length of [gameobjects v]) / (@enum o:SIZE))\n add (join [o ] (item (_*obj) of [gameobjects v])) to [_obj v]\n set [i v] to (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v])\n repeat until <<(i) = (item (((_*obj) + (@enum o:*VLEFT)) + (1)) of [gameobjects v])> or <(i) = [null]>>\n delete all of [_tmp v]\n add [v] to [_tmp v]\n add (item ((i) + (0)) of [vertex_buff v]) to [_tmp v]\n add (item ((i) + (1)) of [vertex_buff v]) to [_tmp v]\n add (item ((i) + (2)) of [vertex_buff v]) to [_tmp v]\n _tmp = join_tmp ( delim [ ] )\n add (_tmp) to [_obj v]\n replace item ((((i) - (1)) / (4)) + (1)) of [_new_vert_loc v] with (_vert_count)\n change [_vert_count v] by (1)\n set [i v] to (item ((i) + (3)) of [vertex_buff v])\n end\n set [_material v] to [1]\n repeat ((length of [materials v]) / (@enum m:SIZE))\n add (join [usemtl ] (item (_material) of [materials v])) to [_obj v]\n set [_*prim v] to [1]\n set [_has_prim? v] to [0]\n repeat until <(item (_*prim) of [primitives v]) = [--dynamic data--]>\n if <<(item ((_*prim) + (@enum p:MATERIAL)) of [primitives v]) = (_material)> and <(item ((_*prim) + (@enum p:*OBJECT)) of [primitives v]) = (_*obj)>> then\n set [_has_prim? v] to [1]\n primitives.add_prim_to_idxs_tmp ( (_*prim) ((1) / (0)) )\n if <<(length of [_idxs_tmp v]) < [3]> and <not <(item ((_*prim) + (@enum p:RADIUS)) of [primitives v]) = []>>> then\n add (join [fs ] (item ((_*prim) + (@enum p:RADIUS)) of [primitives v])) to [_obj v]\n end\n delete all of [_tmp v]\n add [f] to [_tmp v]\n repeat until <(length of [_idxs_tmp v]) = [0]>\n set [_tmp v] to ((((item (1) of [_idxs_tmp v]) - (1)) / (4)) + (1))\n add (item (_tmp) of [_new_vert_loc v]) to [_tmp v]\n delete (1) of [_idxs_tmp v]\n end\n _tmp = join_tmp ( delim [ ] )\n add (_tmp) to [_obj v]\n replace item ((((_*prim) - (1)) / (@enum p:SIZE)) + (1)) of [_new_prim_loc v] with (_prim_count)\n change [_prim_count v] by (1)\n end\n change [_*prim v] by (@enum p:SIZE)\n end\n if <(_has_prim?) = [0]> then\n delete (length of [_obj v]) of [_obj v]\n end\n change [_material v] by (6)\n end\n change [_*obj v] by (@enum o:SIZE)\nend\nset [i v] to [1]\nrepeat ((length of [bsp._*prims v]) / (4))\n delete all of [_tmp v]\n add [bp] to [_tmp v]\n set [_tmp v] to ((((item (i) of [bsp._*prims v]) - (1)) / (@enum p:SIZE)) + (1))\n add ((((item (_tmp) of [_new_prim_loc v]) - (1)) * (@enum p:SIZE)) + (1)) to [_tmp v]\n add (item ((i) + (1)) of [bsp._*prims v]) to [_tmp v]\n add (item ((i) + (2)) of [bsp._*prims v]) to [_tmp v]\n add (item ((i) + (3)) of [bsp._*prims v]) to [_tmp v]\n _tmp = join_tmp ( delim [ ] )\n add (_tmp) to [_obj v]\n change [i v] by (4)\nend\nset [i v] to [3]\nrepeat (item (2) of [bsp.tree v])\n delete all of [_tmp v]\n add [bt] to [_tmp v]\n set [j v] to [0]\n repeat (@enum t:SIZE)\n add (item ((i) + (j)) of [bsp.tree v]) to [_tmp v]\n change [j v] by (1)\n end\n _tmp = join_tmp ( delim [ ] )\n add (_tmp) to [_obj v]\n change [i v] by (@enum t:SIZE)\nend\n\ndefine _tmp = join_tmp ( delim (delim) )\nset [_tmp v] to []\nrepeat until <(length of [_tmp v]) = [0]>\n if <(length of [_tmp v]) = [1]> then\n set [_tmp v] to (join (_tmp) (item (1) of [_tmp v]))\n else\n set [_tmp v] to (join (_tmp) (join (item (1) of [_tmp v]) [ ]))\n end\n delete (1) of [_tmp v]\nend\n\ndefine handle cmd (cmd) <is_clockwise?>\n_split_buff = split ( (cmd) [ ] )\nset [_cmd v] to (item (1) of [_split_buff v])\ndelete (1) of [_split_buff v]\nif <(_cmd) = [o]> then\n set [_*vstart v] to ((length of [vertex_buff v]) + (1))\n set [_*nstart v] to ((length of [normal_buff v]) + (1))\n _*obj = GameObjects.instantiate ( position [0] [0] [0] rotation [0] [0] [0] hidden? <> name (item (1) of [_split_buff v]) dynamic? <> )\n stop [this script v]\nend\nif <(_cmd) = [v]> then\n if <(_*obj) = [null]> then\n _*obj = GameObjects.instantiate ( position [0] [0] [0] rotation [0] [0] [0] hidden? <> name [default] dynamic? <> )\n end\n _ptr = vertex_buff.insert_after (xyz ((item (1) of [_split_buff v]) + ()) ((item (2) of [_split_buff v]) + ()) ((item (3) of [_split_buff v]) + ()) *node (@*vertex_buff_tail) *obj (_*obj) )\n stop [this script v]\nend\nif <(_cmd) = [f]> then\n _idxs_tmp.set_from_f_cmd ( (cmd) (_*vstart_obj) <is_clockwise?> )\n _*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (_material) pen radius (_radius) )\n set [_radius v] to []\n stop [this script v]\nend\nif <(_cmd) = [mtllib]> then\n Materials.useMtlLib (item (1) of [_split_buff v])\nend\nif <(_cmd) = [usemtl]> then\n if <[materials v] contains (item (1) of [_split_buff v])?> then\n set [_material v] to (item (1) of [_split_buff v])\n else\n set [_material v] to [None]\n end\n stop [this script v]\nend\nif <(_cmd) = [bp]> then\n repeat until <(length of [_split_buff v]) = [0]>\n add (item (1) of [_split_buff v]) to [bsp._*prims v]\n delete (1) of [_split_buff v]\n end\n stop [this script v]\nend\nif <(_cmd) = [bt]> then\n repeat until <(length of [_split_buff v]) = [0]>\n add (item (1) of [_split_buff v]) to [bsp.tree v]\n delete (1) of [_split_buff v]\n end\n stop [this script v]\nend\nif <(_cmd) = [fs]> then\n set [_radius v] to (item (1) of [_split_buff v])\n stop [this script v]\nend\n\ndefine _winding_num = calc_winding_num ( (principal_plane) )\nset [_winding_number v] to [0]\nset [_n v] to (length of [_idxs_tmp v])\nset [i v] to [0]\nrepeat (length of [_idxs_tmp v])\n delete all of [_tmp v]\n add_tri_to_tmp ( (item ((((i) + (0)) mod (_n)) + (1)) of [_idxs_tmp v]) (item ((((i) + (1)) mod (_n)) + (1)) of [_idxs_tmp v]) (item ((((i) + (2)) mod (_n)) + (1)) of [_idxs_tmp v]) )\n delete ((7) + (principal_plane)) of [_tmp v]\n delete ((4) + (principal_plane)) of [_tmp v]\n delete ((1) + (principal_plane)) of [_tmp v]\n change [_winding_number v] by ((((item (3) of [_tmp v]) - (item (1) of [_tmp v])) * ((item (6) of [_tmp v]) - (item (2) of [_tmp v]))) - (((item (4) of [_tmp v]) - (item (2) of [_tmp v])) * ((item (5) of [_tmp v]) - (item (1) of [_tmp v]))))\n change [i v] by (1)\nend\nset [_winding_number v] to ((_winding_number) / (length of [_idxs_tmp v]))\n\ndefine debug_polygon_tesselation (direction) (principal_axis)\nerase all\nset pen color to (#ff00c3)\nset pen size to (2)\nset [i v] to [1]\nrepeat ((length of [_idxs_tmp v]) + (1))\n delete all of [_tmp v]\n add (item ((item (i) of [_idxs_tmp v]) + (0)) of [vertex_buff v]) to [_tmp v]\n add (item ((item (i) of [_idxs_tmp v]) + (1)) of [vertex_buff v]) to [_tmp v]\n add (item ((item (i) of [_idxs_tmp v]) + (2)) of [vertex_buff v]) to [_tmp v]\n delete ((1) + (principal_axis)) of [_tmp v]\n go to x: ((item (1) of [_tmp v]) * (100)) y: ((item (2) of [_tmp v]) * (100))\n pen down\n set [i v] to (((i) mod (length of [_idxs_tmp v])) + (1))\n change pen (color v) by (10)\nend\ngo to x: ((item (1) of [_tmp v]) * (100)) y: ((item (2) of [_tmp v]) * (100))\npen up\n\ndefine vertex_buff.scale ( left (*l) right (*r) scale (s) )\nset [i v] to (*l)\nrepeat (((*r) - (*l)) / (4))\n set [j v] to [0]\n repeat (3)\n replace item ((i) + (j)) of [vertex_buff v] with ((item ((i) + (j)) of [vertex_buff v]) * (s))\n change [j v] by (1)\n end\n set [i v] to (item ((i) + (3)) of [vertex_buff v])\nend\n\ndefine primitives.generate_bounding_spheres ()\nset [_*prim v] to [1]\nrepeat ((length of [primitives v]) / (@enum p:SIZE))\n if <not <(item (_*prim) of [primitives v]) = [CONTAINER]>> then\n primitives.add_prim_to_idxs_tmp ( (_*prim) ((1) / (0)) )\n delete all of [_tmp v]\n set [i v] to [1]\n repeat (length of [_idxs_tmp v])\n set [_tmp v] to (item (i) of [_idxs_tmp v])\n add (item ((_tmp) + (0)) of [vertex_buff v]) to [_tmp v]\n add (item ((_tmp) + (1)) of [vertex_buff v]) to [_tmp v]\n add (item ((_tmp) + (2)) of [vertex_buff v]) to [_tmp v]\n change [i v] by (1)\n end\n _x, _y, _z, _r = RitterSphere ( _tmp )\n add (_x) to [bsphere_buff v]\n replace item ((_*prim) + (@enum p:*BSPHERE)) of [primitives v] with (length of [bsphere_buff v])\n add (_y) to [bsphere_buff v]\n add (_z) to [bsphere_buff v]\n if <(length of [_idxs_tmp v]) < [3]> then\n change [_r v] by (item ((_*prim) + (@enum p:RADIUS)) of [primitives v])\n end\n add (_r) to [bsphere_buff v]\n add (_*prim) to [bsphere_buff v]\n end\n change [_*prim v] by (@enum p:SIZE)\nend\ndelete all of [bsphere_world v]\nset [i v] to [1]\nrepeat (length of [bsphere_buff v])\n add (item (i) of [bsphere_buff v]) to [bsphere_world v]\n change [i v] by (1)\nend\n\ndefine _x, _y, _z, _r = RitterSphere ( _tmp )\n_x,_y,_z,_r = SphereFromDistantPoints (_tmp)\nset [i v] to [1]\nrepeat ((length of [_tmp v]) / (3))\n _x,_y,_z,_r = SphereOfSphereAndPt ( Sphere (_x) (_y) (_z) (_r) Pt (item (i) of [_tmp v]) (item ((i) + (1)) of [_tmp v]) (item ((i) + (2)) of [_tmp v]) )\n change [i v] by (3)\nend\n\ndefine _x,_y,_z,_r = SphereFromDistantPoints (_tmp)\n_min, _max = MostSeparatedPointsOnAABB (_tmp)\nset [_x v] to (((item (_min) of [_tmp v]) + (item (_max) of [_tmp v])) / (2))\nset [_y v] to (((item ((_min) + (1)) of [_tmp v]) + (item ((_max) + (1)) of [_tmp v])) / (2))\nset [_z v] to (((item ((_min) + (2)) of [_tmp v]) + (item ((_max) + (2)) of [_tmp v])) / (2))\nset [_r v] to ([sqrt v] of ((((item (_max) of [_tmp v]) - (_x)) * ((item (_max) of [_tmp v]) - (_x))) + ((((item ((_max) + (1)) of [_tmp v]) - (_y)) * ((item ((_max) + (1)) of [_tmp v]) - (_y))) + (((item ((_max) + (2)) of [_tmp v]) - (_z)) * ((item ((_max) + (2)) of [_tmp v]) - (_z))))) )\n\ndefine _min, _max = MostSeparatedPointsOnAABB (_tmp)\nset [_minx v] to [1]\nset [_miny v] to [1]\nset [_minz v] to [1]\nset [_maxx v] to [1]\nset [_maxy v] to [1]\nset [_maxz v] to [1]\nset [i v] to [1]\nrepeat ((length of [_tmp v]) / (3))\n if <(item (i) of [_tmp v]) < (item (_minx) of [_tmp v])> then\n set [_minx v] to (i)\n end\n if <(item (i) of [_tmp v]) > (item (_maxx) of [_tmp v])> then\n set [_maxx v] to (i)\n end\n if <(item ((i) + (1)) of [_tmp v]) < (item ((_miny) + (1)) of [_tmp v])> then\n set [_miny v] to (i)\n end\n if <(item ((i) + (1)) of [_tmp v]) > (item ((_maxy) + (1)) of [_tmp v])> then\n set [_maxy v] to (i)\n end\n if <(item ((i) + (2)) of [_tmp v]) < (item ((_minz) + (2)) of [_tmp v])> then\n set [_minz v] to (i)\n end\n if <(item ((i) + (2)) of [_tmp v]) > (item ((_maxz) + (2)) of [_tmp v])> then\n set [_maxz v] to (i)\n end\n change [i v] by (3)\nend\n_tmp = SquaredDist ( A (item (_maxx) of [_tmp v]) (item ((_maxx) + (1)) of [_tmp v]) (item ((_maxx) + (2)) of [_tmp v]) B (item (_minx) of [_tmp v]) (item ((_minx) + (1)) of [_tmp v]) (item ((_minx) + (2)) of [_tmp v]) )\nset [_x v] to (_tmp)\n_tmp = SquaredDist ( A (item (_maxy) of [_tmp v]) (item ((_maxy) + (1)) of [_tmp v]) (item ((_maxy) + (2)) of [_tmp v]) B (item (_miny) of [_tmp v]) (item ((_miny) + (1)) of [_tmp v]) (item ((_miny) + (2)) of [_tmp v]) )\nset [_y v] to (_tmp)\n_tmp = SquaredDist ( A (item (_maxz) of [_tmp v]) (item ((_maxz) + (1)) of [_tmp v]) (item ((_maxz) + (2)) of [_tmp v]) B (item (_minz) of [_tmp v]) (item ((_minz) + (1)) of [_tmp v]) (item ((_minz) + (2)) of [_tmp v]) )\nset [_z v] to (_tmp)\nif <<(_x) > (_y)> and <(_x) > (_z)>> then\n set [_min v] to (_minx)\n set [_max v] to (_maxx)\nelse\n if <(_y) > (_z)> then\n set [_min v] to (_miny)\n set [_max v] to (_maxy)\n else\n set [_min v] to (_minz)\n set [_max v] to (_maxz)\n end\nend\n\ndefine _x,_y,_z,_r = SphereOfSphereAndPt ( Sphere (sx) (sy) (sz) (sr) Pt (px) (py) (pz) )\nset [_tmp v] to ([sqrt v] of ((((px) - (sx)) * ((px) - (sx))) + ((((py) - (sy)) * ((py) - (sy))) + (((pz) - (sz)) * ((pz) - (sz))))) )\nif <(_tmp) > (sr)> then\n set [_r v] to (((sr) + (_tmp)) / (2))\n set [_tmp v] to (((_r) - (sr)) / (_tmp))\n set [_x v] to ((sx) + (((px) - (sx)) * (_tmp)))\n set [_y v] to ((sy) + (((py) - (sy)) * (_tmp)))\n set [_z v] to ((sz) + (((pz) - (sz)) * (_tmp)))\nend\n\ndefine Materials.importFromMTL ( .MTL file data (mtl file) )\n_split_buff = split ( (mtl file) [ ] )\nrepeat until <(length of [_split_buff v]) = [0]>\n import_mtl.handle_line ( (item (1) of [_split_buff v]) )\n delete (1) of [_split_buff v]\nend\n\ndefine import_mtl.handle_line ( (line) )\nif <(line) = [newmtl]> then\n Materials.newMaterial ( label (item (2) of [_split_buff v]) pointer to secondary colour material [] sfx sound name [] texture costume name [] Colour (R,G,B,A) [] no collider? <> bounciness (0-1) [] )\n stop [this script v]\nend\nif <(line) = [Kd]> then\n Materials.setLastKD ( (item (2) of [_split_buff v]) (item (3) of [_split_buff v]) (item (4) of [_split_buff v]) [] )\n stop [this script v]\nend\nif <(line) = [d]> then\n set [_tmp v] to (((length of [materials v]) - (@enum m:SIZE)) + (5))\n replace item (_tmp) of [materials v] with ((item (_tmp) of [materials v]) + ((round ((item (2) of [_split_buff v]) * (255))) * (16777216)))\n stop [this script v]\nend\n\ndefine Materials.useMtlLib (lib)\n\ndefine Materials.setLastKD ( (r) (g) (b) (a) )\nset [_tmp v] to ((a) - <(a) = [1]>)\nset [_tmp2 v] to (((length of [materials v]) - (@enum m:SIZE)) + (5))\nreplace item (_tmp2) of [materials v] with (((round ((_tmp) * (255))) * (16777216)) + (((round ((r) * (255))) * (65536)) + (((round ((g) * (255))) * (256)) + (round ((b) * (255))))))\nif <<(r) > (g)> and <(r) > (b)>> then\n replace item ((_tmp2) + (1)) of [materials v] with (r)\nelse\n if <(g) > (b)> then\n replace item ((_tmp2) + (1)) of [materials v] with (g)\n else\n replace item ((_tmp2) + (1)) of [materials v] with (b)\n end\nend\n\ndefine Materials.setDoubleSided (comma separated list of materials: (mat_double_list) )\n_split_buff = split ( (mat_double_list) [,] )\nrepeat until <(length of [_split_buff v]) = [0]>\n set [_tmp v] to (item (1) of [_split_buff v])\n delete (1) of [_split_buff v]\n if <[materials v] contains (_tmp)?> then\n replace item ((item # of (_tmp) in [materials v]) + (1)) of [materials v] with (item # of (_tmp) in [materials v])\n end\nend\n\ndefine Materials.setSecondaryColour ( Material (mat) Colour (R,G,B,A) (rgba) )\nif <[materials v] contains (mat)?> then\n replace item ((item # of (mat) in [materials v]) + (1)) of [materials v] with ((length of [materials v]) + (1))\n Materials.newMaterial ( label (join (mat) [:secondary]) pointer to secondary colour material ((length of [materials v]) + (1)) sfx sound name [] texture costume name [] Colour (R,G,B,A) (rgba) no collider? <> bounciness (0-1) [] )\nend\n\ndefine GameObjects.create3DLine ( Pt A (ax) (ay) (az) Pt B (bx) (by) (bz) material (mat) radius (r) parent (parent) name (name) )\nif <<(parent) = []> or <not <[gameobjects v] contains (parent)?>>> then\n _*obj = GameObjects.instantiate ( position [0] [0] [0] rotation [0] [0] [0] hidden? <> name (name) dynamic? <> )\n set [_ptr_to_node v] to (@*vertex_buff_tail)\nelse\n set [_*obj v] to (item # of (parent) in [gameobjects v])\n set [_ptr_to_node v] to (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v])\nend\n_ptr = vertex_buff.insert_after (xyz (ax) (ay) (az) *node (_ptr_to_node) *obj (_*obj) )\nset [_*vstart v] to (_ptr)\n_ptr = vertex_buff.insert_after (xyz (bx) (by) (bz) *node (_ptr) *obj (_*obj) )\ndelete all of [_idxs_tmp v]\nadd (_*vstart) to [_idxs_tmp v]\nadd (_ptr) to [_idxs_tmp v]\n_*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (mat) pen radius (r) )\n\ndefine _**prim = GameObjects._*prims.insert_after( (*prim) (*elem) )\nif <(*elem) = []> then\n add (*prim) to [gameobjects._*prims v]\n set [_**prim v] to (length of [gameobjects._*prims v])\n add [null] to [gameobjects._*prims v]\n if <(@GameObjects._*prims.tail) = [0]> then\n set [@gameobjects._*prims.tail v] to [1]\n else\n replace item ((@GameObjects._*prims.tail) + (1)) of [gameobjects._*prims v] with (_**prim)\n set [@gameobjects._*prims.tail v] to (_**prim)\n end\nelse\n set [_tmp v] to (item ((*elem) + (1)) of [gameobjects._*prims v])\n add (*prim) to [gameobjects._*prims v]\n set [_**prim v] to (length of [gameobjects._*prims v])\n add (_tmp) to [gameobjects._*prims v]\n replace item ((*elem) + (1)) of [gameobjects._*prims v] with (_**prim)\n if <(*elem) = (@GameObjects._*prims.tail)> then\n set [@gameobjects._*prims.tail v] to (_**prim)\n end\nend\n\ndefine GameObjects.generate_bounding_spheres()\nset [_*obj v] to [1]\nrepeat ((length of [gameobjects v]) / (@enum o:SIZE))\n delete all of [_tmp v]\n set [i v] to (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v])\n set [_tmp v] to (item ((_*obj) + ((@enum o:*VLEFT) + (1))) of [gameobjects v])\n repeat until <<(i) = (_tmp)> or <(i) = [null]>>\n add (item ((i) + (0)) of [vertex_buff v]) to [_tmp v]\n add (item ((i) + (1)) of [vertex_buff v]) to [_tmp v]\n add (item ((i) + (2)) of [vertex_buff v]) to [_tmp v]\n set [i v] to (item ((i) + (3)) of [vertex_buff v])\n end\n _x, _y, _z, _r = RitterSphere ( _tmp )\n add (_x) to [bsphere_buff v]\n set [_ptr v] to (length of [bsphere_buff v])\n add (_y) to [bsphere_buff v]\n add (_z) to [bsphere_buff v]\n if <not <(length of [_tmp v]) > [6]>> then\n change [_r v] by (item ((item (item ((_*obj) + (@enum o:**PLEFT)) of [gameobjects v]) of [gameobjects._*prims v]) + (@enum p:RADIUS)) of [primitives v])\n end\n add (_r) to [bsphere_buff v]\n add (_*obj) to [bsphere_buff v]\n replace item ((_*obj) + (@enum o:*BSPHERE)) of [gameobjects v] with (_ptr)\n change [_*obj v] by (@enum o:SIZE)\nend\ndelete all of [bsphere_world v]\nset [i v] to [1]\nrepeat (length of [bsphere_buff v])\n add (item (i) of [bsphere_buff v]) to [bsphere_world v]\n change [i v] by (1)\nend\n\ndefine _idx_tmp.remove_consecutive_duplicates()\nif <(length of [_idxs_tmp v]) = [3]> then\n set [_x v] to []\n set [_y v] to []\n set [_z v] to []\n set [i v] to [1]\n repeat (length of [_idxs_tmp v])\n set [_tmp v] to (item (i) of [_idxs_tmp v])\n set [_x2 v] to ((round ((item ((_tmp) + (0)) of [vertex_buff v]) * (10000))) / (10000))\n set [_y2 v] to ((round ((item ((_tmp) + (1)) of [vertex_buff v]) * (10000))) / (10000))\n set [_z2 v] to ((round ((item ((_tmp) + (2)) of [vertex_buff v]) * (10000))) / (10000))\n if <<(_x2) = (_x)> and <<(_y2) = (_y)> and <(_z2) = (_z)>>> then\n delete (i) of [_idxs_tmp v]\n change [i v] by (-1)\n end\n set [_x v] to (_x2)\n set [_y v] to (_y2)\n set [_z v] to (_z2)\n set [i v] to (((i) mod (length of [_idxs_tmp v])) + (1))\n end\nend\n\ndefine GameObjects.setDynamic ( object name (obj) parent object (parent) )\nif <<not <[gameobjects v] contains (obj)?>> or <<not <(parent) = []>> and <not <[gameobjects v] contains (parent)?>>>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\nif <(parent) = []> then\n replace item ((_*obj) + (@enum o:DYNAMIC_PARENT)) of [gameobjects v] with [ROOT]\nelse\n replace item ((_*obj) + (@enum o:DYNAMIC_PARENT)) of [gameobjects v] with (item # of (parent) in [gameobjects v])\nend\nGameObjects.set_updated ( (_*obj) )\n\ndefine Materials.setSfx ( material (mat) sound effect label (sfx) )\nif <[materials v] contains (mat)?> then\n replace item ((item # of (mat) in [materials v]) + (2)) of [materials v] with (sfx)\nend\n\ndefine Materials.newMaterial ( label (label) pointer to secondary colour material (*secondary) sfx sound name (sfx) texture costume name (tex) Colour (R,G,B,A) (rgba) no collider? <nocollider?> bounciness (0-1) (bounciness) )\nadd (label) to [materials v]\nadd (((0) * <(*secondary) = []>) + ((*secondary) * <not <(*secondary) = []>>)) to [materials v]\nif <(sfx) = []> then\n add [null] to [materials v]\nelse\n add (sfx) to [materials v]\nend\nif <(tex) = []> then\n add [] to [materials v]\nelse\n _tmp = costume_name_to_# ( (tex) )\n add (_tmp) to [materials v]\nend\nadd [argb] to [materials v]\nadd [value] to [materials v]\nadd <<nocollider?> = [1]> to [materials v]\nadd (((@μ) * <(friction) = []>) + ((friction) * <not <(friction) = []>>)) to [materials v]\nadd (((@restitution) * <(bounciness) = []>) + ((bounciness) * <not <(bounciness) = []>>)) to [materials v]\n_split_buff = split ( (rgba) [,] )\nMaterials.setLastKD ( ((item (1) of [_split_buff v]) / (255)) ((item (2) of [_split_buff v]) / (255)) ((item (3) of [_split_buff v]) / (255)) ((item (4) of [_split_buff v]) / (255)) )\n\nwhen I receive [setup scene v]\nsetup\n\ndefine _OBJ.decode_from_data ( (data) )\ndelete all of [_obj v]\ndelete all of [_tmp v]\n_split_buff = split ( (data) [ ] )\nrepeat until <(length of [_split_buff v]) = [0]>\n set [_tmp2 v] to (item (1) of [_split_buff v])\n delete (1) of [_split_buff v]\n if <[_obj_cmds v] contains (_tmp2)?> then\n set [_cmd v] to (_tmp2)\n if <(length of [_tmp v]) > [0]> then\n _tmp = join_tmp ( delim [ ] )\n add (_tmp) to [_obj v]\n delete all of [_tmp v]\n end\n end\n add (_tmp2) to [_tmp v]\nend\n_tmp = join_tmp ( delim [ ] )\nadd (_tmp) to [_obj v]\nadd [] to [_obj v]\n\ndefine GameObjects.createPlayer ( position (x) (y) (z) first person view? <first person?> Fixed shadow? <fixed_shadow>\nMaterials.newMaterial ( label [Player Shadow] pointer to secondary colour material [] sfx sound name [] texture costume name [shadow2] Colour (R,G,B,A) [] no collider? <> bounciness (0-1) [] )\nMaterials.newMaterial ( label [Player] pointer to secondary colour material [] sfx sound name [] texture costume name [ball] Colour (R,G,B,A) [] no collider? <> bounciness (0-1) [] )\nif <fixed_shadow> then\n set [_tmp v] to (@player_r)\nelse\n set [_tmp v] to []\nend\nGameObjects.create3DPoint ( material name [Player] radius (@player_r) scale y [] position (x) (y) (z) parent [] shadow offset dist (_tmp) name [Player] )\nGameObjects.setDynamic ( object name [Player] parent object [] )\nset [@*player_obj v] to (_*obj)\nset [@*player_prim v] to (_*prim)\nset [@first_person? v] to (<first person?> + ())\nset [@player_x v] to (x)\nset [@player_y v] to (y)\nset [@player_z v] to (z)\n\ndefine GameObjects.offsetDynamicCenter ( object name (obj) offset (x) (y) (z) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\nif <<not <(item ((_*obj) + (@enum o:DYNAMIC_PARENT)) of [gameobjects v]) = [0]>> and <not <[@dynamic_obj_center_offset v] contains (join [*obj:] (_*obj))?>>> then\n add (join [*obj:] (_*obj)) to [@dynamic_obj_center_offset v]\n add (x) to [@dynamic_obj_center_offset v]\n add (y) to [@dynamic_obj_center_offset v]\n add (z) to [@dynamic_obj_center_offset v]\nend\n\ndefine GameObjects.createCuboid ( Scale (sx) (sy) (sz) Position (x) (y) (z) Rotation (yaw) (pitch) (roll) Material (mat) name (name) )\ndelete all of [@polygon v]\nadd ((-0.5) * (sx)) to [@polygon v]\nadd ((0.5) * (sz)) to [@polygon v]\nadd ((0.5) * (sx)) to [@polygon v]\nadd ((0.5) * (sz)) to [@polygon v]\nadd ((0.5) * (sx)) to [@polygon v]\nadd ((-0.5) * (sz)) to [@polygon v]\nadd ((-0.5) * (sx)) to [@polygon v]\nadd ((-0.5) * (sz)) to [@polygon v]\nGameObjects.createPrismUsing@polygon ( height (sy) Position (x) (y) (z) Rotation (yaw) (pitch) (roll) Material (mat) name (name) )\n\ndefine GameObjects.createCone ( Radius (r) Height (h) Number of sides (n) Position (x) (y) (z) Rotation (yaw) (pitch) (roll) Material (mat) name (name) )\nset [_*vstart v] to ((length of [vertex_buff v]) + (1))\n_*obj = GameObjects.instantiate ( position (x) (y) (z) rotation (yaw) (pitch) (roll) hidden? <> name (name) dynamic? <> )\nset [i v] to [0]\nrepeat (n)\n set [_tmp v] to ((((i) + (0.5)) / (n)) * (360))\n _ptr = vertex_buff.insert_after (xyz ((r) * ([cos v] of (_tmp) )) [0] ((r) * ([sin v] of (_tmp) )) *node (@*vertex_buff_tail) *obj (_*obj) )\n change [i v] by (1)\nend\n_ptr = vertex_buff.insert_after (xyz [0] (h) [0] *node (@*vertex_buff_tail) *obj (_*obj) )\nset [_tmp2 v] to (_ptr)\n_idxs_tmp.set_range ( (_*vstart) (_tmp2) [1] <> )\n_*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (mat) pen radius [] )\nset [j v] to [0]\nrepeat (n)\n delete all of [_idxs_tmp v]\n add (_tmp2) to [_idxs_tmp v]\n add ((_*vstart) + (((j) + (@enum v:SIZE)) mod ((@enum v:SIZE) * (n)))) to [_idxs_tmp v]\n add ((_*vstart) + ((j) mod ((@enum v:SIZE) * (n)))) to [_idxs_tmp v]\n _*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (mat) pen radius [] )\n change [j v] by (4)\nend\n\ndefine _tmp = costume_name_to_# ( (name) )\nset [@temp v] to (name)\nbroadcast (render.change_costume_to_\(@tmp\) v) and wait\nif <([costume name v] of [render v]) = (name)> then\n set [_tmp v] to ([costume # v] of [render v])\nelse\n set [_tmp v] to [0]\nend\n\nwhen I receive [destroy shadows v]\nprimitives.destroy_shadows\n\ndefine primitives.destroy_shadows\nset [i v] to (*dynamic_seg)\nrepeat until <(length of [primitives v]) = (*dynamic_seg)>\n repeat (@enum p:SIZE)\n delete ((*dynamic_seg) + (1)) of [primitives v]\n end\nend\n\nwhen I receive [generate shadows v]\nprimitives.generate_shadows ()\n\ndefine Materials.setPhysics ( material (mat) no collider? <nocollider> bounciness (bounciness) )\nif <[materials v] contains (mat)?> then\n replace item ((item # of (mat) in [materials v]) + (6)) of [materials v] with <nocollider>\n if <not <(bounciness) = []>> then\n replace item ((item # of (mat) in [materials v]) + (8)) of [materials v] with (bounciness)\n end\nend\n\ndefine GameObjects.createTri/Quad (Pt A (ax) (ay) (az) Pt B (bx) (by) (bz) Pt C (cx) (cy) (cz) Pt D (leave blank if tri) (dx) (dy) (dz) parent (parent) material (mat) name (name) )\nif <<(parent) = []> or <not <[gameobjects v] contains (parent)?>>> then\n _*obj = GameObjects.instantiate ( position [0] [0] [0] rotation [0] [0] [0] hidden? <> name (name) dynamic? <> )\n set [_ptr_to_node v] to (@*vertex_buff_tail)\nelse\n set [_*obj v] to (item # of (parent) in [gameobjects v])\n set [_ptr_to_node v] to (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v])\nend\ndelete all of [_idxs_tmp v]\n_ptr = vertex_buff.insert_after (xyz (ax) (ay) (az) *node (_ptr_to_node) *obj (_*obj) )\nadd (_ptr) to [_idxs_tmp v]\n_ptr = vertex_buff.insert_after (xyz (bx) (by) (bz) *node (_ptr) *obj (_*obj) )\nadd (_ptr) to [_idxs_tmp v]\n_ptr = vertex_buff.insert_after (xyz (cx) (cy) (cz) *node (_ptr) *obj (_*obj) )\nadd (_ptr) to [_idxs_tmp v]\nif <not <(dx) = []>> then\n _ptr = vertex_buff.insert_after (xyz (dx) (dy) (dz) *node (_ptr) *obj (_*obj) )\n add (_ptr) to [_idxs_tmp v]\nend\n_*prim = primitives.add_polygon_from_idxs_tmp( *object (_*obj) mat (mat) pen radius [] )\n\ndefine // (label)\n\ndefine _atan2 = atan2( (y) (x) )\nif <(x) = [0]> then\n set [_atan2 v] to ((<(y) < [0]> * (-90)) + (<not <(y) < [0]>> * (90)))\nelse\n if <(x) < [0]> then\n set [_atan2 v] to ((180) + ([atan v] of ((y) / (x)) ))\n else\n set [_atan2 v] to ([atan v] of ((y) / (x)) )\n end\nend\nset [_atan2 v] to ((_atan2) mod (360))\n\ndefine _x, _y, _z = 3D_cross_prod ( (ax) (ay) (az) (bx) (by) (bz) )\nset [_x v] to (((ay) * (bz)) - ((az) * (by)))\nset [_y v] to (((az) * (bx)) - ((ax) * (bz)))\nset [_z v] to (((ax) * (by)) - ((ay) * (bx)))\n\ndefine Materials.setTexture ( material (mat) texture costume name (tex) )\n_tmp = costume_name_to_# ( (tex) )\nif <[materials v] contains (mat)?> then\n replace item ((item # of (mat) in [materials v]) + (3)) of [materials v] with (_tmp)\nend\n\ndefine GameObjects.set_updated ( (*obj) )\nif <not <[@updated_objects v] contains (*obj)?>> then\n add (*obj) to [@updated_objects v]\nend\n\ndefine _*prim = primitives.add_prim ( (type) (first) (second) (third) (fourth) *obj (*obj) material (material) has_normal? <has_normal?> )\nadd (type) to [primitives v]\nset [_*prim v] to (length of [primitives v])\nadd (first) to [primitives v]\nadd (second) to [primitives v]\nadd (third) to [primitives v]\nadd (fourth) to [primitives v]\nadd [*node] to [primitives v]\nadd (*obj) to [primitives v]\nif <<[materials v] contains (material)?> and <not <(material) = []>>> then\n add (item # of (material) in [materials v]) to [primitives v]\nelse\n add [1] to [primitives v]\nend\nadd [null] to [primitives v]\nif <has_normal?> then\n repeat (3)\n add [0] to [normal_buff v]\n end\n add ((length of [normal_buff v]) - (2)) to [primitives v]\nelse\n add [null] to [primitives v]\nend\nadd [*bsphere] to [primitives v]\nadd [zclip?] to [primitives v]\nadd [show_front?] to [primitives v]\nif <not <(*obj) = [*obj]>> then\n if <<(length of [gameobjects._*prims v]) = [0]> or <(item ((*obj) + (@enum o:**PLEFT)) of [gameobjects v]) = [p_left]>> then\n set [_ptr v] to (((item ((item (@GameObjects._*prims.tail) of [gameobjects._*prims v]) + (@enum p:*OBJECT)) of [primitives v]) + (@enum o:**PLEFT)) + (1))\n _**prim = GameObjects._*prims.insert_after( (_*prim) [] )\n if <not <(_ptr) = ((@enum o:**PLEFT) + (1))>> then\n replace item (_ptr) of [gameobjects v] with (_**prim)\n end\n replace item ((*obj) + (@enum o:**PLEFT)) of [gameobjects v] with (_**prim)\n replace item (((*obj) + (@enum o:**PLEFT)) + (1)) of [gameobjects v] with [null]\n else\n _**prim = GameObjects._*prims.insert_after( (_*prim) (item ((*obj) + (@enum o:**PLEFT)) of [gameobjects v]) )\n end\nend\n\ndefine _ptr_to_node = idxs_poly.insert_after ( (*node) (val) )\nset [_tmp v] to (item ((*node) + (1)) of [idxs_poly v])\nreplace item ((*node) + (1)) of [idxs_poly v] with ((length of [idxs_poly v]) + (1))\nadd (val) to [idxs_poly v]\nset [_ptr_to_node v] to (length of [idxs_poly v])\nadd (_tmp) to [idxs_poly v]\n\ndefine _dot = dot_prod (ax) (ay) (az) (bx) (by) (bz)\nset [_dot v] to (((ax) * (bx)) + (((ay) * (by)) + ((az) * (bz))))\n\n@BSP\n\nwhen flag clicked\nset [_frames_since_full_reinsert v] to [0]\nhide\n\ndefine bsp.gen ( (lowerbound) (upperbound) (parent_node) <right?> )\nif <<<(lowerbound) = [null]> or <(upperbound) = [null]>> or <(item ((upperbound) + (2)) of [bsp._*prims v]) = (lowerbound)>> then\n stop [this script v]\nend\n_pivot = bsp.greedy_pivot_selection (lowerbound) (upperbound)\nif <(_pivot) = [null]> then\n _tmp = bsp.tree.add_node ( (lowerbound) (upperbound) (parent_node) [null] [] [] )\nelse\n set [_*pivot_prims_tail v] to (_pivot)\n if <not <(upperbound) = (lowerbound)>> then\n _upper, _*pivot_prims_tail = bsp.partition ( (lowerbound) (upperbound) )\n set [_pivot v] to (_upper)\n end\n _*middle = bsp._*prims.group_by_orientation( (_pivot) (_*pivot_prims_tail) )\n _tmp = bsp.tree.add_node ( (_pivot) (_*pivot_prims_tail) (parent_node) (_*middle) [] [] )\nend\nset [_ptr_to_node v] to (_tmp)\nif <not <(parent_node) = [null]>> then\n _tmp = bsp.tree.set_edge ( (parent_node) [1] (_ptr_to_node) (<right?> + (1))\nend\nif <<(upperbound) = (lowerbound)> or <(_pivot) = [null]>> then\n stop [this script v]\nend\nbsp.recurse on low&up ( (lowerbound) (_upper) (_*pivot_prims_tail) (upperbound) (_ptr_to_node)\n\ndefine bsp.__init__ ()\ndelete all of [_bsp.node_tombstones v]\ndelete all of [bsp.tree v]\nadd [2] to [bsp.tree v]\nadd [0] to [bsp.tree v]\ndelete all of [tmp v]\nrepeat (9)\n add [0] to [tmp v]\nend\nset [@bsp: split count v] to [0]\nbsp._*prims.__init_non_dynamic__()\n\ndefine bsp.recurse on low&up ( (lowerbound) (*pivot_list_head) (*pivot_list_tail) (upperbound) (*parent_node)\nbsp.gen ( (lowerbound) (item ((*pivot_list_head) + (1)) of [bsp._*prims v]) (*parent_node) )\nbsp.gen ( (item ((*pivot_list_tail) + (2)) of [bsp._*prims v]) (upperbound) (*parent_node) )\n\nwhen I receive [gen bsp v]\nbsp.__init__ ()\nif <(length of [bsp._*prims v]) > [0]> then\n bsp.gen ( [1] ((length of [bsp._*prims v]) - (3)) [null] <> )\nend\nbsp.handle_dynamic_objects ()\nvertex_buff = inverse_world_tranform()\n\ndefine _*prim = primitives.split_prim ( *prim (*prim) *intersectA (*a) *intersectB (*b) )\nchange [@bsp: split count v] by (1)\n_ptr_to_node = idxs_poly.insert_after ( (*a) (item (*a) of [idxs_poly v]) )\nset [_x v] to (_ptr_to_node)\n_ptr_to_node = idxs_poly.insert_after ( (*b) (item (*b) of [idxs_poly v]) )\nreplace item ((*a) + (1)) of [idxs_poly v] with (_ptr_to_node)\nreplace item ((*b) + (1)) of [idxs_poly v] with (_x)\n_*prim = primitives.add_prim ( [POLYGON] (*b) (item ((*prim) + (2)) of [primitives v]) (item ((*prim) + (3)) of [primitives v]) (item ((*prim) + (4)) of [primitives v]) (item ((*prim) + (@enum p:*OBJECT)) of [primitives v]) (item (item ((*prim) + (@enum p:MATERIAL)) of [primitives v]) of [materials v]) (item ((*prim) + (@enum p:NORMAL)) of [primitives v]) )\n\ndefine bsp._*prims.__init_non_dynamic__()\ndelete all of [bsp._*prims v]\nset [i v] to [0]\nset [_*prim v] to [1]\nrepeat until <not <(_*prim) < (length of [primitives v])>>\n if <(item ((item ((_*prim) + (@enum p:*OBJECT)) of [primitives v]) + (@enum o:DYNAMIC_PARENT)) of [gameobjects v]) = [0]> then\n add (_*prim) to [bsp._*prims v]\n add ((((i) - (1)) * (4)) + (1)) to [bsp._*prims v]\n add ((((i) + (1)) * (4)) + (1)) to [bsp._*prims v]\n add [FRONT] to [bsp._*prims v]\n change [i v] by (1)\n if <not <(item ((_*prim) + (@enum p:NORMAL)) of [primitives v]) = [null]>> then\n set [_tmp v] to (item ((_*prim) + (@enum p:MATERIAL)) of [primitives v])\n if <<not <(_tmp) = [0]>> and <not <(item ((_tmp) + (1)) of [materials v]) = [0]>>> then\n add (_*prim) to [bsp._*prims v]\n add ((((i) - (1)) * (4)) + (1)) to [bsp._*prims v]\n add ((((i) + (1)) * (4)) + (1)) to [bsp._*prims v]\n add [BACK] to [bsp._*prims v]\n change [i v] by (1)\n end\n end\n end\n change [_*prim v] by (@enum p:SIZE)\nend\nreplace item (2) of [bsp._*prims v] with [null]\nreplace item ((length of [bsp._*prims v]) - (1)) of [bsp._*prims v] with [null]\nset [@bsp._*prims.tail v] to (((length of [bsp._*prims v]) - (3)) * <(length of [bsp._*prims v]) > [0]>)\nbsp._*prims.randomize_order() [1] (@bsp._*prims.tail)\n\ndefine _upper, _*pivot_prims_tail = bsp.partition ( (l) (u) )\nset [_lower v] to (l)\nset [_upper v] to (u)\nset [_pivot v] to (item (u) of [bsp._*prims v])\nset [_pivot_ori v] to (item ((u) + (3)) of [bsp._*prims v])\nset [_*pivot_prims_tail v] to (u)\nidx_poly.add_prim_vert_to_tmp ( (item ((_pivot) + (1)) of [primitives v]) [1]\n_Nx, _Ny, _Nz = primitives.get_prim_normal ( (_pivot) )\nset [_node_curr v] to (item ((_upper) + (1)) of [bsp._*prims v])\nrepeat until <(_upper) = (_lower)>\n _node_curr, _ori, _intersects = get_orientation_of_*poly_to_plane (P, N) ( *poly (item (_node_curr) of [bsp._*prims v]) plane (P,N) (item (1) of [tmp v]) (item (2) of [tmp v]) (item (3) of [tmp v]) (_Nx) (_Ny) (_Nz) do split? **Prim (_node_curr) )\n if <(_intersects?) = [0]> then\n if <<(_ori) = [0]> or <(_ori) = [null]>> then\n replace item (_upper) of [bsp._*prims v] with (item (_*pivot_prims_tail) of [bsp._*prims v])\n replace item (_*pivot_prims_tail) of [bsp._*prims v] with (item (_node_curr) of [bsp._*prims v])\n replace item ((_upper) + (3)) of [bsp._*prims v] with (item ((_*pivot_prims_tail) + (3)) of [bsp._*prims v])\n replace item ((_*pivot_prims_tail) + (3)) of [bsp._*prims v] with (item ((_node_curr) + (3)) of [bsp._*prims v])\n set [_tmp v] to (_node_curr)\n set [_node_curr v] to (item ((_node_curr) + (1)) of [bsp._*prims v])\n set [_upper v] to (_tmp)\n if <<not <(_ori) = [null]>> or <(item ((item (_tmp) of [bsp._*prims v]) + (@enum p:NORMAL)) of [primitives v]) = [null]>> then\n set [_*pivot_prims_tail v] to (item ((_*pivot_prims_tail) + (1)) of [bsp._*prims v])\n end\n else\n bsp._*prims.swap ( *a (_node_curr) *b (_lower) )\n set [_lower v] to (item ((_lower) + (2)) of [bsp._*prims v])\n end\n end\nend\nreplace item (_upper) of [bsp._*prims v] with (_pivot)\nreplace item ((_upper) + (3)) of [bsp._*prims v] with (_pivot_ori)\n\ndefine _pivot = bsp.greedy_pivot_selection (l) (u)\nset [_node_curr v] to (l)\nset [_pivot v] to [null]\nset [_min_splits v] to ((1) / (0))\n_min_splits, _pivot = test_prim_as_pivot (_node_curr) (l) (u)\nrepeat until <<(_node_curr) = (u)> or <(_min_splits) = [0]>>\n set [_node_curr v] to (item ((_node_curr) + (2)) of [bsp._*prims v])\n _min_splits, _pivot = test_prim_as_pivot (_node_curr) (l) (u)\nend\nif <not <(_pivot) = [null]>> then\n bsp._*prims.swap ( *a (_pivot) *b (u) )\nend\n\ndefine _min_splits, _pivot = test_prim_as_pivot (**prim) (l) (u)\nif <(item ((item (**prim) of [bsp._*prims v]) + (@enum p:NORMAL)) of [primitives v]) = [null]> then\n stop [this script v]\nend\nidx_poly.add_prim_vert_to_tmp ( (item ((item (**prim) of [bsp._*prims v]) + (1)) of [primitives v]) [1]\n_Nx, _Ny, _Nz = primitives.get_prim_normal ( (item (**prim) of [bsp._*prims v]) )\nset [j v] to (l)\nset [_split_count_tmp v] to [0]\nrepeat until <(j) = (item ((u) + (2)) of [bsp._*prims v])>\n if <not <(j) = (**prim)>> then\n _node_curr, _ori, _intersects = get_orientation_of_*poly_to_plane (P, N) ( *poly (item (j) of [bsp._*prims v]) plane (P,N) (item (1) of [tmp v]) (item (2) of [tmp v]) (item (3) of [tmp v]) (_Nx) (_Ny) (_Nz) do split? <> **Prim (j) )\n if <(_intersects?) = [1]> then\n change [_split_count_tmp v] by (1)\n if <not <(_split_count_tmp) < (_min_splits)>> then\n stop [this script v]\n end\n end\n end\n set [j v] to (item ((j) + (2)) of [bsp._*prims v])\nend\nset [_min_splits v] to (_split_count_tmp)\nset [_pivot v] to (**prim)\n\ndefine _ptr = vertex_world.insert_after ( prevNode (*node) data (x) (y) (z) *object (*obj) )\nif <<(length of [vertex_world v]) < (*node)> or <(*node) = [0]>> then\n set [_tmp v] to [null]\nelse\n set [_tmp v] to (item ((*node) + (3)) of [vertex_world v])\n replace item ((*node) + (3)) of [vertex_world v] with ((length of [vertex_world v]) + (1))\nend\nadd (x) to [vertex_world v]\nset [_ptr v] to (length of [vertex_world v])\nadd (y) to [vertex_world v]\nadd (z) to [vertex_world v]\nadd (_tmp) to [vertex_world v]\nif <not <(*obj) = [*obj]>> then\n if <<(length of [vertex_buff v]) = [0]> or <(item ((*obj) + (@enum o:*VLEFT)) of [gameobjects v]) = [v_left]>> then\n replace item (((@*vertex_buff_tail_obj) + (@enum o:*VLEFT)) + (1)) of [gameobjects v] with (_ptr)\n replace item ((*obj) + (@enum o:*VLEFT)) of [gameobjects v] with (_ptr)\n replace item (((*obj) + (@enum o:*VLEFT)) + (1)) of [gameobjects v] with [null]\n end\nend\nif <(*node) = (@*vertex_buff_tail)> then\n set [@*vertex_buff_tail v] to (_ptr)\n if <not <(*obj) = (@*vertex_buff_tail_obj)>> then\n set [@*vertex_buff_tail_obj v] to (*obj)\n end\nend\n\ndefine _**prim = bsp._*prims.insert_after ( (*prim) (*elem) (*mem_loc) (orientation) )\nif <(length of [bsp._*prims v]) = [0]> then\n add (*prim) to [bsp._*prims v]\n set [_**prim v] to (length of [bsp._*prims v])\n add [null] to [bsp._*prims v]\n add [null] to [bsp._*prims v]\n add (orientation) to [bsp._*prims v]\n set [@bsp._*prims.tail v] to (_**prim)\n stop [this script v]\nend\nset [_tmp v] to (item ((*elem) + (2)) of [bsp._*prims v])\nif <(_tmp) = (*mem_loc)> then\n replace item (*mem_loc) of [bsp._*prims v] with (*prim)\n replace item ((*mem_loc) + (3)) of [bsp._*prims v] with (orientation)\n stop [this script v]\nend\nif <(*mem_loc) = []> then\n add (*prim) to [bsp._*prims v]\n set [_**prim v] to (length of [bsp._*prims v])\n add (*elem) to [bsp._*prims v]\n add (_tmp) to [bsp._*prims v]\n add (orientation) to [bsp._*prims v]\nelse\n set [_**prim v] to (*mem_loc)\n replace item (*mem_loc) of [bsp._*prims v] with (*prim)\n replace item ((*mem_loc) + (1)) of [bsp._*prims v] with (*elem)\n replace item ((*mem_loc) + (2)) of [bsp._*prims v] with (_tmp)\n replace item ((*mem_loc) + (3)) of [bsp._*prims v] with (orientation)\nend\nif <<not <(_tmp) = (*mem_loc)>> and <not <(_tmp) = [null]>>> then\n replace item ((_tmp) + (1)) of [bsp._*prims v] with (_**prim)\nend\nif <(_tmp) = [null]> then\n set [@bsp._*prims.tail v] to (_**prim)\nend\nreplace item ((*elem) + (2)) of [bsp._*prims v] with (_**prim)\n\ndefine bsp._*prims.randomize_order() (*left) (*right)\n\nset [i v] to (*left)\nrepeat until <(i) > (*right)>\n set [_tmp v] to ((([floor v] of (((pick random (i) to (length of [bsp._*prims v])) - (1)) / (4)) ) * (4)) + (1))\n bsp._*prims.swap ( *a (*left) *b (_tmp) )\n change [i v] by (4)\nend\n\ndefine _Nx, _Ny, _Nz = primitives.get_prim_normal ( (*prim) )\nset [_tmp v] to (item ((*prim) + (@enum p:NORMAL)) of [primitives v])\nset [_nx v] to (item (_tmp) of [normal_world v])\nset [_ny v] to (item ((_tmp) + (1)) of [normal_world v])\nset [_nz v] to (item ((_tmp) + (2)) of [normal_world v])\n\ndefine _node_curr, _ori, _intersects = get_orientation_of_*poly_to_plane (P, N) ( *poly (*poly) plane (P,N) (px) (py) (pz) (nx) (ny) (nz) do split? <do_split?> **Prim (**prim) )\nset [_intersects? v] to [0]\nset [_count v] to [0]\nset [_polyidx_prev v] to (item ((*poly) + (1)) of [primitives v])\nset [_polyidx_curr v] to (item ((_polyidx_prev) + (1)) of [idxs_poly v])\nidx_poly.add_prim_vert_to_tmp ( (_polyidx_prev) [3]\n_dot = dot_prod ((item (7) of [tmp v]) - (px)) ((item (8) of [tmp v]) - (py)) ((item (9) of [tmp v]) - (pz)) (nx) (ny) (nz)\nset [_dot_curr v] to (_dot)\nset [_sign_prev v] to (((-1) * <(_dot_curr) < ((-1) * (@coplanar_thresh))>) + <(_dot_curr) > (@coplanar_thresh)>)\nset [_ori v] to [null]\nif <not <([abs v] of (_dot_curr) ) < (@coplanar_thresh)>> then\n set [_ori v] to <(_dot_curr) < [0]>\nend\ndelete all of [intersect v]\nrepeat until <<<(_polyidx_prev) = (item ((*poly) + (1)) of [primitives v])> and <(_count) > [0]>> or <(_polyidx_curr) = (_polyidx_prev)>>\n idx_poly.add_prim_vert_to_tmp ( (_polyidx_prev) [2]\n idx_poly.add_prim_vert_to_tmp ( (_polyidx_curr) [3]\n _dot = dot_prod ((item (7) of [tmp v]) - (px)) ((item (8) of [tmp v]) - (py)) ((item (9) of [tmp v]) - (pz)) (nx) (ny) (nz)\n set [_dot_prev v] to (_dot_curr)\n set [_dot_curr v] to (_dot)\n set [_sign_curr v] to (((-1) * <(_dot_curr) < ((-1) * (@coplanar_thresh))>) + <(_dot_curr) > (@coplanar_thresh)>)\n if <<(_ori) = [null]> and <not <([abs v] of (_dot_curr) ) < (@coplanar_thresh)>>> then\n set [_ori v] to <(_dot_curr) < [0]>\n end\n if <<not <(_sign_prev) = (_sign_curr)>> and <not <(_sign_curr) = [0]>>> then\n set [_sign_prev v] to (_sign_curr)\n if <not <([abs v] of (_dot_prev) ) < (@coplanar_thresh)>> then\n if <do_split?> then\n _dot = dot_prod ((item (7) of [tmp v]) - (item (4) of [tmp v])) ((item (8) of [tmp v]) - (item (5) of [tmp v])) ((item (9) of [tmp v]) - (item (6) of [tmp v])) (nx) (ny) (nz)\n set [_α v] to ((-1) * ((_dot_curr) / (_dot)))\n set [_x v] to ((item (7) of [tmp v]) + (((item (7) of [tmp v]) - (item (4) of [tmp v])) * (_α)))\n set [_y v] to ((item (8) of [tmp v]) + (((item (8) of [tmp v]) - (item (5) of [tmp v])) * (_α)))\n set [_z v] to ((item (9) of [tmp v]) + (((item (9) of [tmp v]) - (item (6) of [tmp v])) * (_α)))\n set [_*obj v] to (item ((*poly) + (@enum p:*OBJECT)) of [primitives v])\n _ptr = vertex_world.insert_after ( prevNode (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v]) data (_x) (_y) (_z) *object (_*obj) )\n _ptr_to_node = idxs_poly.insert_after ( (_polyidx_prev) (_ptr) )\n end\n add (_ptr_to_node) to [intersect v]\n else\n add (_polyidx_prev) to [intersect v]\n end\n if <(length of [intersect v]) = [2]> then\n set [_intersects? v] to [1]\n if <not <do_split?>> then\n stop [this script v]\n end\n _*prim = primitives.split_prim ( *prim (*poly) *intersectA (item (1) of [intersect v]) *intersectB (item (2) of [intersect v]) )\n _**prim = bsp._*prims.insert_after ( (_*prim) (**prim) [] (item ((**prim) + (3)) of [bsp._*prims v]) )\n set [_polyidx_prev v] to ((length of [idxs_poly v]) - (1))\n delete all of [intersect v]\n set [_node_curr v] to (item ((_node_curr) + (2)) of [bsp._*prims v])\n end\n end\n change [_count v] by (1)\n set [_polyidx_prev v] to (_polyidx_curr)\n set [_polyidx_curr v] to (item ((_polyidx_prev) + (1)) of [idxs_poly v])\nend\n\ndefine idx_poly.add_prim_vert_to_tmp ( (*idx_poly) (pos)\nset [_tmp v] to (item (*idx_poly) of [idxs_poly v])\nreplace item ((((pos) - (1)) * (3)) + (1)) of [tmp v] with (item (_tmp) of [vertex_world v])\nreplace item ((((pos) - (1)) * (3)) + (2)) of [tmp v] with (item ((_tmp) + (1)) of [vertex_world v])\nreplace item ((((pos) - (1)) * (3)) + (3)) of [tmp v] with (item ((_tmp) + (2)) of [vertex_world v])\n\nwhen I receive [bsp.reinsert_prims v]\nbsp.tree.reinsert_updated_objects\n\ndefine _tmp = bsp.tree.set_edge ( (*u) (w) (*v) (edge_index)\nset [_tmp v] to ((*u) + ((((edge_index) - (1)) * (2)) + (@enum t:EDGE_A)))\nreplace item (_tmp) of [bsp.tree v] with (w)\nreplace item ((_tmp) + (1)) of [bsp.tree v] with (*v)\n\ndefine _tmp = bsp.tree.add_node ( (*prim_list_head) (*prim_list_tail) (*parent) (*prim_list_middle) (*left_child) (*right_child) )\nreplace item (2) of [bsp.tree v] with ((item (2) of [bsp.tree v]) + (1))\nif <(length of [_bsp.node_tombstones v]) > [0]> then\n set [_tmp v] to (item (1) of [_bsp.node_tombstones v])\n delete (1) of [_bsp.node_tombstones v]\n replace item (_tmp) of [bsp.tree v] with (*prim_list_head)\n replace item ((_tmp) + (1)) of [bsp.tree v] with (*prim_list_middle)\n replace item ((_tmp) + (2)) of [bsp.tree v] with (*prim_list_tail)\n replace item ((_tmp) + (3)) of [bsp.tree v] with [-1]\n replace item ((_tmp) + (4)) of [bsp.tree v] with []\n replace item ((_tmp) + (5)) of [bsp.tree v] with (*left_child)\n replace item ((_tmp) + (6)) of [bsp.tree v] with []\n replace item ((_tmp) + (7)) of [bsp.tree v] with (*right_child)\n replace item ((_tmp) + (8)) of [bsp.tree v] with (*parent)\nelse\n add (*prim_list_head) to [bsp.tree v]\n set [_tmp v] to (length of [bsp.tree v])\n add (*prim_list_middle) to [bsp.tree v]\n add (*prim_list_tail) to [bsp.tree v]\n add [-1] to [bsp.tree v]\n add [] to [bsp.tree v]\n add (*left_child) to [bsp.tree v]\n add [] to [bsp.tree v]\n add (*right_child) to [bsp.tree v]\n add (*parent) to [bsp.tree v]\nend\nif <not <(*prim_list_head) = [null]>> then\n set [i v] to (*prim_list_head)\n replace item ((item (i) of [bsp._*prims v]) + (@enum p:*NODE)) of [primitives v] with (_tmp)\n repeat until <(i) = (*prim_list_tail)>\n set [i v] to (item ((i) + (2)) of [bsp._*prims v])\n replace item ((item (i) of [bsp._*prims v]) + (@enum p:*NODE)) of [primitives v] with (_tmp)\n end\nend\n\ndefine bsp.tree.realloc_node ( (*node) (*new_loc) )\nset [_tmp2 v] to (item ((*node) + (@enum t:PARENT)) of [bsp.tree v])\nset [i v] to [0]\nrepeat (@enum t:SIZE)\n replace item ((*new_loc) + (i)) of [bsp.tree v] with (item (*node) of [bsp.tree v])\n delete (*node) of [bsp.tree v]\n change [i v] by (1)\nend\nif <(item ((_tmp2) + ((@enum t:EDGE_A) + (1))) of [bsp.tree v]) = (*node)> then\n _tmp = bsp.tree.set_edge ( (_tmp2) [1] (*new_loc) [1]\nelse\n _tmp = bsp.tree.set_edge ( (_tmp2) [1] (*new_loc) [2]\nend\nset [i v] to ((*new_loc) + ((@enum t:EDGE_A) + (1)))\nrepeat (2)\n if <not <(item (i) of [bsp.tree v]) = []>> then\n replace item ((item (i) of [bsp.tree v]) + (@enum t:PARENT)) of [bsp.tree v] with (*new_loc)\n end\n change [i v] by (2)\nend\n\ndefine bsp.tree.remove_leaf_node ( (*node) )\nreplace item (2) of [bsp.tree v] with ((item (2) of [bsp.tree v]) + (-1))\nset [_tmp v] to (item ((*node) + (@enum t:PARENT)) of [bsp.tree v])\nif <(item ((_tmp) + ((@enum t:EDGE_A) + (1))) of [bsp.tree v]) = (*node)> then\n _tmp = bsp.tree.set_edge ( (_tmp) [] [] [1]\nelse\n _tmp = bsp.tree.set_edge ( (_tmp) [] [] [2]\nend\nif <(*node) = ((length of [bsp.tree v]) - ((@enum t:SIZE) + (1)))> then\n repeat (@enum t:SIZE)\n delete (*node) of [bsp.tree v]\n end\nelse\n add (*node) to [_bsp.node_tombstones v]\n replace item (*node) of [bsp.tree v] with [TOMBSTONE]\nend\n\ndefine primitives.add_first_prim_vert_to_tmp ( (*prim) (pos)\nif <(item (*prim) of [primitives v]) = [POLYGON]> then\n set [_tmp v] to (item (item ((*prim) + (1)) of [primitives v]) of [idxs_poly v])\nelse\n set [_tmp v] to (item ((*prim) + (1)) of [primitives v])\nend\nif <<not <(_*player_container_prim) = [0]>> and <(*prim) = (_*player_container_prim)>> then\n set [_x v] to ((@camX) - (item (_tmp) of [vertex_world v]))\n set [_y v] to ((@camY) - (item ((_tmp) + (1)) of [vertex_world v]))\n set [_z v] to ((@camZ) - (item ((_tmp) + (2)) of [vertex_world v]))\n set [_tmp2 v] to (([sqrt v] of (((_x) * (_x)) + (((_y) * (_y)) + ((_z) * (_z)))) ) / (item ((*prim) + (@enum p:RADIUS)) of [primitives v]))\n replace item ((((pos) - (1)) * (3)) + (1)) of [tmp v] with ((item (_tmp) of [vertex_world v]) + ((_x) / (_tmp2)))\n replace item ((((pos) - (1)) * (3)) + (2)) of [tmp v] with ((item ((_tmp) + (1)) of [vertex_world v]) + ((_y) / (_tmp2)))\n replace item ((((pos) - (1)) * (3)) + (3)) of [tmp v] with ((item ((_tmp) + (2)) of [vertex_world v]) + ((_z) / (_tmp2)))\nelse\n replace item ((((pos) - (1)) * (3)) + (1)) of [tmp v] with (item (_tmp) of [vertex_world v])\n replace item ((((pos) - (1)) * (3)) + (2)) of [tmp v] with (item ((_tmp) + (1)) of [vertex_world v])\n replace item ((((pos) - (1)) * (3)) + (3)) of [tmp v] with (item ((_tmp) + (2)) of [vertex_world v])\nend\n\ndefine _tmp, _tmp2 = bsp._*prims.pop ( (*elem)\nset [_tmp v] to (item ((*elem) + (1)) of [bsp._*prims v])\nset [_tmp2 v] to (item ((*elem) + (2)) of [bsp._*prims v])\nif <not <(_tmp) = [null]>> then\n replace item ((_tmp) + (2)) of [bsp._*prims v] with (_tmp2)\nend\nif <not <(_tmp2) = [null]>> then\n replace item ((_tmp2) + (1)) of [bsp._*prims v] with (_tmp)\nelse\n set [@bsp._*prims.tail v] to (_tmp)\nend\nset [_tmp v] to (item (*elem) of [bsp._*prims v])\nset [_tmp2 v] to (item ((*elem) + (3)) of [bsp._*prims v])\nreplace item (*elem) of [bsp._*prims v] with [TOMBSTONE]\nreplace item ((*elem) + (1)) of [bsp._*prims v] with []\nreplace item ((*elem) + (2)) of [bsp._*prims v] with []\nreplace item ((*elem) + (3)) of [bsp._*prims v] with []\n\ndefine _x, _y, z = apply_rot_matrix ( (x) (y) (z) )\nset [_x v] to ((((x) * (_rm1)) + ((y) * (_rm2))) + ((z) * (_rm3)))\nset [_y v] to (((x) * (_rm4)) + (((y) * (_rm5)) + ((z) * (_rm6))))\nset [_z v] to (((x) * (_rm7)) + (((y) * (_rm8)) + ((z) * (_rm9))))\n\ndefine set_inv_rot_matrix_αβγ( (cos α) (sin α) (cos β) (sin β) (cos γ) (sin γ) )\nset [_rm1 v] to (((cos α) * (cos γ)) + ((sin α) * ((sin β) * (sin γ))))\nset [_rm2 v] to ((cos β) * (sin γ))\nset [_rm3 v] to ((((cos α) * (sin β)) * (sin γ)) - ((cos γ) * (sin α)))\nset [_rm4 v] to ((((cos γ) * (sin α)) * (sin β)) - ((cos α) * (sin γ)))\nset [_rm5 v] to ((cos β) * (cos γ))\nset [_rm6 v] to (((cos α) * ((cos γ) * (sin β))) + ((sin α) * (sin γ)))\nset [_rm7 v] to ((cos β) * (sin α))\nset [_rm8 v] to ((-1) * (sin β))\nset [_rm9 v] to ((cos α) * (cos β))\n\ndefine _*middle = bsp._*prims.group_by_orientation( (*head) (*tail) )\ndelete all of [tmp2 v]\ndelete all of [tmp3 v]\n_Nx, _Ny, _Nz = primitives.get_prim_normal ( (item (*head) of [bsp._*prims v]) )\nset [_x v] to (_Nx)\nset [_y v] to (_Ny)\nset [_z v] to (_Nz)\nset [i v] to (*head)\nrepeat until <<(item ((i) + (1)) of [bsp._*prims v]) = (*tail)> or <(i) = [null]>>\n _Nx, _Ny, _Nz = primitives.get_prim_normal ( (item (i) of [bsp._*prims v]) )\n if <((((_x) * (_Nx)) + ((_y) * (_Ny))) + ((_z) * (_Nz))) > [0]> then\n if <(item ((i) + (3)) of [bsp._*prims v]) = [FRONT]> then\n add (item (i) of [bsp._*prims v]) to [tmp2 v]\n add (item ((i) + (3)) of [bsp._*prims v]) to [tmp2 v]\n else\n add (item (i) of [bsp._*prims v]) to [tmp3 v]\n add (item ((i) + (3)) of [bsp._*prims v]) to [tmp3 v]\n end\n else\n if <(item ((i) + (3)) of [bsp._*prims v]) = [FRONT]> then\n add (item (i) of [bsp._*prims v]) to [tmp3 v]\n add (item ((i) + (3)) of [bsp._*prims v]) to [tmp3 v]\n else\n add (item (i) of [bsp._*prims v]) to [tmp2 v]\n add (item ((i) + (3)) of [bsp._*prims v]) to [tmp2 v]\n end\n end\n set [i v] to (item ((i) + (2)) of [bsp._*prims v])\nend\nset [i v] to (*head)\nrepeat ((length of [tmp2 v]) / (2))\n replace item (i) of [bsp._*prims v] with (item (1) of [tmp2 v])\n delete (1) of [tmp2 v]\n replace item ((i) + (3)) of [bsp._*prims v] with (item (1) of [tmp2 v])\n delete (1) of [tmp2 v]\n set [i v] to (item ((i) + (2)) of [bsp._*prims v])\nend\nif <(length of [tmp3 v]) > [0]> then\n set [_*middle v] to (i)\nelse\n set [_*middle v] to [null]\nend\nrepeat ((length of [tmp3 v]) / (2))\n replace item (i) of [bsp._*prims v] with (item (1) of [tmp3 v])\n delete (1) of [tmp3 v]\n replace item ((i) + (3)) of [bsp._*prims v] with (item (1) of [tmp3 v])\n delete (1) of [tmp3 v]\n set [i v] to (item ((i) + (2)) of [bsp._*prims v])\nend\n\ndefine bsp.handle_dynamic_objects ()\nif <(length of [bsp.tree v]) < [3]> then\n _tmp = bsp.tree.add_node ( [null] [null] [null] [null] [] [] )\nend\nset [_*obj v] to [1]\ndelete all of [_dynamic _obj_queue v]\nrepeat ((length of [gameobjects v]) / (@enum o:SIZE))\n if <not <(item ((_*obj) + (@enum o:DYNAMIC_PARENT)) of [gameobjects v]) = [0]>> then\n add (_*obj) to [@dynamic_objects v]\n add (_*obj) to [_dynamic _obj_queue v]\n end\n change [_*obj v] by (@enum o:SIZE)\nend\nrepeat until <(length of [_dynamic _obj_queue v]) = [0]>\n set [_*obj v] to (item (1) of [_dynamic _obj_queue v])\n delete (1) of [_dynamic _obj_queue v]\n set [_dynamic_parent v] to (item ((_*obj) + (@enum o:DYNAMIC_PARENT)) of [gameobjects v])\n if <<not <(_dynamic_parent) = [ROOT]>> and <(item ((_dynamic_parent) + (@enum o:*CONTAINER_PRIM)) of [gameobjects v]) = []>> then\n add (_*obj) to [_dynamic _obj_queue v]\n else\n set [_tmp v] to (item ((_*obj) + (@enum o:*BSPHERE)) of [gameobjects v])\n set [_tmp2 v] to (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v])\n if <[@dynamic_obj_center_offset v] contains (join [*obj:] (_*obj))?> then\n set [_α v] to (item # of (join [*obj:] (_*obj)) in [@dynamic_obj_center_offset v])\n add ((item ((_tmp) + (0)) of [bsphere_world v]) + (item ((_α) + (1)) of [@dynamic_obj_center_offset v])) to [vertex_world v]\n set [_*vertex v] to (length of [vertex_world v])\n add ((item ((_tmp) + (1)) of [bsphere_world v]) + (item ((_α) + (2)) of [@dynamic_obj_center_offset v])) to [vertex_world v]\n add ((item ((_tmp) + (2)) of [bsphere_world v]) + (item ((_α) + (3)) of [@dynamic_obj_center_offset v])) to [vertex_world v]\n else\n add (item ((_tmp) + (0)) of [bsphere_world v]) to [vertex_world v]\n set [_*vertex v] to (length of [vertex_world v])\n add (item ((_tmp) + (1)) of [bsphere_world v]) to [vertex_world v]\n add (item ((_tmp) + (2)) of [bsphere_world v]) to [vertex_world v]\n end\n add (item ((_tmp2) + (3)) of [vertex_world v]) to [vertex_world v]\n replace item ((_tmp2) + (3)) of [vertex_world v] with (_*vertex)\n set [j v] to (item ((_*obj) + (@enum o:**PLEFT)) of [gameobjects v])\n set [_upper v] to (item ((_*obj) + ((@enum o:**PLEFT) + (1))) of [gameobjects v])\n repeat until <<(j) = (_upper)> or <(j) = [null]>>\n set [_*prim v] to (item (j) of [gameobjects._*prims v])\n _**prim = bsp._*prims.insert_after ( (_*prim) (@bsp._*prims.tail) [] [FRONT] )\n if <(j) = (item ((_*obj) + (@enum o:**PLEFT)) of [gameobjects v])> then\n set [_lower v] to (_**prim)\n end\n if <not <(item ((_*prim) + (@enum p:NORMAL)) of [primitives v]) = [null]>> then\n if <not <(item ((item ((_*prim) + (@enum p:MATERIAL)) of [primitives v]) + (1)) of [materials v]) = [0]>> then\n _**prim = bsp._*prims.insert_after ( (_*prim) (@bsp._*prims.tail) [] [BACK] )\n end\n end\n set [j v] to (item ((j) + (1)) of [gameobjects._*prims v])\n end\n set [_root v] to ((length of [bsp.tree v]) + (1))\n bsp._*prims.randomize_order() (_lower) ((_**prim) + (3))\n bsp.gen ( (_lower) (_**prim) [null] <> )\n _*prim = primitives.add_prim ( [CONTAINER] (_*vertex) (_root) [] (item ((item ((_*obj) + (@enum o:*BSPHERE)) of [gameobjects v]) + (3)) of [bsphere_world v]) (_*obj) [] [null] )\n if <(_*obj) = (@*player_obj)> then\n set [_*player_container_prim v] to (_*prim)\n end\n replace item ((_*obj) + (@enum o:*CONTAINER_PRIM)) of [gameobjects v] with (_*prim)\n if <(_dynamic_parent) = [ROOT]> then\n bsp.tree.insert_prim ( (_*prim) [] [3] [FRONT] level [1] local_var_stack [] )\n else\n bsp.tree.insert_prim ( (_*prim) [] (item ((item ((_dynamic_parent) + (@enum o:*CONTAINER_PRIM)) of [gameobjects v]) + (@enum p:*SUBTREE_ROOT)) of [primitives v]) [FRONT] level [1] local_var_stack [] )\n end\n end\nend\nif <[@dynamic_objects v] contains (@*player_obj)?> then\n delete (item # of (@*player_obj) in [@dynamic_objects v]) of [@dynamic_objects v]\n add (@*player_obj) to [@dynamic_objects v]\nend\n\ndefine _**prim = bsp.tree.remove_prim_from_node ( (*node) (*prim) )\nset [_*head v] to (item (*node) of [bsp.tree v])\nset [_**prim v] to (_*head)\nset [_*middle v] to (item ((*node) + (@enum t:MIDDLE)) of [bsp.tree v])\nset [_*pivot_prims_tail v] to (item ((*node) + (@enum t:TAIL)) of [bsp.tree v])\nif <(_*head) = (_*pivot_prims_tail)> then\n bsp.tree.remove_leaf_node ( (*node) )\nelse\n repeat until <(item (_**prim) of [bsp._*prims v]) = (*prim)>\n set [_**prim v] to (item ((_**prim) + (2)) of [bsp._*prims v])\n end\n if <(_**prim) = (_*head)> then\n replace item (*node) of [bsp.tree v] with (item ((_*head) + (2)) of [bsp._*prims v])\n else\n if <(_**prim) = (_*middle)> then\n if <(_*middle) = (_*pivot_prims_tail)> then\n replace item ((*node) + (@enum t:MIDDLE)) of [bsp.tree v] with [null]\n else\n replace item ((*node) + (@enum t:MIDDLE)) of [bsp.tree v] with (item ((_*middle) + (2)) of [bsp._*prims v])\n end\n end\n if <(_**prim) = (_*pivot_prims_tail)> then\n replace item ((*node) + (@enum t:TAIL)) of [bsp.tree v] with (item ((_*pivot_prims_tail) + (1)) of [bsp._*prims v])\n set [_*pivot_prims_tail v] to (item ((_*pivot_prims_tail) + (1)) of [bsp._*prims v])\n end\n end\nend\n\ndefine bsp.tree.insert_prim ( (*prim) (old_**prim) (*root) (orientation) level (level) local_var_stack (stack:_current) )\nset [_current v] to (*root)\nprimitives.add_first_prim_vert_to_tmp ( (*prim) [2]\nset [_*prim v] to (item (item (_current) of [bsp.tree v]) of [bsp._*prims v])\nset [_r v] to (item ((*prim) + (@enum p:RADIUS)) of [primitives v])\nset [_orientation v] to [1]\nrepeat until <<(_current) = []> or <<(_orientation) = [0]> or <(item ((_*prim) + (@enum p:NORMAL)) of [primitives v]) = [null]>>>\n primitives.add_first_prim_vert_to_tmp ( (_*prim) [1]\n set [_tmp2 v] to (item ((_*prim) + (@enum p:NORMAL)) of [primitives v])\n set [_dot v] to ((((item (4) of [tmp v]) - (item (1) of [tmp v])) * (item (_tmp2) of [normal_world v])) + ((((item (5) of [tmp v]) - (item (2) of [tmp v])) * (item ((_tmp2) + (1)) of [normal_world v])) + (((item (6) of [tmp v]) - (item (3) of [tmp v])) * (item ((_tmp2) + (2)) of [normal_world v]))))\n if <<([abs v] of (_dot) ) < ((_r) * (0.9))> and <(*prim) = (_*player_container_prim)>> then\n end\n set [_orientation v] to (<(_dot) > [0]> - <(_dot) < [0]>)\n set [_ptr_to_node v] to (_current)\n if <not <(_orientation) = [0]>> then\n set [_current v] to (item (((_current) + ((@enum t:EDGE_A) + (1))) + ((2) * <(_orientation) = [1]>)) of [bsp.tree v])\n set [_*prim v] to (item (item (_current) of [bsp.tree v]) of [bsp._*prims v])\n end\nend\nset [_orientation v] to ((_orientation) + <(_orientation) = [0]>)\nif <<(_current) = []> or <(item (_current) of [bsp.tree v]) = [TOMBSTONE]>> then\n _**prim = bsp._*prims.insert_after ( (*prim) (@bsp._*prims.tail) (old_**prim) (orientation) )\n _tmp = bsp.tree.add_node ( (_**prim) (_**prim) (_ptr_to_node) [null] [] [] )\n set [_current v] to (_tmp)\n _tmp = bsp.tree.set_edge ( (_ptr_to_node) [1] (_current) (<(_orientation) = [1]> + (1))\n replace item ((*prim) + (@enum p:*NODE)) of [primitives v] with (_current)\nelse\n if <(*prim) = (item ((@*player_obj) + (@enum o:*CONTAINER_PRIM)) of [gameobjects v])> then\n _tmp = bsp.tree.try_to_insert_in_container ( *prim (*prim) old_**prim (old_**prim) orientation (orientation) level (level) )\n else\n set [_tmp v] to [0]\n end\n if <(_tmp) = [0]> then\n if <(item (_current) of [bsp.tree v]) = [null]> then\n _**prim = bsp._*prims.insert_after ( (*prim) (@bsp._*prims.tail) (old_**prim) (orientation) )\n replace item ((_current) + (@enum t:TAIL)) of [bsp.tree v] with (_**prim)\n else\n _**prim = bsp._*prims.insert_after ( (*prim) (item (_current) of [bsp.tree v]) (old_**prim) (orientation) )\n end\n if <(item (_current) of [bsp.tree v]) = [null]> then\n replace item (_current) of [bsp.tree v] with (_**prim)\n replace item (2) of [bsp.tree v] with ((item (2) of [bsp.tree v]) + (1))\n replace item ((_current) + (@enum t:TAIL)) of [bsp.tree v] with (_**prim)\n else\n if <(item (_current) of [bsp.tree v]) = (item ((_current) + (@enum t:TAIL)) of [bsp.tree v])> then\n replace item ((_current) + (@enum t:TAIL)) of [bsp.tree v] with (_**prim)\n end\n end\n replace item ((*prim) + (@enum p:*NODE)) of [primitives v] with (_current)\n end\nend\nif <(level) > [1]> then\n set [_current v] to (stack:_current)\nend\n\ndefine bsp._*prims.swap ( *a (*a) *b (*b) )\nset [_tmp2 v] to (item (*a) of [bsp._*prims v])\nreplace item (*a) of [bsp._*prims v] with (item (*b) of [bsp._*prims v])\nreplace item (*b) of [bsp._*prims v] with (_tmp2)\nset [_tmp2 v] to (item ((*a) + (3)) of [bsp._*prims v])\nreplace item ((*a) + (3)) of [bsp._*prims v] with (item ((*b) + (3)) of [bsp._*prims v])\nreplace item ((*b) + (3)) of [bsp._*prims v] with (_tmp2)\n\ndefine _**prim = GameObjects._*prims.insert_after( (*prim) (*elem) )\nif <(*elem) = []> then\n add (*prim) to [gameobjects._*prims v]\n set [_**prim v] to (length of [gameobjects._*prims v])\n add [null] to [gameobjects._*prims v]\n if <(@GameObjects._*prims.tail) = [0]> then\n set [@gameobjects._*prims.tail v] to [1]\n else\n replace item ((@GameObjects._*prims.tail) + (1)) of [gameobjects._*prims v] with (_**prim)\n set [@gameobjects._*prims.tail v] to (_**prim)\n end\nelse\n set [_tmp v] to (item ((*elem) + (1)) of [gameobjects._*prims v])\n add (*prim) to [gameobjects._*prims v]\n set [_**prim v] to (length of [gameobjects._*prims v])\n add (_tmp) to [gameobjects._*prims v]\n replace item ((*elem) + (1)) of [gameobjects._*prims v] with (_**prim)\nend\n\ndefine bsp.tree.reinsert_updated_objects\nset [_*update_obj v] to [1]\nrepeat (((length of [@dynamic_objects v]) * <(_frames_since_full_reinsert) = [5]>) + ((length of [@updated_objects v]) * <not <(_frames_since_full_reinsert) = [5]>>))\n set [_*obj v] to (((item (_*update_obj) of [@dynamic_objects v]) * <(_frames_since_full_reinsert) = [5]>) + ((item (_*update_obj) of [@updated_objects v]) * <not <(_frames_since_full_reinsert) = [5]>>))\n if <not <(item ((_*obj) + (@enum o:DYNAMIC_PARENT)) of [gameobjects v]) = [0]>> then\n set [_tmp v] to (item ((_*obj) + (@enum o:*CONTAINER_PRIM)) of [gameobjects v])\n _**prim = bsp.tree.remove_prim_from_node ( (item ((_tmp) + (@enum p:*NODE)) of [primitives v]) (_tmp) )\n _tmp, _tmp2 = bsp._*prims.pop ( (_**prim)\n set [_dynamic_parent v] to (item ((_*obj) + (@enum o:DYNAMIC_PARENT)) of [gameobjects v])\n if <(_dynamic_parent) = [ROOT]> then\n bsp.tree.insert_prim ( (_tmp) (_**prim) [3] (_tmp2) level [1] local_var_stack [] )\n else\n bsp.tree.insert_prim ( (_tmp) (_**prim) (item ((item ((_dynamic_parent) + (@enum o:*CONTAINER_PRIM)) of [gameobjects v]) + (@enum p:*SUBTREE_ROOT)) of [primitives v]) (_tmp2) level [1] local_var_stack [] )\n end\n end\n change [_*update_obj v] by (1)\nend\n\nwhen I receive [bsp.sanity_check v]\nbsp._*prims.sanity_check ( [1] ((length of [bsp._*prims v]) - (3)) )\n\ndefine bsp._*prims.sanity_check ( (*left) (*right) )\nset [debug:i v] to (*left)\nset [debug:_tmp v] to [true]\nrepeat ((((*right) - (*left)) / (4)) + (1))\n if <not <((item (DEBUG:i) of [bsp._*prims v]) mod (@enum p:SIZE)) = [1]>> then\n ​​breakpoint​​\n end\n set [debug:_**prim v] to (item ((DEBUG:i) + (1)) of [bsp._*prims v])\n if <not <(DEBUG:_**prim) = [null]>> then\n set [debug:_tmp v] to <(item ((DEBUG:_**prim) + (2)) of [bsp._*prims v]) = (DEBUG:i)>\n if <(DEBUG:_tmp) = [false]> then\n ​​breakpoint​​\n end\n end\n set [debug:_**prim v] to (item ((DEBUG:i) + (2)) of [bsp._*prims v])\n if <not <(DEBUG:_**prim) = [null]>> then\n set [debug:_tmp v] to <(item ((DEBUG:_**prim) + (1)) of [bsp._*prims v]) = (DEBUG:i)>\n if <(DEBUG:_tmp) = [false]> then\n ​​breakpoint​​\n end\n end\n change [debug:i v] by (4)\nend\n\ndefine _tmp = bsp.tree.try_to_insert_in_container ( *prim (*prim) old_**prim (old_**prim) orientation (orientation) level (level) )\nset [_**prim v] to (item (_current) of [bsp.tree v])\nset [_*pivot_prims_tail v] to (item ((_current) + (2)) of [bsp.tree v])\nset [_tmp v] to (item ((*prim) + (1)) of [primitives v])\nset [_x v] to (item (_tmp) of [vertex_world v])\nset [_y v] to (item ((_tmp) + (1)) of [vertex_world v])\nset [_z v] to (item ((_tmp) + (2)) of [vertex_world v])\nset [_min v] to ((1) / (0))\nset [_tmp2 v] to [null]\nif <<not <(_**prim) = [TOMBSTONE]>> or <(item (_**prim) of [bsp._*prims v]) = [TOMBSTONE]>> then\n repeat until <<(item ((_**prim) + (1)) of [bsp._*prims v]) = (_*pivot_prims_tail)> or <(_**prim) = [null]>>\n set [_*prim v] to (item (_**prim) of [bsp._*prims v])\n if <(item (_*prim) of [primitives v]) = [CONTAINER]> then\n set [_tmp v] to (item ((_*prim) + (1)) of [primitives v])\n set [_x2 v] to (item (_tmp) of [vertex_world v])\n set [_y2 v] to (item ((_tmp) + (1)) of [vertex_world v])\n set [_z2 v] to (item ((_tmp) + (2)) of [vertex_world v])\n set [_dist v] to ([sqrt v] of ((((_x2) - (_x)) * ((_x2) - (_x))) + ((((_y2) - (_y)) * ((_y2) - (_y))) + (((_z2) - (_z)) * ((_z2) - (_z))))) )\n if <(_dist) < (_min)> then\n set [_min v] to (_dist)\n set [_tmp2 v] to (_*prim)\n end\n end\n set [_**prim v] to (item ((_**prim) + (2)) of [bsp._*prims v])\n end\nend\nif <not <(_tmp2) = [null]>> then\n bsp.tree.insert_prim ( (*prim) (old_**prim) (item ((_tmp2) + (@enum p:*SUBTREE_ROOT)) of [primitives v]) (orientation) level ((level) + (1)) local_var_stack (_current) )\n set [_tmp v] to [1]\nelse\n set [_tmp v] to [0]\nend\n\nif <(_frames_since_full_reinsert) = [5]> then\n set [_frames_since_full_reinsert v] to [0]\nelse\n change [_frames_since_full_reinsert v] by (1)\nend\n\ndefine _ptr_to_node = idxs_poly.insert_after ( (*node) (val) )\nset [_tmp v] to (item ((*node) + (1)) of [idxs_poly v])\nreplace item ((*node) + (1)) of [idxs_poly v] with ((length of [idxs_poly v]) + (1))\nadd (val) to [idxs_poly v]\nset [_ptr_to_node v] to (length of [idxs_poly v])\nadd (_tmp) to [idxs_poly v]\n\ndefine _*prim = primitives.add_prim ( (type) (first) (second) (third) (fourth) (*obj) (material) (*normal) )\nadd (type) to [primitives v]\nset [_*prim v] to (length of [primitives v])\nadd (first) to [primitives v]\nadd (second) to [primitives v]\nadd (third) to [primitives v]\nadd (fourth) to [primitives v]\nadd [*node] to [primitives v]\nadd (*obj) to [primitives v]\nadd (item # of (material) in [materials v]) to [primitives v]\nadd [illumination] to [primitives v]\nadd (*normal) to [primitives v]\nadd [*bsphere] to [primitives v]\nadd [zclip?] to [primitives v]\nadd [show_backside?] to [primitives v]\nif <not <(type) = [CONTAINER]>> then\n _**prim = GameObjects._*prims.insert_after( (_*prim) (item ((*obj) + (@enum o:**PLEFT)) of [gameobjects v]) )\nend\n\nset [_z v] to (item ((_*prim) + (@enum p:*BSPHERE)) of [primitives v])\nset [_z v] to (((((@camX) - (item (_z) of [bsphere_world v])) * ((@camX) - (item (_z) of [bsphere_world v]))) + (((@camY) - (item ((_z) + (1)) of [bsphere_world v])) * ((@camY) - (item ((_z) + (1)) of [bsphere_world v])))) + (((@camZ) - (item ((_z) + (2)) of [bsphere_world v])) * ((@camZ) - (item ((_z) + (2)) of [bsphere_world v]))))\nset [_z2 v] to (((((@camX) - (item (4) of [tmp v])) * ((@camX) - (item (4) of [tmp v]))) + (((@camY) - (item (5) of [tmp v])) * ((@camY) - (item (5) of [tmp v])))) + (((@camZ) - (item (6) of [tmp v])) * ((@camZ) - (item (6) of [tmp v]))))\nset [_dot v] to (((_z) - (_z2)) * ((((@camX) - (item (1) of [tmp v])) * (item (_tmp2) of [normal_world v])) + ((((@camY) - (item (2) of [tmp v])) * (item ((_tmp2) + (1)) of [normal_world v])) + (((@camZ) - (item (3) of [tmp v])) * (item ((_tmp2) + (2)) of [normal_world v])))))\n\ndefine vertex_buff = inverse_world_tranform()\nrepeat until <(length of [vertex_buff v]) = (length of [vertex_world v])>\n add [] to [vertex_buff v]\nend\nset [_*obj v] to [1]\nrepeat (length of [gameobjects v])\n set [_x2 v] to (item ((_*obj) + (1)) of [gameobjects v])\n set [_y2 v] to (item ((_*obj) + (2)) of [gameobjects v])\n set [_z2 v] to (item ((_*obj) + (3)) of [gameobjects v])\n set [_α v] to (item ((_*obj) + (4)) of [gameobjects v])\n set [_β v] to (item ((_*obj) + (5)) of [gameobjects v])\n set [_γ v] to (item ((_*obj) + (6)) of [gameobjects v])\n set [_sx v] to (item ((_*obj) + (7)) of [gameobjects v])\n set [_sy v] to (item ((_*obj) + (8)) of [gameobjects v])\n set [_sz v] to (item ((_*obj) + (9)) of [gameobjects v])\n set [j v] to (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v])\n set [_tmp v] to (item ((_*obj) + ((@enum o:*VLEFT) + (1))) of [gameobjects v])\n set_inv_rot_matrix_αβγ( ([cos v] of (_α) ) ([sin v] of (_α) ) ([cos v] of (_β) ) ([sin v] of (_β) ) ([cos v] of (_γ) ) ([sin v] of (_γ) ) )\n repeat until <<(j) = (_tmp)> or <(j) = [null]>>\n _x, _y, z = apply_rot_matrix ( ((item (j) of [vertex_world v]) - (_x2)) ((item ((j) + (1)) of [vertex_world v]) - (_y2)) ((item ((j) + (2)) of [vertex_world v]) - (_z2)) )\n replace item (j) of [vertex_buff v] with ((_x) / (_sx))\n replace item ((j) + (1)) of [vertex_buff v] with ((_y) / (_sy))\n replace item ((j) + (2)) of [vertex_buff v] with ((_z) / (_sz))\n replace item ((j) + (3)) of [vertex_buff v] with (item ((j) + (3)) of [vertex_world v])\n set [j v] to (item ((j) + (3)) of [vertex_world v])\n end\n change [_*obj v] by (@enum o:SIZE)\nend\n\ndefine _dot = dot_prod (ax) (ay) (az) (bx) (by) (bz)\nset [_dot v] to (((ax) * (bx)) + (((ay) * (by)) + ((az) * (bz))))\n\n@Render\n\ndefine Render Triangle (x1) (y1) (x2) (y2) (x3) (y3)\n\ndefine Azex 2 (ina) (inb) (inc) (ind) (ine) (inf) (inr) (a) (b) (c) (d) (e) (f)\nif <<(_A) < (_B)> and <(_A) < (_C)>> then\n set [_a v] to ((0.5) - ((inr) / ((4) * ([sqrt v] of (((ina) * (ina)) + ((inb) * (inb))) ))))\nelse\n if <(_B) < (_C)> then\n set [_a v] to ((0.5) - ((inr) / ((4) * ([sqrt v] of (((inc) * (inc)) + ((ind) * (ind))) ))))\n else\n set [_a v] to ((0.5) - ((inr) / ((4) * ([sqrt v] of (((ine) * (ine)) + ((inf) * (inf))) ))))\n end\nend\nset pen size to (inr)\npen down\nset [_b v] to (_A)\nrepeat ((-1) - (([ln v] of (inr) ) / ([ln v] of (_A) )))\n set pen size to (((_A) * (inr)) + (2))\n go to x: ((a) + ((_A) * (ina))) y: ((b) + ((_A) * (inb)))\n go to x: ((c) + ((_A) * (inc))) y: ((d) + ((_A) * (ind)))\n go to x: ((e) + ((_A) * (ine))) y: ((f) + ((_A) * (inf)))\n go to x: ((a) + ((_A) * (ina))) y: ((b) + ((_A) * (inb)))\n set [_a v] to ((_A) * (_B))\nend\nset pen size to (2.5)\ngo to x: (a) y: (b)\ngo to x: (c) y: (d)\ngo to x: (e) y: (f)\ngo to x: (a) y: (b)\npen up\n\ndefine STTF2 (inner) (p1.x') (p1.y') (p2.x') (p2.y') (θ_base) (size)\nset [△f v] to ((-17.63348937376391) / ([ln v] of ((((p2.x') * (p2.x')) + ((p2.y') * (p2.y'))) / (((p1.x') * (p1.x')) + ((p1.y') * (p1.y')))) ))\nset [△tmp v] to ((1) - ([e ^ v] of ((-28.65260025725912) / (△f)) ))\nset [△w v] to ((((((((180) * <not <(p2.y') < [0]>>) - ([atan v] of ((p2.x') / (p2.y')) )) + (θ_base)) + (180)) mod (360)) - (180)) / (([e ^ v] of (([ln v] of ((1) - ([e ^ v] of ((-37.46934494414107) / (△f)) )) ) * (2)) ) - ((△tmp) * (△tmp))))\npoint in direction (((θ_base) + ((△w) * ((△tmp) * (△tmp)))) + (90))\nset [fisheye v] effect to ((△f) - (100))\nset [whirl v] effect to (△w)\nswitch costume to (<((size) / ((1) - (△tmp))) < [100]> + (1))\nset size to ((size) / ((1) - (△tmp))) %\n\ndefine STTF2 (x1) (y1) (x2) (y2) (x3) (y3) (tex)\nset [△a v] to ((((x1) - (x3)) * ((x1) - (x3))) + (((y1) - (y3)) * ((y1) - (y3))))\nset [△b v] to ((((x3) - (x2)) * ((x3) - (x2))) + (((y3) - (y2)) * ((y3) - (y2))))\nset [△c v] to ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1))))\nswitch costume to (small v)\nset size to ((1) / (0)) %\nif <<(△a) > (△b)> and <(△a) > (△c)>> then\n go to x: ((((x1) + (x3)) / (2)) + ((10.392304845413262) * ((y3) - (y1)))) y: ((((y3) + (y1)) / (2)) - ((10.392304845413262) * ((x3) - (x1))))\n STTF2 (inner) ((x1) - (x position)) ((y1) - (y position)) ((x2) - (x position)) ((y2) - (y position)) (((180) * <not <(x3) < (x1)>>) - ([atan v] of (((y3) - (y1)) / ((x3) - (x1))) )) (([sqrt v] of (△a) ) / (0.24605149764209298))\n switch costume to (tex)\nelse\n if <(△b) > (△c)> then\n go to x: ((((x3) + (x2)) / (2)) + ((10.392304845413262) * ((y2) - (y3)))) y: ((((y3) + (y2)) / (2)) - ((10.392304845413262) * ((x2) - (x3))))\n STTF2 (inner) ((x3) - (x position)) ((y3) - (y position)) ((x1) - (x position)) ((y1) - (y position)) (((180) * <not <(x2) < (x3)>>) - ([atan v] of (((y2) - (y3)) / ((x2) - (x3))) )) (([sqrt v] of (△b) ) / (0.24605149764209298))\n switch costume to ((tex) + (1))\n else\n go to x: ((((x2) + (x1)) / (2)) + ((10.392304845413262) * ((y1) - (y2)))) y: ((((y2) + (y1)) / (2)) - ((10.392304845413262) * ((x1) - (x2))))\n STTF2 (inner) ((x2) - (x position)) ((y2) - (y position)) ((x3) - (x position)) ((y3) - (y position)) (((180) * <not <(x1) < (x2)>>) - ([atan v] of (((y1) - (y2)) / ((x1) - (x2))) )) (([sqrt v] of (△c) ) / (0.24605149764209298))\n switch costume to ((tex) + (2))\n end\nend\nstamp\n\ndefine bsp._*prims.insertion_sort_by_point_prim_z( *left = **prim, *right = *pivot_prims_tail)\nset [_tmp v] to [0]\nset [j v] to (_**prim)\nrepeat until <<(j) = (_*pivot_prims_tail)> or <(j) = [null]>>\n set [i v] to (j)\n set [j v] to (item ((j) + (2)) of [bsp._*prims v])\n repeat until <<not <(item ((item ((item (i) of [bsp._*prims v]) + (1)) of [primitives v]) + (2)) of [vertex v]) > (item ((item ((item (j) of [bsp._*prims v]) + (1)) of [primitives v]) + (2)) of [vertex v])>> or <(i) = (item ((_**prim) + (1)) of [bsp._*prims v])>>\n set [i v] to (item ((i) + (1)) of [bsp._*prims v])\n end\n if <not <(i) = (item ((j) + (1)) of [bsp._*prims v])>> then\n set [_tmp v] to (item ((j) + (1)) of [bsp._*prims v])\n set [_tmp2 v] to (item ((_**prim) + (1)) of [bsp._*prims v])\n if <(j) = (_*pivot_prims_tail)> then\n set [_*pivot_prims_tail v] to (item ((_*pivot_prims_tail) + (1)) of [bsp._*prims v])\n end\n if <(j) = (@bsp._*prims.tail)> then\n set [@bsp._*prims.tail v] to (item ((@bsp._*prims.tail) + (1)) of [bsp._*prims v])\n end\n replace item ((_tmp) + (2)) of [bsp._*prims v] with (item ((j) + (2)) of [bsp._*prims v])\n if <not <(item ((j) + (2)) of [bsp._*prims v]) = [null]>> then\n replace item ((item ((j) + (2)) of [bsp._*prims v]) + (1)) of [bsp._*prims v] with (_tmp)\n end\n replace item ((j) + (1)) of [bsp._*prims v] with (i)\n if <not <(i) = [null]>> then\n replace item ((item ((i) + (2)) of [bsp._*prims v]) + (1)) of [bsp._*prims v] with (j)\n replace item ((j) + (2)) of [bsp._*prims v] with (item ((i) + (2)) of [bsp._*prims v])\n replace item ((i) + (2)) of [bsp._*prims v] with (j)\n else\n replace item ((_**prim) + (1)) of [bsp._*prims v] with (j)\n replace item ((j) + (2)) of [bsp._*prims v] with (_**prim)\n end\n if <(i) = (_tmp2)> then\n set [_**prim v] to (j)\n end\n set [j v] to (_tmp)\n end\nend\n\ndefine draw line from x (x1) y (y1) to x (x2) y (y2) start width (start size) end width (end size)\nif <([abs v] of ((start size) - (end size)) ) < [0.1]> then\n go to x: (x1) y: (y1)\n set pen size to (1)\n pen down\n set pen size to (start size)\n go to x: (x2) y: (y2)\n pen up\nelse\n set [_tmp v] to (([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) * (2))\n if <(end size) > (start size)> then\n int draw line (x1) (y1) (x2) (y2) (start size) (end size) (((y2) - (y1)) / (_tmp)) (((x1) - (x2)) / (_tmp)) ((end size) - (start size)) ((x2) - (x1)) ((y2) - (y1))\n else\n int draw line (x2) (y2) (x1) (y1) (end size) (start size) (((y1) - (y2)) / (_tmp)) (((x2) - (x1)) / (_tmp)) ((start size) - (end size)) ((x1) - (x2)) ((y1) - (y2))\n end\nend\n\ndefine int draw line (x1) (y1) (x2) (y2) (start size) (end size) (x normal) (y normal) (size diff) (x diff) (y diff)\nset [_x v] to (x1)\nset [_y v] to (y1)\nif <(start size) > [1]> then\n set [_α v] to (start size)\nelse\n set [_α v] to [1]\nend\nif <(_α) < (end size)> then\n repeat until <((_α) * (2)) > (end size)>\n set [_t1 v] to ((((2) * (_α)) - (start size)) / (size diff))\n set [_x2 v] to ((x1) + ((x diff) * (_t1)))\n set [_y2 v] to ((y1) + ((y diff) * (_t1)))\n set pen size to (1)\n go to x: ((_x2) - ((_α) * (x normal))) y: ((_y2) - ((_α) * (y normal)))\n pen down\n set pen size to (_α)\n go to x: (_x) y: (_y)\n go to x: ((_x2) + ((_α) * (x normal))) y: ((_y2) + ((_α) * (y normal)))\n pen up\n set [_x v] to (_x2)\n set [_y v] to (_y2)\n set [_α v] to ((_α) * (2))\n end\n go to x: ((x2) - (((end size) - (_α)) * (x normal))) y: ((y2) - (((end size) - (_α)) * (y normal)))\n set pen size to (1)\n pen down\n set pen size to (_α)\n go to x: (_x) y: (_y)\n go to x: ((x2) + (((end size) - (_α)) * (x normal))) y: ((y2) + (((end size) - (_α)) * (y normal)))\n pen up\n go to x: (x2) y: (y2)\n set pen size to (end size)\n pen down\n pen up\nend\n\nwhen flag clicked\ndelete all of [_δt_buffer v]\nswitch costume to (paint-brush v)\nhide\nset [_shadows_turned_off v] to [0]\nset [_elapsed_time v] to [0]\nforever\n tick ()\nend\n\nwhen I receive [world_transform v]\nrender.world_tranform()\n\ndefine render.view_tranform_and_screen_projection ()\nset rot_matrix_γβα ( ([cos v] of (@C_roll) ) ([sin v] of (@C_roll) ) ([cos v] of (@C_pitch) ) ([sin v] of (@C_pitch) ) ([cos v] of (@C_yaw) ) ([sin v] of (@C_yaw) ) )\nset [i v] to [1]\nrepeat ((length of [vertex_world v]) / (@enum v:SIZE))\n set [_x v] to ((item (i) of [vertex_world v]) - (@camX))\n set [_y v] to ((item ((i) + (1)) of [vertex_world v]) - (@camY))\n set [_z v] to ((item ((i) + (2)) of [vertex_world v]) - (@camZ))\n replace item (i) of [vertex v] with ((((_x) * (_rm1)) + ((_y) * (_rm2))) + ((_z) * (_rm3)))\n replace item ((i) + (1)) of [vertex v] with (((_x) * (_rm4)) + (((_y) * (_rm5)) + ((_z) * (_rm6))))\n replace item ((i) + (2)) of [vertex v] with (((_x) * (_rm7)) + (((_y) * (_rm8)) + ((_z) * (_rm9))))\n change [i v] by (@enum v:SIZE)\nend\nend timing [view transform]\nif <(@shadows?) = [1]> then\n start timing [view transform \(shadows\)]\n _x, _y, z = apply_rot_matrix ( [0] [1] [0] )\n set [_nx v] to (_x)\n set [_ny v] to (_y)\n set [_nz v] to (_z)\n _x, _y, z = apply_rot_matrix ( (@lightX) (@lightY) (@lightZ) )\n set [_lightx_rot v] to (_x)\n set [_lighty_rot v] to (_y)\n set [_lightz_rot v] to (_z)\n _x, _y, z = apply_rot_matrix ( ((-1) * (@camX)) ((@ground_y) - (@camY)) ((-1) * (@camZ)) )\n set [_tmp2 v] to ((-1) * (((_lightX_rot) * (_Nx)) + (((_lightY_rot) * (_Ny)) + ((_lightZ_rot) * (_Nz)))))\n set [i v] to [1]\n repeat ((length of [vertex_world v]) / (@enum v:SIZE))\n set [_tmp v] to (((((item (i) of [vertex v]) - (_x)) * (_Nx)) + ((((item ((i) + (1)) of [vertex v]) - (_y)) * (_Ny)) + (((item ((i) + (2)) of [vertex v]) - (_z)) * (_Nz)))) / (_tmp2))\n replace item ((i) + (@*shadow_seg)) of [vertex v] with ((item (i) of [vertex v]) + ((_tmp) * (_lightX_rot)))\n replace item (((i) + (@*shadow_seg)) + (1)) of [vertex v] with ((item ((i) + (1)) of [vertex v]) + ((_tmp) * (_lightY_rot)))\n replace item (((i) + (@*shadow_seg)) + (2)) of [vertex v] with ((item ((i) + (2)) of [vertex v]) + ((_tmp) * (_lightZ_rot)))\n change [i v] by (@enum v:SIZE)\n end\n end timing [view transform \(shadows\)]\nend\n_x, _y, z = apply_rot_matrix ( [0] [-1] [0] )\nset [_shad_off_x v] to (_x)\nset [_shad_off_y v] to (_y)\nset [_shad_off_z v] to (_z)\n\ndefine bsp.traversal ( (*root) (bsp._stack.len) local_var_stack: (stack:current) (stack:_**prim) (stack:_*pivot_prims_tail) (stack:_dot) (stack:_tmp2) )\nif <(length of [bsp.tree v]) < (*root)> then\n stop [this script v]\nend\nset [_current v] to (*root)\nrepeat until <<(_current) = []> and <(length of [bsp._stack v]) = (bsp._stack.len)>>\n repeat until <(_current) = []>\n insert (_current) at (1) of [bsp._stack v] \n set [_tmp v] to (item (item (_current) of [bsp.tree v]) of [bsp._*prims v])\n set [_tmp2 v] to (item ((_tmp) + (@enum p:NORMAL)) of [primitives v])\n if <(_tmp2) = [null]> then\n set [_current v] to []\n else\n if <(item (_tmp) of [primitives v]) = [POLYGON]> then\n set [_tmp v] to (item (item ((_tmp) + (1)) of [primitives v]) of [idxs_poly v])\n else\n set [_tmp v] to (item ((_tmp) + (1)) of [primitives v])\n end\n set [_dot v] to ((((@camX) - (item (_tmp) of [vertex_world v])) * (item (_tmp2) of [normal_world v])) + ((((@camY) - (item ((_tmp) + (1)) of [vertex_world v])) * (item ((_tmp2) + (1)) of [normal_world v])) + (((@camZ) - (item ((_tmp) + (2)) of [vertex_world v])) * (item ((_tmp2) + (2)) of [normal_world v]))))\n replace item ((_current) + (@enum t:ORI)) of [bsp.tree v] with <(_dot) < [0]>\n set [_current v] to (item (((_current) + ((@enum t:EDGE_A) + (1))) + ((2) * <(_dot) < [0]>)) of [bsp.tree v])\n end\n end\n set [_current v] to (item (1) of [bsp._stack v])\n delete (1) of [bsp._stack v]\n if <not <(item ((_current) + (@enum t:ORI)) of [bsp.tree v]) = [1]>> then\n set [_**prim v] to (item (_current) of [bsp.tree v])\n if <(item ((_current) + (@enum t:MIDDLE)) of [bsp.tree v]) = [null]> then\n set [_*pivot_prims_tail v] to (item ((_current) + (@enum t:TAIL)) of [bsp.tree v])\n else\n set [_*pivot_prims_tail v] to (item ((item ((_current) + (@enum t:MIDDLE)) of [bsp.tree v]) + (1)) of [bsp._*prims v])\n end\n else\n set [_**prim v] to (item ((_current) + (@enum t:MIDDLE)) of [bsp.tree v])\n set [_*pivot_prims_tail v] to (item ((_current) + (@enum t:TAIL)) of [bsp.tree v])\n end\n if <(item ((item (item (_current) of [bsp.tree v]) of [bsp._*prims v]) + (@enum p:NORMAL)) of [primitives v]) = [null]> then\n bsp._*prims.insertion_sort_by_point_prim_z( *left = **prim, *right = *pivot_prims_tail)\n if <not <(_tmp) = [0]>> then\n if <not <(item ((_current) + (@enum t:ORI)) of [bsp.tree v]) = [1]>> then\n replace item (_current) of [bsp.tree v] with (_**prim)\n if <(item ((_current) + (@enum t:MIDDLE)) of [bsp.tree v]) = [null]> then\n replace item ((_current) + (@enum t:TAIL)) of [bsp.tree v] with (_*pivot_prims_tail)\n end\n else\n replace item ((_current) + (@enum t:MIDDLE)) of [bsp.tree v] with (_**prim)\n replace item ((_current) + (@enum t:TAIL)) of [bsp.tree v] with (_*pivot_prims_tail)\n end\n end\n end\n if <not <(_**prim) = [null]>> then\n set [_tmp v] to (item ((item (_**prim) of [bsp._*prims v]) + (@enum p:NORMAL)) of [primitives v])\n if <(_tmp) = [null]> then\n set [_tmp2 v] to (((@ambient_max) / ((0.7) + ((0.3) * <(@ambient_max) > [0.7]>))) * ((_darkness_fac) * (100)))\n else\n set [_dot v] to (((item (_tmp) of [normal_world v]) * (@lightX)) + (((item ((_tmp) + (1)) of [normal_world v]) * (@lightY)) + ((item ((_tmp) + (2)) of [normal_world v]) * (@lightZ))))\n set [_tmp2 v] to ((((@ambient_max) * (_darkness_fac)) + (<(_dot) < [0]> * (((_dot) * (-1)) * ((_darkness_fac) - ((@ambient_max) * (_darkness_fac)))))) * (100))\n end\n repeat until <<(item ((_**prim) + (1)) of [bsp._*prims v]) = (_*pivot_prims_tail)> or <(_**prim) = [null]>>\n set [_*prim v] to (item (_**prim) of [bsp._*prims v])\n if <(item (_*prim) of [primitives v]) = [CONTAINER]> then\n bsp.traversal ( (item ((_*prim) + (@enum p:*SUBTREE_ROOT)) of [primitives v]) (length of [bsp._stack v]) local_var_stack: (_current) (_**prim) (_*pivot_prims_tail) (_dot) (_tmp2) )\n else\n if <(item ((item ((_*prim) + (@enum p:*OBJECT)) of [primitives v]) + (@enum o:HIDDEN?)) of [gameobjects v]) = [0]> then\n add (_*prim) to [depth order v]\n replace item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v] with (_tmp2)\n replace item ((_*prim) + (@enum p:SHOW_FRONT?)) of [primitives v] with <(item ((_**prim) + (3)) of [bsp._*prims v]) = [FRONT]>\n end\n end\n set [_**prim v] to (item ((_**prim) + (2)) of [bsp._*prims v])\n end\n end\n set [_current v] to (item (((_current) + ((@enum t:EDGE_A) + (1))) + (<(item ((_current) + (@enum t:ORI)) of [bsp.tree v]) = [0]> * (2))) of [bsp.tree v])\nend\nif <not <(stack:current) = []>> then\n set [_current v] to (stack:current)\n set [_**prim v] to (stack:_**prim)\n set [_*pivot_prims_tail v] to (stack:_*pivot_prims_tail)\n set [_dot v] to (stack:_dot)\n set [_tmp2 v] to (stack:_tmp2)\nend\nif <(*root) = [3]> then\n end timing [bsp traversal]\n if <(@shadows?) = [1]> then\n start timing [insert shadows]\n render.depth_buffer.insert_shadows ()\n end timing [insert shadows]\n end\nend\n\ndefine render.primitive_shader()\ndelete all of [depth order v]\n_x, _y, z = apply_rot_matrix ( (@lightX) (@lightY) (@lightZ) )\nset [_lightx_view v] to (_x)\nset [_lighty_view v] to (_y)\nset [_lightz_view v] to (_z)\nset_inv_rot_matrix_γβα ( ([cos v] of (@C_roll) ) ([sin v] of (@C_roll) ) ([cos v] of (@C_pitch) ) ([sin v] of (@C_pitch) ) ([cos v] of (@C_yaw) ) ([sin v] of (@C_yaw) ) )\n_x, _y, z = apply_rot_matrix ( [0] [0] [-1] )\nset [_camdirx v] to (_x)\nset [_camdiry v] to (_y)\nset [_camdirz v] to (_z)\nbroadcast (bsp.reinsert_prims v)\n\ndefine start timing (timing label)\nif <[timings v] contains (timing label)?> then\n set [_tmp v] to (item # of (timing label) in [timings v])\n replace item ((_tmp) + (1)) of [timings v] with (days since 2000)\n replace item ((_tmp) + (2)) of [timings v] with ((item ((_tmp) + (2)) of [timings v]) + (1))\nelse\n add (timing label) to [timings v]\n add (days since 2000) to [timings v]\n add [0] to [timings v]\n add [0] to [timings v]\nend\nif <(timer) = [5]> then\n delete all of [timings v]\nend\n\ndefine end timing (timing label)\nset [_tmp v] to (days since 2000)\nset [_tmp2 v] to (item # of (timing label) in [timings v])\nreplace item ((_tmp2) + (3)) of [timings v] with ((((86400) * ((_tmp) - (item ((_tmp2) + (1)) of [timings v]))) - ((3.71) / (1000000))) + (item ((_tmp2) + (3)) of [timings v]))\n\ndefine render.rasterisation ()\nset [_mouse_touching_textured_tri v] to [0]\nset [_shadow v] to (item # of [Shadow] in [materials v])\nrender.rasterisation.skybox ()\nswitch costume to (small v)\nset size to ((1) / (0)) %\nset [i v] to [1]\nrepeat (length of [depth order v])\n set [_*prim v] to (item (i) of [depth order v])\n set [_mat v] to (item ((_*prim) + (@enum p:MATERIAL)) of [primitives v])\n if (item ((_*prim) + (@enum p:SHOW_FRONT?)) of [primitives v]) then\n set pen color to (item ((_mat) + (4)) of [materials v])\n set pen (brightness v) to ((item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v]) * (item ((_mat) + (5)) of [materials v]))\n else\n set pen color to (item ((item ((_mat) + (1)) of [materials v]) + (4)) of [materials v])\n set pen (brightness v) to ((item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v]) * (item ((item ((_mat) + (1)) of [materials v]) + (5)) of [materials v]))\n end\n set [_α v] to (item ((_*prim) + (1)) of [primitives v])\n if <(item (_*prim) of [primitives v]) = [TRIANGLE]> then\n set [_β v] to (item ((_*prim) + (2)) of [primitives v])\n set [_γ v] to (item ((_*prim) + (3)) of [primitives v])\n z-clip triangle and fill (item (_α) of [vertex v]) (item ((_α) + (1)) of [vertex v]) (item ((_α) + (2)) of [vertex v]) . (item (_β) of [vertex v]) (item ((_β) + (1)) of [vertex v]) (item ((_β) + (2)) of [vertex v]) . (item (_γ) of [vertex v]) (item ((_γ) + (1)) of [vertex v]) (item ((_γ) + (2)) of [vertex v]) z clip distance (@z_clip_dist) texture (item ((_mat) + (3)) of [materials v])\n else\n if <(item (_*prim) of [primitives v]) = [QUAD]> then\n set [_β v] to (item ((_*prim) + (2)) of [primitives v])\n set [_γ v] to (item ((_*prim) + (3)) of [primitives v])\n set [_δ v] to (item ((_*prim) + (4)) of [primitives v])\n set [_tmp v] to (item ((_mat) + (3)) of [materials v])\n z-clip triangle and fill (item (_β) of [vertex v]) (item ((_β) + (1)) of [vertex v]) (item ((_β) + (2)) of [vertex v]) . (item (_γ) of [vertex v]) (item ((_γ) + (1)) of [vertex v]) (item ((_γ) + (2)) of [vertex v]) . (item (_α) of [vertex v]) (item ((_α) + (1)) of [vertex v]) (item ((_α) + (2)) of [vertex v]) z clip distance (@z_clip_dist) texture (_tmp)\n z-clip triangle and fill (item (_δ) of [vertex v]) (item ((_δ) + (1)) of [vertex v]) (item ((_δ) + (2)) of [vertex v]) . (item (_α) of [vertex v]) (item ((_α) + (1)) of [vertex v]) (item ((_α) + (2)) of [vertex v]) . (item (_γ) of [vertex v]) (item ((_γ) + (1)) of [vertex v]) (item ((_γ) + (2)) of [vertex v]) z clip distance (@z_clip_dist) texture (<not <(_tmp) = []>> * ((_tmp) + (3)))\n else\n if <(item (_*prim) of [primitives v]) = [LINE]> then\n set [_β v] to (item ((_*prim) + (2)) of [primitives v])\n z clip line and fill ( (item (_α) of [vertex v]) (item ((_α) + (1)) of [vertex v]) (item ((_α) + (2)) of [vertex v]) . (item (_β) of [vertex v]) (item ((_β) + (1)) of [vertex v]) (item ((_β) + (2)) of [vertex v]) z clip distance (@z_clip_dist) diameter ((2) * (item ((_*prim) + (@enum p:RADIUS)) of [primitives v])) )\n else\n if <(item (_*prim) of [primitives v]) = [POINT]> then\n if <(item ((_α) + (2)) of [vertex v]) < (@z_clip_dist)> then\n if <(item ((_mat) + (3)) of [materials v]) = []> then\n set [_z v] to ((@zN*180) / (item ((_α) + (2)) of [vertex v]))\n go to x: ((item (_α) of [vertex v]) * (_z)) y: ((item ((_α) + (1)) of [vertex v]) * (_z))\n set pen size to (((2) * (item ((_*prim) + (@enum p:RADIUS)) of [primitives v])) * (_z))\n pen down\n pen up\n else\n set [_β v] to (item ((_*prim) + (@enum p:SPRITE_SCALE_Y)) of [primitives v])\n if <(_*prim) = (@*player_prim)> then\n if <<(@first_person?) = [0]> or <(@edit_mode?) = [1]>> then\n set [_z v] to (item ((_α) + (2)) of [vertex v])\n set [_γ v] to (item ((_*prim) + (@enum p:RADIUS)) of [primitives v])\n set [_x2 v] to ((_lightX_view) * (-1))\n set [_y2 v] to ((_lightY_view) * (-1))\n set [_z2 v] to ((1) - (_lightZ_view))\n _atan2 = atan2( (_y2) ((-1) * (_x2)) )\n render_sprite (((item (_α) of [vertex v]) * (@zN*180)) / (_z)) (((item ((_α) + (1)) of [vertex v]) * (@zN*180)) / (_z)) ((2) * ((item ((_*prim) + (@enum p:RADIUS)) of [primitives v]) * ((@zN*180) / (_z)))) (item ((_mat) + (3)) of [materials v]) (item ((_*prim) + (@enum p:SPRITE_SCALE_Y)) of [primitives v]) (_atan2) (((item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v]) * (1.1)) - (100)) costume_width [100]\n set [ghost v] effect to ((100) - ((((_tmp2) / (2)) * ((_tmp2) / (2))) * (100)))\n set [_tmp2 v] to ([sqrt v] of (((_x2) * (_x2)) + (((_y2) * (_y2)) + ((_z2) * (_z2)))) )\n set [_z v] to ((@zN*180) / ((_z) + ((_γ) * ((_z2) / (_tmp2)))))\n set [_x v] to ((item (_α) of [vertex v]) + ((_γ) * ((_x2) / (_tmp2))))\n set [_y v] to ((item ((_α) + (1)) of [vertex v]) + ((_γ) * ((_y2) / (_tmp2))))\n render_sprite ((_x) * (_z)) ((_y) * (_z)) ((item ((_*prim) + (@enum p:RADIUS)) of [primitives v]) * (_z)) [specular] (item ((_*prim) + (@enum p:SPRITE_SCALE_Y)) of [primitives v]) [90] (((item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v]) - (100)) + (15)) costume_width [100]\n set [ghost v] effect to (0)\n end\n else\n set [_z v] to ((@zN*180) / (item ((_α) + (2)) of [vertex v]))\n render_sprite ((item (_α) of [vertex v]) * (_z)) ((item ((_α) + (1)) of [vertex v]) * (_z)) ((2) * ((item ((_*prim) + (@enum p:RADIUS)) of [primitives v]) * (_z))) (item ((_mat) + (3)) of [materials v]) (item ((_*prim) + (@enum p:SPRITE_SCALE_Y)) of [primitives v]) [90] (((item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v]) * (1)) - (100)) costume_width ((100) - ((36) * <<(_tmp) = [shadow]> or <(_tmp) = [shadow2]>>))\n end\n end\n end\n else\n set [j v] to (item ((_*prim) + (2)) of [primitives v])\n repeat (((item ((_*prim) + (3)) of [primitives v]) - (j)) / (3))\n set [_α v] to (item (j) of [idxs_tri v])\n set [_β v] to (item ((j) + (1)) of [idxs_tri v])\n set [_γ v] to (item ((j) + (2)) of [idxs_tri v])\n z-clip triangle and fill (item (_α) of [vertex v]) (item ((_α) + (1)) of [vertex v]) (item ((_α) + (2)) of [vertex v]) . (item (_β) of [vertex v]) (item ((_β) + (1)) of [vertex v]) (item ((_β) + (2)) of [vertex v]) . (item (_γ) of [vertex v]) (item ((_γ) + (1)) of [vertex v]) (item ((_γ) + (2)) of [vertex v]) z clip distance (@z_clip_dist) texture (item ((_mat) + (3)) of [materials v])\n change [j v] by (3)\n end\n end\n end\n end\n end\n change [i v] by (1)\nend\nif <not <(@show_prims/dynamic/objs) = [0]>> then\n render.visualise_primitives\nend\nif <(@show_BSP_tree?) = [1]> then\n render.show_bsp_tree ()\nend\nset size to (100) %\nswitch costume to (paint-brush v)\n\ndefine tick ()\nif <(@rendering_active?) = [1]> then\n set [_tri_counter v] to [0]\n set [_darkness_fac v] to ((([sin v] of (((@time_of_day) / (24)) * (180)) ) + (0.2)) / (1.2))\n set [_tmp v] to ((((@time_of_day) / (24)) * (360)) - (90))\n if <([abs v] of ((@time_of_day) - (12)) ) < [6]> then\n set [@lightx v] to (((-1) * ([cos v] of (_tmp) )) / ([sqrt v] of ((3) / (2)) ))\n set [@lighty v] to (((-1) * ([sin v] of (_tmp) )) / ([sqrt v] of ((3) / (2)) ))\n set [@lightz v] to ((-1) * ([sqrt v] of ((1) / (3)) ))\n else\n set [@lightx v] to (((-1) * ([cos v] of (_tmp) )) / ([sqrt v] of ((3) / (2)) ))\n set [@lighty v] to (((1) * ([sin v] of (_tmp) )) / ([sqrt v] of ((3) / (2)) ))\n set [@lightz v] to ((1) * ([sqrt v] of ((1) / (3)) ))\n end\n erase all\n start timing [world transform]\n render.world_tranform()\n end timing [world transform]\n start timing [view transform]\n render.view_tranform_and_screen_projection ()\n start timing [bsp reinsert]\n render.primitive_shader()\nend\nbroadcast (wait for bsp.reinsert broadcast v)\n\ndefine _x, _y, _z = apply_rot_matrix + trans (x) (y) (z) (tx) (ty) (tz)\nset [_x v] to ((((x) * (_rm1)) + ((y) * (_rm2))) + (((z) * (_rm3)) + (tx)))\nset [_y v] to (((x) * (_rm4)) + (((y) * (_rm5)) + (((z) * (_rm6)) + (ty))))\nset [_z v] to (((x) * (_rm7)) + (((y) * (_rm8)) + (((z) * (_rm9)) + (tz))))\n\ndefine render_sprite (x) (y) (size) (*costume) (scaley) (rotation) (brightness) costume_width (costume_width)\nif <<<([abs v] of (x) ) > ((240) + ((size) / (2)))> or <([abs v] of (y) ) > ((180) + ((size) / (2)))>> or <<(scaley) < [0.03]> and <not <(scaley) = []>>>> then\n stop [this script v]\nend\nset [brightness v] effect to (brightness)\npoint in direction (rotation)\nswitch costume to (small v)\nset size to ((1) / (0)) %\ngo to x: (x) y: ((y) + (((-0.5) * ((((scaley) / (2)) - (0.64)) * (size))) * <not <(scaley) = []>>))\nif <((size) * ((100) / (costume_width))) < [100]> then\n switch costume to (big v)\nelse\n switch costume to (small v)\nend\nset size to ((size) * ((100) / (costume_width))) %\nswitch costume to (*costume)\nif <not <<(scaley) = []> or <(scaley) = [1]>>> then\n set [fisheye v] effect to ((100) * (([abs v] of ((-0.1249387366) / ([log v] of ((1) - ((scaley) / (4))) )) ) - (1)))\nend\nshow\nstamp\nhide\nswitch costume to (small v)\nset size to ((1) / (0)) %\npoint in direction (90)\nclear graphic effects\n\ndefine render_tri (x1) (y1) (x2) (y2) (x3) (y3) (tex)\nif <<<<<(x1) > [240]> and <(x2) > [240]>> and <(x3) > [240]>> or <<<(x1) < [-240]> and <(x2) < [-240]>> and <(x3) < [-240]>>> or <<<<(y1) > [180]> and <(y2) > [180]>> and <(y3) > [180]>> or <<<(y1) < [-180]> and <(y2) < [-180]>> and <(y3) < [-180]>>>> then\n stop [this script v]\nend\nif <not <((tex) + (0)) = [0]>> then\n set [brightness v] effect to ((((item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v]) * (item ((_mat) + (5)) of [materials v])) * (1.8)) - (80))\n STTF2 (x1) (y1) (x2) (y2) (x3) (y3) (tex)\n if <touching (mouse-pointer v)?> then\n set [_mouse_touching_textured_tri v] to [1]\n end\n clear graphic effects\n switch costume to (small v)\n set size to ((1) / (0)) %\n point in direction (90)\n stop [this script v]\nend\nif <(@show_tris?) = [1]> then\n change pen (color v) by ((2) * ((i) + (j)))\nend\nchange [_tri_counter v] by (1)\nset [_a v] to ([sqrt v] of ((((x2) - (x3)) * ((x2) - (x3))) + (((y2) - (y3)) * ((y2) - (y3)))) )\nset [_b v] to ([sqrt v] of ((((x3) - (x1)) * ((x3) - (x1))) + (((y3) - (y1)) * ((y3) - (y1)))) )\nset [_c v] to ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )\nset [_p v] to ((_A) + ((_B) + (_C)))\ngo to x: (((((_A) * (x1)) + ((_B) * (x2))) + ((_C) * (x3))) / (_P)) y: (((((_A) * (y1)) + ((_B) * (y2))) + ((_C) * (y3))) / (_P))\nAzex 2 ((x position) - (x1)) ((y position) - (y1)) ((x position) - (x2)) ((y position) - (y2)) ((x position) - (x3)) ((y position) - (y3)) ([sqrt v] of ((((((_C) + (_B)) - (_A)) * (((_A) + (_C)) - (_B))) * ((_P) - ((_C) * (2)))) / (_P)) ) (x1) (y1) (x2) (y2) (x3) (y3)\n\ndefine _x, _y, z = apply_rot_matrix ( (x) (y) (z) )\nset [_x v] to ((((x) * (_rm1)) + ((y) * (_rm2))) + ((z) * (_rm3)))\nset [_y v] to (((x) * (_rm4)) + (((y) * (_rm5)) + ((z) * (_rm6))))\nset [_z v] to (((x) * (_rm7)) + (((y) * (_rm8)) + ((z) * (_rm9))))\n\nwhen I receive [wait for bsp.reinsert broadcast v]\ntick.secondhalf()\n\ndefine set_inv_rot_matrix_γβα ( (cos γ) (sin γ) (cos β) (sin β) (cos α) (sin α) )\nset [_rm1 v] to (((cos α) * (cos γ)) - ((sin α) * ((sin β) * (sin γ))))\nset [_rm2 v] to ((((sin α) * (sin β)) * (cos γ)) + ((cos α) * (sin γ)))\nset [_rm3 v] to ((-1) * ((cos β) * (sin α)))\nset [_rm4 v] to ((-1) * ((cos β) * (sin γ)))\nset [_rm5 v] to ((cos β) * (cos γ))\nset [_rm6 v] to (sin β)\nset [_rm7 v] to (((cos γ) * (sin α)) + (((cos α) * (sin β)) * (sin γ)))\nset [_rm8 v] to (((sin α) * (sin γ)) - ((cos α) * ((cos γ) * (sin β))))\nset [_rm9 v] to ((cos α) * (cos β))\n\ndefine z-clip triangle and fill (ax) (ay) (az) . (bx) (by) (bz) . (cx) (cy) (cz) z clip distance (z) texture (tex)\nif <(((az) + ((bz) + (cz))) / (-3)) > (@z_far)> then\n stop [this script v]\nend\nif <(<(az) < (z)> + (<(bz) < (z)> + <(cz) < (z)>)) > [1]> then\n if <<(az) < (z)> = <(bz) < (z)>> then\n if <(cz) < (z)> then\n render_tri ((ax) * ((@zN*180) / (az))) ((ay) * ((@zN*180) / (az))) ((bx) * ((@zN*180) / (bz))) ((by) * ((@zN*180) / (bz))) ((cx) * ((@zN*180) / (cz))) ((cy) * ((@zN*180) / (cz))) (tex)\n else\n set [_t1 v] to (((z) - (bz)) / ((cz) - (bz)))\n set [_t2 v] to (((z) - (az)) / ((cz) - (az)))\n render_tri (((bx) + ((_t1) * ((cx) - (bx)))) * ((@zN*180) / (z))) (((by) + ((_t1) * ((cy) - (by)))) * ((@zN*180) / (z))) ((ax) * ((@zN*180) / (az))) ((ay) * ((@zN*180) / (az))) ((bx) * ((@zN*180) / (bz))) ((by) * ((@zN*180) / (bz))) (tex)\n render_tri (((bx) + ((_t1) * ((cx) - (bx)))) * ((@zN*180) / (z))) (((by) + ((_t1) * ((cy) - (by)))) * ((@zN*180) / (z))) (((ax) + ((_t2) * ((cx) - (ax)))) * ((@zN*180) / (z))) (((ay) + ((_t2) * ((cy) - (ay)))) * ((@zN*180) / (z))) ((ax) * ((@zN*180) / (az))) ((ay) * ((@zN*180) / (az))) (tex)\n end\n else\n set [_t1 v] to (((z) - (az)) / ((bz) - (az)))\n if <(az) < (z)> then\n set [_t2 v] to (((z) - (cz)) / ((bz) - (cz)))\n render_tri (((ax) + ((_t1) * ((bx) - (ax)))) * ((@zN*180) / (z))) (((ay) + ((_t1) * ((by) - (ay)))) * ((@zN*180) / (z))) ((cx) * ((@zN*180) / (cz))) ((cy) * ((@zN*180) / (cz))) ((ax) * ((@zN*180) / (az))) ((ay) * ((@zN*180) / (az))) (tex)\n render_tri (((ax) + ((_t1) * ((bx) - (ax)))) * ((@zN*180) / (z))) (((ay) + ((_t1) * ((by) - (ay)))) * ((@zN*180) / (z))) (((cx) + ((_t2) * ((bx) - (cx)))) * ((@zN*180) / (z))) (((cy) + ((_t2) * ((by) - (cy)))) * ((@zN*180) / (z))) ((cx) * ((@zN*180) / (cz))) ((cy) * ((@zN*180) / (cz))) (tex)\n else\n set [_t2 v] to (((z) - (cz)) / ((az) - (cz)))\n render_tri (((cx) + ((_t2) * ((ax) - (cx)))) * ((@zN*180) / (z))) (((cy) + ((_t2) * ((ay) - (cy)))) * ((@zN*180) / (z))) ((bx) * ((@zN*180) / (bz))) ((by) * ((@zN*180) / (bz))) ((cx) * ((@zN*180) / (cz))) ((cy) * ((@zN*180) / (cz))) (tex)\n render_tri (((cx) + ((_t2) * ((ax) - (cx)))) * ((@zN*180) / (z))) (((cy) + ((_t2) * ((ay) - (cy)))) * ((@zN*180) / (z))) (((ax) + ((_t1) * ((bx) - (ax)))) * ((@zN*180) / (z))) (((ay) + ((_t1) * ((by) - (ay)))) * ((@zN*180) / (z))) ((bx) * ((@zN*180) / (bz))) ((by) * ((@zN*180) / (bz))) (tex)\n end\n end\nelse\n if <<(az) < (z)> = <(bz) < (z)>> then\n if <(cz) < (z)> then\n set [_t1 v] to (((z) - (bz)) / ((cz) - (bz)))\n set [_t2 v] to (((z) - (az)) / ((cz) - (az)))\n render_tri (((ax) + ((_t2) * ((cx) - (ax)))) * ((@zN*180) / (z))) (((ay) + ((_t2) * ((cy) - (ay)))) * ((@zN*180) / (z))) (((bx) + ((_t1) * ((cx) - (bx)))) * ((@zN*180) / (z))) (((by) + ((_t1) * ((cy) - (by)))) * ((@zN*180) / (z))) ((cx) * ((@zN*180) / (cz))) ((cy) * ((@zN*180) / (cz))) (tex)\n end\n else\n set [_t1 v] to (((z) - (az)) / ((bz) - (az)))\n if <(az) < (z)> then\n set [_t2 v] to (((z) - (az)) / ((cz) - (az)))\n render_tri (((ax) + ((_t1) * ((bx) - (ax)))) * ((@zN*180) / (z))) (((ay) + ((_t1) * ((by) - (ay)))) * ((@zN*180) / (z))) (((ax) + ((_t2) * ((cx) - (ax)))) * ((@zN*180) / (z))) (((ay) + ((_t2) * ((cy) - (ay)))) * ((@zN*180) / (z))) ((ax) * ((@zN*180) / (az))) ((ay) * ((@zN*180) / (az))) (tex)\n else\n set [_t2 v] to (((z) - (bz)) / ((cz) - (bz)))\n render_tri (((bx) + ((_t2) * ((cx) - (bx)))) * ((@zN*180) / (z))) (((by) + ((_t2) * ((cy) - (by)))) * ((@zN*180) / (z))) (((ax) + ((_t1) * ((bx) - (ax)))) * ((@zN*180) / (z))) (((ay) + ((_t1) * ((by) - (ay)))) * ((@zN*180) / (z))) ((bx) * ((@zN*180) / (bz))) ((by) * ((@zN*180) / (bz))) (tex)\n end\n end\nend\n\ndefine set rot_matrix_γβα ( (cos γ) (sin γ) (cos β) (sin β) (cos α) (sin α) )\nset [_rm1 v] to (((cos α) * (cos γ)) - ((sin α) * ((sin β) * (sin γ))))\nset [_rm2 v] to ((-1) * ((cos β) * (sin γ)))\nset [_rm3 v] to ((((cos α) * (sin β)) * (sin γ)) + ((sin α) * (cos γ)))\nset [_rm4 v] to ((((sin α) * (sin β)) * (cos γ)) + ((cos α) * (sin γ)))\nset [_rm5 v] to ((cos β) * (cos γ))\nset [_rm6 v] to (((sin α) * (sin γ)) - ((cos α) * ((sin β) * (cos γ))))\nset [_rm7 v] to ((-1) * ((cos β) * (sin α)))\nset [_rm8 v] to (sin β)\nset [_rm9 v] to ((cos α) * (cos β))\n\ndefine render.rasterisation.skybox ()\nif <(@C_pitch) < [0]> then\n switch backdrop to (sky v)\nelse\n switch backdrop to (ground v)\nend\nrender_sprite (((((((@C_yaw) + (@W_yaw)) / (360)) + (0.5)) mod (1)) - (0.5)) * ((@skybox_width) * (-1))) (([tan v] of ((@C_pitch) + (@W_pitch)) ) * ((-1) * (@zN*180))) ((@skybox_width) - (0)) [skybox_day] [] [90] (((100) * (_darkness_fac)) - (100)) costume_width ((@skybox_width) / (2))\nset [ghost v] effect to ((100) * ([sin v] of (((@time_of_day) / (24)) * (180)) ))\nrender_sprite (((((((@C_yaw) + (@W_yaw)) / (360)) + (0.5)) mod (1)) - (0.5)) * ((@skybox_width) * (-1))) (([tan v] of ((@C_pitch) + (@W_pitch)) ) * ((-1) * (@zN*180))) ((@skybox_width) - (2)) [skybox_night] [] [90] [0] costume_width ((@skybox_width) / (2))\nset [ghost v] effect to (0)\nrender_sprite ((((((@C_yaw) + (@W_yaw)) / (360)) mod (1)) - (0.5)) * ((@skybox_width) * (-1))) (([tan v] of ((@C_pitch) + (@W_pitch)) ) * ((-1) * (@zN*180))) ((@skybox_width) - (1)) [skybox_day] [] [90] (((100) * (_darkness_fac)) - (100)) costume_width ((@skybox_width) / (2))\nset [ghost v] effect to ((100) * ([sin v] of (((@time_of_day) / (24)) * (180)) ))\nrender_sprite ((((((@C_yaw) + (@W_yaw)) / (360)) mod (1)) - (0.5)) * ((@skybox_width) * (-1))) (([tan v] of ((@C_pitch) + (@W_pitch)) ) * ((-1) * (@zN*180))) ((@skybox_width) - (4)) [skybox_night] [] [90] [0] costume_width ((@skybox_width) / (2))\nset [ghost v] effect to (0)\nif <(@ground_plane?) = [1]> then\n render_sprite ((((((@C_yaw) + (@W_yaw)) / (360)) mod (1)) - (0.5)) * ((@skybox_width) * (-1))) (([tan v] of ((@C_pitch) + (@W_pitch)) ) * ((-1) * (@zN*180))) ((@skybox_width) - (0)) [ground] [] [90] ((-100) + ((100) * ([sin v] of (((@time_of_day) / (24)) * (180)) ))) costume_width ((@skybox_width) / (2))\n render_sprite (((((((@C_yaw) + (@W_yaw)) / (360)) + (0.5)) mod (1)) - (0.5)) * ((@skybox_width) * (-1))) (([tan v] of ((@C_pitch) + (@W_pitch)) ) * ((-1) * (@zN*180))) ((@skybox_width) - (0)) [ground] [] [90] ((-100) + ((100) * ([sin v] of (((@time_of_day) / (24)) * (180)) ))) costume_width ((@skybox_width) / (2))\nend\nif <(_lightZ_view) > [0]> then\n set [ghost v] effect to (0)\n set [_tmp v] to (((_lightX_view) * (@zN*180)) / (_lightZ_view))\n set [_tmp2 v] to (((_lightY_view) * (@zN*180)) / (_lightZ_view))\n if <([abs v] of ((@time_of_day) - (12)) ) < [6]> then\n set [_α v] to ((0.5) * ([sqrt v] of (((_tmp) * (_tmp)) + ((_tmp2) * (_tmp2))) ))\n render_sprite (_tmp) (_tmp2) [150] [sun] [] [90] [0] costume_width [208]\n set [ghost v] effect to (_α)\n render_sprite ((0.4) * (_tmp)) ((0.4) * (_tmp2)) [18] [flare] [] [90] [0] costume_width [51]\n set [ghost v] effect to (_α)\n render_sprite ((-0.2) * (_tmp)) ((-0.2) * (_tmp2)) [15] [flare2] [] [90] [0] costume_width [102]\n set [ghost v] effect to (_α)\n render_sprite ((-0.8) * (_tmp)) ((-0.8) * (_tmp2)) [10] [flare] [] [90] [0] costume_width [51]\n set [ghost v] effect to (_α)\n render_sprite ((-1.4) * (_tmp)) ((-1.4) * (_tmp2)) [8] [flare2] [] [90] [0] costume_width [102]\n else\n render_sprite (_tmp) (_tmp2) [100] [moon] [] [90] [0] costume_width [281]\n end\nend\nclear graphic effects\n\ndefine z clip line and fill ( (ax) (ay) (az) . (bx) (by) (bz) z clip distance (z) diameter (diameter) )\nif <<(az) < (z)> or <(bz) < (z)>> then\n set [_t1 v] to (((z) - (az)) / ((bz) - (az)))\n if <(az) > (z)> then\n draw line from x (((ax) + ((_t1) * ((bx) - (ax)))) * ((@zN*180) / (z))) y (((ay) + ((_t1) * ((by) - (ay)))) * ((@zN*180) / (z))) to x ((bx) * ((@zN*180) / (bz))) y ((by) * ((@zN*180) / (bz))) start width ((diameter) * ((@zN*180) / (z))) end width ((diameter) * ((@zN*180) / (bz)))\n else\n if <(bz) > (z)> then\n draw line from x ((ax) * ((@zN*180) / (az))) y ((ay) * ((@zN*180) / (az))) to x (((ax) + ((_t1) * ((bx) - (ax)))) * ((@zN*180) / (z))) y (((ay) + ((_t1) * ((by) - (ay)))) * ((@zN*180) / (z))) start width ((diameter) * ((@zN*180) / (az))) end width (((diameter) + ((_t1) * ((end_w) - (diameter)))) * ((@zN*180) / (z)))\n else\n draw line from x ((ax) * ((@zN*180) / (az))) y ((ay) * ((@zN*180) / (az))) to x ((bx) * ((@zN*180) / (bz))) y ((by) * ((@zN*180) / (bz))) start width ((diameter) * ((@zN*180) / (az))) end width ((diameter) * ((@zN*180) / (bz)))\n end\n end\nend\n\ndefine render.visualise_primitives\nset rot_matrix_γβα ( ([cos v] of (@C_roll) ) ([sin v] of (@C_roll) ) ([cos v] of (@C_pitch) ) ([sin v] of (@C_pitch) ) ([cos v] of (@C_yaw) ) ([sin v] of (@C_yaw) ) )\nset [brightness v] effect to (-100)\nshow\nset [i v] to [1]\nrepeat ((((length of [gameobjects v]) / (@enum o:SIZE)) * <(@show_prims/dynamic/objs) = [3]>) + (((*dynamic_seg) / (@enum p:SIZE)) * <(@show_prims/dynamic/objs) < [3]>))\n if <<(@show_prims/dynamic/objs) = [3]> or <<<not <(item (i) of [primitives v]) = [CONTAINER]>> and <(@show_prims/dynamic/objs) = [1]>> or <<(item (i) of [primitives v]) = [CONTAINER]> and <(@show_prims/dynamic/objs) = [2]>>>> then\n if <<<<(@show_prims/dynamic/objs) = [3]> and <(item ((i) + (@enum o:HIDDEN?)) of [gameobjects v]) = [0]>> or <<(@show_prims/dynamic/objs) = [1]> and <(item ((item ((i) + (@enum p:*OBJECT)) of [primitives v]) + (@enum o:HIDDEN?)) of [gameobjects v]) = [0]>>> or <(@show_prims/dynamic/objs) = [2]>> then\n if <(@show_prims/dynamic/objs) = [2]> then\n set [_tmp v] to (item ((i) + (1)) of [primitives v])\n set [_x v] to (item (_tmp) of [vertex_world v])\n set [_y v] to (item ((_tmp) + (1)) of [vertex_world v])\n set [_z v] to (item ((_tmp) + (2)) of [vertex_world v])\n else\n set [_tmp v] to (((item ((i) + (@enum o:*BSPHERE)) of [gameobjects v]) * <(@show_prims/dynamic/objs) = [3]>) + ((item ((i) + (@enum p:*BSPHERE)) of [primitives v]) * <(@show_prims/dynamic/objs) < [3]>))\n set [_x v] to (item (_tmp) of [bsphere_world v])\n set [_y v] to (item ((_tmp) + (1)) of [bsphere_world v])\n set [_z v] to (item ((_tmp) + (2)) of [bsphere_world v])\n end\n _x, _y, z = apply_rot_matrix ( ((_x) - (@camX)) ((_y) - (@camY)) ((_z) - (@camZ)) )\n if <(@show_prims/dynamic/objs) = [2]> then\n set [_α v] to [7]\n set [_β v] to [container]\n else\n set [_α v] to ((((2) * (item ((_tmp) + (3)) of [bsphere_world v])) * (@zN*180)) / (_z))\n set [_β v] to [bsphere]\n end\n render_sprite (((_x) * (@zN*180)) / (_z)) (((_y) * (@zN*180)) / (_z)) (_α) (_β) [] [90] [] costume_width [100]\n if <key ((join [shift] []) v) pressed?> then\n if <key ((join [<] []) v) pressed?> then\n set [_tmp v] to (((i) * <(@show_prims/dynamic/objs) = [3]>) + ((item ((item ((i) + (@enum p:*NODE)) of [primitives v]) + (@enum t:PARENT)) of [bsp.tree v]) * <(@show_prims/dynamic/objs) < [3]>))\n else\n set [_tmp v] to (((i) * <(@show_prims/dynamic/objs) = [3]>) + ((item ((i) + (@enum p:*NODE)) of [primitives v]) * <(@show_prims/dynamic/objs) < [3]>))\n end\n else\n if <key ((join [<] []) v) pressed?> then\n set [_tmp v] to (((i) * <(@show_prims/dynamic/objs) = [3]>) + ((item ((i) + (@enum p:*BSPHERE)) of [primitives v]) * <(@show_prims/dynamic/objs) < [3]>))\n else\n set [_tmp v] to (((i) * <(@show_prims/dynamic/objs) = [3]>) + ((i) * <(@show_prims/dynamic/objs) < [3]>))\n end\n end\n render_number ( value (_tmp) x (((_x) * (@zN*180)) / (_z)) y (((_y) * (@zN*180)) / (_z)) size ((((0.01) * ((((6) * (@zN*180)) / (_z)) * <(_z) < [0]>)) * <(_α) < [8]>) + (((0.04) * (_α)) * <not <(_α) < [8]>>)) )\n end\n end\n change [i v] by (((@enum o:SIZE) * <(@show_prims/dynamic/objs) = [3]>) + ((@enum p:SIZE) * <(@show_prims/dynamic/objs) < [3]>))\nend\nclear graphic effects\nswitch costume to (paint-brush v)\nhide\n\ndefine render_number ( value (value) x (x) y (y) size (size) )\nif <<([abs v] of (x) ) > ((240) + ((size) / (2)))> or <([abs v] of (y) ) > ((180) + ((size) / (2)))>> then\n stop [this script v]\nend\ngo to x: ((x) - (((length of (value)) / (2)) * (size))) y: (y)\nif <(((size) / (13)) * (100)) < [100]> then\n switch costume to (big v)\nelse\n switch costume to (small v)\nend\nset size to (((size) / (13)) * (100)) %\nset [_tmp v] to [1]\nrepeat (length of (value))\n switch costume to (join [text_] (letter (_tmp) of (value)))\n stamp\n change x by (size)\n change [_tmp v] by (1)\nend\n\nif <not <((item (i) of [bsp._*prims v]) mod (@enum p:SIZE)) = [1]>> then\n ​​breakpoint​​\nend\n\ndefine tick.secondhalf()\nif <(@rendering_active?) = [1]> then\n delete all of [bsp._stack v]\n end timing [bsp reinsert]\n start timing [bsp traversal]\n bsp.traversal ( [3] [0] local_var_stack: [] [] [] [] [] )\n start timing [rasterisation]\n render.rasterisation ()\n end timing [rasterisation]\n switch costume to (paint-brush v)\n set [@tris visible v] to (_tri_counter)\n set [_tmp v] to (((days since 2000) - (@days_since_2000)) * (86400))\n change [_elapsed_time v] by (_tmp)\n set [@time v] to (([floor v] of ((_elapsed_time) * (10)) ) / (10))\n if <(length of [_δt_buffer v]) > [5]> then\n delete (1) of [_δt_buffer v]\n end\n add (_tmp) to [_δt_buffer v]\n set [@fps v] to [0]\n set [i v] to [1]\n repeat (length of [_δt_buffer v])\n change [@fps v] by (item (i) of [_δt_buffer v])\n change [i v] by (1)\n end\n set [@fps v] to (([floor v] of (((1) / ((@fps) / (length of [_δt_buffer v]))) * (10)) ) / (10))\n if <<<(@fps) < (@auto_disable_shadows_fps_thresh)> and <(_elapsed_time) > [3]>> and <<(@shadows?) = [1]> and <(_shadows_turned_off) = [0]>>> then\n set [_shadows_turned_off v] to [1]\n set [@shadows? v] to [0]\n end\n set [@days_since_2000 v] to (days since 2000)\n broadcast (physics v)\n broadcast (game logic v)\nelse\n set [@days_since_2000 v] to (days since 2000)\nend\nbroadcast (gui v)\n\ndefine render.depth_buffer.insert_shadows ()\nset [_*prim v] to ((*dynamic_seg) + (1))\nset [i v] to [1]\nrepeat (((length of [primitives v]) - (*dynamic_seg)) / (@enum p:SIZE))\n if <(item ((item ((_*prim) + (@enum p:*OBJECT)) of [primitives v]) + (@enum o:HIDDEN?)) of [gameobjects v]) = [0]> then\n set [_tmp v] to (item ((_*prim) + (@enum p:NORMAL)) of [primitives v])\n if <<((((@lightX) * (item (_tmp) of [normal_world v])) + ((@lightY) * (item ((_tmp) + (1)) of [normal_world v]))) + ((@lightZ) * (item ((_tmp) + (2)) of [normal_world v]))) < [0]> or <(item ((_*prim) + (@enum p:NORMAL)) of [primitives v]) = [null]>> then\n if <<not <(item (_*prim) of [primitives v]) = [CONTAINER]>> and <not <<(@first_person?) = [1]> and <(_*prim) = (@*player_shadow_prim)>>>> then\n replace item ((_*prim) + (@enum p:ILLUMINATION)) of [primitives v] with (((((_darkness_fac) + (0.17)) * ((_darkness_fac) + (0.17))) - (0.3689)) * (100))\n insert (_*prim) at (1) of [depth order v] \n if <<(item (_*prim) of [primitives v]) = [POINT]> or <(item (_*prim) of [primitives v]) = [LINE]>> then\n set [_α v] to (item ((_*prim) + (1)) of [primitives v])\n set [_β v] to (item ((_*prim) + (@enum p:SHAD_OFF_SCALE)) of [primitives v])\n if <<not <(_β) = []>> and <(item (_*prim) of [primitives v]) = [POINT]>> then\n set [_z v] to ((item (((_α) - (@*shadow_seg)) + (2)) of [vertex v]) + ((_shad_off_z) * (_β)))\n set [_x v] to ((item ((_α) - (@*shadow_seg)) of [vertex v]) + ((_shad_off_x) * (_β)))\n set [_y v] to ((item (((_α) - (@*shadow_seg)) + (1)) of [vertex v]) + ((_shad_off_y) * (_β)))\n replace item (_α) of [vertex v] with (_x)\n replace item ((_α) + (1)) of [vertex v] with (_y)\n replace item ((_α) + (2)) of [vertex v] with (_z)\n delete (1) of [depth order v]\n insert (_*prim) at (item # of (item (i) of [@shadow_to_*prim v]) in [depth order v]) of [depth order v] \n else\n set [_z v] to (item ((_α) + (2)) of [vertex v])\n set [_x v] to (item (_α) of [vertex v])\n set [_y v] to (item ((_α) + (1)) of [vertex v])\n end\n set [_tmp v] to ([sqrt v] of ((((_x) * (_x)) + ((_y) * (_y))) + ((_z) * (_z))) )\n set [_tmp v] to (((((_shad_off_x) * (_x)) + ((_shad_off_y) * (_y))) + ((_shad_off_z) * (_z))) / (_tmp))\n if <(item (_*prim) of [primitives v]) = [POINT]> then\n replace item ((_*prim) + (@enum p:SPRITE_SCALE_Y)) of [primitives v] with (_tmp)\n else\n replace item ((_*prim) + (@enum p:RADIUS)) of [primitives v] with (([sqrt v] of (_tmp) ) * (item (((_*prim) - (*dynamic_seg)) + (@enum p:RADIUS)) of [primitives v]))\n end\n end\n end\n end\n end\n change [_*prim v] by (@enum p:SIZE)\n change [i v] by (1)\nend\n\nwhen I receive [render.change_costume_to_\(@tmp\) v]\nswitch costume to (@temp)\n\ndefine set rot_matrix_αβγ ( (cos α) (sin α) (cos β) (sin β) (cos γ) (sin γ) )\nset [_rm1 v] to (((cos α) * (cos γ)) + ((sin α) * ((sin β) * (sin γ))))\nset [_rm2 v] to ((((cos γ) * (sin α)) * (sin β)) - ((cos α) * (sin γ)))\nset [_rm3 v] to ((cos β) * (sin α))\nset [_rm4 v] to ((cos β) * (sin γ))\nset [_rm5 v] to ((cos β) * (cos γ))\nset [_rm6 v] to ((-1) * (sin β))\nset [_rm7 v] to ((((cos α) * (sin β)) * (sin γ)) - ((sin α) * (cos γ)))\nset [_rm8 v] to (((sin α) * (sin γ)) + ((cos α) * ((sin β) * (cos γ))))\nset [_rm9 v] to ((cos α) * (cos β))\n\ndefine render.show_bsp_tree ()\nswitch costume to (ballgreen v)\nset pen color to (#1d0063)\nrender.draw_binary_tree ( *node [3] node xy [0] [140] parent xy [] [] depth [1] )\npen up\n\ndefine render.draw_binary_tree ( *node (*node) node xy (nx) (ny) parent xy (px) (py) depth (depth) )\nif <(*node) = []> then\n stop [this script v]\nend\npen up\nset [_tmp v] to ((40) / ([sqrt v] of (depth) ))\nset size to ((_tmp) * (0.5)) %\nif <not <(depth) = [1]>> then\n go to x: (px) y: (py)\n pen down\n go to x: (nx) y: (ny)\n go to x: (px) y: (py)\n stamp\nelse\n go to x: (nx) y: (ny)\n stamp\nend\nrender.draw_binary_tree ( *node (item ((*node) + ((@enum t:EDGE_A) + (1))) of [bsp.tree v]) node xy ((nx) - (_tmp)) ((ny) - (20)) parent xy (nx) (ny) depth ((depth) + (1)) )\nrender.draw_binary_tree ( *node (item ((*node) + ((@enum t:EDGE_A) + (3))) of [bsp.tree v]) node xy ((nx) + (_tmp)) ((ny) - (20)) parent xy (nx) (ny) depth ((depth) + (1)) )\n\ndefine render.world_tranform()\nset [i v] to [1]\nrepeat (length of [@updated_objects v])\n set [_*obj v] to (item (i) of [@updated_objects v])\n set [_x2 v] to (item ((_*obj) + (1)) of [gameobjects v])\n set [_y2 v] to (item ((_*obj) + (2)) of [gameobjects v])\n set [_z2 v] to (item ((_*obj) + (3)) of [gameobjects v])\n set [_α v] to (item ((_*obj) + (4)) of [gameobjects v])\n set [_β v] to (item ((_*obj) + (5)) of [gameobjects v])\n set [_γ v] to (item ((_*obj) + (6)) of [gameobjects v])\n set [_sx v] to (item ((_*obj) + (7)) of [gameobjects v])\n set [_sy v] to (item ((_*obj) + (8)) of [gameobjects v])\n set [_sz v] to (item ((_*obj) + (9)) of [gameobjects v])\n set [_scale_mag v] to ([sqrt v] of (((_sx) * (_sx)) + (((_sy) * (_sy)) + ((_sz) * (_sz)))) )\n if <<(_sx) > (_sy)> and <(_sx) > (_sz)>> then\n set [_scale_max v] to (_sx)\n else\n if <(_sy) > (_sz)> then\n set [_scale_max v] to (_sy)\n else\n set [_scale_max v] to (_sz)\n end\n end\n set rot_matrix_αβγ ( ([cos v] of (_α) ) ([sin v] of (_α) ) ([cos v] of (_β) ) ([sin v] of (_β) ) ([cos v] of (_γ) ) ([sin v] of (_γ) ) )\n set [j v] to (item ((_*obj) + (@enum o:*VLEFT)) of [gameobjects v])\n if <not <(j) = [v_left]>> then\n set [_tmp v] to (item ((_*obj) + ((@enum o:*VLEFT) + (1))) of [gameobjects v])\n repeat until <<(j) = (_tmp)> or <(j) = [null]>>\n _x, _y, _z = apply_rot_matrix + trans ((_sx) * (item (j) of [vertex_buff v])) ((_sy) * (item ((j) + (1)) of [vertex_buff v])) ((_sz) * (item ((j) + (2)) of [vertex_buff v])) (_x2) (_y2) (_z2)\n replace item (j) of [vertex_world v] with (_x)\n replace item ((j) + (1)) of [vertex_world v] with (_y)\n replace item ((j) + (2)) of [vertex_world v] with (_z)\n set [j v] to (item ((j) + (3)) of [vertex_buff v])\n end\n end\n set [j v] to (item ((_*obj) + (@enum o:*NLEFT)) of [gameobjects v])\n set [_tmp v] to (item ((_*obj) + ((@enum o:*NLEFT) + (1))) of [gameobjects v])\n repeat until <<(j) = (_tmp)> or <(j) > (length of [normal_world v])>>\n _x, _y, z = apply_rot_matrix ( (item (j) of [normal_buff v]) (item ((j) + (1)) of [normal_buff v]) (item ((j) + (2)) of [normal_buff v]) )\n replace item (j) of [normal_world v] with (_x)\n replace item ((j) + (1)) of [normal_world v] with (_y)\n replace item ((j) + (2)) of [normal_world v] with (_z)\n change [j v] by (3)\n end\n set [_tmp2 v] to (item ((_*obj) + (@enum o:*BSPHERE)) of [gameobjects v])\n _x, _y, _z = apply_rot_matrix + trans ((_sx) * (item (_tmp2) of [bsphere_buff v])) ((_sy) * (item ((_tmp2) + (1)) of [bsphere_buff v])) ((_sz) * (item ((_tmp2) + (2)) of [bsphere_buff v])) (_x2) (_y2) (_z2)\n replace item (_tmp2) of [bsphere_world v] with (_x)\n replace item ((_tmp2) + (1)) of [bsphere_world v] with (_y)\n replace item ((_tmp2) + (2)) of [bsphere_world v] with (_z)\n replace item ((_tmp2) + (3)) of [bsphere_world v] with ((_scale_max) * (item ((_tmp2) + (3)) of [bsphere_buff v]))\n set [j v] to (item ((_*obj) + (@enum o:**PLEFT)) of [gameobjects v])\n set [_tmp v] to (item ((_*obj) + ((@enum o:**PLEFT) + (1))) of [gameobjects v])\n repeat until <<(j) = (_tmp)> or <(j) = [null]>>\n set [_tmp2 v] to (item ((item (j) of [gameobjects._*prims v]) + (@enum p:*BSPHERE)) of [primitives v])\n if <not <((_tmp2) + (0)) = [0]>> then\n _x, _y, _z = apply_rot_matrix + trans ((_sx) * (item (_tmp2) of [bsphere_buff v])) ((_sy) * (item ((_tmp2) + (1)) of [bsphere_buff v])) ((_sz) * (item ((_tmp2) + (2)) of [bsphere_buff v])) (_x2) (_y2) (_z2)\n replace item (_tmp2) of [bsphere_world v] with (_x)\n replace item ((_tmp2) + (1)) of [bsphere_world v] with (_y)\n replace item ((_tmp2) + (2)) of [bsphere_world v] with (_z)\n set [_*normal v] to (item ((item (j) of [gameobjects._*prims v]) + (@enum p:NORMAL)) of [primitives v])\n if <not <(_*normal) = [null]>> then\n set [_dot v] to (((_sx) * (item (_*normal) of [normal_buff v])) + (((_sy) * (item ((_*normal) + (1)) of [normal_buff v])) + ((_sz) * (item ((_*normal) + (2)) of [normal_buff v]))))\n set [_x v] to ((_sx) - ((_dot) * (item (_*normal) of [normal_buff v])))\n set [_y v] to ((_sy) - ((_dot) * (item ((_*normal) + (1)) of [normal_buff v])))\n set [_z v] to ((_sz) - ((_dot) * (item ((_*normal) + (2)) of [normal_buff v])))\n if <<(_x) > (_y)> and <(_x) > (_z)>> then\n set [_scale v] to (_x)\n else\n if <(_y) > (_z)> then\n set [_scale v] to (_y)\n else\n set [_scale v] to (_z)\n end\n end\n replace item ((_tmp2) + (3)) of [bsphere_world v] with ((_scale) * (item ((_tmp2) + (3)) of [bsphere_buff v]))\n else\n replace item ((_tmp2) + (3)) of [bsphere_world v] with ((_scale_max) * (item ((_tmp2) + (3)) of [bsphere_buff v]))\n end\n end\n set [j v] to (item ((j) + (1)) of [gameobjects._*prims v])\n end\n change [i v] by (1)\nend\n\ndefine _x, _y, _z = 3D_cross_prod ( (ax) (ay) (az) (bx) (by) (bz) )\nset [_x v] to (((ay) * (bz)) - ((az) * (by)))\nset [_y v] to (((az) * (bx)) - ((ax) * (bz)))\nset [_z v] to (((ax) * (by)) - ((ay) * (bx)))\n\ndefine _atan2 = atan2( (y) (x) )\nif <(x) = [0]> then\n set [_atan2 v] to ((<(y) < [0]> * (-90)) + (<not <(y) < [0]>> * (90)))\nelse\n if <(x) < [0]> then\n set [_atan2 v] to ((180) + ([atan v] of ((y) / (x)) ))\n else\n set [_atan2 v] to ([atan v] of ((y) / (x)) )\n end\nend\nset [_atan2 v] to ((_atan2) mod (360))\n\ndefine _dot = dot_prod (ax) (ay) (az) (bx) (by) (bz)\nset [_dot v] to (((ax) * (bx)) + (((ay) * (by)) + ((az) * (bz))))\n\nwhen flag clicked\nsay [ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh]\n\n@Physics\n\ndefine add collision forces (normal: (nx) (ny) (nz) *prim (*prim) )\nset [_*obj v] to (item ((*prim) + (@enum p:*OBJECT)) of [primitives v])\nif <[@updated_objects v] contains (_*obj)?> then\n set [_tmp v] to (item # of (join [*obj:] (_*obj)) in [@updated_objects_prev_ori v])\n set [_x v] to (((item ((_*obj) + (1)) of [gameobjects v]) - (item ((_tmp) + (1)) of [@updated_objects_prev_ori v])) * ((@fps) / (30)))\n set [_y v] to (((item ((_*obj) + (2)) of [gameobjects v]) - (item ((_tmp) + (2)) of [@updated_objects_prev_ori v])) * ((@fps) / (30)))\n set [_z v] to (((item ((_*obj) + (3)) of [gameobjects v]) - (item ((_tmp) + (3)) of [@updated_objects_prev_ori v])) * ((@fps) / (30)))\n set [_α v] to ((((((item ((_*obj) + (4)) of [gameobjects v]) - (item ((_tmp) + (4)) of [@updated_objects_prev_ori v])) + (180)) mod (360)) - (180)) * (((3.141) / (180)) * ((@fps) / (30))))\n set [_β v] to ((((((item ((_*obj) + (5)) of [gameobjects v]) - (item ((_tmp) + (5)) of [@updated_objects_prev_ori v])) + (180)) mod (360)) - (180)) * (((3.141) / (180)) * ((@fps) / (30))))\n set [_γ v] to ((((((item ((_*obj) + (6)) of [gameobjects v]) - (item ((_tmp) + (6)) of [@updated_objects_prev_ori v])) + (180)) mod (360)) - (180)) * (((3.141) / (180)) * ((@fps) / (30))))\n set [_rx v] to ((@player_x) - (item ((_*obj) + (1)) of [gameobjects v]))\n set [_ry v] to ((@player_y) - (item ((_*obj) + (2)) of [gameobjects v]))\n set [_rz v] to ((@player_z) - (item ((_*obj) + (3)) of [gameobjects v]))\n set [_x v] to ((_x) + (((_α) * (_rz)) - ((_γ) * (_ry))))\n set [_y v] to ((_y) + (((_γ) * (_rx)) - ((_β) * (_rz))))\n set [_z v] to ((_z) + (((_β) * (_ry)) - ((_α) * (_rx))))\nelse\n set [_x v] to [0]\n set [_y v] to [0]\n set [_z v] to [0]\nend\nset [_tmp2 v] to ((-1) * ((((@player_x_vel) - (_x)) * (nx)) + ((((@player_y_vel) - (_y)) * (ny)) + (((@player_z_vel) - (_z)) * (nz)))))\nif <(_tmp2) > [0]> then\n add (item (_*obj) of [gameobjects v]) to [@player forces v]\n add (*prim) to [@player forces v]\n set [_restitution v] to (item ((item ((*prim) + (@enum p:MATERIAL)) of [primitives v]) + (8)) of [materials v])\n add (((1) + ((_restitution) * (1.15))) * ((_tmp2) * (nx))) to [@player forces v]\n add (((1) + ((_restitution) * (1.15))) * ((_tmp2) * (ny))) to [@player forces v]\n add (((1) + ((_restitution) * (1.15))) * ((_tmp2) * (nz))) to [@player forces v]\nend\nset [_tmp2 v] to ((-1) * ((((_player_x_vel_physical) - (_x)) * (nx)) + ((((_player_y_vel_physical) - (_y)) * (ny)) + (((_player_z_vel_physical) - (_z)) * (nz)))))\nadd tangential forces (((_player_x_vel_physical) - (_x)) + ((_tmp2) * (nx))) (((_player_y_vel_physical) - (_y)) + ((_tmp2) * (ny))) (((_player_z_vel_physical) - (_z)) + ((_tmp2) * (nz))) ((_tmp2) * (nx)) ((_tmp2) * (ny)) ((_tmp2) * (nz)) *prim (*prim)\n\ndefine _tmp = vec_length ( (x) (y) )\nset [_tmp v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n\ndefine _tmp = clamp ( (value) (min) (max) )\nif <(value) < (min)> then\n set [_tmp v] to (min)\nelse\n if <(value) > (max)> then\n set [_tmp v] to (max)\n else\n set [_tmp v] to (value)\n end\nend\n\ndefine Add collision and pos. correction if min TOI (A= Closest pt polygon, B= closest pt sphere: Ax-Bx (ax-bx) Ay-By (ay-by) Az-Bz (az-bz) sphere Centre: (cx) (cy) (cz) )\nset [_tmp v] to ([sqrt v] of (((ax-bx) * (ax-bx)) + (((ay-by) * (ay-by)) + ((az-bz) * (az-bz)))) )\nif <(_tmp) > [0]> then\n if <(_tmp) > (@penetration_thresh)> then\n set [_new_sphere_x v] to ((cx) + (ax-bx))\n set [_new_sphere_y v] to ((cy) + (ay-by))\n set [_new_sphere_z v] to ((cz) + (az-bz))\n else\n set [_new_sphere_x v] to (cx)\n set [_new_sphere_y v] to (cy)\n set [_new_sphere_z v] to (cz)\n end\n set [_tmp2 v] to ([sqrt v] of ((((_new_sphere_x) - (_b_x_old)) * ((_new_sphere_x) - (_b_x_old))) + ((((_new_sphere_y) - (_b_y_old)) * ((_new_sphere_y) - (_b_y_old))) + (((_new_sphere_z) - (_b_z_old)) * ((_new_sphere_z) - (_b_z_old))))) )\n add (_tmp2) to [_collision_candidates v]\n if <(_tmp2) < (_min_toi_val)> then\n set [_min_toi_idx v] to (length of [_collision_candidates v])\n set [_min_toi_val v] to (_tmp2)\n end\n add (_new_sphere_x) to [_collision_candidates v]\n add (_new_sphere_y) to [_collision_candidates v]\n add (_new_sphere_z) to [_collision_candidates v]\n add (ax-bx) to [_collision_candidates v]\n add (ay-by) to [_collision_candidates v]\n add (az-bz) to [_collision_candidates v]\n add (_tmp) to [_collision_candidates v]\n add (_*prim) to [_collision_candidates v]\nend\n\ndefine add tangential forces (vtx) (vty) (vtz) (nx) (ny) (nz) *prim (*prim)\nset [_tmp v] to ([sqrt v] of (((nx) * (nx)) + (((ny) * (ny)) + ((nz) * (nz)))) )\nset [_tmp2 v] to ([sqrt v] of (((vtx) * (vtx)) + (((vty) * (vty)) + ((vtz) * (vtz)))) )\nadd (join [t:] (item (item ((*prim) + (@enum p:*OBJECT)) of [primitives v]) of [gameobjects v])) to [@player forces v]\nadd (join [t:] (*prim)) to [@player forces v]\nif <([abs v] of (_tmp2) ) > ((_µ) * (_tmp))> then\n set [_tmp v] to (((_µ) * (_tmp)) / ([abs v] of (_tmp2) ))\n add ((-1) * ((vtx) * (_tmp))) to [@player forces v]\n add ((-1) * ((vty) * (_tmp))) to [@player forces v]\n add ((-1) * ((vtz) * (_tmp))) to [@player forces v]\nelse\n add (((-1) * (vtx)) * (_µ)) to [@player forces v]\n add (((-1) * (vty)) * (_µ)) to [@player forces v]\n add (((-1) * (vtz)) * (_µ)) to [@player forces v]\nend\n\nwhen I receive [physics v]\nif <(@edit_mode?) = [0]> then\n physics\nend\n\nwhen flag clicked\nset [_counter v] to [0]\nhide\nswitch costume to (force v)\ndelete all of [@player forces v]\nset [_player_x_vel_physical v] to [0]\nset [_player_y_vel_physical v] to [0]\nset [_player_z_vel_physical v] to [0]\nset [_player_x_vel_controlled v] to [0]\nset [_player_y_vel_controlled v] to [0]\nset [_player_z_vel_controlled v] to [0]\ndelete all of [_debug v]\ndelete all of [@player_forces_controlled v]\nrepeat (3)\n add [0] to [@player_forces_controlled v]\nend\n\ndefine _Collision = sphere-polygon collision test ( *prim (*prim) Normal (nx) (ny) (nz) sphere (x) (y) (z) (r) )\ndelete all of [_collision v]\ndelete all of [idxs_tmp v]\nset [_tmp v] to (item (*prim) of [primitives v])\nif <(_tmp) = [POLYGON]> then\n set [_tmp2 v] to (item (item ((*prim) + (1)) of [primitives v]) of [idxs_poly v])\nelse\n set [_tmp2 v] to (item ((*prim) + (1)) of [primitives v])\nend\nset [_dist_to_plane v] to ((((x) - (item (_tmp2) of [vertex_world v])) * (nx)) + ((((y) - (item ((_tmp2) + (1)) of [vertex_world v])) * (ny)) + (((z) - (item ((_tmp2) + (2)) of [vertex_world v])) * (nz))))\nif <([abs v] of (_dist_to_plane) ) > (r)> then\n stop [this script v]\nend\nif <(_tmp) = [POLYGON]> then\n set [_tmp v] to (item ((*prim) + (1)) of [primitives v])\n add (item (_tmp) of [idxs_poly v]) to [idxs_tmp v]\n set [_tmp v] to (item ((_tmp) + (1)) of [idxs_poly v])\n repeat until <(_tmp) = (item ((*prim) + (1)) of [primitives v])>\n add (item (_tmp) of [idxs_poly v]) to [idxs_tmp v]\n set [_tmp v] to (item ((_tmp) + (1)) of [idxs_poly v])\n end\nelse\n set [i v] to [1]\n repeat ((<(_tmp) = [POINT]> * (1)) + ((<(_tmp) = [LINE]> * (2)) + ((<(_tmp) = [TRIANGLE]> * (3)) + (<(_tmp) = [QUAD]> * (4)))))\n add (item ((*prim) + (i)) of [primitives v]) to [idxs_tmp v]\n change [i v] by (1)\n end\nend\ndelete all of [_poly v]\nset [i v] to [1]\nrepeat (length of [idxs_tmp v])\n add (item (item (i) of [idxs_tmp v]) of [vertex_world v]) to [_poly v]\n add (item ((item (i) of [idxs_tmp v]) + (1)) of [vertex_world v]) to [_poly v]\n add (item ((item (i) of [idxs_tmp v]) + (2)) of [vertex_world v]) to [_poly v]\n change [i v] by (1)\nend\n_intersects,_edge_idx,_x,_y,_z, = testPolygonEdgeSphereIntersection (sphere x (x) y (y) z (z) r (r) )\nif <(_intersects?) = [0]> then\n set [_x v] to ((x) - ((_dist_to_plane) * (nx)))\n set [_y v] to ((y) - ((_dist_to_plane) * (ny)))\n set [_z v] to ((z) - ((_dist_to_plane) * (nz)))\n set [_edge_idx v] to [NULL]\n set [i v] to (length of [_poly v])\n if <([abs v] of (ny) ) > (@coplanar_thresh)> then\n repeat ((length of [_poly v]) / (3))\n delete ((i) - (1)) of [_poly v]\n change [i v] by (-3)\n end\n _intersects = PointInPolygon ( (_x) (_z) )\n else\n if <([abs v] of (nz) ) > (@coplanar_thresh)> then\n repeat ((length of [_poly v]) / (3))\n delete (i) of [_poly v]\n change [i v] by (-3)\n end\n _intersects = PointInPolygon ( (_x) (_y) )\n else\n repeat ((length of [_poly v]) / (3))\n delete ((i) - (2)) of [_poly v]\n change [i v] by (-3)\n end\n _intersects = PointInPolygon ( (_y) (_z) )\n end\n end\n if <(_intersects?) = [1]> then\n add (_x) to [_collision v]\n add (_y) to [_collision v]\n add (_z) to [_collision v]\n set [_tmp v] to ((r) * (([abs v] of (_dist_to_plane) ) / (_dist_to_plane)))\n add ((x) - ((_tmp) * (nx))) to [_collision v]\n add ((y) - ((_tmp) * (ny))) to [_collision v]\n add ((z) - ((_tmp) * (nz))) to [_collision v]\n end\nelse\n add (_x) to [_collision v]\n add (_y) to [_collision v]\n add (_z) to [_collision v]\n set [_x v] to ((x) - (_x))\n set [_y v] to ((y) - (_y))\n set [_y v] to ((z) - (_z))\n set [_tmp v] to ([sqrt v] of (((_x) * (_x)) + (((_y) * (_y)) + ((_z) * (_z)))) )\n add ((x) + (((_x) / (_tmp)) * (r))) to [_collision v]\n add ((y) + (((_y) / (_tmp)) * (r))) to [_collision v]\n add ((z) + (((_z) / (_tmp)) * (r))) to [_collision v]\nend\nif <(_intersects?) = [1]> then\n add (_t) to [_collision v]\n add (_edge_idx) to [_collision v]\n add (_dist_to_plane) to [_collision v]\nend\n\ndefine _intersects = PointInPolygon ( (cx) (cy) )\nif <(length of [_poly v]) = [6]> then\n _intersects = PointInTri (cx) (cy) (item (1) of [_poly v]) (item (2) of [_poly v]) (item (3) of [_poly v]) (item (4) of [_poly v]) (item (5) of [_poly v]) (item (6) of [_poly v])\nelse\n if <(length of [_poly v]) < [15]> then\n _intersects = PointInPoly (method1) ( (cx) (cy) )\n else\n set [_low v] to [1]\n set [_high v] to ((length of [_poly v]) + (1))\n repeat until <((_low) + (2)) = (_high)>\n set [_mid v] to (((round ((((_low) + (_high)) + (2)) / (4))) * (2)) - (1))\n set [_tmp v] to ((((cx) - (item (1) of [_poly v])) * ((item ((_mid) + (1)) of [_poly v]) - (item (2) of [_poly v]))) - (((item (_mid) of [_poly v]) - (item (1) of [_poly v])) * ((cy) - (item (2) of [_poly v]))))\n if <(_tmp) < [0]> then\n set [_low v] to (_mid)\n else\n set [_high v] to (_mid)\n end\n end\n if <<(_low) = [1]> or <(_high) = ((length of [_poly v]) + (1))>> then\n set [_intersects? v] to [0]\n else\n set [_intersects? v] to <(((cx) - (item (_low) of [_poly v])) * ((item ((_high) + (1)) of [_poly v]) - (item ((_low) + (1)) of [_poly v]))) < (((item (_high) of [_poly v]) - (item (_low) of [_poly v])) * ((cy) - (item ((_low) + (1)) of [_poly v])))>\n end\n end\nend\n\ndefine _x,_y,_z,_t,_intersects = IntersectionLineSegmentSphere( segment AB (ax) (ay) (az) (bx) (by) (bz) Sphere (cx) (cy) (cz) (cr) )\nset [_t v] to ((((((cx) - (ax)) * ((bx) - (ax))) + (((cy) - (ay)) * ((by) - (ay)))) + (((cz) - (az)) * ((bz) - (az)))) / ((((bx) - (ax)) * ((bx) - (ax))) + ((((by) - (ay)) * ((by) - (ay))) + (((bz) - (az)) * ((bz) - (az))))))\nset [_t v] to (<(_t) > [1]> + (<<not <(_t) < [0]>> and <not <(_t) > [1]>>> * (_t)))\nif <<not <(_t) < [0]>> and <(_t) < [1]>> then\n set [_x v] to ((ax) + ((_t) * ((bx) - (ax))))\n set [_y v] to ((ay) + ((_t) * ((by) - (ay))))\n set [_z v] to ((az) + ((_t) * ((bz) - (az))))\n set [_intersects? v] to <not <((((cx) - (_x)) * ((cx) - (_x))) + ((((cy) - (_y)) * ((cy) - (_y))) + (((cz) - (_z)) * ((cz) - (_z))))) > ((cr) * (cr))>>\nelse\n set [_intersects? v] to [0]\nend\n\ndefine _intersects = PointInTri (px) (py) (ax) (ay) (bx) (by) (cx) (cy)\nset [_tmp v] to <(((px) - (ax)) * ((by) - (ay))) < (((bx) - (ax)) * ((py) - (ay)))>\nif <<(((px) - (bx)) * ((cy) - (by))) < (((cx) - (bx)) * ((py) - (by)))> = (_tmp)> then\n set [_intersects? v] to <<(((px) - (cx)) * ((ay) - (cy))) < (((ax) - (cx)) * ((py) - (cy)))> = (_tmp)>\n stop [this script v]\nend\nset [_intersects? v] to [false]\n\ndefine start timing (timing label)\nif <[timings v] contains (timing label)?> then\n set [_tmp v] to (item # of (timing label) in [timings v])\n replace item ((_tmp) + (1)) of [timings v] with (days since 2000)\n replace item ((_tmp) + (2)) of [timings v] with ((item ((_tmp) + (2)) of [timings v]) + (1))\nelse\n add (timing label) to [timings v]\n add (days since 2000) to [timings v]\n add [0] to [timings v]\n add [0] to [timings v]\nend\n\ndefine end timing (timing label)\nset [_tmp v] to (days since 2000)\nset [_tmp2 v] to (item # of (timing label) in [timings v])\nreplace item ((_tmp2) + (3)) of [timings v] with ((((86400) * ((_tmp) - (item ((_tmp2) + (1)) of [timings v]))) - ((3.71) / (1000000))) + (item ((_tmp2) + (3)) of [timings v]))\n\ndefine physics\nstart timing [physics]\nchange [_counter v] by (1)\nset [i v] to [1]\nset [_delta_t v] to ((((30) / (@fps)) * <(@fps) > [6]>) + ((5) * <not <(@fps) > [6]>>))\nrepeat ((length of [@player forces v]) / (5))\n change [_player_x_vel_physical v] by (item ((i) + (2)) of [@player forces v])\n change [_player_y_vel_physical v] by (item ((i) + (3)) of [@player forces v])\n change [_player_z_vel_physical v] by (item ((i) + (4)) of [@player forces v])\n change [i v] by (5)\nend\nchange [_player_x_vel_controlled v] by (item (1) of [@player_forces_controlled v])\nchange [_player_y_vel_controlled v] by (item (2) of [@player_forces_controlled v])\nchange [_player_z_vel_controlled v] by (item (3) of [@player_forces_controlled v])\nset [@player_x_vel v] to (((_player_x_vel_controlled) * (_delta_t)) + (_player_x_vel_physical))\nset [@player_y_vel v] to (((_player_y_vel_controlled) * ((_delta_t) * (_delta_t))) + (_player_y_vel_physical))\nset [@player_z_vel v] to (((_player_z_vel_controlled) * (_delta_t)) + (_player_z_vel_physical))\nset [_tmp v] to ([10 ^ v] of (([log v] of (0.99) ) * (_delta_t)) )\nset [_player_x_vel_physical v] to ((_player_x_vel_physical) * (_tmp))\nset [_player_y_vel_physical v] to ((_player_y_vel_physical) * (_tmp))\nset [_player_z_vel_physical v] to ((_player_z_vel_physical) * (_tmp))\nset [_tmp v] to ([10 ^ v] of (([log v] of (0.5) ) * (_delta_t)) )\nset [_player_x_vel_controlled v] to ((_player_x_vel_controlled) * (_tmp))\nset [_player_y_vel_controlled v] to ((_player_y_vel_controlled) * (_tmp))\nset [_player_z_vel_controlled v] to ((_player_z_vel_controlled) * (_tmp))\nset [_µ v] to (((1) * <(@glide/walk) = [1]>) + ((@μ) * <(@glide/walk) = [0]>))\ndelete all of [@player forces v]\nset [_b_x_old v] to (@player_x)\nset [_b_y_old v] to (@player_y)\nset [_b_z_old v] to (@player_z)\nchange [@player_x v] by ((@player_x_vel) * (_delta_t))\nchange [@player_y v] by ((@player_y_vel) * (_delta_t))\nchange [@player_z v] by ((@player_z_vel) * (_delta_t))\nCollision Resolution: Detect all collisions and resolve collision with min Time Of Impact\nif <(length of [_collision_candidates v]) > [0]> then\n Collision Resolution: Resolve all remaining collisions in random order\nend\nset_inv_rot_matrix ( ([cos v] of (@W_roll) ) ([sin v] of (@W_roll) ) ([cos v] of (@W_pitch) ) ([sin v] of (@W_pitch) ) ([cos v] of (@W_yaw) ) ([sin v] of (@W_yaw) ) )\n_x, _y, z = apply_rot_matrix ( [0] (@gravity) [0] )\nadd [gravity] to [@player forces v]\nadd [] to [@player forces v]\nadd ((_x) * (_delta_t)) to [@player forces v]\nadd ((_y) * (_delta_t)) to [@player forces v]\nadd ((_z) * (_delta_t)) to [@player forces v]\nget primitive below player\nend timing [physics]\n\ndefine _intersects = PointInPoly (method1) ( (px) (py) )\nset [_tmp v] to <(((px) - (item (1) of [_poly v])) * ((item (4) of [_poly v]) - (item (2) of [_poly v]))) > (((py) - (item (2) of [_poly v])) * ((item (3) of [_poly v]) - (item (1) of [_poly v])))>\nset [i v] to [3]\nrepeat (((length of [_poly v]) / (2)) - (1))\n if <not <<(((px) - (item (i) of [_poly v])) * ((item ((((i) + (2)) mod (length of [_poly v])) + (1)) of [_poly v]) - (item ((i) + (1)) of [_poly v]))) > (((py) - (item ((i) + (1)) of [_poly v])) * ((item ((((i) + (1)) mod (length of [_poly v])) + (1)) of [_poly v]) - (item (i) of [_poly v])))> = (_tmp)>> then\n set [_intersects? v] to [0]\n stop [this script v]\n end\n change [i v] by (2)\nend\nset [_intersects? v] to [1]\n\ndefine sphere-bounded polygon test ( sphere (x) (y) (z) (r) poly bounding-sphere (x2) (y2) (z2) (r2) )\nif <([sqrt v] of ((((x) - (x2)) * ((x) - (x2))) + ((((y) - (y2)) * ((y) - (y2))) + (((z) - (z2)) * ((z) - (z2))))) ) < ((r) + (r2))> then\n set [_*normal v] to (item ((_*prim) + (@enum p:NORMAL)) of [primitives v])\n _Collision = sphere-polygon collision test ( *prim (_*prim) Normal (item (_*normal) of [normal_world v]) (item ((_*normal) + (1)) of [normal_world v]) (item ((_*normal) + (2)) of [normal_world v]) sphere (x) (y) (z) (r) )\n if <(length of [_collision v]) > [0]> then\n Add collision and pos. correction if min TOI (A= Closest pt polygon, B= closest pt sphere: Ax-Bx ((item (1) of [_collision v]) - (item (4) of [_collision v])) Ay-By ((item (2) of [_collision v]) - (item (5) of [_collision v])) Az-Bz ((item (3) of [_collision v]) - (item (6) of [_collision v])) sphere Centre: (x) (y) (z) )\n change [_num_collisions v] by (1)\n end\nend\n\ndefine set_inv_rot_matrix ( (cos γ) (sin γ) (cos β) (sin β) (cos α) (sin α) )\nset [_rm1 v] to (((cos α) * (cos γ)) - ((sin α) * ((sin β) * (sin γ))))\nset [_rm2 v] to ((((sin α) * (sin β)) * (cos γ)) + ((cos α) * (sin γ)))\nset [_rm3 v] to ((-1) * ((cos β) * (sin α)))\nset [_rm4 v] to ((-1) * ((cos β) * (sin γ)))\nset [_rm5 v] to ((cos β) * (cos γ))\nset [_rm6 v] to (sin β)\nset [_rm7 v] to ((((cos α) * (sin β)) * (sin γ)) + ((sin α) * (cos γ)))\nset [_rm8 v] to (((sin α) * (sin γ)) - ((cos α) * ((sin β) * (cos γ))))\nset [_rm9 v] to ((cos α) * (cos β))\n\ndefine _x, _y, z = apply_rot_matrix ( (x) (y) (z) )\nset [_x v] to ((((x) * (_rm1)) + ((y) * (_rm2))) + ((z) * (_rm3)))\nset [_y v] to (((x) * (_rm4)) + (((y) * (_rm5)) + ((z) * (_rm6))))\nset [_z v] to (((x) * (_rm7)) + (((y) * (_rm8)) + ((z) * (_rm9))))\n\ndefine get primitive below player\nset [@ground_force v] to [0]\nset [i v] to [1]\nrepeat ((length of [@player forces v]) / (5))\n set [_tmp v] to ([sqrt v] of ((((item ((i) + (2)) of [@player forces v]) * (item ((i) + (2)) of [@player forces v])) + ((item ((i) + (3)) of [@player forces v]) * (item ((i) + (3)) of [@player forces v]))) + ((item ((i) + (4)) of [@player forces v]) * (item ((i) + (4)) of [@player forces v]))) )\n if <(_tmp) > [0.002]> then\n set [_tmp2 v] to ((item ((i) + (3)) of [@player forces v]) / (_tmp))\n if <(_tmp2) > (@ground_force)> then\n set [@ground_force v] to (_tmp2)\n set [@ground_force_label v] to (item ((i) + (1)) of [@player forces v])\n end\n end\n change [i v] by (5)\nend\n\nwhen I receive [physics.set_zero_velocity v]\nset [_player_x_vel_controlled v] to [0]\nset [_player_y_vel_controlled v] to [0]\nset [_player_z_vel_controlled v] to [0]\nset [_player_x_vel_physical v] to [0]\nset [_player_y_vel_physical v] to [0]\nset [_player_z_vel_physical v] to [0]\nset [@player_x_vel v] to [0]\nset [@player_y_vel v] to [0]\nset [@player_z_vel v] to [0]\n\ndefine _intersects,_edge_idx,_x,_y,_z, = testPolygonEdgeSphereIntersection (sphere x (x) y (y) z (z) r (r) )\nset [j v] to [1]\nrepeat ((length of [_poly v]) / (3))\n set [i v] to (j)\n set [j v] to ((((i) + (2)) mod (length of [_poly v])) + (1))\n _x,_y,_z,_t,_intersects = IntersectionLineSegmentSphere( segment AB (item (i) of [_poly v]) (item ((i) + (1)) of [_poly v]) (item ((i) + (2)) of [_poly v]) (item (j) of [_poly v]) (item ((j) + (1)) of [_poly v]) (item ((j) + (2)) of [_poly v]) Sphere (x) (y) (z) [] )\n if <(_intersects?) = [1]> then\n set [_edge_idx v] to ((((i) - (1)) / (3)) + (1))\n stop [this script v]\n end\nend\n\ndefine Collision Resolution: Detect all collisions and resolve collision with min Time Of Impact\nset [_px v] to ((@player_x) - (_b_x_old))\nset [_py v] to ((@player_y) - (_b_y_old))\nset [_pz v] to ((@player_z) - (_b_z_old))\nset [_squared_dist v] to (((_px) * (_px)) + (((_py) * (_py)) + ((_pz) * (_pz))))\nset [_use_anti_tunneling v] to <(_squared_dist) > ((@player_r) * (@player_r))>\nset [_num_collisions v] to [0]\nset [_mtl_tex_id v] to (item # of [MTL_TEX] in [materials v])\ndelete all of [_collision v]\ndelete all of [_collision_candidates v]\nobject level collision check\nprim level collision check\nif <(length of [_collision_candidates v]) > [0]> then\n set [_tmp v] to (item ((_min_toi_idx) + (7)) of [_collision_candidates v])\n if <(_tmp) > (@penetration_thresh)> then\n set [@player_x v] to (item ((_min_toi_idx) + (1)) of [_collision_candidates v])\n set [@player_y v] to (item ((_min_toi_idx) + (2)) of [_collision_candidates v])\n set [@player_z v] to (item ((_min_toi_idx) + (3)) of [_collision_candidates v])\n end\n add collision forces (normal: ((item ((_min_toi_idx) + (4)) of [_collision_candidates v]) / (_tmp)) ((item ((_min_toi_idx) + (5)) of [_collision_candidates v]) / (_tmp)) ((item ((_min_toi_idx) + (6)) of [_collision_candidates v]) / (_tmp)) *prim (item ((_min_toi_idx) + (8)) of [_collision_candidates v]) )\n repeat (9)\n delete (_min_toi_idx) of [_collision_candidates v]\n end\nend\n\ndefine Collision Resolution: Resolve all remaining collisions in random order\ndelete all of [_collision_candidates_*prims v]\nset [i v] to [1]\nrepeat ((length of [_collision_candidates v]) / (9))\n add (item ((i) + (8)) of [_collision_candidates v]) to [_collision_candidates_*prims v]\n change [i v] by (9)\nend\ndelete all of [_collision_candidates v]\nrepeat until <(length of [_collision_candidates_*prims v]) = [0]>\n set [_*prim v] to (item (1) of [_collision_candidates_*prims v])\n set [_tmp v] to (item ((_*prim) + (@enum p:*BSPHERE)) of [primitives v])\n sphere-bounded polygon test ( sphere (@player_x) (@player_y) (@player_z) (@player_r) poly bounding-sphere (item (_tmp) of [bsphere_world v]) (item ((_tmp) + (1)) of [bsphere_world v]) (item ((_tmp) + (2)) of [bsphere_world v]) (item ((_tmp) + (3)) of [bsphere_world v]) )\n delete (1) of [_collision_candidates_*prims v]\n if <(length of [_collision v]) > [0]> then\n set [i v] to ((length of [_collision_candidates v]) - (8))\n set [_tmp v] to (item ((i) + (7)) of [_collision_candidates v])\n if <(_tmp) > (@penetration_thresh)> then\n set [@player_x v] to (item ((i) + (1)) of [_collision_candidates v])\n set [@player_y v] to (item ((i) + (2)) of [_collision_candidates v])\n set [@player_z v] to (item ((i) + (3)) of [_collision_candidates v])\n end\n add collision forces (normal: ((item ((i) + (4)) of [_collision_candidates v]) / (_tmp)) ((item ((i) + (5)) of [_collision_candidates v]) / (_tmp)) ((item ((i) + (6)) of [_collision_candidates v]) / (_tmp)) *prim (item ((i) + (8)) of [_collision_candidates v]) )\n end\nend\n\ndefine object level collision check\ndelete all of [_collision_candidates_*prims v]\nset [_*obj v] to [1]\nrepeat (length of [gameobjects v])\n if <<not <(_*obj) = (@*player_obj)>> and <(item ((_*obj) + (@enum o:HIDDEN?)) of [gameobjects v]) = [0]>> then\n set [_tmp v] to (item ((_*obj) + (@enum o:*BSPHERE)) of [gameobjects v])\n set [_x v] to (item (_tmp) of [bsphere_world v])\n set [_y v] to (item ((_tmp) + (1)) of [bsphere_world v])\n set [_z v] to (item ((_tmp) + (2)) of [bsphere_world v])\n if <(_use_anti_tunneling) = [1]> then\n set [_t v] to (((((_x) - (_b_x_old)) * (_px)) + ((((_y) - (_b_y_old)) * (_py)) + (((_z) - (_b_z_old)) * (_pz)))) / (_squared_dist))\n set [_t v] to (((((_t) * <(_t) > [0]>) * <(_t) < [1]>) + <not <(_t) < [1]>>) - ((0.01) * <(_t) > [0.01]>))\n set [_x2 v] to ((_b_x_old) + ((_px) * (_t)))\n set [_y2 v] to ((_b_y_old) + ((_py) * (_t)))\n set [_z2 v] to ((_b_z_old) + ((_pz) * (_t)))\n set [_tmp v] to <([sqrt v] of ((((_x2) - (_x)) * ((_x2) - (_x))) + ((((_y2) - (_y)) * ((_y2) - (_y))) + (((_z2) - (_z)) * ((_z2) - (_z))))) ) < ((@player_r) + (item ((_tmp) + (3)) of [bsphere_world v]))>\n else\n set [_tmp v] to <([sqrt v] of ((((@player_x) - (_x)) * ((@player_x) - (_x))) + ((((@player_y) - (_y)) * ((@player_y) - (_y))) + (((@player_z) - (_z)) * ((@player_z) - (_z))))) ) < ((@player_r) + (item ((_tmp) + (3)) of [bsphere_world v]))>\n end\n if <(_tmp) = [1]> then\n set [j v] to (item ((_*obj) + (@enum o:**PLEFT)) of [gameobjects v])\n set [_tmp v] to (item ((_*obj) + ((@enum o:**PLEFT) + (1))) of [gameobjects v])\n repeat until <<(j) = (_tmp)> or <(j) = [null]>>\n set [_*prim v] to (item (j) of [gameobjects._*prims v])\n if <<not <(item ((_*prim) + (@enum p:NORMAL)) of [primitives v]) = [null]>> and <(item ((item ((_*prim) + (@enum p:MATERIAL)) of [primitives v]) + (6)) of [materials v]) = [0]>> then\n add (_*prim) to [_collision_candidates_*prims v]\n end\n set [j v] to (item ((j) + (1)) of [gameobjects._*prims v])\n end\n end\n end\n change [_*obj v] by (@enum o:SIZE)\nend\n\ndefine prim level collision check\nset [_min_toi_val v] to ((1) / (0))\nset [_candidate_idx v] to [1]\nrepeat (length of [_collision_candidates_*prims v])\n set [_*prim v] to (item (_candidate_idx) of [_collision_candidates_*prims v])\n set [_tmp v] to (item ((_*prim) + (@enum p:*BSPHERE)) of [primitives v])\n if <(_use_anti_tunneling) = [1]> then\n if <(item (_*prim) of [primitives v]) = [POLYGON]> then\n set [_tmp2 v] to (item (item ((_*prim) + (1)) of [primitives v]) of [idxs_poly v])\n else\n set [_tmp2 v] to (item ((_*prim) + (1)) of [primitives v])\n end\n set [_tmp3 v] to (item ((_*prim) + (@enum p:NORMAL)) of [primitives v])\n set [_nx v] to (item (_tmp3) of [normal_world v])\n set [_ny v] to (item ((_tmp3) + (1)) of [normal_world v])\n set [_nz v] to (item ((_tmp3) + (2)) of [normal_world v])\n set [_t v] to (((((item (_tmp2) of [vertex_world v]) - (_b_x_old)) * (_Nx)) + ((((item ((_tmp2) + (1)) of [vertex_world v]) - (_b_y_old)) * (_Ny)) + (((item ((_tmp2) + (2)) of [vertex_world v]) - (_b_z_old)) * (_Nz)))) / (((_Nx) * ((@player_x) - (_b_x_old))) + (((_Ny) * ((@player_y) - (_b_y_old))) + ((_Nz) * ((@player_z) - (_b_z_old))))))\n set [_t v] to (((((_t) * <(_t) > [0]>) * <(_t) < [1]>) + <not <(_t) < [1]>>) - ((0.01) * <(_t) > [0.01]>))\n set [_prev_len v] to (length of [_collision v])\n sphere-bounded polygon test ( sphere ((_b_x_old) + (((@player_x) - (_b_x_old)) * (_t))) ((_b_y_old) + (((@player_y) - (_b_y_old)) * (_t))) ((_b_z_old) + (((@player_z) - (_b_z_old)) * (_t))) (@player_r) poly bounding-sphere (item (_tmp) of [bsphere_world v]) (item ((_tmp) + (1)) of [bsphere_world v]) (item ((_tmp) + (2)) of [bsphere_world v]) (item ((_tmp) + (3)) of [bsphere_world v]) )\n else\n sphere-bounded polygon test ( sphere (@player_x) (@player_y) (@player_z) (@player_r) poly bounding-sphere (item (_tmp) of [bsphere_world v]) (item ((_tmp) + (1)) of [bsphere_world v]) (item ((_tmp) + (2)) of [bsphere_world v]) (item ((_tmp) + (3)) of [bsphere_world v]) )\n end\n change [_candidate_idx v] by (1)\nend\nif <<((@player_y) - (@player_r)) < (@ground_y)> and <(@ground_plane?) = [1]>> then\n set [_*prim v] to [ground]\n Add collision and pos. correction if min TOI (A= Closest pt polygon, B= closest pt sphere: Ax-Bx [0] Ay-By ((@ground_y) - ((@player_y) - (@player_r))) Az-Bz [0] sphere Centre: (@player_x) (@player_y) (@player_z) )\nend\n\n@Logic\n\ndefine Controllers.targetGameObjWithOffset ( object name (object name) offset (tx) (ty) (tz) interpolate movement? <lerp?>\nset [_*obj v] to (item # of (object name) in [gameobjects v])\nif <not <(_*obj) = [0]>> then\n set [_tmp v] to [0.4]\n set_inv_rot_matrix ( ([cos v] of (@C_roll) ) ([sin v] of (@C_roll) ) ([cos v] of (@C_pitch) ) ([sin v] of (@C_pitch) ) ([cos v] of (@C_yaw) ) ([sin v] of (@C_yaw) ) )\n _x, _y, z = apply_rot_matrix ( (tx) (ty) (tz) )\n set [@camx v] to (((@camX) * ((1) - (_tmp))) + (((item ((_*obj) + (1)) of [gameobjects v]) + (_x)) * (_tmp)))\n set [@camy v] to (((@camY) * ((1) - (_tmp))) + (((item ((_*obj) + (2)) of [gameobjects v]) + (_y)) * (_tmp)))\n set [@camz v] to (((@camZ) * ((1) - (_tmp))) + (((item ((_*obj) + (3)) of [gameobjects v]) + (_z)) * (_tmp)))\nend\n\nwhen flag clicked\nreset timer\ndelete all of [_mouse_pos v]\nrepeat (2)\n add [0] to [_mouse_pos v]\nend\nhide\nset [_w_xrot v] to [0]\nset [_w_yrot v] to [0]\nset [_rot_velx v] to [0]\nset [_rot_vely v] to [0]\nset [_rot_velz v] to [0]\nset [_velyaw v] to [0]\nset [_velpitch v] to [0]\nset [_sound_start_time v] to [0]\nset [_current_sound_duration v] to [0]\nset [@splashscreenvisible? v] to [1]\nset [_prev_shadows? v] to (@shadows?)\nset [_time_mouse_down v] to (days since 2000)\nset [_button_activated v] to [0]\nset [_jump? v] to [0]\nset volume to (80) %\nstart sound [Splash intro v]\n\nwhen I receive [game logic v]\nlogic\n\ndefine Play Logic\nControllers.playerController ( speed [1] jump height [1.6] glide/walk mode \nif <key (r v) pressed?> then\n reset player\nend\nif <(_has_started?) = [0]> then\n if <(([abs v] of (item (1) of [@player_forces_controlled v]) ) + (([abs v] of (item (2) of [@player_forces_controlled v]) ) + ([abs v] of (item (3) of [@player_forces_controlled v]) ))) > [0]> then\n set [_has_started? v] to [1]\n set [_start_time v] to (days since 2000)\n end\nend\nif <key (any v) pressed?> then\n set [@mobile_controls v] to [0]\nend\n\ndefine GameObjects.transform ( object name (obj) translate (x) (y) (z) rotate (α) (β) (γ) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\nGameObjects.set_updated ( (_*obj) )\nreplace item ((_*obj) + (1)) of [gameobjects v] with ((item ((_*obj) + (1)) of [gameobjects v]) + (x))\nreplace item ((_*obj) + (2)) of [gameobjects v] with ((item ((_*obj) + (2)) of [gameobjects v]) + (y))\nreplace item ((_*obj) + (3)) of [gameobjects v] with ((item ((_*obj) + (3)) of [gameobjects v]) + (z))\nreplace item ((_*obj) + (4)) of [gameobjects v] with (((item ((_*obj) + (4)) of [gameobjects v]) + (α)) mod (360))\nreplace item ((_*obj) + (5)) of [gameobjects v] with (((item ((_*obj) + (5)) of [gameobjects v]) + (β)) mod (360))\nreplace item ((_*obj) + (6)) of [gameobjects v] with (((item ((_*obj) + (6)) of [gameobjects v]) + (γ)) mod (360))\n\ndefine start timing (timing label)\nif <[timings v] contains (timing label)?> then\n set [_tmp v] to (item # of (timing label) in [timings v])\n replace item ((_tmp) + (1)) of [timings v] with (days since 2000)\n replace item ((_tmp) + (2)) of [timings v] with ((item ((_tmp) + (2)) of [timings v]) + (1))\nelse\n add (timing label) to [timings v]\n add (days since 2000) to [timings v]\n add [0] to [timings v]\n add [0] to [timings v]\nend\nif <(timer) = [5]> then\n delete all of [timings v]\nend\n\ndefine end timing (timing label)\nset [_tmp v] to (days since 2000)\nset [_tmp2 v] to (item # of (timing label) in [timings v])\nreplace item ((_tmp2) + (3)) of [timings v] with ((((86400) * ((_tmp) - (item ((_tmp2) + (1)) of [timings v]))) - ((3.71) / (1000000))) + (item ((_tmp2) + (3)) of [timings v]))\n\ndefine _tmp = atan2 (y) (x)\nset [_tmp v] to (([atan v] of ((y) / (x)) ) + ((180) * <(x) < [0]>))\n\ndefine set_inv_rot_matrix ( (cos γ) (sin γ) (cos β) (sin β) (cos α) (sin α) )\nset [_rm1 v] to (((cos α) * (cos γ)) - ((sin α) * ((sin β) * (sin γ))))\nset [_rm2 v] to ((((sin α) * (sin β)) * (cos γ)) + ((cos α) * (sin γ)))\nset [_rm3 v] to ((-1) * ((cos β) * (sin α)))\nset [_rm4 v] to ((-1) * ((cos β) * (sin γ)))\nset [_rm5 v] to ((cos β) * (cos γ))\nset [_rm6 v] to (sin β)\nset [_rm7 v] to ((((cos α) * (sin β)) * (sin γ)) + ((sin α) * (cos γ)))\nset [_rm8 v] to (((sin α) * (sin γ)) - ((cos α) * ((sin β) * (cos γ))))\nset [_rm9 v] to ((cos α) * (cos β))\n\ndefine _x, _y, z = apply_rot_matrix ( (x) (y) (z) )\nset [_x v] to ((((x) * (_rm1)) + ((y) * (_rm2))) + ((z) * (_rm3)))\nset [_y v] to (((x) * (_rm4)) + (((y) * (_rm5)) + ((z) * (_rm6))))\nset [_z v] to (((x) * (_rm7)) + (((y) * (_rm8)) + ((z) * (_rm9))))\n\ndefine Edit logic\nControllers.freeLook ()\n\ndefine Controllers.freeLook ()\nset [_rot_velx v] to ((_rot_velX) * (0.6))\nset [_rot_vely v] to ((_rot_velY) * (0.6))\nset [_rot_velz v] to ((_rot_velZ) * (0.6))\nset [_dx v] to ((<key (d v) pressed?> - <key (a v) pressed?>) * (0.1))\nset [_dy v] to ((<key (e v) pressed?> - <key (q v) pressed?>) * (0.1))\nset [_dz v] to ((<key (w v) pressed?> - <key (s v) pressed?>) * (0.1))\n_dx, _dy, _dz = Controllers.xyz movement in cam direction ( (_dx) (_dy) (_dz) )\nchange [_rot_velx v] by (_dx)\nchange [_rot_vely v] by (_dy)\nchange [_rot_velz v] by (_dz)\nControllers.camera_rotation()\nchange [@camx v] by (_rot_velX)\nchange [@camy v] by (_rot_velY)\nchange [@camz v] by (_rot_velZ)\nset [@player_x v] to (@camX)\nset [@player_y v] to (@camY)\nset [@player_z v] to (@camZ)\n\ndefine logic\nstart timing [Logic]\nif <<<mouse down?> and <([_prev_mouse_down? v] of [gui v]) = [0]>> and <(_using_joystick?) = [0]>> then\n replace item (1) of [_mouse_pos v] with (mouse x)\n replace item (2) of [_mouse_pos v] with (mouse y)\nend\nif <not <(_prev_shadows?) = (@shadows?)>> then\n if <(@shadows?) = [1]> then\n broadcast (generate shadows v)\n else\n broadcast (destroy shadows v)\n end\nend\nif <(@splashScreenVisible?) = [1]> then\n if <<(timer) > [3]> or <<(@rendering_active?) = [1]> and <mouse down?>>> then\n set [@splashscreenvisible? v] to [0]\n stop all sounds\n if <(@edit_mode?) = [0]> then\n broadcast (start game v)\n end\n end\nend\ndelete all of [interactions v]\ndelete all of [@updated_objects v]\ndelete all of [@updated_objects_prev_ori v]\nif <(@edit_mode?) = [1]> then\n if <<key (p v) pressed?> and <not <[_prev_keys_down v] contains [p]?>>> then\n set [@edit_mode? v] to [0]\n broadcast (start game v)\n else\n Edit logic\n end\nelse\n if <<key (p v) pressed?> and <not <[_prev_keys_down v] contains [p]?>>> then\n set [@edit_mode? v] to [1]\n broadcast (stop music v)\n else\n Play Logic\n end\nend\nPlay and Edit Logic\nif <[@updated_objects v] contains (@*player_obj)?> then\n delete (item # of (@*player_obj) in [@updated_objects v]) of [@updated_objects v]\nend\nif <not <(@*player_obj) = [0]>> then\n GameObjects.set_updated ( (@*player_obj) )\nend\nstore prev_frame keys down\nset [_prev_shadows? v] to (@shadows?)\nend timing [Logic]\n\ndefine GameObjects.setPosition ( object name (obj) position (x) (y) (z) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\nset [_x v] to <<not <(x) = []>> and <not <(x) = (item ((_*obj) + (1)) of [gameobjects v])>>>\nset [_y v] to <<not <(y) = []>> and <not <(y) = (item ((_*obj) + (2)) of [gameobjects v])>>>\nset [_z v] to <<not <(z) = []>> and <not <(z) = (item ((_*obj) + (3)) of [gameobjects v])>>>\nif <<<(_x) = [1]> or <(_y) = [1]>> or <(_z) = [1]>> then\n GameObjects.set_updated ( (_*obj) )\nend\nif <not <(x) = []>> then\n replace item ((_*obj) + (1)) of [gameobjects v] with (x)\nend\nif <not <(y) = []>> then\n replace item ((_*obj) + (2)) of [gameobjects v] with (y)\nend\nif <not <(z) = []>> then\n replace item ((_*obj) + (3)) of [gameobjects v] with (z)\nend\n\ndefine GameObjects.setRotation ( object name (obj) rotation (yaw, pitch, roll) (α) (β) (γ) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\nGameObjects.set_updated ( (_*obj) )\nif <not <(α) = []>> then\n replace item ((_*obj) + (4)) of [gameobjects v] with (α)\nend\nif <not <(β) = []>> then\n replace item ((_*obj) + (5)) of [gameobjects v] with (β)\nend\nif <not <(γ) = []>> then\n replace item ((_*obj) + (6)) of [gameobjects v] with (γ)\nend\n\nwhen I receive [init gameobject transforms v]\nGameObjects.setup()\n\ndefine store prev_frame keys down\ndelete all of [_prev_keys_down v]\nset [i v] to [1]\nrepeat (length of [_keys v])\n set [_tmp v] to (item (i) of [_keys v])\n if <key ((_tmp) v) pressed?> then\n add (_tmp) to [_prev_keys_down v]\n end\n change [i v] by (1)\nend\nif <mouse down?> then\n add [mouse] to [_prev_keys_down v]\nend\n\ndefine Controllers.playerController ( speed (speed) jump height (jump height) glide/walk mode <glide/walk>\nControllers.camera_rotation()\nif <[gameobjects v] contains [Player]?> then\n GameObjects.setPosition ( object name [Player] position (@player_x) (@player_y) (@player_z) )\n Controllers.targetGameObjWithOffset ( object name [Player] offset [0] ((<(@first_person?) = [0]> * (0.4)) + (<(@first_person?) = [1]> * (0.6))) ((<(@first_person?) = [0]> * (@cam_z_offset)) + (<(@first_person?) = [1]> * (0))) interpolate movement? \nend\nif <(@mobile_controls) = [1]> then\n Controllers.joystick_movement()\nend\nControllers.movementControls ( speed (speed) glide/walk mode? <glide/walk> jump height (jump height) )\nif <(@ground_force) > [0]> then\n set [_start_height v] to (@player_y)\nend\nif <<not <(@*player_shadow_prim) = [0]>> and <not <(item ((@*player_shadow_prim) + (@enum p:SHAD_OFF_SCALE)) of [primitives v]) = []>>> then\n replace item ((@*player_shadow_prim) + (@enum p:SHAD_OFF_SCALE)) of [primitives v] with (((([abs v] of ((@player_y) - (_start_height)) ) + (@player_r)) * <(@ground_force) = [0]>) + (((@player_r) * (1.2)) * <not <(@ground_force) = [0]>>))\n replace item ((@*player_shadow_prim) + (@enum p:RADIUS)) of [primitives v] with ((((@player_r) * (((90) - ([atan v] of ((0.1) * ([abs v] of ((@player_y) - (_start_height)) )) )) / (90))) * <(@ground_force) = [0]>) + ((@player_r) * <not <(@ground_force) = [0]>>))\nend\nset [_prev_isgrounded? v] to (@ground_force)\n\ndefine _dx, _dy, _dz = Controllers.xyz movement in cam direction ( (x) (y) (z) )\nset [_dx v] to [0]\nset [_dy v] to [0]\nset [_dz v] to [0]\nset [_tmp v] to ((30) / (@fps))\nset_inv_rot_matrix ( ([cos v] of (@C_roll) ) ([sin v] of (@C_roll) ) ([cos v] of (@C_pitch) ) ([sin v] of (@C_pitch) ) ([cos v] of (@C_yaw) ) ([sin v] of (@C_yaw) ) )\n_x, _y, z = apply_rot_matrix ( (_tmp) [0] [0] )\nchange [_dx v] by ((x) * (_x))\nchange [_dy v] by ((x) * (_y))\nchange [_dz v] by ((x) * (_z))\n_x, _y, z = apply_rot_matrix ( [0] (_tmp) [0] )\nchange [_dx v] by ((y) * (_x))\nchange [_dy v] by ((y) * (_y))\nchange [_dz v] by ((y) * (_z))\n_x, _y, z = apply_rot_matrix ( [0] [0] ((-1) * (_tmp)) )\nchange [_dx v] by ((z) * (_x))\nchange [_dy v] by ((z) * (_y))\nchange [_dz v] by ((z) * (_z))\n\ndefine Controllers.camera_rotation()\nset [_tmp v] to ((30) / (@fps))\nset [_velyaw v] to ((_velYaw) * (0.6))\nset [_velpitch v] to ((_velPitch) * (0.6))\nif <<(_using_joystick?) = [0]> and <mouse down?>> then\n set [_velyaw v] to ((_velYaw) * (0.9))\n set [_velpitch v] to ((_velPitch) * (0.9))\n change [_velyaw v] by ((((mouse x) - (item (1) of [_mouse_pos v])) / (80)) * (_tmp))\n change [_velpitch v] by ((((mouse y) - (item (2) of [_mouse_pos v])) / (-80)) * (_tmp))\nelse\n change [_velyaw v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * ((1.2) * (_tmp)))\n change [_velpitch v] by ((<key (down arrow v) pressed?> - <key (up arrow v) pressed?>) * ((1.2) * (_tmp)))\nend\nchange [@c_yaw v] by (_velYaw)\nchange [@c_pitch v] by (_velPitch)\nif <([abs v] of (@C_pitch) ) > [90]> then\n set [@c_pitch v] to (((@C_pitch) / ([abs v] of (@C_pitch) )) * (90))\nend\n\ndefine _interacted = Interactions.checkInteractionBetweenObjects ( object 1 name (obj1) object 2 name (obj2) interaction distance (dist) label (label) add to Interactions list? <add_to_list?>\nif <<not <[gameobjects v] contains (obj1)?>> or <not <[gameobjects v] contains (obj2)?>>> then\n stop [this script v]\nend\nset [_tmp v] to (item ((item # of (obj1) in [gameobjects v]) + (@enum o:*BSPHERE)) of [gameobjects v])\nset [_tmp2 v] to (item ((item # of (obj2) in [gameobjects v]) + (@enum o:*BSPHERE)) of [gameobjects v])\nset [_x v] to (item ((_tmp) + (0)) of [bsphere_world v])\nset [_y v] to (item ((_tmp) + (1)) of [bsphere_world v])\nset [_z v] to (item ((_tmp) + (2)) of [bsphere_world v])\nset [_x2 v] to (item ((_tmp2) + (0)) of [bsphere_world v])\nset [_y2 v] to (item ((_tmp2) + (1)) of [bsphere_world v])\nset [_z2 v] to (item ((_tmp2) + (2)) of [bsphere_world v])\nset [_dist v] to ([sqrt v] of ((((_x) - (_x2)) * ((_x) - (_x2))) + ((((_y) - (_y2)) * ((_y) - (_y2))) + (((_z) - (_z2)) * ((_z) - (_z2))))) )\nset [_interacted v] to [0]\nif <(dist) = []> then\n if <(_dist) < ((item ((_tmp) + (3)) of [bsphere_world v]) + (item ((_tmp2) + (3)) of [bsphere_world v]))> then\n if <add_to_list?> then\n add (label) to [interactions v]\n add (_dist) to [interactions v]\n end\n set [_interacted v] to [1]\n end\nelse\n if <(_dist) < (dist)> then\n if <add_to_list?> then\n add (label) to [interactions v]\n add (_dist) to [interactions v]\n end\n set [_interacted v] to [1]\n end\nend\n\ndefine GameState.new_state ( state label (lable) initial value (value) )\nadd (lable) to [gamestate v]\nadd (value) to [gamestate v]\n\ndefine GameObjects.setup()\nreset timer\n\ndefine Materials.setColour ( material name (mat) rgba (r) (g) (b) (a) )\nif <not <[materials v] contains (mat)?>> then\n stop [this script v]\nend\nset [_tmp v] to (item # of (mat) in [materials v])\nset [_tmp2 v] to (item ((_tmp) + (4)) of [materials v])\nset [_a v] to ([floor v] of ((_tmp2) / (16777216)) )\nset [_tmp2 v] to ((_tmp2) mod (16777216))\nset [_r v] to ([floor v] of ((_tmp2) / (65536)) )\nset [_tmp2 v] to ((_tmp2) mod (65536))\nset [_g v] to ([floor v] of ((_tmp2) / (256)) )\nset [_b v] to ((_tmp2) mod (256))\nif <not <(a) = []>> then\n set [_a v] to (a)\nend\nif <not <(r) = []>> then\n set [_r v] to (r)\nend\nif <not <(g) = []>> then\n set [_g v] to (g)\nend\nif <not <(b) = []>> then\n set [_b v] to (b)\nend\nreplace item ((_tmp) + (4)) of [materials v] with (((round (_a)) * (16777216)) + (((round (_r)) * (65536)) + (((round (_g)) * (256)) + (round (_b)))))\nif <<(_r) > (_g)> and <(_r) > (_b)>> then\n replace item ((_tmp) + (5)) of [materials v] with ((_r) / (255))\nelse\n if <(_g) > (_b)> then\n replace item ((_tmp) + (5)) of [materials v] with ((_g) / (255))\n else\n replace item ((_tmp) + (5)) of [materials v] with ((_b) / (255))\n end\nend\n\ndefine _yaw, _pitch = euler angle from direction vector ( (dx) (dy) (dz) )\nset [_yaw v] to (((180) * <(dz) > [0]>) + ([atan v] of ((dx) / (dz)) ))\nset [_pitch v] to ([asin v] of ((dy) / ([sqrt v] of (((dx) * (dx)) + (((dy) * (dy)) + ((dz) * (dz)))) )) )\n\ndefine GameObjects.pointTowardsPosition ( object name (obj) Position (x) (y) (z) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\n_yaw, _pitch = euler angle from direction vector ( ((x) - (item ((_*obj) + (1)) of [gameobjects v])) ((y) - (item ((_*obj) + (2)) of [gameobjects v])) ((z) - (item ((_*obj) + (3)) of [gameobjects v])) )\nGameObjects.setRotation ( object name (obj) rotation (yaw, pitch, roll) (_yaw) (_pitch) [0] )\n\ndefine GameObjects.pointTowardsObject ( object 1 name (obj1) object 2 name (obj2) )\nif <not <[gameobjects v] contains (obj2)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj2) in [gameobjects v])\nGameObjects.pointTowardsPosition ( object name (obj1) Position (item ((_*obj) + (1)) of [gameobjects v]) (item ((_*obj) + (2)) of [gameobjects v]) (item ((_*obj) + (3)) of [gameobjects v]) )\n\ndefine GameObjects.move ( object name (obj) steps (steps) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\n_dx, _dy, _dz = direction vector from euler angle ( (item ((_*obj) + (4)) of [gameobjects v]) (item ((_*obj) + (5)) of [gameobjects v]) )\nGameObjects.transform ( object name (obj) translate ((_dx) * (steps)) ((_dy) * (steps)) ((_dz) * (steps)) rotate [] [] [] )\n\ndefine _dx, _dy, _dz = direction vector from euler angle ( (yaw) (pitch) )\nset [_dx v] to ((-1) * (([cos v] of (pitch) ) * ([sin v] of (yaw) )))\nset [_dy v] to ([sin v] of (pitch) )\nset [_dz v] to ((-1) * (([cos v] of (yaw) ) * ([cos v] of (pitch) )))\n\ndefine _dist = GameObjects.distanceBetween ( object 1 (obj1) object 2 (obj2) )\nif <<not <[gameobjects v] contains (obj1)?>> or <not <[gameobjects v] contains (obj2)?>>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj1) in [gameobjects v])\nset [_tmp v] to (item # of (obj2) in [gameobjects v])\nset [_x v] to ((item ((_*obj) + (1)) of [gameobjects v]) - (item ((_tmp) + (1)) of [gameobjects v]))\nset [_y v] to ((item ((_*obj) + (2)) of [gameobjects v]) - (item ((_tmp) + (2)) of [gameobjects v]))\nset [_z v] to ((item ((_*obj) + (3)) of [gameobjects v]) - (item ((_tmp) + (4)) of [gameobjects v]))\nset [_dist v] to ([sqrt v] of (((_x) * (_x)) + (((_y) * (_y)) + ((_z) * (_z)))) )\n\ndefine _x, _y, _z = GameObjects.getPosition ( object name (obj) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\nset [_x v] to (item ((_*obj) + (1)) of [gameobjects v])\nset [_y v] to (item ((_*obj) + (2)) of [gameobjects v])\nset [_z v] to (item ((_*obj) + (3)) of [gameobjects v])\n\ndefine Play and Edit Logic\nset [_time v] to (round ((((days since 2000) - (_start_time)) * (86400)) * (10)))\nGameObjects.setPosition ( object name [Platform 3] position [0.6] ((3.6) + ((1.8) * ([cos v] of ((timer) * (50)) ))) ((-5.2) + ((-1.4) * ([sin v] of ((timer) * (50)) ))) )\nGameObjects.setRotation ( object name [Platform 5] rotation (yaw, pitch, roll) (([sin v] of ((timer) * (30)) ) * (90)) [] [] )\n_interacted = Interactions.checkInteractionBetweenObjects ( object 1 name [Player] object 2 name [Enemy] interaction distance [10] label [] add to Interactions list? <>\nif <(_interacted) = [1]> then\n GameObjects.pointTowardsPosition ( object name [Enemy] Position (@player_x) [] (@player_z) )\n GameObjects.setRotation ( object name [Enemy] rotation (yaw, pitch, roll) [] [0] [] )\n if <<([abs v] of ((@player_x) - (0)) ) < [1.25]> and <([abs v] of ((@player_z) - (-20)) ) < [1.85]>> then\n GameObjects.move ( object name [Enemy] steps ((0.04) * ([_delta_t v] of [physics v])) )\n end\nend\n_touching? = Interactions.playerIsTouching? ( object name [Spike 1] label [hazard] )\n_touching? = Interactions.playerIsTouching? ( object name [Spike 2] label [hazard] )\n_touching? = Interactions.playerIsTouching? ( object name [Enemy] label [hazard] )\nif <<[interactions v] contains [hazard]?> or <<(@player_y) < ((@ground_y) + (1))> and <(@edit_mode?) = [0]>>> then\n reset player\nend\n_touching? = Interactions.playerIsTouching? ( object name [End] label [] )\nif <<<(_touching?) = [1]> and <not <(has_won) = [1]>>> or <<key (9 v) pressed?> and <(username) = [Chrome_Cat]>>> then\n set [has_won v] to [1]\n start sound [win_sound v]\n hide list [chromeengine tutorial link v]\n set [time v] to (_time)\n broadcast (SAVE TIME TO CLOUD v)\nend\n\nwhen I receive [start game v]\nstart sound [game begin v]\nset [@game_start_time v] to (days since 2000)\nset [@music_name v] to [1]\nbroadcast (start music v)\nGameObjects.setup()\nif <[gameobjects v] contains [Player]?> then\n set [_tmp v] to (item # of [Player] in [gameobjects v])\n set [@player_x v] to (item ((_tmp) + (1)) of [gameobjects v])\n set [@player_y v] to (item ((_tmp) + (2)) of [gameobjects v])\n set [@player_z v] to (item ((_tmp) + (3)) of [gameobjects v])\nend\n\ndefine _touching? = Interactions.playerIsTouching? ( object name (obj) label (label) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nif <<[@player forces v] contains (obj)?> or <[@player forces v] contains (join [t:] (obj))?>> then\n add (label) to [interactions v]\n add [touching] to [interactions v]\n set [_touching? v] to [1]\nelse\n set [_touching? v] to [0]\nend\n\ndefine GameObjects.setVisibility ( object name (obj) visible? <visible?> )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nreplace item ((item # of (obj) in [gameobjects v]) + (@enum o:HIDDEN?)) of [gameobjects v] with <not <visible?>>\n\ndefine GameObjects.setScale ( object name (obj) scale xyz (sx) (sy) (sz) )\nif <not <[gameobjects v] contains (obj)?>> then\n stop [this script v]\nend\nset [_*obj v] to (item # of (obj) in [gameobjects v])\nGameObjects.set_updated ( (_*obj) )\nif <not <(sx) = []>> then\n replace item ((_*obj) + (7)) of [gameobjects v] with (sx)\nend\nif <not <(sy) = []>> then\n replace item ((_*obj) + (8)) of [gameobjects v] with (sy)\nend\nif <not <(sz) = []>> then\n replace item ((_*obj) + (9)) of [gameobjects v] with (sz)\nend\n\ndefine GameObjects.SetZeroVelocityUpdate ( object name (obj) )\nset [_*obj v] to (item # of (obj) in [gameobjects v])\nif <<not <[gameobjects v] contains (obj)?>> or <not <[@updated_objects_prev_ori v] contains (join [*obj:] (_*obj))?>>> then\n stop [this script v]\nend\nset [_tmp v] to (item # of (join [*obj:] (_*obj)) in [@updated_objects_prev_ori v])\nreplace item ((_tmp) + (1)) of [@updated_objects_prev_ori v] with (item ((_*obj) + (1)) of [gameobjects v])\nreplace item ((_tmp) + (2)) of [@updated_objects_prev_ori v] with (item ((_*obj) + (2)) of [gameobjects v])\nreplace item ((_tmp) + (3)) of [@updated_objects_prev_ori v] with (item ((_*obj) + (3)) of [gameobjects v])\nreplace item ((_tmp) + (4)) of [@updated_objects_prev_ori v] with (item ((_*obj) + (4)) of [gameobjects v])\nreplace item ((_tmp) + (5)) of [@updated_objects_prev_ori v] with (item ((_*obj) + (5)) of [gameobjects v])\nreplace item ((_tmp) + (6)) of [@updated_objects_prev_ori v] with (item ((_*obj) + (6)) of [gameobjects v])\n\nwhen I receive [start edit v]\nbroadcast (stop music v)\n\ndefine start timing (timing label)\nif <[timings v] contains (timing label)?> then\n set [_tmp v] to (item # of (timing label) in [timings v])\n replace item ((_tmp) + (1)) of [timings v] with (days since 2000)\n replace item ((_tmp) + (2)) of [timings v] with ((item ((_tmp) + (2)) of [timings v]) + (1))\nelse\n add (timing label) to [timings v]\n add (days since 2000) to [timings v]\n add [0] to [timings v]\n add [0] to [timings v]\nend\n\ndefine end timing (timing label)\nset [_tmp v] to (days since 2000)\nset [_tmp2 v] to (item # of (timing label) in [timings v])\nreplace item ((_tmp2) + (3)) of [timings v] with ((((86400) * ((_tmp) - (item ((_tmp2) + (1)) of [timings v]))) - ((3.71) / (1000000))) + (item ((_tmp2) + (3)) of [timings v]))\n\ndefine GameObjects.unset_updated( (*obj) )\nif <<<(*obj) > [0]> and <(*obj) < (length of [gameobjects v])>> and <[@updated_objects v] contains (*obj)?>> then\n delete (item # of (*obj) in [@updated_objects v]) of [@updated_objects v]\n set [_tmp v] to (item # of (join [*obj:] (*obj)) in [@updated_objects_prev_ori v])\n repeat (8)\n delete (_tmp) of [@updated_objects_prev_ori v]\n end\nend\n\ndefine GameState.setup()\ndelete all of [gamestate v]\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nset [has_won v] to [0]\nshow list [chromeengine tutorial link v]\nset [_has_started? v] to [0]\nset [state:@game_won v] to []\nset [_using_joystick? v] to [0]\n\ndefine Controllers.movementControls ( speed (speed) glide/walk mode? <glide/walk> jump height (jump height) )\nset [_dy v] to [0]\nif <(_using_joystick?) = [1]> then\n set [_dx v] to (((mouse x) - (item (1) of [_mouse_pos v])) / (40))\n set [_dz v] to (((mouse y) - (item (2) of [_mouse_pos v])) / (40))\nelse\n set [_dx v] to (<key (d v) pressed?> - <key (a v) pressed?>)\n set [_dz v] to (<key (w v) pressed?> - <key (s v) pressed?>)\nend\nif <([abs v] of (@C_pitch) ) = [90]> then\n _dx, _dy, _dz = Controllers.xyz movement in cam direction ( (_dx) (_dz) (_dy) )\nelse\n _dx, _dy, _dz = Controllers.xyz movement in cam direction ( (_dx) (_dy) (_dz) )\nend\nset [_dy v] to [0]\nif <<(@mobile_controls) = [0]> or <([sqrt v] of (((_dx) * (_dx)) + ((_dz) * (_dz))) ) > [1]>> then\n set [_tmp v] to ((1) / ([sqrt v] of (((_dx) * (_dx)) + ((_dz) * (_dz))) ))\n set [_dx v] to ((_dx) * (_tmp))\n set [_dz v] to ((_dz) * (_tmp))\nend\nset [_dx v] to ((_dx) * ((speed) * ((1) / (190))))\nset [_dz v] to ((_dz) * ((speed) * ((1) / (190))))\nset [_dy v] to ((([atan v] of (@ground_force) ) / (45)) * ((jump height) * (((@gravity) * (-12.5)) * <<key (space v) pressed?> or <(_jump?) = [1]>>)))\ndelete all of [@player_forces_controlled v]\nadd [controller] to [@player forces v]\nadd [] to [@player forces v]\nif <glide/walk> then\n add [0] to [@player forces v]\n add (_dy) to [@player forces v]\n add [0] to [@player forces v]\n add ((_dx) * (7)) to [@player_forces_controlled v]\n add [0] to [@player_forces_controlled v]\n add ((_dz) * (7)) to [@player_forces_controlled v]\nelse\n add ((_dx) * (_tmp)) to [@player forces v]\n add (_dy) to [@player forces v]\n add ((_dz) * (_tmp)) to [@player forces v]\n add [0] to [@player_forces_controlled v]\n add [0] to [@player_forces_controlled v]\n add [0] to [@player_forces_controlled v]\nend\nif <<glide/walk> and <<<not <(@ground_force) = [0]>> and <(((days since 2000) * (86400)) - (_sound_start_time)) > [0.3]>> and <<<not <(_dx) = [0]>> or <not <(_dy) = [0]>>> or <<not <(_dz) = [0]>> or <<(@ground_force) = [1]> and <(_prev_isGrounded?) = [0]>>>>>> then\n if <(@ground_force_label) = [ground]> then\n set [_tmp v] to [Grass Step]\n else\n set [_tmp v] to (@ground_force_label)\n if < (@ground_force_label) contains [t:]?> then\n set [_tmp v] to (join (letter (3) of (_tmp)) (join (letter (4) of (_tmp)) (join (letter (5) of (_tmp)) (join (letter (6) of (_tmp)) (letter (7) of (_tmp))))))\n end\n set [_tmp v] to (item ((item ((_tmp) + (@enum p:MATERIAL)) of [primitives v]) + (2)) of [materials v])\n end\n start sound (join (_tmp) (join [ ] (pick random (1) to (4))))\n set [_sound_start_time v] to ((days since 2000) * (86400))\nend\n\ndefine Controllers.joystick_movement()\nset [ghost v] effect to (0)\nswitch costume to (big v)\nif <<mouse down?> and <(_using_joystick?) = [1]>> then\n go to x: (item (1) of [_mouse_pos v]) y: (item (2) of [_mouse_pos v])\nelse\n go to x: (-160) y: (-105)\nend\nset size to (35) %\nswitch costume to (joystick outer v)\nstamp\nswitch costume to (joystick inner v)\nif <(_using_joystick?) = [1]> then\n if <mouse down?> then\n point towards (mouse-pointer v)\n move ((<(distance to [mouse-pointer v]) > [33]> * (33)) + (<not <(distance to [mouse-pointer v]) > [33]>> * (distance to [mouse-pointer v]))) steps\n else\n set [_using_joystick? v] to [0]\n end\nend\nif <<<(_using_joystick?) = [0]> and <mouse down?>> and <touching (mouse-pointer v)?>> then\n set [_using_joystick? v] to [1]\nend\nstamp\ngo to x: (165) y: (-112)\npoint in direction (90)\nset size to (75) %\nset [ghost v] effect to (60)\nswitch costume to (jump button v)\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n switch costume to (jump button2 v)\n set [_jump? v] to [1]\nelse\n set [_jump? v] to [0]\nend\nstamp\nswitch costume to (thumbnail v)\n\ndefine reset player\nshow list [chromeengine tutorial link v]\nset [@player_x v] to [0]\nset [@player_y v] to [1]\nset [@player_z v] to [0]\nset [_has_started? v] to [0]\nset [has_won v] to [0]\nstart sound [death_sound v]\nreset timer\n\ndefine GameObjects.set_updated ( (*obj) )\nif <<<(*obj) > [0]> and <(*obj) < (length of [gameobjects v])>> and <not <[@updated_objects v] contains (*obj)?>>> then\n add (*obj) to [@updated_objects v]\n add (join [*obj:] (*obj)) to [@updated_objects_prev_ori v]\n add (item ((*obj) + (1)) of [gameobjects v]) to [@updated_objects_prev_ori v]\n add (item ((*obj) + (2)) of [gameobjects v]) to [@updated_objects_prev_ori v]\n add (item ((*obj) + (3)) of [gameobjects v]) to [@updated_objects_prev_ori v]\n add (item ((*obj) + (4)) of [gameobjects v]) to [@updated_objects_prev_ori v]\n add (item ((*obj) + (5)) of [gameobjects v]) to [@updated_objects_prev_ori v]\n add (item ((*obj) + (6)) of [gameobjects v]) to [@updated_objects_prev_ori v]\nend\n\ndefine Materials.SetTexture ( mat (mat) texture costume name/# (tex) )\nif <[materials v] contains (mat)?> then\n replace item ((item # of (mat) in [materials v]) + (3)) of [materials v] with (tex)\nend\n\ndefine GameState.toggle_boolean_state ( state label (label) )\n_tmp = GameState.get_value ( state label (label) )\nGameState.set ( state label (label) state value <(_tmp) = [0]> )\n\ndefine GameState.set ( state label (label) state value (value) )\nif <[gamestate v] contains (label)?> then\n replace item ((item # of (label) in [gamestate v]) + (1)) of [gamestate v] with (value)\nend\n\ndefine _tmp = GameState.get_value ( state label (label) )\nset [_tmp v] to (item ((item # of (label) in [gamestate v]) + (1)) of [gamestate v])\n\n@GUI\n\nwhen flag clicked\nclear graphic effects\nhide\nswitch costume to (trophy v)\nset [_prev_mouse_down? v] to [0]\n\nwhen I receive [gui v]\ngui_main()\n\ndefine gui_main()\nshow\nif <not <(@splashScreenVisible?) = [1]>> then\n Game GUI\nend\nengine_GUI ()\nset [_prev_mouse_down? v] to <mouse down?>\nswitch costume to (gui thumbnail v)\nhide\n\ndefine GUI.scaleOnTouch ( scale factor (scale factor) )\nif <touching (mouse-pointer v)?> then\n set size to ((scale factor) * (size)) %\nelse\n set size to (size) %\nend\n\ndefine GUI.reset\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\n\ndefine GUI.BroadcastOnClick ( message label (message label) )\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(_prev_mouse_down?) = [1]>>> then\n broadcast (message label)\nend\n\ndefine engine_GUI ()\nGUI.reset\npoint in direction (90)\nif <(@splashScreenVisible?) = [1]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (splash screen bg v)\n stamp\n set [ghost v] effect to (((1) - ((timer) * (2))) * (100))\n switch costume to (splash screen fg v)\n stamp\n set [ghost v] effect to (0)\n go to x: (40) y: (-126)\n switch costume to (join [loading] ((([floor v] of ((timer) * (30)) ) mod (16)) + (1)))\n set size to (50) %\n stamp\nelse\n switch costume to (gui bg v)\n stamp\n set size to (130) %\n if <(@edit_mode?) = [1]> then\n switch costume to (play v)\n else\n switch costume to (stop v)\n end\n go to x: (-212) y: (-167)\n GUI.scaleOnTouch ( scale factor [1.3] )\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(_prev_mouse_down?) = [1]>>> then\n start sound [pop v]\n if <(@edit_mode?) = [1]> then\n broadcast (start game v)\n else\n broadcast (start edit v)\n end\n set [@edit_mode? v] to <(@edit_mode?) = [0]>\n end\n stamp\n change x by (25)\n set size to (130) %\n switch costume to (settings v)\n GUI.scaleOnTouch ( scale factor [1.3] )\n GUI.BroadcastOnClick ( message label [toggle settings] )\n stamp\n change x by (25)\n set size to (130) %\n switch costume to (trophy v)\n GUI.scaleOnTouch ( scale factor [1.3] )\n GUI.BroadcastOnClick ( message label [toggle leaderboard] )\n stamp\nend\nGUI.reset\n\ndefine GUI.set/toggleStateOnClick ( (state label) (state value) <toggle?> )\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(_prev_mouse_down?) = [1]>>> then\n if <toggle?> then\n GameState.toggle_boolean_state ( state label (state label) )\n else\n if <not <(state label) = []>> then\n GameState.set ( state label (state label) state value (state value) )\n end\n end\nend\n\ndefine GUI.playSoundOnClick ( sound label (sound) )\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(_prev_mouse_down?) = [1]>>> then\n start sound (sound)\nend\n\ndefine Game GUI\nif <(has_won) = [1]> then\n set size to (100) %\n go to x: (0) y: (0)\n if <(STATE:@game_won) = [WORLD RECORD]> then\n switch costume to (world record v)\n else\n switch costume to (win screen v)\n end\n stamp\nend\nif <<(has_won) = [0]> and <([_has_started? v] of [logic v]) = [1]>> then\n set [_tmp v] to (([_time v] of [logic v]) / (10))\n repeat ((3) - (length of ([floor v] of (_tmp) )))\n set [_tmp v] to (join [0] (_tmp))\n end\n if <(_tmp) = ([floor v] of (_tmp) )> then\n set [_tmp v] to (join (_tmp) [.0])\n end\n GUI.write_number ( value (_tmp) pos [150] [155] size [20] )\nend\n\ndefine GUI.write_number ( value (value) pos (x) (y) size (size) )\ngo to x: (x) y: (y)\nset size to (((size) / (42)) * (100)) %\nset [_tmp v] to [1]\nset [_tmp2 v] to ((size) * (1.15))\nrepeat (length of (value))\n if <(letter (_tmp) of (value)) = [.]> then\n switch costume to (splash screen bg v)\n set size to (((size) / (42)) * (40)) %\n change y by ((-0.4) * (size))\n set [_tmp2 v] to ((size) * (0.45))\n end\n switch costume to (join [char_] (letter (_tmp) of (value)))\n stamp\n change x by (_tmp2)\n change [_tmp v] by (1)\nend\n\ndefine _tmp = GameState.get_value ( state label (label) )\nset [_tmp v] to (item ((item # of (label) in [gamestate v]) + (1)) of [gamestate v])\n\ndefine GameState.set ( state label (label) state value (value) )\nif <[gamestate v] contains (label)?> then\n replace item ((item # of (label) in [gamestate v]) + (1)) of [gamestate v] with (value)\nend\n\ndefine GameState.toggle_boolean_state ( state label (label) )\n_tmp = GameState.get_value ( state label (label) )\nGameState.set ( state label (label) state value <(_tmp) = [0]> )\n\n@Timing\n\nwhen flag clicked\nhide\ndelete all of [timings v]\nshow list [timing report v]\ngo to x: (178) y: (156)\nset size to (100) %\nswitch costume to (timer v)\n\ndefine get percentage times\nhide list [timing report v]\nset [i v] to [0]\nset [_total real time v] to [0]\nrepeat ((length of [timings v]) / (4))\n change [_total real time v] by (item (((i) * (4)) + (4)) of [timings v])\n change [i v] by (1)\nend\ndelete all of [timing report v]\nset [i v] to [1]\nrepeat ((length of [timings v]) / (4))\n set [_tmp v] to (([floor v] of (((item ((i) + (3)) of [timings v]) / (item ((i) + (2)) of [timings v])) * ([10 ^ v] of (5) )) ) / ([10 ^ v] of (2) ))\n set [_tmp v] to (join (_tmp) (join [ms ] (join (round (((item ((i) + (3)) of [timings v]) / (_total real time)) * (100))) [%])))\n add (join (item (i) of [timings v]) (join [: ] (_tmp))) to [timing report v]\n change [i v] by (4)\nend\n\nwhen [t v] key pressed\nget percentage times\n\ndefine end timing (timing label)\nset [_tmp v] to (days since 2000)\nset [_tmp2 v] to (item # of (timing label) in [timings v])\nreplace item ((_tmp2) + (3)) of [timings v] with ((((86400) * ((_tmp) - (item ((_tmp2) + (1)) of [timings v]))) - ((3.71) / (1000000))) + (item ((_tmp2) + (3)) of [timings v]))\n\ndefine start timing (timing label)\nif <[timings v] contains (timing label)?> then\n set [_tmp v] to (item # of (timing label) in [timings v])\n replace item ((_tmp) + (1)) of [timings v] with (days since 2000)\n replace item ((_tmp) + (2)) of [timings v] with ((item ((_tmp) + (2)) of [timings v]) + (1))\nelse\n add (timing label) to [timings v]\n add (days since 2000) to [timings v]\n add [0] to [timings v]\n add [0] to [timings v]\nend\nif <(timer) = [5]> then\n delete all of [timings v]\nend\n\n@Cloud List\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [c v] to (letter (letter #) of (val))\n switch costume to (join (c) [_])\n set [c v] to (item # of (c) in [codes v])\n if <(costume [name v]) = [lower]> then\n set [encoded v] to (join (encoded) (c))\n else\n set [encoded v] to (join (encoded) ((c) + (26)))\n switch costume to (lower v)\n end\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [codes v]))\nend\n\ndefine Begin Encode/Decode (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\nwhen flag clicked\nswitch costume to (lower v)\nhide\n\nwhen I receive [cloud list - save v]\nhide\nSave\nshow\nwrite to cloud [0.1]\nhide\n\ndefine write number (val) to encoded\nset [encoded v] to (join (encoded) (join (length of (val)) (val)))\n\nwhen I receive [cloud list - load v]\nLoad\n\ndefine Save\nBegin Encode/Decode []\nset [cvar id v] to [1]\nrepeat ((length of [cloud list v]) / (2))\n write (item (cvar id) of [cloud list v]) to encoded\n change [cvar id v] by (1)\n write number (item (cvar id) of [cloud list v]) to encoded\n change [cvar id v] by (1)\nend\nset [idx v] to [1]\ndelete all of [cloud out v]\nset [c v] to []\nrepeat (length of (encoded))\n set [c v] to (join (c) (letter (idx) of (encoded)))\n change [idx v] by (1)\n if <(length of (c)) > [255]> then\n add (c) to [cloud out v]\n set [c v] to []\n end\nend\nif <(length of (c)) > [0]> then\n add (c) to [cloud out v]\nend\n\ndefine write to cloud (wait)\nset [☁ cloud lock v] to (lock id)\nwait (wait) seconds\nif <not <(join [a] (☁ cloud list 1)) = (join [a] (item (1) of [cloud out v]))>> then\n set [☁ cloud list 1 v] to (item (1) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 2)) = (join [a] (item (2) of [cloud out v]))>> then\n set [☁ cloud list 2 v] to (item (2) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 3)) = (join [a] (item (3) of [cloud out v]))>> then\n set [☁ cloud list 3 v] to (item (3) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 4)) = (join [a] (item (4) of [cloud out v]))>> then\n set [☁ cloud list 4 v] to (item (4) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 5)) = (join [a] (item (5) of [cloud out v]))>> then\n set [☁ cloud list 5 v] to (item (5) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 6)) = (join [a] (item (6) of [cloud out v]))>> then\n set [☁ cloud list 6 v] to (item (6) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 7)) = (join [a] (item (7) of [cloud out v]))>> then\n set [☁ cloud list 7 v] to (item (7) of [cloud out v])\n wait (wait) seconds\nend\n\ndefine value = read number from encoded\nset [value v] to []\nset [idx v] to (letter (letter #) of (encoded))\nif <(idx) = []> then\n stop [this script v]\nend\nchange [letter # v] by (1)\nrepeat (idx)\n set [value v] to (join (value) (letter (letter #) of (encoded)))\n change [letter # v] by (1)\nend\n\ndefine Load\ndelete all of [cloud list v]\nset [encoded v] to (☁ cloud list 1)\nset [encoded v] to (join (encoded) (☁ cloud list 2))\nset [encoded v] to (join (encoded) (☁ cloud list 3))\nset [encoded v] to (join (encoded) (☁ cloud list 4))\nset [encoded v] to (join (encoded) (☁ cloud list 5))\nset [encoded v] to (join (encoded) (☁ cloud list 6))\nset [encoded v] to (join (encoded) (☁ cloud list 7))\nBegin Encode/Decode (encoded)\nrepeat until <(letter #) > (length of (encoded))>\n value = read from encoded\n add (value) to [cloud list v]\n value = read number from encoded\n add (value) to [cloud list v]\nend\n\nwhen I receive [cloud - lock v]\nset [lock id v] to (pick random (0) to (10000000000))\nforever\n read lock (☁ cloud lock)\n set [value v] to (encoded)\n set [encoded v] to []\n repeat until <(value) = (encoded)>\n wait (0.7) seconds\n read lock (☁ cloud lock)\n end\n set [☁ cloud lock v] to (lock id)\n read lock (lock id)\n set [value v] to (encoded)\n wait (0.7) seconds\n read lock (☁ cloud lock)\n if <(value) = (encoded)> then\n set [☁ cloud lock v] to (lock id)\n stop [other scripts in sprite v]\n show\n stop [this script v]\n end\n wait (pick random (0) to (2.0)) seconds\nend\n\ndefine read lock (lock)\nset [encoded v] to (join [lock] (☁ cloud list 2))\nset [encoded v] to (join (encoded) (☁ cloud list 2))\nset [encoded v] to (join (encoded) (☁ cloud list 3))\nset [encoded v] to (join (encoded) (☁ cloud list 4))\nset [encoded v] to (join (encoded) (☁ cloud list 5))\nset [encoded v] to (join (encoded) (☁ cloud list 6))\nset [encoded v] to (join (encoded) (☁ cloud list 7))\nset [encoded v] to (join (encoded) (lock))\n\nset [☁ cloud list 1 v] to []\nset [☁ cloud list 2 v] to []\n\nwhen I receive [cloud - lock v]\nswitch costume to (lower v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n wait (0.7) seconds\n hide\n wait (0.3) seconds\n show\nend\n\n@Leaderboard\n\nwhen I receive [show high score table v]\nbroadcast (CLOUD LIST - Load v)\nbroadcast (Show high score table - 2 v)\n\ndefine Show Top 25\nshow variable [☁ latest v]\nshow variable [☁ fastest v]\nset [_highscore table open v] to [1]\ndelete all of [top 25 v]\nset [i v] to [1]\nrepeat (25)\n format (i)\n add (format) to [top 25 v]\n change [i v] by (2)\nend\nhide list [top 25 v]\n\ndefine format (i)\nset [format v] to (item (i) of [cloud list v])\nif <(format) = []> then\n stop [this script v]\nend\nset [format v] to (join ((item ((i) + (1)) of [cloud list v]) / (10)) (join [ ... ] (format)))\n\nwhen I receive [save time to cloud v]\nset [☁ latest v] to (TIME)\nif <(TIME) < (☁ FASTEST)> then\n wait (0.1) seconds\n set [☁ fastest v] to (TIME)\n set [state:@game_won v] to [WORLD RECORD]\nend\nset [cloud_needs_updating? v] to []\nSave to Top 25 (username) (TIME)\nif <(cloud_needs_updating?) = > then\n wait (0.1) seconds\n broadcast (CLOUD LIST - Load v)\n broadcast (SAVE TIME TO CLOUD - 2 v)\nend\n\ndefine Save to Top 25 (user) (time)\nset [i v] to [1]\nrepeat (25)\n if <<(item (i) of [cloud list v]) = []> or <(time) < (item ((i) + (1)) of [cloud list v])>> then\n insert (time) at (i) of [cloud list v] \n insert (user) at (i) of [cloud list v] \n change [i v] by (2)\n repeat until <<(i) > [50]> or <(item (i) of [cloud list v]) = (user)>>\n change [i v] by (2)\n end\n delete (i) of [cloud list v]\n delete (i) of [cloud list v]\n set [cloud_needs_updating? v] to \n stop [this script v]\n end\n if <(item (i) of [cloud list v]) = (user)> then\n stop [this script v]\n end\n change [i v] by (2)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ fastest v]\nhide variable [☁ latest v]\nhide\nHide Top 25\nbroadcast (CLOUD LIST - Load v)\n\nwhen I receive [new game v]\nshow list [top 25 v]\n\nwhen I receive [hide highscore table v]\nHide Top 25\n\ndefine Hide Top 25\nset [_highscore table open v] to [0]\nhide variable [☁ latest v]\nhide variable [☁ fastest v]\nshow list [top 25 v]\n\ndefine reset\nset [cloud_needs_updating? v] to []\ndelete all of [top 25 v]\ndelete all of [cloud list v]\nrepeat (8)\n add [] to [cloud list v]\nend\nset [☁ fastest v] to [1000]\nset [☁ latest v] to []\nbroadcast (CLOUD LIST - Save v)\n\nwhen I receive [toggle leaderboard v]\nif <(_highscore table open) = [1]> then\n Hide Top 25\nelse\n broadcast (CLOUD LIST - Load v)\n broadcast (Show high score table - 2 v)\nend\n\nwhen I receive [save time to cloud - 2 v]\nset [cloud_needs_updating? v] to []\nSave to Top 25 (username) (TIME)\nif <(cloud_needs_updating?) = > then\n broadcast (CLOUD LIST - Save v)\nend\n\nwhen I receive [show high score table - 2 v]\nShow Top 25\n\nwhen flag clicked\nsay [TROLL] for (10000000000000) seconds\n\nwhen I start as a clone\nsay [TROLL] for (10000000000000) seconds\n\n@Sprite1\n\nwhen this sprite clicked\nstop all sounds\nplay sound [Press Start v] until done\n\n@Sprite2\n\nwhen flag clicked\nplay sound [recording1 v] until done\n\n@Screenshot 2022-09-04 211430\n\n
this is not mine
stick man platformer【sky】棒人間【空】
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 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@eeeqrqr\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\nwhen [timer v] > (0)\n\nset [fastest v] to []\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (タイム))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [今やっている人 v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [タイム v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join [.] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join ((t) mod (6)) (タイム))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [タイム v] to (join ['] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [タイム v] to (join [:] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [タイム v] to (join ((t) mod (10)) (タイム))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n \n if <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\n end\n end\nend\n\nchange [pixelate v] effect by (15)\n\nif <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\nend\n\nstop [this script v]\n\nset [whirl v] effect to (0)\n\nset [fisheye v] effect to (0)\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\n\nchange [color v] effect by (25)\n\nrepeat (10)\n\nwhen flag clicked\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [今やっている人 v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\nif <not <(username) = [ksinniti]>> then\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\n change [brightness v] effect by (-25)\nend\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nchange [color v] effect by (10)\n\nsetup clone at x,y: (4800) (-50)\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: (6400) (-40)\nsetup clone at x,y: (4200) (-110)\nsetup clone at x,y: (3100) (-155)\nsetup clone at x,y: (1450) (-15)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Tobu - Natural High.mp3 v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\nhide\n\n@サムね\n\nwhen flag clicked\nhide\nshow variable [fastest v]\nshow variable [タイム v]\nshow variable [今やっている人 v]\n\ngo to [front v] layer\n\nshow\nset [brightness v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide variable [今やっている人 v]\nhide variable [タイム v]\nhide variable [fastest v]\n\n@スプライト5\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (151) y: (180)\nforever\n wait (pick random (5) to (8)) seconds\n show\n start sound [ポップ v]\n glide (1) secs to x: (151) y: (155)\n wait (3) seconds\n glide (1) secs to x: (151) y: (180)\n hide\nend\n\n
@driveGOX に許可を貰いました\n❤️⭐️ありがたいです\n日本語は下⤵︎\n【operation 】\n[Movement] Arrow keys/A and D keys \n[Jump] Arrow key/W key\n[Crouch] Arrow key/S key/Z key\n[Big Jump] Jump from crouching \n[Sliding] Crouch + move at an angle \n[Wall kick] Move to wall + jump \n[Fly] Clear then press space key\n [Emoji] E key/R key\n [Return to start] Q key + R key ⭐️❤️! ! ! !\n\n操作\n【移動】矢印キー/AとDキー \n【ジャンプ】矢印キー/Wキー \n【しゃがみ】矢印キー/Sキー/Zキー \n【大ジャンプ】しゃがみからのジャンプ \n【滑る】斜めな場所でしゃがみ+移動 \n【壁キック】壁に移動+ジャンプ \n【飛ぶ】クリアしてからスペースキー \n【絵文字】Eキー/Rキー \n【スタートに戻る】Qキー+Rキー
Minecraft scroll platformer【sniffer】ver.1.20
@Stage\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\n point in direction (-90)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [壁キック v]\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [jump v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <touching (ゴール v)?> then\n broadcast (Thanks v)\n 初期位置\nend\nif <<(Y) < [-400]> or <touching (マグマ v)?>> then\n start sound [dead v]\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nswitch costume to (コスチューム1 \(1\) v)\nforever\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n play sound [BGM v] until done\nend\n\nwhen I receive [thanks v]\nwait (3) seconds\nstop [all v]\n\n@マグマ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nswitch costume to (none v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4400] [0] [10]\nステージ配置 [4900] [0] [11]\nステージ配置 [5100] [0] [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [thanks v]\nwait (1) seconds\nhide\n\n@雲\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nset [cloud y v] to (pick random (100) to (90))\nset [ghost v] effect to (20)\nif <(#Biome) = [2]> then\n go [forward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\nend\nswitch costume to ((1) + (pick random (1) to (10)))\nset y to (cloud y)\nrepeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n if <(#Biome) = [3]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\n if <(#Biome) = [4]> then\n set [ghost v] effect to (20)\n end\nend\nchange [cloud_num v] by (-1)\ndelete this clone\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\n if <(Dead) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nshow\nbroadcast (スタート v)\n\n@ゴール後\n\nwhen flag clicked\nhide\nset size to (10) %\nset [ghost v] effect to (25)\n\nwhen I receive [thanks v]\ngo to [front v] layer\nshow\nrepeat (18)\n change size by (5)\nend\nwait (2) seconds\nrepeat (18)\n change size by (-5)\nend\nhide\n\nwhen I receive [thanks v]\nplay sound [Rip v] until done\n\n@サムネ\n\nwhen flag clicked\ngo to x: (1) y: (-6)\nhide\n\n@洞窟背景\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nset [brightness v] effect to (-12)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [thanks v]\nhide\nステージ配置 [-480] [0] [10]\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [11]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@ゴール\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4400] [0] [10]\nステージ配置 [4900] [0] [11]\nステージ配置 [5100] [0] [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [thanks v]\nwait (3) seconds\nhide\nstop [all v]\n\n
https://scratch.mit.edu/projects/937529273/\n↑続編!【実績豊富!ver 1.20プラットフォーマー!】  \n\n❏How to operate   ------日本語は⇓------\nRespawn...touch magma\nMove... ``→.←'' key / tap the screen.\nJump... "↑" key / tap the screen.\nGoal...Touch the "G" sign at the end.\n↑If you perform this while touching the wall, you can perform a "wall kick."\n---------------------------------------------------------------------------------\n❏操作方法\nリスポーン...マグマに触れる\n移動...「→.←」キー / 画面をタップ.\nジャンプ...「↑」キー / 画面をタップ . \nゴール...最後にある「G」の看板に触れる.\n↑壁に触れた状態で行うと「壁キック」ができます.
Isaac the Chipmunk: Ultimate (platformer)
@Stage\n\n@Blank\n\n@chipmunk\n\nwhen backdrop switches to [platform1 v]\nset [code v] to [None]\nshow\ngo to x: (-201) y: (-89)\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 <[0] < (Y Velocity)>\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <<touching color (#41ff00)?> or <<touching color (#ad6500)?> or <<touching color (#636363)?> or <touching color (#c27100)?>>>>>\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 velocity v] to [0]\nend\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<touching color (#41ff00)?> or <<touching color (#ad6500)?> or <<touching color (#636363)?> or <touching color (#c27100)?>>>>> 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 (-5)\nend\n\nwhen backdrop switches to [game over screen v]\nhide\n\nwhen I receive [skin 1 selected v]\nset [lives v] to [3]\nset [original lives v] to (Lives)\nforever\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 Walk [-2.7]\n broadcast (Go Left v)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (right v)\n Walk [2.7]\n broadcast (Go Right v)\n end\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> and <(In Air?) < [8]>> then\n switch costume to (up v)\n set [y velocity v] to [6.5]\n broadcast (Go Up v)\n end\n if <(Stop Working) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [skin 2 selected v]\nchange [stop working v] by (1)\nset [lives v] to [5]\nset [original lives v] to (Lives)\nforever\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 2 v)\n Walk [-3]\n broadcast (Go Left v)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (right 2 v)\n Walk [3]\n broadcast (Go Right v)\n end\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> and <(In Air?) < [8]>> then\n switch costume to (up 2 v)\n set [y velocity v] to [7]\n broadcast (Go Up v)\n end\n if <(Stop Working 2) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [skin 3 selected v]\nchange [stop working 2 v] by (1)\nset [lives v] to [7]\nset [original lives v] to (Lives)\nforever\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 3 v)\n Walk [-4]\n broadcast (Go Left v)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (right 3 v)\n Walk [4]\n broadcast (Go Right v)\n end\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> and <(In Air?) < [8]>> then\n switch costume to (up 3 v)\n set [y velocity v] to [8]\n broadcast (Go Up v)\n end\n if <(Stop Working 3) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [skin 4 selected v]\nchange [stop working 3 v] by (1)\nset [lives v] to [12]\nset [original lives v] to (Lives)\nforever\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 4 v)\n Walk [-5]\n broadcast (Go Left v)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (right 4 v)\n Walk [5]\n broadcast (Go Right v)\n end\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> and <(In Air?) < [8]>> then\n switch costume to (jump 4 v)\n set [y velocity v] to [9]\n broadcast (Go Up v)\n end\n if <(Stop Working 4) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [skin 5 selected v]\nchange [stop working 4 v] by (1)\nset [lives v] to [18]\nset [original lives v] to (Lives)\nforever\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 5 v)\n Walk [-6]\n broadcast (Go Left v)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (right 5 v)\n Walk [6]\n broadcast (Go Right v)\n end\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> and <(In Air?) < [8]>> then\n switch costume to (up 5 v)\n set [y velocity v] to [14]\n broadcast (Go Up v)\n end\n if <(Ending) = [1]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [menu v]\nset [time v] to [0]\nhide\n\nwhen backdrop switches to [menu v]\nhide variable [lives v]\nhide\n\nwhen backdrop switches to [shop v]\nhide variable [lives v]\nhide\n\nwhen flag clicked\ngo to x: (-117) y: (-98)\nswitch costume to (right v)\nset [deaths v] to [0]\nset [code v] to [None]\nset [ending v] to [0]\nset [time v] to [0]\nset [score v] to [0]\nset [stop working v] to [0]\nset [stop working 2 v] to [0]\nset [stop working 3 v] to [0]\nset [stop working 4 v] to [0]\nset [lives v] to [3]\nhide variable [lives v]\nhide\nforever\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-201) y: (-89)\n next backdrop\n end\n if <<<touching color (#ff0000)?> or <touching color (#cc0000)?>> or <<touching (enemy v)?> or <<touching (enemy2 v)?> or <touching (enemy3 v)?>>>> then\n go to x: (-201) y: (-89)\n change [lives v] by (-1)\n change [original lives v] by (-1)\n change [deaths v] by (1)\n start sound [Rip v]\n end\n if <<<touching (trampoline v)?> or <touching (trampoline3 v)?>> or <<touching (trampoline4 v)?> or <<touching (trampoline5 v)?> or <<touching (trampoline6 v)?> or <<touching (trampoline7 v)?> or <<touching (trampoline8 v)?> or <<touching (trampoline10 v)?> or <touching (trampoline11 v)?>>>>>>>> then\n change [y velocity v] by (30)\n start sound [Low Boing v]\n end\n if <touching (trampoline9 v)?> then\n change [y velocity v] by (50)\n start sound [Low Boing v]\n end\n if <touching (trampoline12 v)?> then\n change [y velocity v] by (5)\n start sound [Low Boing v]\n end\n if <touching (booster v)?> then\n Walk [24]\n start sound [Low Whoosh v]\n end\n if <touching (booster2 v)?> then\n Walk [-30]\n start sound [Low Whoosh v]\n end\n if <touching (sensor v)?> then\n broadcast (Hide enemy 2 v)\n broadcast (Open Door 7 v)\n start sound [Crunch v]\n end\n if <touching (sensor2 v)?> then\n broadcast (Hide Enemy 3 v)\n start sound [Crunch v]\n end\n if <touching (key v)?> then\n broadcast (Hide v)\n broadcast (Open Door v)\n end\n if <touching (key2 v)?> then\n broadcast (Hide 2 v)\n broadcast (Open Door 2 v)\n start sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\n end\n if <touching (key3 v)?> then\n broadcast (hide 3 v)\n broadcast (Open Door 3 v)\n start sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\n end\n if <touching (key4 v)?> then\n broadcast (Hide Key 4 v)\n broadcast (Open Door 4 v)\n start sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\n end\n if <touching (keylv5 v)?> then\n broadcast (Hide for Key LV5 v)\n broadcast (Open DoorLV5 v)\n start sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\n end\n if <touching (key5 v)?> then\n broadcast (Hide Key 5 v)\n broadcast (Open Door 5 v)\n start sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\n end\n if <touching (key6 v)?> then\n broadcast (Hide Key 6 v)\n broadcast (Open Door 6 v)\n start sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\n end\n if <touching (key7 v)?> then\n broadcast (Hide Key 7 v)\n broadcast (Open Door 8 v)\n start sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\n end\n if <touching (key8 v)?> then\n broadcast (Hide Key 8 v)\n broadcast (Open Door 9 v)\n start sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\n end\n if <touching (box v)?> then\n broadcast (Hide Box v)\n end\n if <touching (box 2 v)?> then\n broadcast (Hide Box 2 v)\n end\n if <touching (box 3 v)?> then\n broadcast (Hide Box 3 v)\n end\n if <(Lives) = [0]> then\n hide\n switch backdrop to (game over v)\n stop [all v]\n end\nend\n\nwhen I receive [unlimited lives v]\nforever\n set [lives v] to [999]\nend\n\nwhen backdrop switches to [platform1 v]\nforever\n hide variable [score v]\nend\n\nwhen I receive [restart v]\ngo to x: (-201) y: (-89)\n\nwhen backdrop switches to [ending v]\nchange [ending v] by (1)\nhide\n\nwhen I receive [reset factory v]\nset [score v] to [11]\nswitch costume to (right 2 v)\nshow\ngo to x: (-201) y: (-89)\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 <[0] < (Y Velocity)>\nend\n\nwhen I receive [reset factory 2 v]\nset [score v] to [19]\nswitch costume to (right 3 v)\nshow\ngo to x: (-201) y: (-89)\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 <[0] < (Y Velocity)>\nend\n\nwhen I receive [reset factory 3 v]\nset [score v] to [27]\nswitch costume to (right 4 v)\nshow\ngo to x: (-201) y: (-89)\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 <[0] < (Y Velocity)>\nend\n\nwhen I receive [reset factory 4 v]\nset [score v] to [36]\nswitch costume to (right 5 v)\nshow\ngo to x: (-201) y: (-89)\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 <[0] < (Y Velocity)>\nend\n\nwhen backdrop switches to [platform6 v]\nset [code v] to [2343BW]\n\nwhen backdrop switches to [platform11 v]\nset [code v] to [172042]\n\nwhen backdrop switches to [platform16 v]\nset [code v] to [99191]\n\nwhen backdrop switches to [platform21 v]\nset [code v] to [KL5RB12]\n\nwhen backdrop switches to [menu v]\ngo to x: (-117) y: (-98)\n\nwhen backdrop switches to [loading screen v]\ngo to x: (-114) y: (-200)\n\nwhen backdrop switches to [loading screen v]\ngo to x: (-117) y: (-98)\n\nwhen flag clicked\nset [original lives v] to [21]\nforever\n if <<(Unlimited Lives?) = [On]> or <not <(Unlimited Lives?) = [Off]>>> then\n set [lives v] to [999]\n end\n if <<(Unlimited Lives?) = [Off]> or <not <(Unlimited Lives?) = [On]>>> then\n set [lives v] to (Original Lives)\n end\nend\n\n@intro\n\nwhen backdrop switches to [krack screen v]\nshow\n\nwhen flag clicked\nswitch backdrop to (krack screen v)\n\nwhen backdrop switches to [logo screen v]\nhide\n\nwhen I receive [stop sound v]\nstop all sounds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nset [ghost v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nset [ghost v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nswitch backdrop to (press start to continue v)\n\nwhen I receive [stop this script v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nif <<(username) = [Androlsonn]> or <(username) = [NoShowerSince2001]>> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@play \n\nwhen backdrop switches to [menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen this sprite clicked\nstart sound [pisseim-mund-online-audio-converter v]\nhide\nswitch backdrop to (card select v)\n\nwhen backdrop switches to [platform v]\nhide\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen backdrop switches to [tutorial v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [load/save v]\nhide\n\nwhen backdrop switches to [settings v]\nhide\n\nwhen backdrop switches to [achievements v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [suprise v]\nhide\n\n@loading...\n\nwhen backdrop switches to [loading screen v]\nshow\nforever\n switch costume to (1 v)\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform6 v]\nhide\n\nwhen backdrop switches to [platform11 v]\nhide\n\nwhen backdrop switches to [platform16 v]\nhide\n\nwhen backdrop switches to [platform21 v]\nhide\n\n@tips in load\n\nwhen backdrop switches to [loading screen v]\nswitch costume to (pick random (1) to (6))\nshow\n\nwhen backdrop switches to [platform1 v]\nswitch costume to (nothing v)\nhide\n\nwhen backdrop switches to [menu v]\nswitch costume to (nothing v)\nhide\n\nwhen flag clicked\nswitch costume to (nothing v)\nhide\n\nwhen backdrop switches to [platform6 v]\nswitch costume to (nothing v)\nhide\n\nwhen backdrop switches to [platform11 v]\nswitch costume to (nothing v)\nhide\n\nwhen backdrop switches to [platform16 v]\nswitch costume to (nothing v)\nhide\n\nwhen backdrop switches to [platform21 v]\nswitch costume to (nothing v)\nhide\n\n@isaac card\n\nwhen backdrop switches to [card select v]\nswitch costume to (unlocked v)\nif <(Quit) > [0]> then\n switch costume to (locked v)\n set [ghost v] effect to (25)\nend\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (-164) y: (-15)\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nif <(Quit) > [0]> then\n start sound [Crunch v]\n stop [this script v]\nend\nstart sound [Select Button Sound Effect v]\nhide\nswitch backdrop to (loading screen v)\nwait (0.00000000000001) seconds\nswitch backdrop to (platform1 v)\nbroadcast (Skin 1 selected v)\n\nwhen backdrop switches to [loading screen v]\nhide\n\nwhen I receive [show new cards v]\nhide\n\nwhen I receive [show old cards v]\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (-164) y: (-15)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (2))\n else\n change size by (((68) - (size)) / (2))\n end\nend\n\nwhen flag clicked\nswitch costume to (unlocked v)\nset [ghost v] effect to (0)\nhide\n\n@upgraded isaac card \n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [card select v]\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (-34) y: (-15)\nif <(Quit) > [1]> then\n forever\n switch costume to (locked again v)\n set [ghost v] effect to (25)\n end\nend\nforever\n if <(Purchased Card) < [1]> then\n switch costume to (locked v)\n else\n switch costume to (unlocked v)\n end\nend\n\nwhen this sprite clicked\nif <(Quit) > [1]> then\n stop [this script v]\nend\nif <(Purchased Card) < [1]> then\n switch costume to (locked v)\n start sound [Crunch v]\nelse\n start sound [Select Button Sound Effect v]\n broadcast (Skin 2 selected v)\n switch backdrop to (loading screen v)\n wait (0.01) seconds\n switch backdrop to (platform1 v)\nend\n\nwhen I receive [show new cards v]\nhide\n\nwhen I receive [show old cards v]\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (-34) y: (-15)\n\nwhen backdrop switches to [loading screen v]\nhide\n\nwhen flag clicked\nswitch costume to (locked v)\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (2))\n else\n change size by (((68) - (size)) / (2))\n end\nend\n\nwhen flag clicked\nhide\n\n@show off card\n\nwhen backdrop switches to [card select v]\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [card select v]\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (100) y: (-15)\nif <(Quit) > [2]> then\n forever\n switch costume to (locked again v)\n set [ghost v] effect to (25)\n end\nend\nforever\n if <(Purchased Card 2) < [1]> then\n switch costume to (locked v)\n else\n switch costume to (unlocked v)\n end\nend\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen I receive [show new cards v]\nhide\n\nwhen I receive [show old cards v]\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (100) y: (-15)\n\nwhen I receive [show old cards v]\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (100) y: (-15)\n\nwhen this sprite clicked\nif <(Quit) > [2]> then\n stop [this script v]\nend\nif <(Purchased Card 2) < [1]> then\n start sound [Crunch v]\nelse\n start sound [Select Button Sound Effect v]\n broadcast (Skin 3 selected v)\n switch backdrop to (loading screen v)\n wait (0.01) seconds\n switch backdrop to (platform1 v)\nend\n\nwhen backdrop switches to [loading screen v]\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nswitch costume to (locked v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (2))\n else\n change size by (((68) - (size)) / (2))\n end\nend\n\n@geared up card\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [show new cards v]\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (-95) y: (-15)\nif <(Quit) > [3]> then\n forever\n switch costume to (locked again v)\n set [ghost v] effect to (25)\n end\nend\nforever\n if <(Purchased Card 3) < [1]> then\n switch costume to (locked v)\n else\n switch costume to (unlocked v)\n end\nend\n\nwhen I receive [show old cards v]\nhide\n\nwhen I receive [show new cards v]\n\nwhen this sprite clicked\nif <(Quit) > [3]> then\n stop [this script v]\nend\nif <(Purchased Card 3) < [1]> then\n start sound [Crunch v]\nelse\n start sound [Select Button Sound Effect v]\n broadcast (Skin 4 selected v)\n switch backdrop to (loading screen v)\n wait (0.01) seconds\n switch backdrop to (platform1 v)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nswitch costume to (locked v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (2))\n else\n change size by (((68) - (size)) / (2))\n end\nend\n\nwhen backdrop switches to [loading screen v]\nhide\n\n@acorns/lives\n\nwhen backdrop switches to [platform1 v]\nshow\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\ngo to x: (-179) y: (135)\nhide variable [score v]\nhide\ngo to [front v] layer\nset [ghost v] effect to (15)\nswitch costume to (both v)\n\nwhen backdrop switches to [ending v]\nhide\n\nwhen backdrop switches to [platform6 v]\nshow\n\nwhen backdrop switches to [platform11 v]\nshow\n\nwhen backdrop switches to [platform16 v]\nshow\n\nwhen backdrop switches to [platform21 v]\nshow\n\n@credits \n\nwhen this sprite clicked\nswitch backdrop to (credits v)\nstart sound [pisseim-mund-online-audio-converter v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (1 v)\n end\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen backdrop switches to [tutorial v]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen backdrop switches to [card select v]\nhide\n\nwhen backdrop switches to [load/save v]\nhide\n\nwhen backdrop switches to [settings v]\nhide\n\nwhen backdrop switches to [achievements v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [suprise v]\nhide\n\n@exit\n\nwhen backdrop switches to [platform5 v]\nshow\n\nwhen flag clicked\nhide\nset [quit v] to [0]\ngo to x: (-75) y: (-167)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nchange [quit v] by (1)\nstart sound [Tap Conga v]\nswitch backdrop to (menu v)\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform6 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn1\n\nwhen backdrop switches to [platform1 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [platform2 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nhide\n\n@trampoline\n\nwhen backdrop switches to [platform1 v]\nshow\n\nwhen backdrop switches to [platform2 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\n@shop\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (shop v)\nstart sound [pisseim-mund-online-audio-converter v]\nhide\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen backdrop switches to [card select v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [tutorial v]\nhide\n\nwhen backdrop switches to [load/save v]\nhide\n\nwhen backdrop switches to [settings v]\nhide\n\nwhen backdrop switches to [achievements v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [suprise v]\nhide\n\n@tutorial \n\nwhen backdrop switches to [menu v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (tutorial v)\nstart sound [pisseim-mund-online-audio-converter v]\nhide\n\nwhen backdrop switches to [loading screen v]\nhide\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen backdrop switches to [card select v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen backdrop switches to [load/save v]\nhide\n\nwhen backdrop switches to [settings v]\nhide\n\nwhen backdrop switches to [achievements v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [suprise v]\nhide\n\n@right key \n\nwhen backdrop switches to [card select v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Show New Cards v)\nstart sound [Button Press Sound Effect \[Free No Copyright\] v]\n\nwhen I receive [show new cards v]\nhide\n\nwhen I receive [show old cards v]\nshow\n\nwhen backdrop switches to [loading screen v]\nhide\n\n@buy upgraded isaac\n\nwhen flag clicked\ngo to x: (278) y: (-25)\nhide\n\nwhen backdrop switches to [shop v]\nshow\nglide (0.2) secs to x: (-145) y: (-25)\n\nwhen backdrop switches to [menu v]\nhide\ngo to x: (278) y: (-25)\n\nwhen I receive [show old items v]\nshow\nglide (0.2) secs to x: (-145) y: (-25)\n\nwhen I receive [show new items v]\nhide\ngo to x: (278) y: (-25)\n\nwhen this sprite clicked\nbroadcast (Purchase for Card 1 v)\nstart sound [pisseim-mund-online-audio-converter v]\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (upgraded isaac2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (upgraded isaac v)\n end\nend\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\n@buy show off\n\nwhen flag clicked\ngo to x: (278) y: (-25)\nhide\n\nwhen backdrop switches to [shop v]\nshow\nglide (0.2) secs to x: (0) y: (-25)\n\nwhen backdrop switches to [menu v]\ngo to x: (278) y: (-25)\nhide\n\nwhen I receive [show old items v]\nshow\nglide (0.2) secs to x: (0) y: (-25)\n\nwhen I receive [show new items v]\ngo to x: (278) y: (-25)\nhide\n\nwhen this sprite clicked\nbroadcast (Purchase for card 2 v)\nstart sound [pisseim-mund-online-audio-converter v]\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (isaac 2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (isaac2 v)\n end\nend\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\n@buy geared up\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [shop v]\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [show old items v]\nshow\n\nwhen I receive [show new items v]\nhide\n\nwhen this sprite clicked\nbroadcast (Purchase for Card 3 v)\nstart sound [pisseim-mund-online-audio-converter v]\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (isaac 2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (isaac2 v)\n end\nend\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\n@attributions\n\nwhen flag clicked\nhide\n\nwhen I receive [purchase for card 1 v]\nswitch costume to (card 1 a v)\nshow\ngo to x: (115) y: (0)\nglide (0.2) secs to x: (0) y: (0)\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen I receive [purchase for card 2 v]\nswitch costume to (card 2 a v)\nshow\ngo to x: (115) y: (0)\nglide (0.2) secs to x: (0) y: (0)\n\nwhen I receive [purchase for card 3 v]\nswitch costume to (card 3 a v)\nshow\ngo to x: (115) y: (0)\nglide (0.2) secs to x: (0) y: (0)\n\nwhen I receive [purchase for card 4 v]\nswitch costume to (card 4 a v)\nshow\ngo to x: (115) y: (0)\nglide (0.2) secs to x: (0) y: (0)\n\n@purchase for upgraded isaac\n\nwhen flag clicked\nswitch costume to (purchase v)\nset [purchased card v] to [0]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen I receive [purchase for card 1 v]\nshow\n\nwhen this sprite clicked\nif <(Purchased Card) = [1]> then\n forever\n switch costume to (owned v)\n stop [this script v]\n end\nend\nif <(Score) < [11]> then\n switch costume to (purchase2 v)\n start sound [Crunch v]\n wait (1) seconds\n switch costume to (purchase v)\nelse\n switch costume to (owned v)\n broadcast (Card 1 is yours! v)\n change [purchased card v] by (1)\n change [score v] by (-11)\n start sound [cha ching-sound effect \(download\) v]\nend\n\nwhen I receive [reset factory v]\nforever\n switch costume to (owned v)\nend\n\nwhen I receive [reset factory 2 v]\nforever\n switch costume to (owned v)\nend\n\nwhen I receive [reset factory 3 v]\nforever\n switch costume to (owned v)\nend\n\nwhen I receive [reset factory 4 v]\nforever\n switch costume to (owned v)\nend\n\n@purchase for show off\n\nwhen flag clicked\nswitch costume to (purchase v)\nset [purchased card 2 v] to [0]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen I receive [purchase for card 2 v]\nshow\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen this sprite clicked\nif <(Purchased Card 2) = [1]> then\n forever\n switch costume to (owned v)\n stop [this script v]\n end\nend\nif <(Score) < [19]> then\n switch costume to (purchase2 v)\n start sound [Crunch v]\n wait (1) seconds\n switch costume to (purchase v)\nelse\n switch costume to (owned v)\n broadcast (Card 2 is yours v)\n change [purchased card 2 v] by (1)\n change [score v] by (-19)\n start sound [cha ching-sound effect \(download\) v]\nend\n\nwhen I receive [reset factory 2 v]\nforever\n switch costume to (owned v)\nend\n\nwhen I receive [reset factory 3 v]\nforever\n switch costume to (owned v)\nend\n\nwhen I receive [reset factory 4 v]\nforever\n switch costume to (owned v)\nend\n\n@purchase for geared up\n\nwhen flag clicked\nswitch costume to (purchase v)\nset [purchased card 3 v] to [0]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen this sprite clicked\nif <(Purchased Card 3) = [1]> then\n forever\n switch costume to (owned v)\n stop [this script v]\n end\nend\nif <(Score) < [27]> then\n switch costume to (purchase2 v)\n start sound [Crunch v]\n wait (1) seconds\n switch costume to (purchase v)\nelse\n switch costume to (owned v)\n broadcast (Card 3 is yours v)\n change [purchased card 3 v] by (1)\n change [score v] by (-27)\n start sound [cha ching-sound effect \(download\) v]\nend\n\nwhen I receive [purchase for card 3 v]\nshow\n\nwhen I receive [reset factory 3 v]\nforever\n switch costume to (owned v)\nend\n\nwhen I receive [reset factory 4 v]\nforever\n switch costume to (owned v)\nend\n\n@x\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (204) y: (145)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen I receive [purchase for card 1 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (shop v)\nstart sound [pop v]\n\nwhen I receive [purchase for card 2 v]\nshow\n\nwhen I receive [purchase for card 3 v]\nshow\n\nwhen I receive [purchase for card 4 v]\nshow\n\n@left key \n\nwhen backdrop switches to [card select v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Show Old Cards v)\nstart sound [pop v]\n\nwhen I receive [show new cards v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [show old cards v]\nhide\n\nwhen backdrop switches to [loading screen v]\nhide\n\n@enemy\n\nwhen backdrop switches to [platform13 v]\nshow\nforever\n switch costume to (costume1 v)\n go to x: (-116) y: (-90)\n glide (2) secs to x: (120) y: (-90)\n switch costume to (costume2 v)\n glide (2) secs to x: (-116) y: (-90)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform14 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@citizen\n\nwhen backdrop switches to [platform12 v]\nshow\nsay [T]\nwait (0.1) seconds\nsay [Th]\nwait (0.1) seconds\nsay [Thi]\nwait (0.1) seconds\nsay [This]\nwait (0.1) seconds\nsay [This i]\nwait (0.1) seconds\nsay [This is]\nwait (0.1) seconds\nsay [This is a]\nwait (0.1) seconds\nsay [This is a t]\nwait (0.1) seconds\nsay [This is a tr]\nwait (0.1) seconds\nsay [This is a tra]\nwait (0.1) seconds\nsay [This is a trap]\nwait (0.1) seconds\nsay [This is a trap!]\nwait (2) seconds\nsay [This is a trap]\nwait (0.1) seconds\nsay [This is a tra]\nwait (0.1) seconds\nsay [This is a tr]\nwait (0.1) seconds\nsay [This is a t]\nwait (0.1) seconds\nsay [This is a]\nwait (0.1) seconds\nsay [This is]\nwait (0.1) seconds\nsay [This i]\nwait (0.1) seconds\nsay [This]\nwait (0.1) seconds\nsay [Thi]\nwait (0.1) seconds\nsay [Th]\nwait (0.1) seconds\nsay [T]\nwait (0.1) seconds\nsay []\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform13 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@key\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform17 v]\nhide\n\nwhen backdrop switches to [platform16 v]\nshow\n\nwhen I receive [hide v]\nstart sound [Pick up Key Sound Effect - FX By Dylan Kelk v]\nforever\n hide\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door\n\nwhen flag clicked\ngo to x: (219) y: (25)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform16 v]\nshow\n\nwhen I receive [open door v]\nglide (1) secs to x: (219) y: (375)\n\nwhen backdrop switches to [platform17 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@trampoline3\n\nwhen backdrop switches to [krack screen v]\nhide\n\nwhen backdrop switches to [platform16 v]\nshow\n\nwhen backdrop switches to [platform17 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@trampoline4\n\nwhen backdrop switches to [krack screen v]\nhide\n\nwhen backdrop switches to [platform17 v]\nshow\n\nwhen backdrop switches to [platform18 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Key2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform17 v]\nshow\n\nif <touching (chipmunk v)?> then\n hide\n broadcast (Open Door v)\nend\n\nwhen I receive [hide 2 v]\nforever\n hide\nend\n\nwhen backdrop switches to [platform18 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door2\n\nwhen flag clicked\ngo to x: (219) y: (25)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform17 v]\nshow\n\nwhen I receive [open door 2 v]\nglide (1) secs to x: (219) y: (375)\n\nwhen backdrop switches to [platform18 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Booster\n\nwhen flag clicked\nhide\ngo to x: (-24) y: (-102)\n\nwhen backdrop switches to [platform18 v]\nshow\n\nwhen backdrop switches to [platform19 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@enemy2\n\nwhen backdrop switches to [platform21 v]\nshow\nforever\n switch costume to (costume2 v)\n go to x: (128) y: (-101)\n glide (2) secs to x: (-30) y: (-101)\n switch costume to (costume1 v)\n glide (2) secs to x: (128) y: (-101)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform22 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [hide enemy 2 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@sensor\n\nwhen backdrop switches to [platform21 v]\nshow\nforever\n switch costume to (costume2 v)\n go to x: (128) y: (-58)\n glide (2) secs to x: (-30) y: (-58)\n switch costume to (costume1 v)\n glide (2) secs to x: (128) y: (-58)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform22 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [hide enemy 2 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Booster2\n\nwhen flag clicked\nhide\ngo to x: (60) y: (-102)\n\nwhen backdrop switches to [platform23 v]\nshow\n\nwhen backdrop switches to [platform24 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door3\n\nwhen flag clicked\ngo to x: (61) y: (-22)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform23 v]\nshow\n\nwhen I receive [open door 3 v]\nglide (0.5) secs to x: (367) y: (-22)\n\nwhen backdrop switches to [platform24 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Key3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform23 v]\nshow\n\nif <touching (chipmunk v)?> then\n hide\n broadcast (Open Door v)\nend\n\nwhen I receive [hide 3 v]\nforever\n hide\nend\n\nwhen backdrop switches to [platform24 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Score\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (-100) y: (151)\n\nwhen backdrop switches to [menu v]\nhide\ndelete this clone\n\nwhen backdrop switches to [platform1 v]\nSetup\n\nwhen I start as a clone\nshow\nforever\n Change Costume to (join [Glow-] (letter (Index) of (Score)))\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine Setup\nhide\nswitch costume to (glow-0 v)\nset size to (0) %\ngo to x: (-100) y: (151)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (1.3))\n change [index v] by (1)\nend\n\ndefine Change Costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nwhen backdrop switches to [ending v]\nhide\ndelete this clone\n\nwhen I receive [reset factory v]\nSetup\n\nwhen I receive [reset factory 2 v]\nSetup\n\nwhen I receive [reset factory 3 v]\nSetup\n\nwhen I receive [reset factory 4 v]\nSetup\n\n@trampoline5\n\nwhen backdrop switches to [krack screen v]\nhide\n\nwhen backdrop switches to [platform6 v]\nshow\n\nwhen backdrop switches to [platform7 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\n@trampoline6\n\nwhen backdrop switches to [platform9 v]\nshow\n\nwhen backdrop switches to [platform10 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\n@Door for LV5\n\nwhen flag clicked\ngo to x: (221) y: (67)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [skin 1 selected v]\nforever\n if <(backdrop [name v]) = [platform5]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [skin 2 selected v]\ngo to x: (221) y: (400)\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door for LV10\n\nwhen flag clicked\ngo to x: (221) y: (67)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [skin 2 selected v]\nforever\n if <(backdrop [name v]) = [platform10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [skin 3 selected v]\ngo to x: (221) y: (400)\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Skip \n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (skip2 v)\n change size by (((120) - (size)) / (2))\n else\n switch costume to (skip1 v)\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen this sprite clicked\nstart sound [pisseim-mund-online-audio-converter v]\nbroadcast (Stop This Script v)\nhide\nswitch backdrop to (press start to continue v)\n\nwhen backdrop switches to [press start to continue v]\nhide\n\n@Credits\n\nwhen flag clicked\ngo to x: (0) y: (-574)\nhide\n\nwhen backdrop switches to [credits v]\nshow\nglide (40) secs to x: (0) y: (526)\nswitch backdrop to (menu v)\n\nwhen backdrop switches to [menu v]\nforever\n go to x: (0) y: (-574)\n hide\n if <(backdrop [name v]) = [credits]> then\n show\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [credits v]\nforever\n if <key ((join [enter] []) v) pressed?> then\n switch backdrop to (menu v)\n start sound [Tap Conga v]\n end\n if <(backdrop [name v]) = [menu]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform1]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform2]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform3]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform4]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform5]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform6]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform7]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform8]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform9]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform10]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform11]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform12]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform13]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform14]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform15]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform16]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform17]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform18]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform19]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform20]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform21]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform22]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform23]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform24]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform25]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform26]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform27]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform28]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform29]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [platform30]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [Game Over]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [tutorial]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [shop]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [card select]> then\n stop [this script v]\n end\nend\n\n@Door for LV15\n\nwhen flag clicked\ngo to x: (221) y: (67)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [skin 3 selected v]\nforever\n if <(backdrop [name v]) = [platform15]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [skin 4 selected v]\ngo to x: (221) y: (400)\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@trampoline7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform11 v]\nshow\n\nwhen backdrop switches to [platform12 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\ngo to x: (177) y: (-67)\n\n@trampoline8\n\nwhen backdrop switches to [platform13 v]\nshow\n\nwhen backdrop switches to [platform14 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\n@animational thingy\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [card select v]\nshow\nglide (0.4) secs to x: (700) y: (0)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [tutorial v]\nshow\nglide (0.4) secs to x: (700) y: (0)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [shop v]\nshow\nglide (0.4) secs to x: (700) y: (0)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [press start to continue v]\nshow\nglide (0.4) secs to x: (700) y: (0)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [load/save v]\nshow\nglide (0.4) secs to x: (700) y: (0)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [settings v]\nshow\nglide (0.4) secs to x: (700) y: (0)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [menu v]\nshow\nglide (0.4) secs to x: (700) y: (0)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [suprise v]\nshow\nglide (0.4) secs to x: (700) y: (0)\nhide\ngo to x: (0) y: (0)\n\n@acorn2\n\nwhen backdrop switches to [krack screen v]\nhide\n\nwhen backdrop switches to [platform1 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [platform2 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\n@acorn3\n\nwhen backdrop switches to [platform2 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform3 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn4\n\nwhen backdrop switches to [platform2 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform3 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn5\n\nwhen backdrop switches to [platform3 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn6\n\nwhen backdrop switches to [platform3 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn7\n\nwhen backdrop switches to [platform3 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn8\n\nwhen backdrop switches to [platform3 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn9\n\nwhen backdrop switches to [platform4 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform5 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn10\n\nwhen backdrop switches to [platform4 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform5 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn11\n\nwhen backdrop switches to [platform4 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform5 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn12\n\nwhen backdrop switches to [platform6 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform7 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn13\n\nwhen backdrop switches to [platform6 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform7 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn14\n\nwhen backdrop switches to [platform6 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform7 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn15\n\nwhen backdrop switches to [platform7 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform8 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn16\n\nwhen backdrop switches to [platform8 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform9 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn17\n\nwhen backdrop switches to [platform8 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform9 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn18\n\nwhen backdrop switches to [platform9 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform10 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn19\n\nwhen backdrop switches to [platform9 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform10 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn20\n\nwhen backdrop switches to [platform11 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform12 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn21\n\nwhen backdrop switches to [platform11 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform12 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn22\n\nwhen backdrop switches to [platform12 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform13 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn23\n\nwhen backdrop switches to [platform12 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform13 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn24\n\nwhen backdrop switches to [platform13 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform14 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn25\n\nwhen backdrop switches to [platform13 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform14 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@floating lava\n\nwhen flag clicked\ngo to x: (0) y: (-180)\nhide\n\nwhen backdrop switches to [platform14 v]\nshow\nforever\n glide (1) secs to x: (0) y: (-159)\n glide (1) secs to x: (0) y: (-202)\nend\n\nwhen backdrop switches to [platform15 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn26\n\nwhen backdrop switches to [platform14 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform15 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn27\n\nwhen backdrop switches to [platform14 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform15 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn28\n\nwhen backdrop switches to [platform16 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform17 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn29\n\nwhen backdrop switches to [platform16 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform17 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn30\n\nwhen backdrop switches to [platform16 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform17 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn31\n\nwhen backdrop switches to [platform17 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform18 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn32\n\nwhen backdrop switches to [platform17 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform18 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn33\n\nwhen backdrop switches to [platform17 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform18 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn34\n\nwhen backdrop switches to [platform18 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform19 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@trampoline9\n\nwhen backdrop switches to [platform19 v]\nshow\n\nwhen backdrop switches to [platform20 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (chipmunk v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\nend\n\n@acorn35\n\nwhen backdrop switches to [platform19 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform20 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn36\n\nwhen backdrop switches to [platform19 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform20 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door for LV20\n\nwhen flag clicked\ngo to x: (221) y: (67)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [skin 4 selected v]\nforever\n if <(backdrop [name v]) = [platform20]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [skin 5 selected v]\ngo to x: (221) y: (400)\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Right Key for Shop\n\nwhen backdrop switches to [shop v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (show new items v)\nstart sound [pop v]\n\nwhen I receive [show old items v]\nshow\n\nwhen I receive [show new items v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\n@Buy 91 OVR\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [show old items v]\ngo to x: (278) y: (-25)\nhide\n\nwhen I receive [show new items v]\nshow\nglide (0.2) secs to x: (0) y: (-25)\n\nwhen this sprite clicked\nbroadcast (Purchase for Card 4 v)\nstart sound [pisseim-mund-online-audio-converter v]\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen flag clicked\ngo to x: (278) y: (-25)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (touching v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (not touching v)\n end\nend\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\n@Left Key for Shop\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (show old items v)\n\nwhen I receive [show new items v]\nshow\n\nwhen I receive [show old items v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\n@purchase for C4\n\nwhen flag clicked\nswitch costume to (purchase v)\nset [purchased card 4 v] to [0]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen this sprite clicked\nif <(Purchased Card 4) = [1]> then\n forever\n switch costume to (owned v)\n stop [this script v]\n end\nend\nif <(Score) < [36]> then\n switch costume to (purchase2 v)\n start sound [Crunch v]\n wait (1) seconds\n switch costume to (purchase v)\nelse\n switch costume to (owned v)\n broadcast (card 4 is yours v)\n change [purchased card 4 v] by (1)\n change [score v] by (-36)\n start sound [cha ching-sound effect \(download\) v]\nend\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nshow\n\nwhen I receive [reset factory 4 v]\nforever\n switch costume to (owned v)\nend\n\n@Card 5\n\nwhen backdrop switches to [game over screen v]\nhide\n\nwhen backdrop switches to [krack screen v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [skin name screen v]\nhide\n\nwhen I receive [show new cards v]\ngo to x: (266) y: (-15)\nshow\nglide (0.2) secs to x: (92) y: (-15)\nif <(Quit) > [4]> then\n forever\n switch costume to (locked again v)\n set [ghost v] effect to (25)\n end\nend\nforever\n if <(Purchased Card 4) < [1]> then\n switch costume to (locked v)\n else\n switch costume to (unlocked v)\n end\nend\n\nwhen I receive [show old cards v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (locked v)\n\nwhen I receive [show new cards v]\n\nwhen this sprite clicked\nif <(Quit) > [4]> then\n stop [this script v]\nend\nif <(Purchased Card 4) < [1]> then\n start sound [Crunch v]\nelse\n start sound [Select Button Sound Effect v]\n broadcast (Skin 5 selected v)\n switch backdrop to (loading screen v)\n wait (0.01) seconds\n switch backdrop to (platform1 v)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (2))\n else\n change size by (((68) - (size)) / (2))\n end\nend\n\nwhen backdrop switches to [loading screen v]\nhide\n\n@Start\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (not touching v)\ngo to x: (-135) y: (-55)\nhide\n\nwhen backdrop switches to [press start to continue v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (touching v)\n change size by (((120) - (size)) / (2))\n else\n switch costume to (not touching v)\n change size by (((100) - (size)) / (2))\n end\n turn right (((90) - (direction)) / (2)) degrees\n set y to ((-55) + (([sin v] of ((timer) * (100)) ) * (2)))\nend\n\nwhen this sprite clicked\nstart sound [pisseim-mund-online-audio-converter v]\nhide\nswitch backdrop to (menu v)\nforever\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [press start to continue v]\nforever\n if <touching (mouse-pointer v)?> then\n if <(x position) < (mouse x)> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n wait until <not <touching (mouse-pointer v)?>>\n play sound [pisseim-mund-online-audio-converter v] until done\n end\nend\n\n@acorn37\n\nwhen backdrop switches to [platform21 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform22 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn38\n\nwhen backdrop switches to [platform21 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform22 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn39\n\nwhen backdrop switches to [platform22 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform23 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn40\n\nwhen backdrop switches to [platform22 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform23 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn41\n\nwhen backdrop switches to [platform22 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform23 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn42\n\nwhen backdrop switches to [platform23 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform14 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn43\n\nwhen backdrop switches to [platform23 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform14 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@trampoline10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform23 v]\nshow\n\nwhen backdrop switches to [platform24 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@box \n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform24 v]\nshow\n\nwhen I receive [hide box v]\nhide\nstart sound [Mario coin sound effect v]\nchange [score v] by (10)\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform25 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Key4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform25 v]\nshow\n\nwhen I receive [hide key 4 v]\nforever\n hide\nend\n\nwhen backdrop switches to [platform26 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door4\n\nwhen flag clicked\ngo to x: (219) y: (25)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform25 v]\nshow\n\nwhen I receive [open door 4 v]\nglide (1) secs to x: (219) y: (375)\n\nwhen backdrop switches to [platform26 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@box 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform25 v]\nshow\n\nwhen I receive [hide box 2 v]\nhide\nstart sound [Mario coin sound effect v]\nchange [score v] by (25)\n\nwhen backdrop switches to [platform26 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@trampoline11\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform25 v]\nshow\n\nwhen backdrop switches to [platform26 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn44\n\nwhen backdrop switches to [platform25 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform26 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn45\n\nwhen backdrop switches to [platform25 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform26 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn46\n\nwhen backdrop switches to [platform25 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform26 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Key5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform26 v]\nshow\n\nwhen I receive [hide key 5 v]\nforever\n hide\nend\n\nwhen backdrop switches to [platform27 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door5\n\nwhen flag clicked\ngo to x: (110) y: (25)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform26 v]\nshow\n\nwhen I receive [open door 5 v]\nglide (1) secs to x: (110) y: (375)\n\nwhen backdrop switches to [platform27 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn47\n\nwhen backdrop switches to [platform26 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform27 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn48\n\nwhen backdrop switches to [platform26 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform27 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn49\n\nwhen backdrop switches to [platform26 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform27 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Block\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [platform27 v]\nhide\n\nwhen backdrop switches to [platform26 v]\nshow\nforever\n wait (2) seconds\n next costume\nend\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Block2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen backdrop switches to [platform27 v]\nhide\n\nwhen backdrop switches to [platform26 v]\nshow\nforever\n wait (2) seconds\n next costume\nend\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@box 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform27 v]\nshow\n\nwhen I receive [hide box 3 v]\nhide\nstart sound [Mario coin sound effect v]\nchange [score v] by (5)\n\nwhen backdrop switches to [platform28 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door for Box\n\nwhen flag clicked\ngo to x: (221) y: (67)\nhide\n\nwhen I receive [hide box v]\ngo to x: (221) y: (400)\n\nwhen backdrop switches to [platform24 v]\nshow\n\nwhen backdrop switches to [platform25 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@trampoline12\n\nwhen flag clicked\nhide\n\nwhen I receive [hide box 3 v]\nshow\n\nwhen backdrop switches to [platform28 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door6\n\nwhen flag clicked\ngo to x: (219) y: (25)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform27 v]\nshow\n\nwhen I receive [open door 6 v]\nglide (1) secs to x: (219) y: (375)\n\nwhen backdrop switches to [platform28 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Key6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform27 v]\nshow\n\nwhen I receive [hide key 6 v]\nforever\n hide\nend\n\nwhen backdrop switches to [platform28 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Back\n\nwhen flag clicked\ngo to x: (-206) y: (144)\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [tutorial v]\nshow\n\nwhen this sprite clicked\nhide\nswitch backdrop to (menu v)\nstart sound [sound effect v]\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [suprise v]\nshow\n\nwhen backdrop switches to [shop v]\nshow\n\nwhen backdrop switches to [card select v]\nshow\n\nwhen backdrop switches to [settings v]\nshow\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\nwhen backdrop switches to [loading screen v]\nhide\n\n@Restert\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [platform1 v]\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (restart v)\nstart sound [Wood Tap v]\n\nset [score v] to [0]\nswitch backdrop to (platform1 v)\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [ending v]\nhide\n\nwhen backdrop switches to [platform6 v]\nshow\n\nwhen backdrop switches to [platform11 v]\nshow\n\nwhen backdrop switches to [platform16 v]\nshow\n\nwhen backdrop switches to [platform21 v]\nshow\n\n@Level ty\n\nwhen flag clicked\ngo to x: (215) y: (-169)\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [platform1 v]\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform2 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [platform3 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume3 v)\nshow\n\nwhen backdrop switches to [platform4 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume4 v)\nshow\n\nwhen backdrop switches to [platform5 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume5 v)\nshow\n\nwhen backdrop switches to [platform6 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume6 v)\nshow\n\nwhen backdrop switches to [platform7 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume7 v)\nshow\n\nwhen backdrop switches to [platform8 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume8 v)\nshow\n\nwhen backdrop switches to [platform9 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume9 v)\nshow\n\nwhen backdrop switches to [platform10 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume10 v)\nshow\n\nwhen backdrop switches to [platform11 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume11 v)\nshow\n\nwhen backdrop switches to [platform12 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume12 v)\nshow\n\nwhen backdrop switches to [platform13 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume13 v)\nshow\n\nwhen backdrop switches to [platform14 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume14 v)\nshow\n\nwhen backdrop switches to [platform15 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume15 v)\nshow\n\nwhen backdrop switches to [platform16 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume16 v)\nshow\n\nwhen backdrop switches to [platform17 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume17 v)\nshow\n\nwhen backdrop switches to [platform18 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume18 v)\nshow\n\nwhen backdrop switches to [platform19 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume19 v)\nshow\n\nwhen backdrop switches to [platform20 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume20 v)\nshow\n\nwhen backdrop switches to [platform21 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume21 v)\nshow\n\nwhen backdrop switches to [platform22 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume22 v)\nshow\n\nwhen backdrop switches to [platform23 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume23 v)\nshow\n\nwhen backdrop switches to [platform24 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume24 v)\nshow\n\nwhen backdrop switches to [platform25 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume25 v)\nshow\n\nwhen backdrop switches to [platform26 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume26 v)\nshow\n\nwhen backdrop switches to [platform27 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume27 v)\nshow\n\nwhen backdrop switches to [platform28 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume28 v)\nshow\n\nwhen backdrop switches to [platform29 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (215) y: (-169)\nswitch costume to (costume29 v)\nshow\n\nwhen backdrop switches to [platform30 v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-244) y: (-169)\ngo to x: (180) y: (-169)\nswitch costume to (costume30 v)\nshow\n\nwhen backdrop switches to [ending v]\nhide\n\n@exit2\n\nwhen backdrop switches to [platform10 v]\nshow\n\nwhen flag clicked\nhide\nset [quit v] to [0]\ngo to x: (-75) y: (-167)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nchange [quit v] by (1)\nstart sound [Tap Conga v]\nswitch backdrop to (menu v)\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [spanish v]\nswitch costume to (dejar v)\n\nwhen I receive [english v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform11 v]\nhide\n\n@exit3\n\nwhen backdrop switches to [platform15 v]\nshow\n\nwhen flag clicked\nhide\nset [quit v] to [0]\ngo to x: (-75) y: (-167)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nchange [quit v] by (1)\nstart sound [Tap Conga v]\nswitch backdrop to (menu v)\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [spanish v]\nswitch costume to (dejar v)\n\nwhen I receive [english v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform16 v]\nhide\n\n@exit4\n\nwhen backdrop switches to [platform20 v]\nshow\n\nwhen flag clicked\nhide\nset [quit v] to [0]\ngo to x: (-75) y: (-167)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nchange [quit v] by (1)\nstart sound [Tap Conga v]\nswitch backdrop to (menu v)\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [spanish v]\nswitch costume to (dejar v)\n\nwhen I receive [english v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform21 v]\nhide\n\n@Lives\n\ndefine setup\nhide\nswitch costume to (glow-0 v)\nset size to (0) %\ngo to x: (-141) y: (119)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (1.3))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nwhen flag clicked\nhide\ngo to x: (-141) y: (119)\n\nwhen backdrop switches to [menu v]\nhide\ndelete this clone\n\nwhen backdrop switches to [platform1 v]\nsetup\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [Glow-] (letter (index) of (Lives)))\n change size by ((0.2) * ((100) - (size)))\nend\n\nwhen backdrop switches to [ending v]\nhide\ndelete this clone\n\nwhen I receive [reset factory v]\nsetup\n\nwhen I receive [reset factory 2 v]\nsetup\n\nwhen I receive [reset factory 3 v]\nsetup\n\nwhen I receive [reset factory 4 v]\nsetup\n\n@Door7\n\nwhen flag clicked\ngo to x: (260) y: (25)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform21 v]\nshow\n\nwhen I receive [open door 7 v]\nglide (1) secs to x: (260) y: (375)\n\nwhen backdrop switches to [platform22 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@FAQ\n\nwhen flag clicked\nset [ghost v] effect to (6)\ngo to x: (-286) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [platform21 v]\nswitch costume to (21 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (20)\nshow\nglide (0.5) secs to x: (-179) y: (20)\nwait (4) seconds\nglide (0.5) secs to x: (-286) y: (20)\nhide\n\nwhen backdrop switches to [platform1 v]\nswitch costume to (1 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform2 v]\nswitch costume to (2 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform7 v]\nswitch costume to (7 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform13 v]\nswitch costume to (13 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform16 v]\nswitch costume to (16 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform18 v]\nswitch costume to (18 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform24 v]\nswitch costume to (24 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform26 v]\nswitch costume to (26 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform30 v]\nswitch costume to (30 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (1) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform29 v]\nswitch costume to (29 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (4) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [platform5 v]\nswitch costume to (5 v)\nhide\nwait (0.5) seconds\ngo to x: (-286) y: (0)\nshow\nglide (0.5) secs to x: (-179) y: (0)\nwait (2) seconds\nglide (0.5) secs to x: (-286) y: (0)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\n@Door8\n\nwhen flag clicked\ngo to x: (255) y: (25)\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform28 v]\nshow\n\nwhen I receive [open door 8 v]\nglide (1) secs to x: (255) y: (178)\n\nwhen backdrop switches to [platform29 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Key7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform28 v]\nshow\n\nwhen I receive [hide key 7 v]\nforever\n hide\nend\n\nwhen backdrop switches to [platform29 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn50\n\nwhen backdrop switches to [platform27 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform28 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn51\n\nwhen backdrop switches to [platform27 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform28 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn52\n\nwhen backdrop switches to [platform28 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform29 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn53\n\nwhen backdrop switches to [platform28 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform29 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn54\n\nwhen backdrop switches to [platform28 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform29 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@This Thing\n\nwhen flag clicked\ngo to x: (0) y: (48)\nhide\n\nwhen backdrop switches to [platform24 v]\nshow\n\nwhen I receive [hide box v]\nhide\n\n@enemy3\n\nwhen backdrop switches to [platform29 v]\ngo to x: (-85) y: (46)\nshow\nforever\n switch costume to (right v)\n glide (0.5) secs to x: (-40) y: (46)\n switch costume to (left v)\n glide (0.5) secs to x: (-85) y: (46)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform30 v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [hide enemy 3 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@sensor2\n\nwhen backdrop switches to [platform29 v]\ngo to x: (-79) y: (98)\nshow\nforever\n glide (0.5) secs to x: (-35) y: (98)\n glide (0.5) secs to x: (-79) y: (98)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform29 v]\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen I receive [hide enemy 3 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Key8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [platform29 v]\nshow\n\nwhen I receive [hide key 8 v]\nforever\n hide\nend\n\nwhen backdrop switches to [platform30 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Door9\n\nwhen flag clicked\ngo to x: (-135) y: (-64)\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [platform30 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform29 v]\nshow\n\nwhen I receive [open door 9 v]\nglide (1) secs to x: (-135) y: (-239)\nhide\n\n@acorn55\n\nwhen backdrop switches to [platform29 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n broadcast (Show Acorn v)\n start sound [sonicring v]\n hide\n change [score v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform30 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn56\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform30 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen I receive [show acorn v]\nshow\nforever\n if <touching (chipmunk v)?> then\n broadcast (Hide Acorn v)\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen I receive [hide acorn v]\nforever\n hide\nend\n\n@acorn57\n\nwhen backdrop switches to [platform29 v]\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform30 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen I receive [hide key 8 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\n@acorn58\n\nwhen backdrop switches to [platform29 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform30 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn59\n\nwhen backdrop switches to [platform29 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [platform30 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@acorn60\n\nwhen backdrop switches to [platform30 v]\nshow\nforever\n if <touching (chipmunk v)?> then\n start sound [sonicring v]\n hide\n change [score v] by (1)\n wait (1) seconds\n switch backdrop to (ending v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n glide (0.5) secs to x: (0) y: (-3)\n glide (0.5) secs to x: (0) y: (0)\nend\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [ending v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\n@Cinema\n\nwhen flag clicked\nhide\nswitch costume to (scene1 v)\n\nwhen backdrop switches to [ending v]\nshow\nforever\n next costume\n wait (0.050) seconds\n if <(costume [number v]) = [107]> then\n broadcast (Play v)\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nhide\n\n@cinema2\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\nwait (2) seconds\nswitch costume to (2 v)\nwait (2) seconds\nswitch costume to (3 v)\nwait (2) seconds\nswitch costume to (4 v)\nwait (2) seconds\nstop [all v]\n\n@load/save\n\nwhen backdrop switches to [menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (touching v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (not touching v)\n end\n if <(locked?) = [yes]> then\n set [ghost v] effect to (35)\n switch costume to (locked v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen this sprite clicked\nif <(locked?) = [yes]> then\n stop [this script v]\nend\nstart sound [pisseim-mund-online-audio-converter v]\nhide\nswitch backdrop to (load/save v)\nask [Enter the code. \(type 'exit' to exit\)] and wait\nif <(answer) = [2343BW]> then\n switch backdrop to (loading screen v)\n wait (0.01) seconds\n switch backdrop to (platform6 v)\n change [quit v] by (1)\n change [purchased card v] by (1)\n set [locked? v] to [yes]\n broadcast (Skin 2 selected v)\n broadcast (Reset Factory v)\nend\nif <(answer) = [172042]> then\n switch backdrop to (loading screen v)\n wait (0.001) seconds\n switch backdrop to (platform11 v)\n change [quit v] by (2)\n change [purchased card v] by (1)\n change [purchased card 2 v] by (1)\n set [locked? v] to [yes]\n broadcast (Skin 3 selected v)\n broadcast (Reset Factory 2 v)\nend\nif <(answer) = [99191]> then\n switch backdrop to (loading screen v)\n wait (0.01) seconds\n switch backdrop to (platform16 v)\n change [quit v] by (3)\n change [purchased card v] by (1)\n change [purchased card 2 v] by (1)\n change [purchased card 3 v] by (1)\n set [locked? v] to [yes]\n broadcast (Skin 4 selected v)\n broadcast (Reset Factory 3 v)\nend\nif <(answer) = [KL5RB12]> then\n switch backdrop to (loading screen v)\n wait (0.01) seconds\n switch backdrop to (platform21 v)\n change [quit v] by (4)\n change [purchased card v] by (1)\n change [purchased card 2 v] by (1)\n change [purchased card 3 v] by (1)\n change [purchased card 4 v] by (1)\n set [locked? v] to [yes]\n broadcast (Skin 5 selected v)\n broadcast (Reset Factory 4 v)\nend\nif <(answer) = [exit]> then\n switch backdrop to (menu v)\nend\nforever\n if <not <<(answer) = [2343BW]> or <<(answer) = [172042]> or <<(answer) = [99191]> or <<(answer) = [KL5RB12]> or <(answer) = [exit]>>>>>> then\n start sound [Finger Snap v]\n ask [Enter the code. \(type 'exit' to exit\)] and wait\n end\nend\n\nwhen backdrop switches to [platform v]\nhide\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen backdrop switches to [tutorial v]\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nswitch costume to (not touching v)\nset [locked? v] to [no]\n\nwhen backdrop switches to [card select v]\nhide\n\nwhen backdrop switches to [settings v]\nhide\n\nwhen backdrop switches to [achievements v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [suprise v]\nhide\n\n@follower\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to x: (mouse x) y: (-165)\n if <<touching (isaac card v)?> or <<touching (upgraded isaac card v)?> or <<touching (show off card v)?> or <<touching (geared up card v)?> or <touching (card 5 v)?>>>>> then\n set [ghost v] effect to (50)\n end\n if <not <<touching (isaac card v)?> or <<touching (upgraded isaac card v)?> or <<touching (show off card v)?> or <<touching (geared up card v)?> or <touching (card 5 v)?>>>>>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen backdrop switches to [card select v]\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [loading screen v]\nhide\n\n@settings\n\nwhen backdrop switches to [menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen this sprite clicked\nstart sound [pisseim-mund-online-audio-converter v]\nhide\nswitch backdrop to (settings v)\n\nwhen backdrop switches to [platform v]\nhide\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen backdrop switches to [tutorial v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [load/save v]\nhide\n\nwhen backdrop switches to [card select v]\nhide\n\nwhen backdrop switches to [achievements v]\nhide\n\nwhen I receive [purchase for card 1 v]\nhide\n\nwhen I receive [purchase for card 2 v]\nhide\n\nwhen I receive [purchase for card 3 v]\nhide\n\nwhen I receive [purchase for card 4 v]\nhide\n\nwhen backdrop switches to [platform1 v]\nhide\n\nwhen backdrop switches to [suprise v]\nhide\n\n@Clouds\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nset x to (226)\nset y to (pick random (73) to (158))\nswitch costume to (pick random (1) to (3))\nforever\n change x by (-2)\n wait (.004) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen backdrop switches to [platform1 v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nset [ghost v] effect to (25)\nshow\nforever\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [platform1 v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nshow\nswitch costume to (pick random (1) to (3))\nset x to (251)\nset y to (pick random (73) to (158))\nforever\n change x by (-2)\n wait (.004) seconds\nend\n\nwhen backdrop switches to [menu v]\nhide\ndelete this clone\n\nwhen backdrop switches to [ending v]\nhide\ndelete this clone\n\nwhen I receive [reset factory v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nset [ghost v] effect to (25)\nshow\nforever\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [reset factory v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nshow\nswitch costume to (pick random (1) to (3))\nset x to (251)\nset y to (pick random (73) to (158))\nforever\n change x by (-2)\n wait (.004) seconds\nend\n\nwhen I receive [reset factory 2 v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nset [ghost v] effect to (25)\nshow\nforever\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [reset factory 2 v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nshow\nswitch costume to (pick random (1) to (3))\nset x to (251)\nset y to (pick random (73) to (158))\nforever\n change x by (-2)\n wait (.004) seconds\nend\n\nwhen I receive [reset factory 3 v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nset [ghost v] effect to (25)\nshow\nforever\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [reset factory 3 v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nshow\nswitch costume to (pick random (1) to (3))\nset x to (251)\nset y to (pick random (73) to (158))\nforever\n change x by (-2)\n wait (.004) seconds\nend\n\nwhen I receive [reset factory 4 v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nshow\nswitch costume to (pick random (1) to (3))\nset x to (251)\nset y to (pick random (73) to (158))\nforever\n change x by (-2)\n wait (.004) seconds\nend\n\nwhen I receive [reset factory 4 v]\nif <(Clouds?) = [Off]> then\n stop [this script v]\nend\nset [ghost v] effect to (25)\nshow\nforever\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [game over v]\nhide\nhide variable [fps v]\ndelete this clone\n\n@Clouds?\n\nwhen flag clicked\nhide\nswitch costume to (on v)\nset [clouds? v] to [On]\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [settings v]\nshow\n\nwhen this sprite clicked\nstart sound [pop v]\nif <(Clouds?) = [On]> then\n switch costume to (off v)\n set [clouds? v] to [Off]\nelse\n switch costume to (on v)\n set [clouds? v] to [On]\nend\n\n@Music?\n\nwhen backdrop switches to [press start to continue v]\nset volume to (100) %\nforever\n play sound [FIFA 23 Halftime Instrumental - Rips in Jeans - Niko B v] until done\nend\n\nwhen flag clicked\nswitch costume to (on v)\nhide\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n switch costume to (off v)\n set volume to (0) %\n set [pitch v] effect to ((-1) / (0))\nelse\n switch costume to (on v)\n set volume to (100) %\n set [pitch v] effect to (0)\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [settings v]\nshow\n\n@FPS?\n\nwhen flag clicked\nhide variable [fps v]\nhide\nswitch costume to (on v)\nset [fps? v] to [On]\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [settings v]\nshow\n\nwhen this sprite clicked\nstart sound [pop v]\nif <(FPS?) = [On]> then\n switch costume to (off v)\n set [fps? v] to [Off]\nelse\n switch costume to (on v)\n set [fps? v] to [On]\nend\n\nwhen backdrop switches to [platform1 v]\nshow variable [fps v]\nif <(FPS?) = [Off]> then\n hide variable [fps v]\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n if <(Frame) > [31]> then\n set [fps v] to [31]\n else\n set [fps v] to (Frame)\n end\n set [frame v] to [0]\nend\n\nwhen flag clicked\nforever\n change [frame v] by (1)\nend\n\nwhen backdrop switches to [menu v]\nhide variable [fps v]\n\nwhen backdrop switches to [ending v]\nhide variable [fps v]\n\nwhen I receive [reset factory v]\nshow variable [fps v]\nif <(FPS?) = [Off]> then\n hide variable [fps v]\n stop [this script v]\nend\n\nwhen I receive [reset factory 2 v]\nshow variable [fps v]\nif <(FPS?) = [Off]> then\n hide variable [fps v]\n stop [this script v]\nend\n\nwhen I receive [reset factory 3 v]\nshow variable [fps v]\nif <(FPS?) = [Off]> then\n hide variable [fps v]\n stop [this script v]\nend\n\nwhen I receive [reset factory 4 v]\nshow variable [fps v]\nif <(FPS?) = [Off]> then\n hide variable [fps v]\n stop [this script v]\nend\n\n@Shadow\n\nwhen flag clicked\nhide\nswitch costume to (right v)\ngo to [back v] layer\nforever\n set size to (105) %\n go to (chipmunk v)\n set [ghost v] effect to (50)\nend\n\nwhen backdrop switches to [platform1 v]\nif <(Shadow?) = [Off]> then\n hide\n stop [this script v]\nend\nshow\n\nwhen I receive [reset factory v]\nif <(Shadow?) = [Off]> then\n hide\n stop [this script v]\nend\nshow\n\nwhen I receive [reset factory v]\nif <(Shadow?) = [Off]> then\n hide\n stop [this script v]\nend\nshow\n\nwhen I receive [reset factory 2 v]\nif <(Shadow?) = [Off]> then\n hide\n stop [this script v]\nend\nshow\n\nwhen I receive [reset factory 3 v]\nif <(Shadow?) = [Off]> then\n hide\n stop [this script v]\nend\nshow\n\nwhen I receive [reset factory 4 v]\nif <(Shadow?) = [Off]> then\n hide\n stop [this script v]\nend\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [ending v]\n\nwhen I receive [go left v]\nswitch costume to (left v)\n\nwhen I receive [go right v]\nswitch costume to (right v)\n\nwhen I receive [go up v]\nswitch costume to (up v)\n\nwhen backdrop switches to [game over v]\nhide\n\n@Shadow?\n\nwhen flag clicked\nhide\nswitch costume to (on v)\nset [shadow? v] to [On]\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [settings v]\nshow\n\nwhen this sprite clicked\nstart sound [pop v]\nif <(Shadow?) = [On]> then\n switch costume to (off v)\n set [shadow? v] to [Off]\nelse\n switch costume to (on v)\n set [shadow? v] to [On]\nend\n\n@Arrow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tutorial v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (60)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Next Slide v)\nstart sound [Wood Tap v]\nhide\nwait (1) seconds\nshow\n\n@Slideshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next slide v]\nnext costume\n\nwhen I receive [previous slide v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen backdrop switches to [tutorial v]\nswitch costume to (1 v)\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\n@Dragger\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (30) y: (-29)\nswitch costume to (costume1 v)\nhide\nforever\n if <(Purchased Card) = [1]> then\n set drag mode [draggable v]\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [purchase for card 1 v]\nshow\n\nwhen backdrop switches to [shop v]\nhide\n\n@Dragger2\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\ngo to x: (30) y: (-29)\nhide\nforever\n if <(Purchased Card 2) = [1]> then\n set drag mode [draggable v]\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [purchase for card 2 v]\nshow\n\nwhen backdrop switches to [shop v]\nhide\n\n@Dragger3\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\ngo to x: (30) y: (-29)\nhide\nforever\n if <(Purchased Card 3) = [1]> then\n set drag mode [draggable v]\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [purchase for card 3 v]\nshow\n\nwhen backdrop switches to [shop v]\nhide\n\n@Dragger4\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\ngo to x: (30) y: (-29)\nhide\nforever\n if <(Purchased Card 4) = [1]> then\n set drag mode [draggable v]\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [purchase for card 4 v]\nshow\n\nwhen backdrop switches to [shop v]\nhide\n\n@Unlimited Lives?\n\nwhen flag clicked\nhide\nswitch costume to (off v)\nset [unlimited lives? v] to [Off]\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen backdrop switches to [settings v]\nshow\n\nwhen this sprite clicked\nstart sound [pop v]\nif <(Unlimited Lives?) = [Off]> then\n switch costume to (on v)\n set [unlimited lives? v] to [On]\nelse\n switch costume to (off v)\n set [unlimited lives? v] to [Off]\nend\n\n@Arrow2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tutorial v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (60)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Previous Slide v)\nstart sound [Wood Tap v]\nhide\nwait (1) seconds\nshow\n\n@suprise\n\nwhen this sprite clicked\nswitch backdrop to (suprise v)\nstart sound [pisseim-mund-online-audio-converter v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [menu v]\nshow\n\nwhen backdrop switches to [settings v]\nhide\n\nwhen backdrop switches to [shop v]\nhide\n\nwhen backdrop switches to [tutorial v]\nhide\n\nwhen backdrop switches to [credits v]\nhide\n\nwhen backdrop switches to [card select v]\nhide\n\nwhen backdrop switches to [load/save v]\nhide\n\n@cookie\n\nwhen flag clicked\nset [cookies v] to [0]\nhide variable [cookies v]\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n point in direction (((70) - (direction)) / (2))\n else\n change size by (((100) - (size)) / (2))\n point in direction (90)\n end\nend\n\nwhen backdrop switches to [menu v]\nhide variable [cookies v]\nhide\n\nwhen backdrop switches to [suprise v]\nshow variable [cookies v]\nshow\n\nwhen this sprite clicked\nchange [cookies v] by (1)\nstart sound [Collect v]\n\n@Glow\n\nwhen flag clicked\nhide\nforever\n go to (cookie v)\n point in direction ((timer) * (8))\n set size to (500) %\n go to [back v] layer\nend\n\nwhen backdrop switches to [suprise v]\nshow\n\nwhen backdrop switches to [menu v]\nhide\n\n
#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games#trending#all#games
PLATFORMER!! ~NIGHT~
@Stage\n\nwhen flag clicked\nforever\n play sound [ポップ v] until done\nend\n\n@傾向行きたい\n\n@意外とおいしいグミ\n\nwhen flag clicked\n初期状態\nforever\n if <not <<<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> or <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>>>> then\n switch costume to (正面 v)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (右 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (左 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n start sound [ジャンプ3 v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期状態\n broadcast (ネクスト v)\n wait (1.9) seconds\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期状態\n end\n if <touching (トゲ v)?> then\n start sound [Crunch v]\n 初期状態\n end\nend\n\ndefine 初期状態\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-190) y: (-10)\npoint in direction (90)\nset rotation style [left-right v]\n\n@地面\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen I receive [ネクスト v]\n\nchange [ステージ v] by (1)\n\nchange [ステージ v] by (-1)\n\n@トゲ\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\n go to [back v] layer\nend\n\n@next\n\nwhen I start as a clone\npoint in direction (53)\nif <(変数) = [0]> then\n show\n go to x: (-410) y: (20)\n repeat (10)\n move (12) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\nif <(変数) = [1]> then\n show\n go to x: (-379) y: (-35)\n repeat (15)\n move (15) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\nif <(変数) = [2]> then\n show\n go to x: (-358) y: (-98)\n repeat (18)\n move (20) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\nif <(変数) = [3]> then\n show\n go to x: (-350) y: (-170)\n repeat (19)\n move (25) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [4]> then\n show\n go to x: (-335) y: (-234)\n repeat (20)\n move (30) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\nif <(変数) = [5]> then\n show\n go to x: (-299) y: (-285)\n repeat (20)\n move (35) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\nif <(変数) = [6]> then\n show\n go to x: (-217) y: (-302)\n repeat (20)\n move (40) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\nif <(変数) = [7]> then\n show\n go to x: (-127) y: (-314)\n repeat (16)\n move (45) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [8]> then\n wait (0.05) seconds\n show\n go to x: (-28) y: (-318)\n repeat (17)\n move (50) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\nif <(変数) = [9]> then\n wait () seconds\n show\n go to x: (54) y: (-334)\n repeat (320)\n move (55) steps\n end\n wait until <(next) = [1]>\n repeat (20)\n move (50) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [50]> then\n point in direction (90)\n switch costume to (next v)\n wait (0.6) seconds\n go to [front v] layer\n show\n go to x: (-250) y: (-250)\n repeat (30)\n change y by (((0) - (y position)) / (7))\n change x by (((0) - (x position)) / (7))\n end\n set [next v] to [1]\n repeat (10)\n change y by (((250) - (y position)) / (4))\n change x by (((250) - (x position)) / (4))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [ネクスト v]\nswitch costume to (コスチューム1 v)\nset [color v] effect to (0)\nset [next v] to [0]\nhide\nset [変数 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [color v] effect by (25)\nset [変数 v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [color v] effect by (25)\nset [変数 v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [color v] effect by (25)\nset [変数 v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [color v] effect by (25)\nset [変数 v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [color v] effect by (25)\nset [変数 v] to [5]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [color v] effect by (25)\nset [変数 v] to [6]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [color v] effect by (25)\nset [変数 v] to [7]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [color v] effect by (50)\nset [変数 v] to [8]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nchange [color v] effect by (25)\nset [変数 v] to [9]\ncreate clone of (_myself_ v)\n\nwhen I receive [ネクスト v]\ngo to x: (0) y: (0)\nwait () seconds\nset [変数 v] to [50]\ncreate clone of (_myself_ v)\n\nwhen I receive [ネクスト v]\nwait (0.9) seconds\nstart sound [High Whoosh v]\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\ngo to [front v] layer\n\nforever\nend\n\n@ばね\n\ndefine 動き\nshow\nif <touching (意外とおいしいグミ v)?> then\n switch costume to (2 v)\n set [y v] to [22]\nelse\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [10]> then\n 動き\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [18]> then\n 動き\n end\n if <(ステージ) = [19]> then\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nset [クリア v] to [0]\nreset timer\nset [time v] to [0]\nforever\n if <(ステージ) = [21]> then\n set [クリア v] to [1]\n end\nend\n\nwhen flag clicked\nrepeat until <(クリア) = [1]>\n set [time v] to (timer)\nend\n\nwhen flag clicked\nforever\n if <(クリア) = [1]> then\n if <(TIME) < (☁ world record)> then\n set [☁ world record v] to (TIME)\n else\n if <(☁ world record) = [0]> then\n set [☁ world record v] to (TIME)\n end\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n change [ghost v] effect by (100)\nend\n\n@67238d91f8389ebe00b2f6609e7afcf7 (1)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (67238d91f8389ebe00b2f6609e7afcf7 \(1\) v)\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\nforever\n next costume\n wait (0.05) seconds\nend\n\n@67238d91f8389ebe00b2f6609e7afcf7 (1)2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (67238d91f8389ebe00b2f6609e7afcf7 \(1\) v)\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\nforever\n go to [front v] layer\nend\n\n
platformer!! ~night~\n====English========================(日本語は下)\n❏summary \n・It's a simple platformer. Have fun.\n❏How to operate\n・You can use the arrow keys to operate. \n・You can also operate it with a tap.\n  \n  Good luck\n❏credit\n・sound effect:Sound Effects Lab\n・Characters, Backgrounds:@oratyan-nya\n・font:font meme\n・music:The fat rat\n・illustration:naoko\n❏tag\n#game #games #all #atsukinman #night\n==============日本語======================\n❏概要欄\n・何の変哲もないシンプルなプラットフォーマーです\n❏操作方法\n・矢印キーを使って操作します。\n・タップでも操作できます。\n \n がんばって!\n❏クレジット\n・効果音:効果音ラボ\n・キャラクター,背景:@oratyan-nya\n・音楽:Jim Yosef Eclipse\n・イラスト:naoko\n・next:@makora0123\n❏タグ\n#game #games #all #atsukinman #night
Minecraft Platformer/マインクラフトプラットフォーマー dy haruaki12345
@Stage\n\nwhen flag clicked\nswitch backdrop to (あお v)\n\nwhen I receive [ネザー v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [地上 v]\nswitch backdrop to (あお v)\n\nforever\n\nwhen flag clicked\nforever\n play sound [Minecraft v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nリセット\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (右 v)\n change [x v] by (1)\n set [右左 v] to [右]\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (左 v)\n change [x v] by (-1)\n set [右左 v] to [左]\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.9)\n change y by (Y)\n if <touching (すてーじ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (すてーじ v)?> then\n start sound [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 broadcast (ネクスト v)\n wait (1.3) seconds\n リセット\n end\n if <touching (マグマ v)?> then\n set [体力 v] to [-2]\n hide\n end\n if <touching (ゾンビ v)?> then\n if <(y position) < [-180]> then\n set [体力 v] to [-2]\n go to x: (-200) y: (0)\n end\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [w v]\nwait (2) seconds\nbroadcast (スタート v)\n\nwhen flag clicked\nset [体力 v] to [100]\nset [ステージ v] to [1]\nswitch costume to (右 v)\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <<touching (ゾンビ v)?> or <touching (障害物 v)?>> then\n change [体力 v] by (-3)\n end\nend\n\nwhen I receive [リスポーン v]\nset [ステージ v] to (リスポーン場所)\ngo to (ベット v)\nset size to (80) %\nset [体力 v] to [100]\nswitch costume to (右 v)\n\ngo to x: (-210) y: (-30)\n\nwhen flag clicked\nforever\n if <<touching (ゾンビ v)?> or <touching (障害物 v)?>> then\n if <(ZX) = [右]> then\n set [x v] to [-10]\n else\n set [x v] to [-10]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (ゾンビ v)?> or <touching (障害物 v)?>> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ゾンビ v)?> then\n switch costume to (join (右左) [BAN])\n wait (0.3) seconds\n switch costume to (右左)\n end\nend\n\nwhen flag clicked\nforever\n if <(体力) = [0]> then\n broadcast (オーバー v)\n end\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [ゾンビ v]) < [0]> then\n set [zx v] to [左]\n else\n set [zx v] to [右]\n end\nend\n\ndefine リセット\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (80) %\nswitch costume to (右 v)\nbroadcast (こっちもよろ v)\nhide\n\nif <touching (water v)?> then\n set [x v] to ((X) / (1.4))\n set [y v] to ((Y) / (1.4))\n if <(mouse y) < (y position)> then\n change y by (2)\n end\nend\n\ngo [forward v] (10000) layers\n\nwhen I receive [ネクスト v]\ngo to [back v] layer\n\nwhen I receive [にゃは v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nhide\n\nwhen flag clicked\nforever\n if <(負け?) = [1]> then\n hide\n end\nend\n\nwhen I receive [wt v]\nhide\n\nwhen flag clicked\nset [time v] to [0]\nforever\n if <(time) = [1]> then\n hide\n else\n show\n end\nend\n\nset [ステージ v] to [15]\ngo to x: (-200) y: (-30)\n\nwhen flag clicked\nset [今 v] to [0]\nforever\n if <<touching (げーと v)?> and <(ステージ) = [13]>> then\n set [ステージ v] to [14]\n go to x: (-200) y: (-30)\n broadcast (ネザー v)\n else\n if <<touching (げーと v)?> and <(ステージ) = [18]>> then\n set [ステージ v] to [19]\n broadcast (地上 v)\n end\n end\nend\n\nwhen I receive [地上 v]\nset [今 v] to [1]\n\nwhen I receive [スタート v]\nshow variable [タイム v]\nreset timer\nrepeat until <([costume # v] of [すてーじ v]) = [19]>\n set [タイム v] to (round (timer))\nend\n\nwhen flag clicked\nhide variable [タイム v]\n\n@すてーじ\n\nwhen I receive [スタート v]\ngo to x: (-20) y: (-11)\nshow\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen I receive [びょ v]\nhide\n\nwhen I receive [オーバー v]\nset [ステージ v] to (リスポーン場所)\n\nswitch costume to (20 v)\nset [判定 v] to [1]\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [地上 v]\n\nbroadcast (ネクスト v)\n\nswitch costume to (12 v)\n\nset [ステージ v] to [19]\n\nset [ステージ v] to [19]\n\n@ゾンビ\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to [back v] layer\nhide\n\nwhen I receive [スタート v]\n\nwhen flag clicked\n\nforever\n if <<(攻撃) = [1]> and <touching (武器2 v)?>> then\n if <(HP) = [0]> then\n hide\n else\n wait (0.001) seconds\n end\n end\nend\n\nwhen flag clicked\n\nforever\n if <([x position v] of [プレイヤー v]) < (x position)> then\n switch costume to (左 v)\n change x by (-4)\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n switch costume to (右 v)\n change x by (4)\n end\nend\n\nwhen I receive [こっちもよろ v]\n\nchange [敵y v] by (-0.9)\n\nwhen flag clicked\nforever\n\nchange y by (-5)\n\n broadcast (隠し発見!! v)\nend\n\nwhen I receive [隠し発見!! v]\n\nif <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (-5)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\nset rotation style [left-right v]\npoint towards (プレイヤー v)\n\nif <[100] < (y position)> then\n broadcast (こっちもよろ v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nforever\n if <(x position) < [0]> then\n set [zx v] to [左]\n else\n set [zx v] to [右]\n end\nend\n\nwhen flag clicked\nforever\n\nif then\n show\nelse\n hide\nend\n\nif <<(ステージ) = [1]> or <(ステージ) = [6]>> then\n show\n broadcast (こっちもよろ v)\nelse\n hide\nend\n\nwhen flag clicked\n\nwhen I receive [ネクスト v]\n\nwhen I receive [こっちもよろ v]\n\ngo to x: (200) y: (-90)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\nend\n\nbroadcast (実績解除 v)\n\nrepeat (150)\n go to x: (200) y: (-90)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [7]> then\n go to x: (140) y: (-84)\n else\n go to x: (0) y: (0)\n end\nend\n\n\n\n@イントロ\n\nwhen flag clicked\nset [w v] to [0]\ngo to x: (0) y: (150)\nset [ghost v] effect to (0)\nshow\n反動 [6] [0.7] 場所 [0] [0]\n\ndefine 反動 (速さ) (大きさ) 場所 (x) (y)\nset [ぴよーんx v] to [0]\nset [ぴよーんy v] to [0]\nforever\n set [ぴよーんx v] to (((ぴよーんx) * (大きさ)) - (((x position) - (x)) / (速さ)))\n change x by (ぴよーんx)\n set [ぴよーんy v] to (((ぴよーんy) * (大きさ)) - (((y position) - (y)) / (速さ)))\n change y by (ぴよーんy)\n if <<(x position) = [0]> and <(y position) = [0]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [加速速度 v] to [1]\n broadcast (w v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [w v]\nif <<(加速速度) = [1]> and <(w) = [0]>> then\n broadcast (スタート v)\n set [w v] to [1]\nend\n\n@マグマ\n\nwhen I receive [スタート v]\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [6]> then\nend\n\nglide (0.5) secs to x: (.....) y: (0)\n\n@おしまい\n\nwhen flag clicked\nset [負け? v] to [0]\nhide\ngo to [front v] layer\nforever\n if <(体力) = [-2]> then\n show\n broadcast (にゃは v)\n set [体力 v] to [-10]\n broadcast (wt v)\n set [負け? v] to [1]\n end\nend\n\nwhen I receive [リスポーン v]\nhide\n\nwhen flag clicked\nforever\nend\n\ngo to [front v] layer\n\n@体力\n\nwhen flag clicked\ngo to [front v] layer\nset size to (150) %\n1\n\nwhen I receive [メッセージ1 v]\n\ndefine 1\nset [1 v] to [0]\ngo to x: (-140) y: (-160)\nrepeat (10)\n change [1 v] by (10)\n change x by (28)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [@ v] to (1)\ngo to [front v] layer\nshow\nforever\n if <(1) > (体力)> then\n if <((1) - (5)) > (体力)> 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 switch costume to (02 v)\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@スプライト11\n\n@表示\n\nwhen I receive [眠り v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (58)\nswitch costume to (あぁぁぁぁぁぁ v)\nif <(今) = [夜]> then\n broadcast (眠る v)\nelse\nend\nwait (1.9) seconds\nhide\n\nset [今 v] to [夜]\n\n@next\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [front v] layer\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\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [ネクスト 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\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (10000) layers\nend\n\n@障害物\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\n set [ghost v] effect to (0)\n show\n go to x: (0) y: (0)\n if <<<(ステージ) = [6]> or <(ステージ) = [7]>> or <(ステージ) = [11]>> then\n switch costume to (コスチューム6 v)\n set [ghost v] effect to (0)\n show\n go to (ゾンビ v)\n repeat until <touching (_edge_ v)?>\n change x by (-20)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (pick random (0.5) to (1)) seconds\n end\nend\n\n@ベット\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <touching (プレイヤー v)?> then\n broadcast (眠り v)\n set [解除? v] to [1]\n broadcast (実績解除 v)\n set [リスポーン場所 v] to (ステージ)\n wait until <not <touching (プレイヤー v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [1]> then\n go to x: (-180) y: (-90)\n show\n else\n if <(ステージ) = [3]> then\n show\n go to x: (85) y: (-20)\n else\n if <(ステージ) = [6]> then\n show\n go to x: (-55) y: (-20)\n else\n if <(ステージ) = [9]> then\n show\n go to x: (-65) y: (-91)\n else\n if <(ステージ) = [11]> then\n show\n go to x: (-165) y: (-73)\n else\n if <(ステージ) = [13]> then\n show\n go to x: (-155) y: (-117)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (sabaku v)\n\n@Splash_select\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset size to (0) %\n\nwhen I receive [オーバー v]\n\nwhen I receive [wt v]\nset size to (220) %\ngo to [front v] layer\ngo to x: (0) y: (-40)\nshow\nset [time v] to [1]\n\nrepeat (3)\n change size by (50)\nend\n\nwhen this sprite clicked\nbroadcast (リスポーン v)\nhide\nset [負け? v] to [0]\nset [time v] to [0]\n\nwhen flag clicked\nforever\n repeat (1000000000000000)\n go to [front v] layer\n go to [front v] layer\n end\n go to [front v] layer\nend\n\n@太陽\n\nwhen flag clicked\nshow\nset [こs v] to [0]\nset size to (100) %\nforever\n go to [back v] layer\n change size by ([cos v] of (こs) )\n change [こs v] by (7)\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nhide\n\nwhen I receive [びょ v]\nhide\n\nwhen I receive [ネザー v]\nhide\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@雲\n\nwhen flag clicked\nset [うぉぉぉぉぉ v] to [0]\nrepeat until <(うぉぉぉぉぉ) = [1]>\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2)) seconds\nend\n\nwhen I start as a clone\nset [必需品 v] to (pick random (50) to (120))\ngo to x: (280) y: ((170) - (必需品))\nswitch costume to (pick random (1) to (6))\nset [ghost v] effect to (pick random (0) to (50))\ngo to [back v] layer\ngo [forward v] (5) layers\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (90))\nset size to ((85) + ((必需品) / (2))) %\nshow\nrepeat until <(x position) < [-260]>\n change x by ((0) - (round ((必需品) / (15))))\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change x by ((0) - (round ((必需品) / (15))))\nend\ndelete this clone\n\nwhen I receive [ネザー v]\nset [うぉぉぉぉぉ v] to [1]\n\n@実績\n\nwhen flag clicked\n\nwhen I receive [実績解除 v]\n\nwhen flag clicked\ndelete all of [実績 v]\nadd [1ベットは最高] to [実績 v]\nadd [2ジャンプ] to [実績 v]\n\nif <not <(item (ステージ) of [実績 v]) = [おしまい]>> then\n switch costume to (letter ((実績) + (1)) of (実績))\n show\n start sound [in \(1\) v]\n repeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\n end\n wait (2) seconds\n repeat (15)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\n end\n hide\n go to x: (-274) y: (148)\n set [解除? v] to [0]\n replace item (ステージ) of [実績 v] with [おしまい]\nend\n\n@げーと\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\n go to [back v] layer\nend\n\nif <<(ステージ) = [18]> and <touching (プレイヤー v)?>> then\n broadcast (地上 v)\nend\n\n
新作!!!絶対見てね!!\nhttps://scratch.mit.edu/projects/883993702/\nフォローしてから宣伝してください。\n見るよ!\n日本語は下\n\n<English>\nTouch the screen to control the game. Be careful not to hit zombies or magma. I'd be happy if you clicked the stars and hearts.\n\n<日本語>\n画面をタッチして操作\nゾンビやマグマなどに当たらないように気をつけて進んでください\n星やハートを押してくださると嬉しいです\n\n\n\n拡散してくれた方/Those who spread the word\n@ge-mu1028--様\n@shuukun_15様\n@oreo_tabetai様\n@yuki9125様\n@yakisoba2222様\n@tattkunndoragonn様\n@aiueokanozou様\n@HONDALOVE9614様\n@THE_SOOSU-_-様\n@Qnly_FAN様\n@dinosaursTV様\n@kotamio様\n@SYABUSYABUkunn様\n@bayasi1100様\n@yorureozero様\n@Asuru_scratch様\n@innpu様\n@shuukun_15様\n@purojekutome-ka-desu様\n@Yuto_1215様
Heat - A platformer | #Games #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [frizk - all my fellas v] until done\nend\n\n@.\n\n@Player\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [skin v]\nswitch costume to (special v)\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset rotation style [left-right v]\ngo to x: (-185) y: (-34)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [15]\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 point in direction (-90)\n change [x v] by (-0.8)\n create clone of (_myself_ 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 point in direction (90)\n change [x v] by (0.8)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <(x position) > [205]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\n if <touching (flames/magma/spikes v)?> then\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\nend\n\nwhen I receive [start game v]\nforever\n if <touching color (#ff8c4f)?> then\n change y by (20)\n end\nend\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\ngo to x: (0) y: (119)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Flames/Magma/Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\ngo to x: (36) y: (38)\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\nforever\n repeat (5)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (5)\n change y by (-2)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nhide\n\n@Trampoline\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-123) y: (-68)\n\nwhen flag clicked\nhide\n\n@Thumb\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to x: (0) y: (400)\nrepeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n set y to ((y position) / (4))\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\nforever\n set [timer v] to ((timer) + (0.01))\nend\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nhide\n\nbroadcast (Start Game v)\n\n@Detector\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen I receive [start game v]\nforever\n if <(Actions \(love/fave\)) = [2]> then\n broadcast (Skin v)\n end\nend\n\nwhen I receive [start game v]\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\nwhen I receive [start game v]\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 I receive [start game v]\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\nhide\n\n@Reminder\n\nwhen I receive [start game v]\nwait (pick random (10) to (15)) seconds\nshow\ngo to [back v] layer\ngo to x: (154) y: (173)\nrepeat (20)\n change y by (-5)\nend\nwait (2) seconds\nrepeat until <(y position) = [180]>\n repeat (20)\n change y by (5)\n end\nend\nif <(y position) = [180]> then\n hide\nend\n\nwhen flag clicked\nhide\n\n@deco\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (join [costume] (Level))\nend\n\nwhen flag clicked\nhide\n\n@Main Menu\n\ndefine effects // xPos: (x) yPos: (y) direction: (dir)\ngo to x: (x) y: ((y) + (([cos v] of ((timer) * (200)) ) * (1)))\npoint in direction ((dir) + (([cos v] of ((timer) * (300)) ) * (5)))\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-78)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\nwhen I receive [main menu v]\nforever\n effects // xPos: [-15] yPos: [-95] direction: [90]\nend\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\n
Welcome to Heat! \nThis is really just a remix of @bold-remix 's game but with a different theme. This game is collab with @Meisnotcool and @double_sided :D\n\nRemix this project and put what you want to see in this game on that project and let me know, then i'll take a look when I have time :D\n\nnot really anything else to say~\n\n
[超絶拡散希望!]PLATFORMER!
@Stage\n\nwhen backdrop switches to [背景1 v]\n\nwhen I receive [ゴチスタートゴチスター v]\nswitch backdrop to (blue sky 2 v)\n\nwhen flag clicked\nswitch backdrop to (alpha v)\n\nwhen flag clicked\nforever\n\n@軽量化\n\n@キャラ2\n\nif <(ステージ) = [10]> then\n set [ステージ v] to [1]\nend\n\nwhen I receive [死亡 v]\n\nwhen flag clicked\nset volume to (30) %\n\nwhen I start as a clone\n\nwait (1) seconds\n\nwhen flag clicked\n\nwhen I receive [メッセージ1 v]\nrepeat (40)\n go to x: (-220) y: (0)\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <(x position) > [230]> then\n broadcast (次のステージ v)\n wait (0.2) seconds\n go to x: (-220) y: (0)\n change [ステージ v] by (1)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n broadcast (ターボチェック v)\nend\n\nwhen I receive [次のステージ v]\n\nwhen I start as a clone\n\n\n\nwhen I receive [スタート v]\nforever\n if <<<key (right arrow v) pressed?> or <(stick X) > [0.5]>> or <key (d v) pressed?>> then\n change [x v] by (2)\n switch costume to (コスチューム2 v)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <(stick X) < [-0.5]>> or <key (a v) pressed?>> then\n change [x v] by (-2)\n switch costume to (コスチューム1 v)\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 x by (() - (X))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <(stick Y) > [0.5]>> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n start sound [Low Whoosh v]\n set [x v] to [-14.5]\n else\n set [x v] to [14.5]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (ステージ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <<<key (up arrow v) pressed?> or <(stick Y) > [0.5]>> or <key (w v) pressed?>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) < [-180]> then\n start sound [Teleport2 v]\n broadcast (死亡 v)\n repeat (20)\n change [ghost v] effect by (8)\n end\n go to x: (-220) y: (0)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n set [ghost v] effect to (0)\n end\n if <touching (スプライト1 v)?> then\n start sound [Teleport2 v]\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [all around v]\n repeat (50)\n turn right (10) degrees\n change y by (-4)\n change [ghost v] effect by (5)\n end\n set rotation style [left-right v]\n go to x: (-220) y: (0)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (down arrow v) pressed?>> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (コスチューム3 v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nwait (1) seconds\nbroadcast (スタート v) and wait\n\ngo to x: (-220) y: (0)\nforever\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [ととととt v]\ngo to x: (-220) y: (0)\n\nwhen I receive [ゴチスタートゴチスター v]\nset volume to (50) %\nforever\n play sound [Thousand_Absolutes_Xaf_Remix v] until done\nend\n\nwhen I receive [ゴチスタートゴチスター v]\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nset rotation style [left-right v]\nshow\nbroadcast (スタート v)\n\nwhen I receive [ゴチスタートゴチスター v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [ととととt v]\nset [ghost v] effect to (0)\n\nchange y by (-10)\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [次のステージ v]\nbroadcast (メッセージ1 v)\nwait (1) seconds\nnext costume\n\nwhen flag clicked\nforever\n wait (2) seconds\n if <(ステージ) = [14]> then\n set [a v] to (pick random (1) to (100))\n set [b v] to (pick random (1) to (100))\n ask (join (join (A) (join [x] (join (b) [ do you understand? ]))) (join (A) (join [x] (join (b) [は?])))) and wait\n say []\n if <((A) * (b)) = (answer)> then\n say [正解!       correct answer!]\n wait (1) seconds\n say [次のステージへ進みます!        Let's move on to the next stage!]\n wait (1) seconds\n broadcast (次のステージ v)\n say []\n change [ステージ v] by (1)\n else\n say [不正解!     Incorrect answer!]\n wait (1) seconds\n say []\n wait (1) seconds\n set [a v] to (pick random (1) to (100))\n set [b v] to (pick random (1) to (100))\n ask (join (A) (join [x] (join (b) [は?]))) and wait\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [☁ 裏裏裏裏裏ゴール到達者 v]\nforever\n if <(ステージ) = [16]> then\n show variable [☁ 裏裏裏裏裏ゴール到達者 v]\n set [☁ 裏裏裏裏裏ゴール到達者 v] to ((1) + (☁ 裏裏裏裏裏ゴール到達者))\n wait (0) seconds\n set [ステージ v] to [17]\n end\nend\n\nwhen I receive [ゴチスタートゴチスター v]\nshow\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <touching (キャラ v)?> then\n start sound [Teleport2 v]\n broadcast (死亡 v)\n wait until <not <touching (キャラ v)?>>\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次のステージ v]\nwait (1) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(username) = [Yusuke7777]>> then\n wait (0.9) seconds\n broadcast (次のステージ v)\n change [ステージ v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n broadcast (メッセージ1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n show variable [self time 自己タイム v]\n end\nend\n\nwhen I receive [ゴチスタートゴチスター v]\nshow\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen I receive [ゴチスタートゴチスター v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴチスタートゴチスター v]\nforever\n if <touching (キャラ2 v)?> then\n set [y v] to [22.5]\n switch costume to (コスチューム1 v)\n wait (0.1) seconds\n switch costume to (コスチューム3 v)\n wait (0.1) seconds\n switch costume to (コスチューム2 v)\n start sound [Jump v]\n end\n if <(ステージ) = [1]> then\n show\n end\n if <(ステージ) = [2]> then\n hide\n end\n if <(ステージ) = [3]> then\n hide\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [5]> then\n hide\n end\n if <(ステージ) = [6]> then\n hide\n end\n if <(ステージ) = [7]> then\n hide\n end\nend\n\n@サムネ3\n\nwhen [timer v] > (0)\nshow\nswitch costume to (コスチューム1 v)\nrepeat (10)\n change y by (-20)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nhide variable [self time 自己タイム v]\ngo to [front v] layer\nhide\nset y to (200)\nforever\n reset timer\nend\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (スタート v)\nswitch costume to (コスチューム1 v)\n\nwait (1) seconds\n\n@スプライト3\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\n\n@自己タイム\n\nwhen flag clicked\n\nwhen I receive [ゴチスタートゴチスター v]\nset [self time 自己タイム v] to [0]\nforever\n repeat until <(ステージ) = [9]>\n wait (1) seconds\n change [self time 自己タイム v] by (1)\n end\n if <(ステージ) = [9]> then\n stop [this script v]\n end\n if <(ステージ) > [9]> then\n hide variable [self time 自己タイム v]\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [9]> then\n show\n if <touching (キャラ2 v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\n@世界記録\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <not <(ステージ) = [9]>> then\n hide variable [☁ world record v]\n else\n show variable [☁ world record v]\n end\nend\n\nwhen I receive [ゴチスタートゴチスター v]\nforever\n if <([costume # v] of [ステージ v]) = [9]> then\n if <(☁ world record) > (self time 自己タイム)> then\n set [☁ world record v] to (self time 自己タイム)\n end\n end\nend\n\nset [☁ world record v] to [4649]\n\n@無題190_20240217081715\n\nwhen flag clicked\ngo to x: (475) y: (49)\nhide\n\nwhen I receive [次のステージ v]\ngo to [front v] layer\nif <(ステージ) = [9]> then\n hide\nend\ngo to x: (475) y: (49)\nshow\nstart sound [Collect v]\nrepeat (17)\n change x by (-30)\nend\nwait (0.5) seconds\nrepeat (17)\n change x by (-30)\nend\nbroadcast (スタート v)\nhide\n\nwait (1.8) seconds\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [12]> then\n show\n change [color v] effect by (25)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (キャラ2 v)?> then\n broadcast (次のステージ v) and wait\n wait (1) seconds\n change [ステージ v] by (1)\n end\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [9]> then\n show\n broadcast (ゴール v)\n show variable [☁ world record v]\n wait (1) seconds\n else\n hide\n end\nend\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (41) y: (97)\nhide\nforever\n if <<(ステージ) = [13]> and <key ((join [enter] []) v) pressed?>> then\n show\n end\n if <touching (キャラ2 v)?> then\n repeat until <not <touching (キャラ2 v)?>>\n broadcast (次のステージ v)\n change [ステージ v] by (1)\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\n@スプライト9\n\nwhen flag clicked\nforever\n if <<[-245] < (x position)> and <<(ステージ) = [15]> and <key ((join [enter] []) v) pressed?>>> then\n broadcast (次のステージ v)\n change [ステージ v] by (1)\n change [裏裏裏裏裏ゴール達成者 v] by (1)\n end\nend\n\n@スプライト10\n\nif then\nend\n\n@スプライト4\n\nwhen this sprite clicked\nbroadcast (ととととt v)\n\nwhen I receive [ゴチスタートゴチスター v]\nshow\n\nwhen flag clicked\nhide\n\n@Control stick\n\nwhen flag clicked\nbroadcast (はじめ絵 v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n stick drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine stick drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(stick Power) > (MAX stick)> then\n move ((MAX stick) - (stick Power)) steps\n set [stick power v] to (MAX stick)\n end\n set [stick power v] to ((stick Power) / (MAX stick))\n set [stick x v] to ((stick Power) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((stick Power) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [左利き v]\ngo to x: (170) y: (-115)\n\nwhen I receive [右利き v]\ngo to x: (-170) y: (-115)\n\nwhen I receive [はじめ絵 v]\nwait (0) seconds\nset [myself v] to [Control stick]\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\ngo to x: (-170) y: (-115)\n\nwhen I receive [設定 v]\nforever\n set [stick x v] to [0]\n set [stick y v] to [0]\nend\n\nwhen I receive [設定再び v]\nbroadcast (はじめ絵 v)\ndelete this clone\n\nwhen I receive [ゴチスタートゴチスター v]\nshow\n\nwhen flag clicked\nhide\n\n@Button2\n\nwhen I receive [設定 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (左利き v) and wait\n\nwhen I receive [設定再び v]\nhide\n\nwhen flag clicked\nhide\n\n@Button3\n\nwhen this sprite clicked\nbroadcast (右利き v) and wait\n\nwhen I receive [設定 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [設定再び v]\nhide\n\nwhen flag clicked\nhide\n\n@スプライト11\n\nwhen flag clicked\nhide\n\nwhen I receive [設定 v]\nshow\n\nwhen I receive [設定再び v]\nhide\n\nwhen flag clicked\nhide\n\n@Button4\n\nwhen flag clicked\nswitch costume to (button3-a v)\nshow\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nset size to (100) %\nwait (0) seconds\nset size to (90) %\nwait (0) seconds\nset size to (100) %\nbroadcast (設定 v)\nswitch costume to (button3-a v)\nhide\n\nwhen I receive [設定再び v]\nshow\n\nforever\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴチスタートゴチスター v]\nshow\n\n@スプライト12\n\nwhen this sprite clicked\nbroadcast (設定再び v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [設定 v]\nshow\n\nwhen flag clicked\nhide\n\n@スプライト13\n\nwhen I receive [設定 v]\ngo [backward v] (9) layers\nshow\n\nwhen I receive [設定再び v]\ngo [forward v] (9) layers\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (1) seconds\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [pinwheel colour v] to [0]\nset [pinwheel brightness v] to [0]\nset [energy v] to [0]\nset [sequence v] to [0]\nstart sound [Cool lntro Music v]\nwait (0) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nShockwave\nTween Screen x [-10] y [10]\nTween Screen x [10] y [-5]\nTween Screen x [0] y [0]\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nShockwave\nrepeat (10)\n change [cam x v] by (((10) - (Cam X)) / (3))\n change [cam y v] by (((10) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nrepeat (10)\n change [cam x v] by (((0) - (Cam X)) / (3))\n change [cam y v] by (((0) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nwait (0.3) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nGrid Explosion\nShockwave\nrepeat (10)\n change [cam x v] by (((-10) - (Cam X)) / (3))\n change [cam y v] by (((10) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\nrepeat (30)\n change [cam x v] by (((0) - (Cam X)) / (3))\n change [cam y v] by (((0) - (Cam Y)) / (3))\n change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\nwait (0.1) seconds\nbroadcast (ゴチスタートゴチスター v)\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [1]> then\n switch costume to (name v)\n set size to (0) %\n set [i1 v] to [0]\n repeat (30)\n set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n change size by (i1)\n point in direction ((90) + ((i1) / (5)))\n go to x: (Cam X) y: (Cam Y)\n end\n set size to (0) %\n set [i1 v] to [0]\n repeat (30)\n set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n change size by (i1)\n point in direction ((90) + ((i1) / (5)))\n go to x: (Cam X) y: (Cam Y)\n go [forward v] (1) layers\n end\n set [i1 v] to [90]\n repeat (30)\n go [forward v] (1) layers\n change [i1 v] by (((450) - (i1)) / (5))\n go to x: (Cam X) y: (Cam Y)\n point in direction (i1)\n go to x: (Cam X) y: (Cam Y)\n end\n set [sequence v] to [1]\n set [clone id v] to [6]\n create clone of (_myself_ v)\n delete this clone\nelse\n if <(Clone ID) = [2]> then\n go to [back v] layer\n set size to (100) %\n repeat (10)\n switch costume to (blank v)\n change size by ((size) / (3))\n switch costume to (pinwheel circle v)\n turn right (2) degrees\n go to x: (Cam X) y: (Cam Y)\n end\n repeat until <(Sequence) = [1]>\n turn right (2) degrees\n go to x: (Cam X) y: (Cam Y)\n set [color v] effect to (Pinwheel Colour)\n set [brightness v] effect to (Pinwheel Brightness)\n set [whirl v] effect to ((Pinwheel Colour) * (0.7))\n end\n delete this clone\n else\n if <(Clone ID) = [3]> then\n switch costume to (spline1 v)\n set size to ((size) * ((1) + (energy))) %\n point in direction (i1)\n set [i1 v] to [0]\n set [brightness v] effect to (brightness)\n repeat (10)\n change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((size) / (100))) - (i1)) / (7))\n go to x: ((x) + (Cam X)) y: ((y) + (Cam Y))\n move (i1) steps\n end\n repeat (9)\n change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((size) / (100))) - (i1)) / (7))\n go to x: ((x) + (Cam X)) y: ((y) + (Cam Y))\n move (i1) steps\n next costume\n end\n delete this clone\n else\n if <(Clone ID) = [4]> then\n switch costume to (square1 v)\n go [backward v] (1) layers\n set size to (0) %\n point in direction (45)\n repeat (30)\n change size by (((500) - (size)) / (7))\n go to x: (Cam X) y: (Cam Y)\n end\n repeat (30)\n switch costume to (blank v)\n change size by (((1300) - (size)) / (7))\n switch costume to (square1 v)\n go to x: (Cam X) y: (Cam Y)\n end\n delete this clone\n else\n if <(Clone ID) = [5]> then\n switch costume to (square2 v)\n go [backward v] (1) layers\n set size to (0) %\n point in direction (45)\n repeat (30)\n change size by (((200) - (size)) / (7))\n go to x: (Cam X) y: (Cam Y)\n end\n repeat (30)\n switch costume to (blank v)\n change size by (((1300) - (size)) / (7))\n switch costume to (square2 v)\n go to x: (Cam X) y: (Cam Y)\n end\n delete this clone\n else\n if <(Clone ID) = [6]> then\n switch costume to (screencamlense v)\n set [color v] effect to (Pinwheel Colour)\n set [brightness v] effect to (Pinwheel Brightness)\n set size to (0) %\n repeat (30)\n switch costume to (blank v)\n change size by (((1200) - (size)) / (4))\n switch costume to (screencamlense v)\n end\n delete this clone\n else\n if <(Clone ID) = [7]> then\n switch costume to (shockwave v)\n repeat (50)\n switch costume to (blank v)\n change size by (((300) - (size)) / (10))\n switch costume to (shockwave v)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\ndefine Explosion x (x) y (y) size (size)\nset [brightness v] to [-10]\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [x v] to (x)\nset [y v] to ((y) - (5))\nset [size v] to (size)\nrepeat (12)\n create clone of (_myself_ v)\n change [i1 v] by (30)\nend\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (size)\nset [brightness v] to [0]\nrepeat (12)\n create clone of (_myself_ v)\n change [i1 v] by (30)\nend\n\ndefine Tween Screen x (x) y (y)\nrepeat (10)\n change [cam x v] by (((x) - (Cam X)) / (3))\n change [cam y v] by (((y) - (Cam Y)) / (3))\nend\n\ndefine Grid Explosion\nset [energy v] to [1]\nset [c1 v] to [-150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\n\ndefine Shockwave\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\n\n@スプライト14\n\nwhen I receive [ゴチスタートゴチスター v]\nrepeat (2)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n change x by (2)\n if <(x position) > [400]> then\n set x to (-420)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <[5] = ([costume name v] of [ステージ v])> then\n hide\n end\nend\n\n@オブジェクト\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nbroadcast (メッセージ1 v)\nwait (1) seconds\nnext costume\n\nwhen I receive [ゴチスタートゴチスター v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\n\n
\n「From the deginning」Push it!\n【⚡❤️と⭐とフォロー本当にお願いします⚡】l【⚡Please give me ❤️&⭐and follows.⚡】\n【❤と⭐3000目指しているのでぜひ押してください】【I'm aiming for ❤ and ⭐3000, so please press!】\n\n日本語は下です。\n--------------------------How to operate---------------------------\n\nNote⚠\n Be sure to press the flag twice\n\nJump with the up keys.\n\nmove left and right with the left and right keys.\nThat's all for the basic operation. \nBy the way, there is even a back-to-back back\nto-back goal. Good luck!\nIf you were able to make it to the back and back of the back goal, please comment in the comments section and say, \n"Yay!"\n\n If you're going to advertise, be sure to follow us!\n\n\nーーーーーーーーーー操作方法---------ー\n注意⚠必ず旗は2回押してください\n上キーでジャンプ、\n左右キーで左右に動かす。\n基本操作は以上。\nちなみに裏裏裏裏裏ゴールまであります。がんばってください。\n\n裏裏裏裏裏ゴールまで行けたひとはコメント欄でぜひ\n\n「やっほーい!」\n\nとコメントしてね!宣伝するなら必ずフォローしてね!\n\nーーーーーーーーリメイクポイントーーーーーーーーー\n・針をリアルにした\n・背景をよりパワーアップ\n・NEXT背景のリニューアル\n・サムネの精度を上げました\n etc…\n\n\n\n\n\n\n\n拡散してくれた人名前を書きます\n@yu112137様\n@nyanyanyann様\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n@\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nサムネ文字:https://ja.cooltext.com/ さま\n背景:@Gdlo_Dwas73様\nイントロ:@YouRenTan様\n看板:@SMEcreater様という日本scratch界の神様\nREMAKE版の吹き出し:@YY-H様\nmobileマーク:@Chickenhermit様\n音楽:@-Xaf-様\n         借 り す ぎ \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSorry, mobile players are limited to the back goal. If you can get to that point, it's the same as the Ura Ura Ura Ura goal, so comment, "Yay!"\n\n申し訳ありませんモバイル勢は裏裏ゴールまでとなっております。そこまでいけたらもう裏裏裏裏裏ゴールと同じなので「やっほーい!」とコメントしてね!\n\n\n\n\n\n\n\n\n\n\n\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games
【忍者のplatformer】【忍者的platformer】
@Stage\n\n@prayer\n\ndefine 動作\nset rotation style [left-right v]\nset size to (70) %\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1.1)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [x v] by (1.1)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <touching (氷 v)?> then\n set [x v] to ((x) * (0.97))\nelse\n set [x v] to ((x) * (0.89))\nend\nchange x by (x)\nif <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (1)\nend\nchange y by (-1)\nif <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [13.5]\n start sound [Motion-Swish03-4 v]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<[0] > (mouse y)> and <mouse down?>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player1 v)\nend\nif <touching (水 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n set [y v] to [2]\n else\n set [y v] to [-0.5]\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nclear graphic effects\nshow\nforever\n 動作\n if <<[-175] > (y position)> or <touching (生姜物 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n go to x: (-200) y: (0)\n end\n if <[230] < (x position)> then\n broadcast (次 v)\n wait (0.1) seconds\n go to x: (-200) y: (0)\n end\nend\n\nwhen I receive [intro end v]\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [20180320NINJA v] until done\nend\n\nwhen [timer v] > (0)\nhide\n\n@ステージ\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (-30)\nswitch costume to (line v)\nshow\n\nwhen [timer v] > (0)\nhide\n\n@スプライト1\n\nwhen flag clicked\nforever\n reset timer\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0)\nclear graphic effects\n\n@生姜物\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (-60)\nswitch costume to (コスチューム2 v)\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nset rotation style [all around v]\npoint in direction (90)\nforever\n if <([costume # v] of [ステージ v]) = [3]> then\n set rotation style [left-right v]\n point in direction (90)\n repeat (15)\n change x by (-8)\n end\n point in direction (-90)\n repeat (30)\n change x by (8)\n end\n point in direction (90)\n repeat (15)\n change x by (-8)\n end\n else\n set rotation style [all around v]\n go to x: (0) y: (-60)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (-30)\n\nwhen [timer v] > (0)\nhide\n\n@スプライト3\n\n
      ☆【目指せ傾向10p以内!】☆\n↓(臺灣語的說明在下面)↓(中文的说明在下面)↓\n\n(日本語)\n使い方\nPC:wsadキー又は矢印キーで操作\nモバイル:タップで操作\n_________________________\n\n自作プラットフォーマー第3号です!\n今回はかなり短めですがイラストとかに少しこだわりました!\n❤️と⭐️押してね!\n\n\n(中文(繁體字))\n使用方法:用箭頭鍵或點選操作\n_________________________\n\n自制platformer第3號!如果能按❤️和⭐️就太好了!\n\n\n(中文(简体字))\n使用方法:用箭头键或点击操作。\n_________________________\n\n自制platformer第3号!\n这次虽然很短,但是对插图等有点讲究!\n❤️和⭐️按一下吧!
棒人間?【KUROMAME】 #asure9 #Platformer #kuromame #game #online
@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\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (タイム))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [今やっている人 v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [タイム v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join [.] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join ((t) mod (6)) (タイム))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [タイム v] to (join ['] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [タイム v] to (join [:] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [タイム v] to (join ((t) mod (10)) (タイム))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [今やっている人 v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (5400) (166)\nsetup clone at x,y: (3022) (88)\nsetup clone at x,y: (1150) (110)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound (pick random (1) to (7)) until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@rqqqLevel2\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@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen [timer v] > (0)\ngo to [front v] layer\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)\n if <(username) = [ksinniti]> then\n set [brightness v] effect to (0)\n end\nelse\n if <<(username) = ([last fastest v] of [game v])> = [ksinniti]> then\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <touching color (#fbff00)?> then\n change [brightness v] effect by (50)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nset [fisheye v] effect to (0)\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\nforever\n if <(username) = [ksinniti]> then\n repeat (10)\n change [brightness v] effect by (25)\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <touching color (#fbff00)?> then\n if <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\n end\n end\nend\n\nchange [pixelate v] effect by (15)\n\nif <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\nend\n\nstop [this script v]\n\nset [whirl v] effect to (0)\n\nset [fisheye v] effect to (0)\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\n\nchange [color v] effect by (25)\n\nrepeat (10)\n\nwhen flag clicked\nforever\n if <touching color (#ffffff)?> then\n change [@player sy v] by (2.5)\n end\nend\n\n
全然伸びなくて泣く\n量産型でもええやん…()\n2pで沈没しました...\n【旗複数回押し必須】\nタイム教えて\n主は最速31.1\nふざけて作ったのでバグがあるかも\n黒豆だね言うまでもない\n誰かと待ち合わせしたほうがいいかも\n───────────────────────────────────\n【Level】\n★★★★☆\n────────────────────────────────────【操作方法】\nジャンプ上キー\nJump is up key\nしゃがむ下キー\nCrouch down key\n進む左右キー\nMove forward with left and right keys\n大ジャンプ下キーからの上キー\nFor a big jump, press down key then up key\n────────────────────────────────────・最奥部には、秘密の部屋が...?\nパラシュートで行ってみてね!\n隠しキャラ総勢24体います探してみてね!\n\n───────────────────────────────────拡散してくれた人\n@takatoshi11\n@_motomotio_sabu\n@sukuraxtutiou\n
NEON scrolling Platformer 2 #neon
@Stage\n\nwhen flag clicked\nforever\n play sound [Dex Arson - Machina v] until done\n wait (0.3) seconds\nend\n\n@Player\n\nwhen flag clicked\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level v] to [1]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nReset Player\nwait (0) seconds\nforever\n Player Movement\nend\n\ndefine Gravity\nchange [speed y v] by (gravity)\nchange y by (speed y)\nif <touching color (#41adff)?> then\n Of the Ground Y\n if <(gravity) = [-1.3]> then\n if <<key (up arrow v) pressed?> and <(jump) = [1]>> then\n set [jump v] to [0]\n set [speed y v] to [15]\n end\n else\n if <<key (down arrow v) pressed?> and <(jump) = [1]>> then\n set [jump v] to [0]\n set [speed y v] to [-15]\n end\n end\nend\n\ndefine Move\nif <key (right arrow v) pressed?> then\n change [speed x v] by (2)\nend\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\nend\nset [speed x v] to ((speed x) * (0.8))\nchange x by (speed x)\nif <touching color (#41adff)?> then\n Of the Ground X\nend\n\ndefine Scrolling\nset [scroll x v] to (round ((x position) / (5)))\nset [scroll y v] to (round ((y position) / (5)))\ngo to x: ((x position) - (SCROLL X)) y: ((y position) - (SCROLL Y))\nif <(SCROLL Y) < [-20]> then\n broadcast (Game Over v)\nend\nif <(SCROLL Y) > [30]> then\n broadcast (Game Over v)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nswitch costume to (circle v)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nbroadcast (Restart v)\nstop [this script v]\n\ndefine Touch\nif <touching color (#ff3b3b)?> then\n broadcast (Game Over v)\n stop [this script v]\nend\nif <touching color (#ffe900)?> then\n if <(gravity) = [-1.3]> then\n set [speed y v] to [20]\n else\n set [speed y v] to [-20]\n end\nend\nif <touching color (#37ff00)?> then\n stop [other scripts in sprite v]\n change [level v] by (1)\n broadcast (Restart v)\n stop [this script v]\nend\n\nwhen I receive [restart v]\nwait (0) seconds\nforever\n wait until <touching color (#ce19ff)?>\n if <(gravity) = [-1.3]> then\n set [gravity v] to [1.3]\n else\n set [gravity v] to [-1.3]\n end\n wait until <not <touching color (#ce19ff)?>>\nend\n\ndefine Of the Ground Y\nif <(speed y) < [1]> then\n repeat until <not <touching color (#41adff)?>>\n change y by (1)\n end\n if <(gravity) = [-1.3]> then\n set [jump v] to [1]\n end\nelse\n repeat until <not <touching color (#41adff)?>>\n change y by (-1)\n end\n if <(gravity) = [1.3]> then\n set [jump v] to [1]\n end\nend\nset [speed y v] to [0]\n\ndefine Of the Ground X\nif <(speed x) < [1]> then\n repeat until <not <touching color (#41adff)?>>\n change x by (1)\n end\nelse\n repeat until <not <touching color (#41adff)?>>\n change x by (-1)\n end\nend\nset [speed x v] to [0]\n\ndefine Reset Player\nset [jump v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [gravity v] to [-1.3]\ngo to x: (-198) y: (-53)\ngo to [front v] layer\n\ndefine Player Movement\nswitch costume to (hitbox v)\nGravity\nMove\nTouch\nScrolling\nswitch costume to (circle v)\n\n@Level\n\ndefine Glow\nerase all\nset [ghost v] effect to (98)\nrepeat (16)\n turn right (22.5) degrees\n repeat (10)\n move (1) steps\n stamp\n end\n move (-10) steps\nend\nclear graphic effects\npoint in direction (90)\n\nwhen I receive [restart v]\ngo to x: (0) y: (0)\nswitch costume to (level.1 v)\nforever\n go to x: ((x position) - (SCROLL X)) y: ((y position) - (SCROLL Y))\n switch costume to (join [level.] (LEVEL))\n Glow\nend\n\n@Thumbnail\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
---NEON scrolling Platformer 2--- \n\n|https://turbowarp.org/934112681|- TurboWarp\n\nThe character is controlled by arrows. The blue platforms are the earth. The red triangles are spikes. The yellow stripe is a trampoline. The green oval is the transition to the next level. The purple arrows are a change of gravity.
Creature's Generic Platformer #trending #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop0 v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\n@Level\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [12]> then\n hide list [link v]\nend\n\nwhen flag clicked\nshow list [link v]\nswitch costume to (costume1 v)\n\n@Spike\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next v]\nnext costume\n\n@Player\n\nwhen flag clicked\nset size to (120) %\nset [lv v] to [1]\nhide\ngo to x: (-191) y: (70)\n\nwhen I receive [next v]\ngo to x: (-214) y: (-70)\nif <(lv) = [11]> then\n go to x: (-200) y: (130)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (20)\n change size by (-7)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nshow\ngo to x: (-214) y: (-14)\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n switch costume to (idle v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n switch costume to (jump v)\n set [y v] to [13]\n end\n change y by (1)\n if <(x position) > [238]> then\n change [lv v] by (1)\n broadcast (Next v)\n end\n if <touching (spike v)?> then\n broadcast (Dead v)\n wait (0.25) seconds\n start sound [Crunch v]\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n go to x: (-206) y: (-70)\n if <(lv) = [11]> then\n go to x: (-200) y: (130)\n end\n set [y v] to [0]\n set [x v] to [0]\n repeat (10)\n set [pixelate v] effect to (0)\n change [ghost v] effect by (-10)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n play sound [bensound-hipjazz v] until done\nend\n\n
NEW PLATFORMER OUT NOW!\nhttps://scratch.mit.edu/projects/948705728/\n\nArrow Keys / WAD / tap\n\n#3 on Tutorials\n#26 on Stories\n#29 on Animations\n#30 when you search up 'platformer'\n#37 on Music\n#51 on Games\n#54 on Art\n\n300 loves WHAAT????\n\nおお。 これらの言葉を見てください。 日本語ですよ! なんて面白いの?! なぜ日本語なのでしょうか? そのようなことの原因、メタ原因、そして最終的な原因は何でしょうか? ...特に私は日本語がわからないので!
Pizza Quest~A Platformer
@Stage\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n wait (1) seconds\n change [score v] by (1)\n end\nend\n\n@Sprite1\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (180)\npoint in direction (pick random (360) to (-360))\nshow\nset size to (pick random (20) to (26)) %\nset [ghost v] effect to (pick random (70) to (60))\nforever\n change y by (-10)\n if <(y position) < [-180]> then\n go to x: (pick random (-200) to (200)) y: (180)\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [change scene v]\nforever\n create clone of (_myself_ v)\nend\n\n@player\n\nwhen flag clicked\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 ((speedx) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speedx v] to [0]\n end\n set [last value v] to (y position)\n change y by ((pseedy) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(pseedy) < [0]> then\n set [falling v] to [0]\n end\n set [pseedy v] to [0]\n end\nend\n\ndefine check touching solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick-player v]\ncontrols-up and down\ncontrols #left#right\nmove-in steps (([abs v] of (speedx) ) + ([abs v] of (pseedy) ))\nSet Costume\n\ndefine controls-up and down\nif <<key (up arrow v) pressed?> or <mouse down?>> then\n if <(falling) < [3]> then\n set [pseedy v] to (jump force)\n end\nend\nchange [pseedy v] by (gravity)\n\ndefine controls #left#right\nset [keyx v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + <mouse down?>)\nif <(KeyX) = [0]> then\n if <([abs v] of (speedx) ) < [1]> then\n set [frame v] to [0]\n set [speedx v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speedx v] by ((KeyX) * (acceleration))\n point in direction ((KeyX) * (90))\n change [frame v] by (1)\nend\nset [speedx v] to ((speedx) * (resistence))\n\ndefine #reset#begin#level\ngo to x: (-147) y: (-9)\nset [scene# v] to [1]\nset [pseedy v] to [0]\nset [speedx v] to [0]\nset [falling v] to [99]\nbroadcast (game loop v)\nbroadcast (change scene v)\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 scene# ((scene#) + (1)) go to x: [-235]\nend\nif <(x position) < [-235]> then\n begin scene# ((scene#) + (-1)) go to x: [235]\nend\n\ndefine begin scene# (scene#) go to x: (x)\nset [scene# v] to (scene#)\nset x to (x)\nbroadcast (change scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nfix collision in direction [0]\nSet Costume\nbroadcast (game loop v)\n\ndefine fix collision in direction (dir)\nset [tempo v] to (direction)\npoint in direction (dir)\nset [distance v] to [1]\nrepeat (200)\n check touching solid\n if <(touching) < [1]> then\n point in direction (tempo)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick first v]\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(falling) > [1]> then\n if <(pseedy) > [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 (stand v)\nend\n\nwhen I receive [lose v]\ngo to x: ( -175) y: (114)\n\nwhen I receive [start v]\ngo to x: (-175) y: (114)\npoint in direction (90)\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [resistence v] to [0.8]\n#reset#begin#level\n\n@level\n\nwhen flag clicked\nswitch costume to (scene1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(costume [name v]) = [scene11]> then\n broadcast (mc\ v)\n change [score v] by (0)\n set [score v] to (score)\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [scene] (scene#))\n\n@f83b4e37fcecaad2d94ae182c7cca62f\n\nwhen flag clicked\nhide\nset [☁ secret pizzas v] to [0]\nforever\n play sound [Freddy's Music box v] until done\nend\n\n@DJLENZ\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-124) y: (0)\nglide (1) secs to x: (30) y: (0)\nglide (1) secs to x: (-100) y: (0)\nglide (1) secs to x: (0) y: (100)\nglide (1) secs to x: (0) y: (0)\nwait (0) seconds\nrepeat (2)\n turn right (15) degrees\n wait (0) seconds\n change size by (-20)\n wait (0) seconds\n turn left (30) degrees\n wait (0) seconds\n change size by (-20)\n point in direction (90)\nend\nhide\nbroadcast (START v)\n\nwhen flag clicked\nshow\n\ndelete this clone\n\nhide\n\n@spike\n\nwhen flag clicked\nswitch costume to (scene1 v)\nset [score v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide variable [score v]\nhide variable [☁ world record v]\nforever\n if <touching (player v)?> then\n broadcast (LOSE v)\n change [score v] by (-1)\n if <(score) > (☁ world record)> then\n set [☁ world record v] to (score)\n end\n end\n if <(score) = [100]> then\n broadcast (SCORE1 v)\n end\n if <(score) = [200]> then\n broadcast (SC2 v)\n end\n if <(score) = [300]> then\n broadcast (SC3 v)\n end\n if <(score) = [400]> then\n broadcast (SC4 v)\n end\n if <(score) = [500]> then\n broadcast (SC5 v)\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [scene] (scene#))\nif <(costume [number v]) = [10]> then\n broadcast (mc\ v)\nend\n\nwhen I receive [start v]\nshow variable [☁ world record v]\nshow variable [score v]\n\nwhen I receive [start v]\nif <key (right arrow v) pressed?> then\n wait (1) seconds\n change [score v] by (1)\nend\n\n@pizza\n\nwhen flag clicked\nhide variable [☁ secret pizzas v]\n\nwhen I receive [change scene v]\nshow\nclear graphic effects\nswitch costume to (join [scene] (scene#))\n\nglide (0.5) secs to x: (0) y: (3)\n\nwhen I receive [start v]\nshow\nshow variable [☁ secret pizzas v]\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n glide (0.5) secs to x: (0) y: (3)\n glide (0.5) secs to x: (0) y: (-2)\n if <touching (player v)?> then\n glide (0.2) secs to x: (0) y: (78)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [☁ secret pizzas v] to ((☁ Secret Pizzas) + (1))\n if <(☁ Secret Pizzas) = [10]> then\n broadcast (PIZZA COMPLERE v)\n end\n end\nend\n\n@secret pizza indicator\n\nwhen flag clicked\nset [☁ secret pizzas v] to [0]\nhide\ngo to x: (36) y: (200)\n\nwhen I receive [pizza complere v]\nswitch costume to (costume1 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [score1 v]\nswitch costume to (costume2 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [sc2 v]\nswitch costume to (costume3 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [sc3 v]\nswitch costume to (costume4 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [sc4 v]\nswitch costume to (costume5 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [sc5 v]\nswitch costume to (costume6 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [mc\ v]\ngo to [front v] layer\nswitch costume to (costume7 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\n
woah 3000+ views\n\npart2 ~ https://scratch.mit.edu/projects/941527294/\narrow keys \nget 10 secret pizzas to complete a mission\ntouch spike -10\nbeat world record\nSCORE 100 TO COMPLETE A MISSION\nSCORE 200 COMPLETE A MISSION\nSCORE 300 COMPLETE A MISSION\nSCORE 400 COMPLETE A MISSION\nSCORE 500 COMPLETE A MISSION\n50 likes for a part2\nin part2 \ni will add more missions and more score awards\nand enemies...........\n
❆online❆ Stick man platformer!!! snowy mountain
@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@スプライト3\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)?> or <touching (level3 v)?>> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online2 v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE2)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until < or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join [Fastest: ] (join (join (@Fastest Player) [: ]) (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 set [kimitatihadoutobunoka? v] to [0]\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)?>> or <touching (level3 v)?>> then\n next costume\n if <<<touching (level v)?> or <touching (moving platform v)?>> or <touching (level3 v)?>> then\n next costume\n if <<<touching (level v)?> or <touching (moving platform v)?>> or <touching (level3 v)?>> then\n next costume\n if <<<touching (level v)?> or <touching (moving platform v)?>> or <touching (level3 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)?>> or <touching (level3 v)?>> then\n switch costume to (slope3 v)\n if <<<touching (level v)?> or <touching (moving platform v)?>> or <touching (level3 v)?>> then\n switch costume to (slope2 v)\n if <<<touching (level v)?> or <touching (moving platform v)?>> or <touching (level3 v)?>> then\n switch costume to (slope1 v)\n if <<<touching (level v)?> or <touching (moving platform v)?>> or <touching (level3 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)?>> or <touching (level 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\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\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\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\nset [fastest v] to [0]\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nforever\n if <<touching (level2 v)?> and <touching color (#f170ea)?>> then\n start sound [ワープ v]\n set [@spawn x v] to [-540]\n set [@spawn y v] to [2120]\n set [@player y v] to [2500]\n end\nend\n\nset [@player x v] to [0]\n\nwhen [v v] key pressed\nif <key (b v) pressed?> then\n set [@player die v] to [1]\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) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬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@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: (-360) (1150) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-440) (1200) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-360) (1250) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-440) (1350) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-360) (1450) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-320) (1550) typ [13] width [220] time [0] costume [3white] mul []\nsetup clone at x,y: (-400) (2700) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-240) (2800) typ [20] width [105] time [0.7] costume [] mul []\nset [showing v] to [-1]\n\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\n\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 []\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@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: (-418) (3477)\nsetup clone at x,y: (-401) (2918)\nsetup clone at x,y: (-470) (1776)\nsetup clone at x,y: (-444) (956)\nsetup clone at x,y: (-350) (-7)\nset [showing v] to [-1]\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Thousand_Absolutes_Xaf_Remix v] until done\n end\nend\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@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\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@Level2\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\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\ngo to [back v] layer\n\n@スプライト1\n\nwhen flag clicked\nset [エンロ終わり v] to [0]\nhide\ngo to x: (0) y: (-700)\n\nwhen I receive [エンロ v]\nshow\nrepeat until <(y position) > [549]>\n go to [front v] layer\n change y by (0.5)\nend\nset [エンロ終わり v] to [1]\nhide\n\nwhen I receive [エンロ v]\nrepeat until <(エンロ終わり) = [1]>\n set [@player y v] to [1000]\n set [@player x v] to [2000]\nend\nset [@player y v] to [4949]\nset [@player x v] to [-190]\n\n@えんろる\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\n\nset [showing v] to [2]\n\nchange [@totalflags v] by (-1)\nif <(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\nend\nif <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\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 on screen\n show\n set [showing v] to [1]\n end\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 (costume7 v)\nset [flag count v] to [0]\nsetup clone at x,y: (400) (5277)\nset [showing v] to [-1]\n\nwhen I start as a clone\nforever\n wait (0.2) seconds\n next costume\n if <touching (player v)?> then\n broadcast (エンロ v)\n set [えんろるみた? v] to [みた]\n end\nend\n\n@セカランリストの表示と全てのリセット2\n\nwhen I receive [worldranking変換 v]\nset [worldrankingリストの番号 v] to [2]\nrepeat until <(WORLDRANKINGリストの番号) = [6]>\n if <not <(letter (4) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) = [:]>> then\n set [セカラン名前 v] to [6]\n set [time分解 v] to (round ((join (join (join (letter (1) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) (letter (2) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) (letter (3) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) (letter (4) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) / (3)))\n else\n set [セカラン名前 v] to [5]\n set [time分解 v] to (round ((join (join (letter (1) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) (letter (2) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) (letter (3) of (item (WORLDRANKINGリストの番号) of [世界ランキング v]))) / (3)))\n end\n set [time分解(10分) v] to [0]\n set [time分解(0.1秒) v] to [0]\n set [time分解(10秒) v] to [0]\n set [time分解(分) v] to [0]\n set [time分解(秒) v] to [0]\n set [time分解(0.1秒) v] to (letter (length of (TIME分解)) of (TIME分解))\n set [time分解(秒) v] to (letter ((length of (TIME分解)) - (1)) of (TIME分解))\n repeat until <(TIME分解) < [600]>\n if <<(TIME分解) = [600]> or <(TIME分解) > [600]>> then\n change [time分解 v] by (-600)\n change [time分解(分) v] by (1)\n end\n end\n set [time分解(10秒) v] to (letter ((length of (TIME分解)) - (2)) of (TIME分解))\n set [リストの表示数 v] to (join (join (join (join (join (TIME分解(分)) [']) (TIME分解(10秒))) (TIME分解(秒))) [.]) (TIME分解(0.1秒)))\n if <(セカラン名前) = [6]> then\n set [セカラン名前今どこ v] to [0]\n set [セカラン名前変数 v] to []\n set [セカラン名前引く v] to [0]\n repeat until <(セカラン名前今どこ) = [6]>\n set [セカラン名前今どこ v] to ((length of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) - (セカラン名前引く))\n change [セカラン名前引く v] by (1)\n set [セカラン名前変数 v] to (join (letter (セカラン名前今どこ) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) (セカラン名前変数))\n end\n else\n set [セカラン名前今どこ v] to [0]\n set [セカラン名前変数 v] to []\n set [セカラン名前引く v] to [0]\n repeat until <(セカラン名前今どこ) = [5]>\n set [セカラン名前今どこ v] to ((length of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) - (セカラン名前引く))\n change [セカラン名前引く v] by (1)\n set [セカラン名前変数 v] to (join (letter (セカラン名前今どこ) of (item (WORLDRANKINGリストの番号) of [世界ランキング v])) (セカラン名前変数))\n end\n end\n replace item (WORLDRANKINGリストの番号) of [world ranking v] with (join (セカラン名前変数) (join [:] (リストの表示数)))\n change [worldrankingリストの番号 v] by (1)\nend\n\nwhen flag clicked\ndelete all of [world ranking v]\nshow list [world ranking v]\nadd [bug] to [world ranking v]\nrepeat until <(length of [world ranking v]) = [5]>\n add [まだいないよ!] to [world ranking v]\nend\n\nwhen flag clicked\nset [ranking測定する? v] to [測定終了]\n\nwhen flag clicked\nset [ベストタイム v] to [0]\n\nhide list [世界ランキング v]\nhide list [世界ランキング player v]\n\ndelete all of [world ranking v]\ndelete all of [世界ランキング v]\ndelete all of [世界ランキング player v]\nset [@best time v] to [0]\nset [@crouching v] to [0]\nset [@falling v] to [0]\nset [@fastest player v] to [0]\nset [@fastest time v] to [0]\nset [@level v] to [0]\nset [@on wall v] to [0]\nset [@platform sx v] to [0]\nset [@platform sy v] to [0]\nset [@player die v] to [0]\nset [@player dir v] to [0]\nset [@player emoji v] to [0]\nset [@player mode v] to [0]\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@player x v] to [0]\nset [@player y v] to [0]\nset [@scroll x v] to [0]\nset [@scroll y v] to [0]\nset [@slope v] to [0]\nset [@spawn x v] to [0]\nset [@scroll y v] to [0]\nset [@timer v] to [0]\nset [@totalflags v] to [0]\nset [@walking v] to [0]\nset [☁ cloud1 v] to [0]\nset [☁ cloud2 v] to [0]\nset [☁ cloud3 v] to [0]\nset [☁ cloud4 v] to [0]\nset [☁ cloud5 v] to [0]\nset [☁ cloud6 v] to [0]\nset [☁ cloud7 v] to [0]\nset [☁ cloud8 v] to [0]\nset [☁ cloud9 v] to [0]\nset [☁ online2 v] to [0]\nset [☁ sekakiro v] to [0]\nset [active players v] to [0]\nset [char v] to [0]\nset [chat timer v] to [0]\nset [clones v] to [0]\nset [cnt v] to [0]\nset [cnt2 v] to [0]\nset [cnt3 v] to [0]\nset [debug v] to [0]\nset [fastest v] to [0]\nset [filtered chat v] to [0]\nset [flag count v] to [0]\nset [fps v] to [0]\nset [fps time v] to [0]\nset [frame v] to [0]\nset [j_ v] to [0]\nset [jump key v] to [0]\nset [mouse inactive v] to [0]\nset [reload v] to [0]\nset [sync frames v] to [0]\nset [t v] to [0]\nset [tag player v] to [0]\nset [temp v] to [0]\nset [test v] to [0]\nset [time v] to [0]\nset [time分解 v] to [0]\nset [time分解(0.1秒) v] to [0]\nset [time分解(10秒) v] to [0]\nset [time分解(10分) v] to [0]\nset [time分解(秒) v] to [0]\nset [time分解(分) v] to [0]\nset [worldrankingリストの番号 v] to [0]\nset [スコア(項目no) v] to [0]\nset [スコア(項目no+1) v] to [0]\nset [ベストタイム v] to [0]\nset [ランキング用 v] to [0]\nset [リストの表示数 v] to [0]\nset [交換フラグ v] to [0]\nset [交換フラグ2 v] to [0]\nset [実行フラグ v] to [0]\nset [項目no v] to [0]\nset [項目no2 v] to [0]\nset [交換フラグ v] to [0]\nset [順位_ v] to [0]\nset [世界記録表示 v] to [0]\nset [待避用変数 v] to [0]\n\nset [@best time v] to [0]\nset [@best time v] to [0]\n\nwhen I receive [飛ぶか判断 v]\nif <<(RANKING測定する?) = [そうだね]> and <not <(@Best Time) = [0]>>> then\n set [ranking測定する? v] to [測定終了]\n broadcast (スコアランキング表示 v)\nend\n\nwhen flag clicked\nif <(username) = [KANATOKO]> then\n forever\n wait (20) seconds\n broadcast (スコアランキング表示 v)\n end\nend\n\n@ランキング表示用\n\nwhen [k v] key pressed\nif <(世界記録表示) = [0]> then\n set [世界記録表示 v] to [1]\n hide list [world ranking v]\n wait until <not <key (k v) pressed?>>\nelse\n set [世界記録表示 v] to [0]\n show list [world ranking v]\n wait until <not <key (k v) pressed?>>\nend\n\ndefine 復号化\nset [char v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!"#$%&'\(\)=~|`{+*}<>?_-^\@\[;:\],./\ ]\nset [cnt v] to [0]\ndelete all of [世界ランキング v]\nif <not <(☁ sekakiro) = []>> then\n add [] to [世界ランキング v]\nend\nrepeat (((length of (☁ sekakiro)) / (2)) - (1))\n change [cnt v] by (2)\n if <(join (letter ((cnt) - (1)) of (☁ sekakiro)) (letter (cnt) of (☁ sekakiro))) = [00]> then\n add [] to [世界ランキング v]\n else\n replace item (length of [世界ランキング v]) of [世界ランキング v] with (join (item (length of [世界ランキング v]) of [世界ランキング v]) (letter (join (letter ((cnt) - (1)) of (☁ sekakiro)) (letter (cnt) of (☁ sekakiro))) of (char)))\n end\nend\n\ndefine 符号化\nset [char v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!"#$%&'\(\)=~|`{+*}<>?_-^\@\[;:\],./\ ]\nset [cnt v] to [0]\nset [temp v] to []\nrepeat (length of [世界ランキング v])\n change [cnt v] by (1)\n set [cnt2 v] to [0]\n repeat (length of (item (cnt) of [世界ランキング v]))\n change [cnt2 v] by (1)\n set [cnt3 v] to [0]\n repeat until <(letter (cnt2) of (item (cnt) of [世界ランキング v])) = (letter (cnt3) of (char))>\n change [cnt3 v] by (1)\n end\n if <(cnt3) < [10]> then\n set [temp v] to (join (temp) (join [0] (cnt3)))\n else\n set [temp v] to (join (temp) (cnt3))\n end\n end\n set [temp v] to (join (temp) [00])\nend\nset [☁ sekakiro v] to (temp)\n\ndefine 順位判定\nset [順位_ v] to [1]\nrepeat until <(順位_) > [5]>\n if <(join (@Best Time) (join [:] (username))) = (item (順位_) of [世界ランキング v])> then\n change [順位_ v] by (1)\nend\n\ndefine スコア(項目No)取り出し\nset [スコア(項目no) v] to []\nset [j_ v] to [1]\nrepeat until <(j_) > [4]>\n if <not <(letter (j_) of (item (項目No) of [世界ランキング v])) = [:]>> then\n set [スコア(項目no) v] to (join (スコア(項目No)) (letter (j_) of (item (項目No) of [世界ランキング v])))\n end\n change [j_ v] by (1)\nend\n\ndefine スコア(項目No+1)取り出し\nset [スコア(項目no+1) v] to []\nset [j_ v] to [1]\nrepeat until <(j_) > [4]>\n if <not <(letter (j_) of (item ((項目No) + (1)) of [世界ランキング v])) = [:]>> then\n set [スコア(項目no+1) v] to (join (スコア(項目No+1)) (letter (j_) of (item ((項目No) + (1)) of [世界ランキング v])))\n end\n change [j_ v] by (1)\nend\n\ndefine 並び替え\nset [実行フラグ v] to [0]\nset [交換フラグ v] to [0]\nrepeat until <<(実行フラグ) > [0]> and <(交換フラグ) = [0]>>\n set [項目no v] to [0]\n change [実行フラグ v] by (1)\n set [交換フラグ v] to [0]\n repeat ((length of [世界ランキング v]) - (1))\n change [項目no v] by (1)\n スコア(項目No+1)取り出し\n スコア(項目No)取り出し\n if <(スコア(項目No+1)) < (スコア(項目No))> then\n set [待避用変数 v] to (item ((項目No) + (1)) of [世界ランキング v])\n replace item ((項目No) + (1)) of [世界ランキング v] with (item (項目No) of [世界ランキング v])\n replace item (項目No) of [世界ランキング v] with (待避用変数)\n change [交換フラグ v] by (1)\n end\n end\nend\n\nwhen I receive [スコアランキング表示 v]\nset [世界記録表示 v] to [1]\nshow\nif <not <(username) = [KANATOKO]>> then\n add (join (@Best Time) (join [:] (username))) to [世界ランキング v]\nend\n並び替え\ndelete (6) of [世界ランキング v]\n順位判定\nhide\n符号化\nbroadcast (WORLDRANKING変換 v)\n\nhide list [世界ランキング v]\n\nwhen flag clicked\nhide\nshow list [世界ランキング v]\n復号化\n\nsay (join (順位_) [位ランクイン!!]) for (3) seconds\n\nwhen flag clicked\nset [世界記録表示 v] to [0]\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat until <(@Player Y) > [200]>\n go to x: (0) y: (150)\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <not <(aaaaa) = (round (@Player Y))>> then\n change y by (((@Player Y) - (aaaaa)) / (-10))\n set [aaaaa v] to (round (@Player Y))\n end\nend\n\n@Guide\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)\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\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [BIG]>> then\n if <(Guide) = [0]> then\n hide\n else\n if <(Guide) = [1]> then\n show\n end\n end\n end\nend\n\nwhen flag clicked\nset [guide v] to [0]\nhide\n\nwhen I start as a clone\nforever\n if <key (g v) pressed?> then\n if <(Guide) = [0]> then\n wait until <not <key (g v) pressed?>>\n set [guide v] to [1]\n else\n wait until <not <key (g v) pressed?>>\n set [guide v] to [0]\n end\n end\nend\n\nshow\n\n@ha\n\nwhen flag clicked\nwait until <touching (mouse-pointer v)?>\nrepeat until <(ha-toosita?) = [1]>\n if <touching (mouse-pointer v)?> then\n set [ha-toosita? v] to [1]\n end\nend\nwait until <not <touching (mouse-pointer v)?>>\nrepeat until <(ha-toosita?) = [0]>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [ha-toosita? v] to [0]\n end\nend\nwait (0.3) seconds\n\nwait (0.5) seconds\n\n@ho\n\nwhen flag clicked\nwait until <touching (mouse-pointer v)?>\nrepeat until <(hosiosita?) = [1]>\n if <touching (mouse-pointer v)?> then\n set [hosiosita? v] to [1]\n end\nend\nwait until <not <touching (mouse-pointer v)?>>\nwait (0.3) seconds\nrepeat until <(hosiosita?) = [0]>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [hosiosita? v] to [0]\n end\nend\n\nsay [こんにちは!] for (0.1) seconds\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@s@oudane\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\n\nset [showing v] to [2]\n\nchange [@totalflags v] by (-1)\nif <(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\nend\nif <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\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 on screen\n show\n set [showing v] to [1]\n end\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 (costume7 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-418) (3477)\nset [showing v] to [-1]\n\nsetup clone at x,y: (-418) (3477)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [ranking測定する? v] to [そうだね]\n set [kimitatihadoutobunoka? v] to [1]\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(kimitatihadoutobunoka?) = [0]> then\n show\n else\n delete this clone\n end\nend\n\n@Level3\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)\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nshow\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\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [BIG]>> then\n if <(モバイルのための) = [PC]> then\n hide\n else\n if <(モバイルのための) = [もばいる]> then\n show\n end\n end\n end\nend\n\n@toberu?\n\nwhen [x v] key pressed\nif <(username) = [KANATOKO]> then\n set [@player sy v] to [15]\nend\n\nwhen [x v] key pressed\n\nif <<<<(ha-toosita?) = [1]> and <(hosiosita?) = [1]>> and <(kimitatihadoutobunoka?) = [1]>> and <(さら高クリア者) = [だよ]>> then\n set [@player sy v] to [15]\nend\n\nwhen flag clicked\nset [kimitatihadoutobunoka? v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nset [えんろるみた? v] to [まだ]\n\nwhen [x v] key pressed\nif <(ha-toosita?) = [1]> then\n if <(hosiosita?) = [1]> then\n if <(kimitatihadoutobunoka?) = [1]> then\n if <(さら高クリア者) = [だよ]> then\n set [@player sy v] to [15]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.3) seconds\n broadcast (飛ぶか判断 v)\nend\n\nwhen I receive [飛ぶか判断 v]\nif <(@Player Y) > [3600]> then\n if <(えんろるみた?) = [みた]> then\n set [さら高クリア者 v] to [だよ]\n else\n set [さら高クリア者 v] to [まだ]\n end\nelse\n set [さら高クリア者 v] to [だよ]\nend\n\nwhen I receive [飛ぶか判断 v]\nforever\n if <(@Player Y) > [4945]> then\n set [えんろるみた? v] to [みた]\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\nset [モバイルのための v] to [PC]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (36) y: (28)\nforever\n if <key (m v) pressed?> then\n delete this clone\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [モバイルのための v] to [もばいる]\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n
説明はぜっっったいに最初から最後まで読もう!\n(見ないと後悔する)\n\nモバイル専用の足場を実装!詳しくは説明を最後まで読んで!マジで読んで!!\n\n自作が多いため説明が長いです。ご了承ください。\n(説明下)(Under explanation)\n\nThis stick figure climbing is probably full of firsts in stick figure history! ! Please enjoy! !\n\nProbably the first list of stick figures ever.\n1. Stickman climbing up\n2. End credits\n3. World record! !\n4. Moving background\n5. Guide\n6. Warp Hole\n7. Forced respawn\n8. Change the texture of the original gimmick and use it\n9. Jump in the air with ★ and ♥!\n\nNote: You must be a Scratcher to play online.\n\nEnglish!\n[Operation method]\n[Movement] Arrow keys/A and D keys\n[Jump] Arrow key/W key\n[Crouch] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Crouch + move at an angle\n[Wall kick] Move to wall + jump\n[Glider] Clear then press space key\n[Send emoticons] E key/R key\n[Return to start] Q key + R key\n[See who is currently playing] N key\n[Rainbow-colored stick figure] The person with the fastest time\n[Ranking] Shortly after you reach the goal, you can check the top 5 finishers so far! You can also do this with the K key.\n(If the list is displayed but the number one is not there, it is a bug. Honestly, I don't think it will be fixed. If anyone can restore it, please leave a comment!)\n[Guide] You can show or hide the guide by pressing the G key.\nArrows will show you where to find your footing.\nRecommended when you can't clear it!\n[Aerial Jump] Only those who press ★ and ♥ can jump in the air by pressing the x key after clearing the game! \nHowever, if you attempt an extra stage, you will not be able to use mid-air jumps until you clear the extra stage or return below the goal.\n[Scaffolding for mobile only]\nI couldn't implement high jumps and long jumps, so I created a platform specifically for mobile!\nIt will appear if you tap the iPhone mark at the bottom left. If you are using a PC, press the m key to remove the iPhone mark.\n\nThank you for always playing!\nI see all the comments! !\n[Return to respawn point] Press B key + V key to return to respawn point.\n\nココから日本語!!\n\n\n恐らく棒人間史上初リスト\n1. 上に登る棒人間\n2. エンドロール\n3. 世界ランキング追加!!(詳しくは説明を見て!)\n4. 動く背景\n5. ガイド(詳しくは説明!)\n6. ワープホール(できるだけ真ん中にいて!)\n7. 強制リスポーン(説明!)\n8. 本家様のギミックのテクスチャを変えて使用\n9. ★と♥を押すと空中ジャンプできる!(説明!)\n\nNo.6&8に関しては一番下で触れています\n\n注意:オンラインプレーにはScratcherになる必要があります。\n\n日本語\n -操作-(散々出てきた説明)\n【移動】矢印キー/AとDキー\n【ジャンプ】矢印キー/Wキー\n【しゃがみ】矢印キー/Sキー/Zキー\n【高いジャンプ】しゃがみからのジャンプ\n【滑る】斜めな場所でしゃがみ+移動\n【壁キック】壁に移動+ジャンプ\n【グライダー】クリアしてからスペースキー\n【絵文字をだす】Eキー/Rキー\n【スタートに戻る】Qキー+Rキー\n【今プレイしてる人を見る】Nキー\n【虹色の棒人間】タイムが一番速い人\n【ランキング】 ゴールしたあとしばらくすると今までの上位5名が確認できる! Kキーでもできる。\n現在リストの2番が1位になるぅ。\n(リストが表示されても1位が空白なのはバグです。正直直る気がしません。戻せる人はコメントに!)\n【ガイド】Gキーでガイドを表示、非表示にできる。\n矢印が足場を教えてくれます。\nクリアできないときにお勧め!\n【リスポーン地点に戻る】Bキー+Vキーでリスポーン地点に戻れます。\n【空中ジャンプ】★と♥押してくれた人限定でクリア後にxキーで空中ジャンプができます!!\nただし、エクストラステージに挑戦すると、エクストラステージをクリアするか、ゴールより下に戻るまで空中ジャンプは使えません.\n【モバイル専用の足場】\nどうしても高いジャンプとロングジャンプを実装できなかったので、モバイル専用の足場を作りました!\n左下にあるiPhoneのマークをタップすれば現れます。PCの方は、mキーを押せばiPhoneのマークが消えます。\n\n頑張って世界一位を取ろう!!そしてキープしよう!\nKANATOKOの本気記録超えたらマジで神(29.5秒)\n\nいつも遊んでくれてありがとう!\nコメント全部見てるよ!!\n\n宣伝に関して。\n★と♥を押してくれたらいくらでも宣伝して!\nだけど一応★と♥押したか書いてね!\n\n・追・\nプログラムの製作が終わったの12/15なんだけど、\nなぜか投稿する前にドライブくんがワープホールとテクスチャ変更ギミック出してたんだよ..\nもしかして垢情報盗まれてる???\n\nまあでもワープホールは規模が違うし、テクスチャ変更ギミックもコピペじゃなくて全部自作だから違うよね?(((圧
platformer creator
@Stage\n\nwhen flag clicked\nforever\n play sound [Xyan v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\n@blank\n\n@ pixel\n\nwhen [1 v] key pressed\nset [tool v] to [1]\n\nwhen [2 v] key pressed\nset [tool v] to [2]\n\nwhen [3 v] key pressed\nset [tool v] to [3]\n\nwhen [5 v] key pressed\nif <(allowed) = [1]> then\n set [tool v] to [5]\nelse\n broadcast (not allowed v)\nend\n\nwhen I receive [editor v]\nshow\n\nwhen [6 v] key pressed\nset [tool v] to [9]\n\nwhen [7 v] key pressed\nset [tool v] to [7]\n\nwhen [4 v] key pressed\nset [tool v] to [4]\n\nwhen I receive [level done! v]\nset [tool v] to [10]\n\nwhen flag clicked\ngrid\n\ndefine grid\nswitch costume to (a v)\ngo to x: (-212) y: (120)\nrepeat (12)\n repeat (18)\n create clone of (_myself_ v)\n change x by (25)\n end\n set x to (-212)\n change y by (-25)\nend\n\nwhen flag clicked\nset [touch v] to [0]\nset [number of clones v] to [1]\nforever\n hide\nend\n\nwhen I start as a clone\nchange [number of clones v] by (1)\nset [clone # v] to (number of clones)\nset size to (160) %\nshow\nforever\n if <<<not <(touch) = [1]>> and <(playing) = [0]>> and <(s-open) = [0]>> then\n if <(clone deletion) = [1]> then\n switch costume to (a v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(touch) = [0]> then\n go to [front v] layer\n switch costume to (tool)\n end\n end\n if <(costume [name v]) = [h]> then\n set [xs v] to (x position)\n set [ys v] to (y position)\n end\n end\nend\n\nwhen I start as a clone\nwait until <(BEGIN LOAD) = [1]>\nwait until <(clone #) = (load #)>\nswitch costume to (letter #)\n\nwhen I receive [load!! v]\nwait (1) seconds\nset [load # v] to [1]\nset [letter # v] to []\nset [begin load v] to [1]\n\nwhen flag clicked\nset [xs v] to [-186]\nset [ys v] to [0]\nset [begin load v] to [0]\n\nwhen flag clicked\nwait until <(BEGIN LOAD) = [1]>\nwait (0.5) seconds\nrepeat (length of (answer))\n set [letter # v] to (letter (load #) of (answer))\n change [load # v] by (1)\nend\nwait (0.1) seconds\nset [begin load v] to [0]\n\nwhen I receive [hide v]\nset [touch v] to [1]\n\nwhen I receive [lkd23ef v]\nset [touch v] to [1]\nwait (0.3) seconds\nset [touch v] to [0]\n\nwhen [8 v] key pressed\nset [tool v] to [8]\n\nwhen flag clicked\nset [playing v] to [0]\n\nwhen I receive [editor v]\nset [playing v] to [0]\n\nwhen I receive [start v]\nset [playing v] to [1]\n\nset [allowed v] to [0]\n\nwhen flag clicked\nset [tool v] to [1]\n\n@level done\n\nwhen I receive [level done! v]\nstart sound [Tada v]\nset [1/0 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (costume1 v)\nrepeat (25)\n change size by (((100) - (size)) * (0.3))\nend\nrepeat until <(1/0) = [1]>\n set [touch v] to [1]\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n else\n go to [front v] layer\n wait (0.3) seconds\n end\nend\nhide\nset [tool v] to [1]\nset [touch v] to [1]\nbroadcast (lkd23ef v)\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset y to (-65)\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) * (0.3))\n go to [front v] layer\nend\nforever\n set [touch v] to [1]\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) * (0.3))\n else\n change size by (((100) - (size)) * (0.3))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (hide v)\n hide\n set [1/0 v] to [1]\n delete this clone\n end\nend\n\nwhen I receive [hide v]\nset [touch v] to [0]\nset size to (0) %\ngo to x: (0) y: (0)\nset [1/0 v] to [1]\nhide\ndelete this clone\n\nwhen I receive [start v]\nset [touch v] to [0]\nset size to (0) %\ngo to x: (0) y: (0)\nset [1/0 v] to [1]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [level done! v]\nrepeat until <(1/0) = [1]>\n go to [front v] layer\nend\n\n@delete\n\nwhen this sprite clicked\nset [clone deletion v] to [1]\nwait (0.2) seconds\nset [clone deletion v] to [0]\n\nwhen flag clicked\nset [clone deletion v] to [0]\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 if <<<<touching color (#5ab73a)?> or <touching color (#614931)?>> or <touching color (#98734e)?>> or <touching color (#85b7d6)?>> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <<<<touching color (#5ab73a)?> or <touching color (#614931)?>> or <touching color (#98734e)?>> or <touching color (#85b7d6)?>> 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\n if <touching color (#ffd200)?> then\n set [speed y v] to [15]\n end\n if <touching color (#ff0000)?> then\n broadcast (start v)\n end\n if <(y position) < [-179]> then\n broadcast (start v)\n end\n if <<touching color (#a6a6a6)?> or <touching color (#d4d4d4)?>> then\n broadcast (start v)\n end\n if <<touching color (#ffffff)?> or <touching color (#000000)?>> then\n set [playing v] to [0]\n broadcast (level done! v)\n broadcast (editor v)\n end\nend\n\nwhen I receive [start v]\nshow\nset [speed x v] to [0]\nset [resistance v] to ((speed) / (100))\nset [gravity v] to [-1.2]\nset [jump force v] to (jump height)\nset [acceleration v] to [1.6]\nset [speed y v] to [0]\ngo to x: (xs) y: (ys)\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (ACCELERATION)\n end\n set [speed x v] to ((speed x) * (RESISTANCE))\n change [speed y v] by (GRAVITY)\n go to [front v] layer\n move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\nwhen flag clicked\nset [jump height v] to [9]\nset [speed v] to [75]\nset [volume v] to [60]\nbroadcast (editor v)\n\nwhen I receive [editor v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set [resistance v] to ((speed) / (100))\n set [jump force v] to (jump height)\nend\n\n@settings-button\n\nwhen this sprite clicked\nbroadcast (lkd23ef v)\nif <(s-open) = [0]> then\n broadcast (settings v)\n switch costume to (costume2 v)\nend\nif <(s-open) = [1]> then\n switch costume to (costume1 v)\n broadcast (cls settings v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\ngo [backward v] (2) layers\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n end\nend\n\n@play!\n\nwhen flag clicked\ngo to x: (0) y: (-30)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [start v]\n broadcast (start v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [editor v]\n broadcast (editor v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\n\n@SCANNER\n\nwhen I receive [scan v]\nset [makecode v] to [0]\nbroadcast (editor v)\nshow\nset size to (100) %\ngo to [front v] layer\nswitch costume to (grid2 v)\ngo to x: (-212) y: (120)\nset [ghost v] effect to (100)\nrepeat (12)\n repeat (18)\n broadcast (scan- v) and wait\n change x by (25)\n end\n set x to (-212)\n change y by (-25)\nend\nhide\nset [makecode v] to [1]\nstop [this script v]\n\nwhen flag clicked\nset [makecode v] to [0]\nhide\n\nwhen I receive [scan v]\ndelete all of [save list v]\nrepeat (217)\n\nwhen I receive [scan- v]\nif <touching color (#9edaff)?> then\n add [a] to [save list v]\nend\nif <touching color (#5ab73a)?> then\n add [b] to [save list v]\nend\nif <touching color (#98734e)?> then\n add [c] to [save list v]\nend\nif <touching color (#ff0000)?> then\n add [d] to [save list v]\nend\nif <touching color (#a6a6a6)?> then\n add [e] to [save list v]\nend\nif <touching color (#ffd200)?> then\n add [f] to [save list v]\nend\nif <touching color (#ffffff)?> then\n add [g] to [save list v]\nend\nif <touching color (#9ecfff)?> then\n add [h] to [save list v]\nend\n\n@save-button\n\nwhen this sprite clicked\nset [code 2 v] to []\nset [code v] to []\nset [counter v] to [0]\nset [load v] to [0]\nbroadcast (SCAN v)\ndelete all of [save list v]\nwait until <(makecode) = [1]>\ncode\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine code\nrepeat (length of [save list v])\n change [counter v] by (1)\n set [code 2 v] to (item (counter) of [save list v])\n set [code v] to (join (code) (code 2))\nend\ndelete all of [code v]\nadd (code) to [code v]\nadd [triple click to copy \(ctrl+c\)] to [code v]\nadd [click outside to close] to [code v]\nhide list [code v]\nset [touch v] to [1]\nwait until <mouse down?>\nwait (0.1) seconds\nbroadcast (lkd23ef v)\nshow list [code v]\n\nwhen flag clicked\nshow list [code v]\nset [code 2 v] to []\nset [code v] to []\nset [counter v] to [0]\nset [load v] to [0]\n\n@load-button\n\nwhen this sprite clicked\nask [CODE:] and wait\nbroadcast (load!! v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@tools\n\nwhen flag clicked\nshow\n\nwhen I receive [editor v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [scan v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [scan- v]\nhide\n\nwhen flag clicked\nforever\n if <(allowed) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@messages\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\nwhen I receive [load!! v]\nswitch costume to (building... v)\nrepeat (250)\n clear graphic effects\n show\nend\n\nwhen I receive [scan v]\nswitch costume to (saving... v)\nrepeat (450)\n clear graphic effects\n show\nend\nswitch costume to (generating code... v)\nrepeat (200)\n clear graphic effects\n show\nend\n\nwhen I receive [not allowed v]\nswitch costume to (l/v v)\nrepeat (100)\n clear graphic effects\n show\nend\n\n@settings\n\nwhen I receive [settings v]\nshow\nshow variable [speed v]\nset [s-open v] to [1]\nshow variable [jump height v]\nshow variable [volume v]\n\nwhen flag clicked\nhide\nset [s-open v] to [0]\nhide variable [speed v]\nhide variable [jump height v]\nhide variable [volume v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [cls settings v]\nhide\nset [s-open v] to [0]\nhide variable [speed v]\nhide variable [jump height v]\nhide variable [volume v]\n\n@detector\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\nset [ghost v] effect to (100)\nforever\n set [touching v] to [none]\n Detect [love] at [-270] [-220]\n Detect [fave] at [-220] [-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 if <(touching) = [love]> then\n set [loved? v] to [1]\n end\n if <(touching) = [fave]> then\n set [faved? v] to [1]\n end\nend\n\nwhen flag clicked\nwait until <<(loved?) = [1]> and <(faved?) = [1]>>\nbroadcast (l/v v)\n\n@l/v\n\nwhen I receive [l/v v]\nset [allowed v] to [1]\nswitch costume to (costume1 v)\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nif <(allowed) = [0]> then\n switch costume to (costume2 v)\n show\n wait until <<(costume [number v]) = [2]> and <mouse down?>>\n hide\nelse\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (lkd23ef v)\n end\nend\n\n
❤️ + ⭐ for a trampoline block!\nwelcome to platformer creator. in this project you can build your own platformers, and share them with other people using a code! \n\nhow to play:\n- press numbers on your keyboard to select tools.\n- press on part of the screen where you want to place \n the tool.\n- to play, press the play button.\n- to save press the save button and you should wait 20 \n seconds.\n- to load, press the load button and the level will show \n up in a few seconds.\n\nthat's all information you need to know! i hope you like it!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
◆Minecraft Platformer◆story1
@Stage\n\nwhen I receive [next stage v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nstart sound [Minecraft v]\n\n@road-\n\nwhen I receive [あ v]\nwait (0.5) seconds\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (1 v)\nend\nif <(costume [number v]) = [2]> then\n broadcast (2 v)\nend\nif <(costume [number v]) = [3]> then\n broadcast (3 v)\nend\nif <(costume [number v]) = [4]> then\n broadcast (4 v)\nend\nif <(costume [number v]) = [5]> then\n broadcast (5 v)\nend\nif <(costume [number v]) = [6]> then\n broadcast (6 v)\nend\nif <(costume [number v]) = [7]> then\n broadcast (7 v)\nend\nif <(costume [number v]) = [8]> then\n broadcast (8 v)\nend\nif <(costume [number v]) = [9]> then\n broadcast (9 v)\nend\nif <(costume [number v]) = [10]> then\n broadcast (10 v)\nend\nif <(costume [number v]) = [11]> then\n broadcast (11 v)\nend\nif <(costume [number v]) = [12]> then\n broadcast (12 v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [suta-to v]\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [time v]\nshow variable [☁ world record v]\n\nwhen I receive [suta-to v]\nwait (3) seconds\nrepeat until <(costume [number v]) = [12]>\n wait (1) seconds\n change [time v] by (1)\n if <(costume [number v]) = [12]> then\n show variable [time v]\n show variable [☁ world record v]\n wait (10) seconds\n hide variable [☁ world record v]\n hide variable [time v]\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\nwhen flag clicked\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [next stage v]\nnext costume\n\nmove (10) steps\nmove (10) steps\n\nwhen flag clicked\nbroadcast (suta-to v)\n\nset [☁ world record v] to [48]\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\nwait (1) seconds\nshow\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (spike v)?> then\n start sound [重いパンチ1 v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ポコン v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ポコン v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-220) y: (50)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [next stage v]\nwait (0.000000000001) seconds\ngo to x: (-220) y: (50)\n\n\n\n@spike\n\nwhen flag clicked\nwait (1) seconds\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next stage v]\nnext costume\n\n@NEXT\n\nwhen I receive [next v]\nset [動く v] to [0]\ngo to [front v] layer\nstart sound [メニューを開く4 v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\nbroadcast (next Stage v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\n\n@効果音2\n\n@効果音\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
https://scratch.mit.edu/projects/906300591\n↑宣伝\n\n傾向1P13位ありがとうございます!
桜のプラットフォーマー/Cherry blossoms platformer #game
@Stage\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Nightcore - Legendary v]\n\nwhen I receive [作業用 v]\nset volume to (0) %\n\n@軽量化\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@プレイヤー\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\ngo to x: (-190) y: (183)\nswitch costume to (普通 v)\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n switch costume to (右 v)\n wait (0.3) seconds\n switch costume to (普通 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (左 v)\n wait (0.3) seconds\n switch costume to (普通 v)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n switch costume to (上 v)\n wait (0.5) seconds\n switch costume to (普通 v)\n end\n if <<key (space v) pressed?> or <touching (mouse-pointer v)?>> then\n switch costume to (守る v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [214]> then\n broadcast (次のステージ v)\n start sound [Rip v]\n end\nend\n\nwhen I receive [次のステージ v]\ngo to x: (-190) y: (183)\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#ff82e2)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n end\n if <touching color (#ff82e2)?> then\n change y by (Y)\n if <touching color (#ff82e2)?> then\n change y by (Y)\n if <touching color (#ff82e2)?> then\n change y by (Y)\n end\n end\n end\n change y by (-1)\n if <<<touching color (#d76daa)?> or <<touching color (#ff82e2)?> or <touching color (#78500b)?>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [15]\n start sound [Jump v]\n end\n change y by (1)\n if <<touching color (#d76daa)?> or <<touching color (#ff82e2)?> or <touching color (#78500b)?>>> then\n change y by (1)\n if <<touching color (#d76daa)?> or <<touching color (#ff82e2)?> or <touching color (#78500b)?>>> then\n change y by (1)\n if <<touching color (#d76daa)?> or <<touching color (#ff82e2)?> or <touching color (#78500b)?>>> then\n change y by (1)\n if <<touching color (#d76daa)?> or <<touching color (#ff82e2)?> or <touching color (#78500b)?>>> then\n change y by (1)\n if <<touching color (#d76daa)?> or <<touching color (#ff82e2)?> or <touching color (#78500b)?>>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to ((x) * (-1.3))\n change x by (x)\n set [x v] to [0]\n change x by ((x) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\nend\n\ngo to x: (14) y: (-171)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [次のステージ v]\nif <not <([costume # v] of [地面 v]) = []>> then\n go to x: (-190) y: (183)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <touching color (#f17878)?>> then\n broadcast (スタートに戻る v)\n end\nend\n\nwhen I receive [スタートに戻る v]\nstart sound [Oops v]\ngo to x: (-190) y: (183)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <<(username) = [akneco]> or <(username) = [O_of2]>> then\n if <touching (mouse-pointer v)?> then\n broadcast (作業用 v)\n set volume to (0) %\n end\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nset [タイム v] to [0]\nset [元のタイム v] to [0]\nset [加算 v] to [0]\nhide variable [タイム v]\nhide variable [元のタイム v]\nhide variable [スコア v]\nforever\n if <(costume [number v]) = [12]> then\n set [加算 v] to [1]\n show variable [スコア v]\n show variable [タイム v]\n show variable [元のタイム v]\n forever\n set [スコア v] to (スコア)\n set [タイム v] to (タイム)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(加算) = [1]>> then\n change [タイム v] by (1)\n wait (0.3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <not <(加算) = [1]>> then\n change [元のタイム v] by (1)\n wait (0.3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <not <(加算) = [1]>> then\n set [タイム v] to ((スコア) + (タイム))\n end\nend\n\n@桜\n\nwhen flag clicked\nhide\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-200) to (200)) y: (160)\nrepeat until <touching (_edge_ v)?>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction (pick random (1) to (360))\nend\n\nwhen flag clicked\nforever\n wait (10) seconds\n set [確率 v] to (pick random (1) to (4))\nend\n\nwhen flag clicked\nforever\n switch costume to (確率)\nend\n\n@ボウル\n\nwhen flag clicked\nforever\n go to (プレイヤー v)\nend\n\nwhen flag clicked\nforever\n if <<<([costume # v] of [プレイヤー v]) = [4]> or <([costume # v] of [プレイヤー v]) = [1]>> or <([costume # v] of [プレイヤー v]) = [3]>> then\n show\n point in direction (90)\n end\n if <([costume # v] of [プレイヤー v]) = [2]> then\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <(加算) = [1]> then\n if <<touching (桜 v)?> and <<([costume # v] of [桜 v]) = [1]> or <([costume # v] of [桜 v]) = [4]>>> then\n change [スコア v] by (1)\n end\n if <<touching (桜 v)?> and <([costume # v] of [桜 v]) = [2]>> then\n if <([costume # v] of [プレイヤー v]) = [2]> then\n end\n if <<touching (桜 v)?> and <([costume # v] of [桜 v]) = [3]>> then\n change [スコア v] by (4)\n end\n end\nend\n\nwhen flag clicked\nset [スコア v] to [0]\n\n@文字\n\nwhen flag clicked\nshow\nforever\n if <([costume # v] of [桜 v]) = [1]> then\n switch costume to (1 v)\n end\n if <([costume # v] of [桜 v]) = [2]> then\n switch costume to (2 v)\n end\n if <([costume # v] of [桜 v]) = [3]> then\n switch costume to (3 v)\n end\n if <([costume # v] of [桜 v]) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n
新作!\nhttps://scratch.mit.edu/projects/882763806\nhttps://scratch.mit.edu/projects/945472952\nバグのため再共有\nはい...めっちゃバグります!/Yes... It's very buggy!\n日本語は↓\n〜English〜\nThis platform is for mobile and PC use.\n〜Operating Methods ~.\nFor PC, use up ↑→down ← keys.\nFor mobile, tap the direction you want to go.\nIf you want to prevent cherry-picking of bombs press the spacebar or click on the player.\n〜日本語〜\nこのプラットフォーマーはモバイル・パソコン対用です。\n〜操作方法〜\nパソコンは↑→↓←キーで操作です\nモバイルは行きたい方向にタップしてください。\n爆弾の桜防ぎたい場合スペースキーか、プレイヤーをクリックしてください。\n〜桜の種類〜\n普通の桜と爆弾の桜キラキラの桜ハートの桜があります。\n~ Kinds of Cherry Blossoms〜\nThere are regular cherry blossoms, bomb cherry blossoms, sparkling cherry blossoms, and heart cherry blossoms.\n〜桜のポイント性〜\nちなみ桜触れるとポイント加算されます。\n普通の桜 1スコアずつ....\n爆弾の桜 マイナス2スコアずつ....\nキラキラの桜 4スコアずつ...\nハートの桜 1スコアずつ.... \n〜Point nature of cherry blossoms〜\nCherry blossoms touch points are added to the points.\nNormal cherry blossoms 1 score each ....\nBomb cherry blossoms minus 2 scores each ....\nSparkling cherry blossoms 4 scores each...\nHeart cherry blossoms 1 score each ....\n〜自分の感想〜\nバグ直したいな.....\n後わざと二周目行けるようにしてありますw\n〜My Thoughts〜\nI wish I could fix the bug: .....\nI've intentionally made it so that you can go to the second round afterwards.
⚡️ online⚡️Stickman Platformer【space】棒人間【宇宙】モバイル対応!#game
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 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\nwhen I receive [酔い止め v]\nswitch backdrop to (背景1 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@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nforever\n if <touching color (#f7e192)?> then\n change [@player sx v] by (10)\n end\nend\n\nchange [brightness v] effect by (50)\nstop [this script v]\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <touching color (#fbff00)?> then\n if <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\n end\n end\nend\n\nchange [pixelate v] effect by (15)\n\nif <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\nend\n\nstop [this script v]\n\nset [whirl v] effect to (0)\n\nset [fisheye v] effect to (0)\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\n\nchange [color v] effect by (25)\n\nrepeat (10)\n\nwhen flag clicked\nforever\n if <touching color (#003ec7)?> then\n broadcast (酔い止め v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#92d5f7)?> then\n change [@player sy v] by (3)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [driveGOX]> then\n change [color v] effect by (15)\n end\nend\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (11280) (-90)\nsetup clone at x,y: (10350) (-15)\nsetup clone at x,y: (7700) (-53)\nsetup clone at x,y: (5500) (55)\nsetup clone at x,y: (3300) (-85)\nsetup clone at x,y: (1430) (40)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Nebula v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@rqqqLevel2\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@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow variable [fastest v]\nshow variable [タイム v]\nshow variable [今やっている人 v]\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [今やっている人 v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = []> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (タイム))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [今やっている人 v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [タイム v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join [.] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join ((t) mod (6)) (タイム))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [タイム v] to (join ['] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [タイム v] to (join [:] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [タイム v] to (join ((t) mod (10)) (タイム))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n
https://scratch.mit.edu/projects/941624030/ 新作!\n♡&⭐︎よろしく!             作者1′12.6\n日本語は下にあるよ!\n\nEnglish\n[Operation method]\n・Move ... "← key" "→ key" or "A and D key"\n・Jump... "↑ key" or "W key"\n・Squatting ... "↓ key" or "S key"\n・Big jump... "↑ key" while holding down the "↓ key"\n・Flight ... space key after clearing\n※There are various other actions, so look for them!\n♡&⭐︎!\n\n日本語\n【操作方法】\n・移動…「←キー」「→キー」または「AとDキー」 \n・ジャンプ…「↑キー」または「Wキー 」\n・しゃがみ…「↓キー」または「Sキー」\n・大ジャンプ… 「↓キー」を押しながら「↑キー」\n・飛行…クリア後にスペースキー\n※他にも様々なアクションがあるので探してみてね!
Minecraft Platformer 5 #games #all #trending
@Stage\n\nwhen flag clicked\nwait (10.5) seconds\nbroadcast (BEGIN v)\nforever\n play sound [minecraft song v] until done\nend\n\n@S P L A S H\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\nbroadcast (Creeper! v)\n\npoint in direction (90)\n\ngo to (random position v)\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [CircExplo1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Shake (vel) (deter) (domain)\nset [shake? v] to [0]\nset [var v] to [0]\nset [shakevel v] to [0]\nchange [shakevel v] by (vel)\nrepeat until <<(ShakeVel) < [0]> or <(ShakeVel) = [1]>>\n set [camx v] to (([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camy v] to (([cos v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camd v] to ((([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10))) + (90))\n change [var v] by (domain)\n set [shakevel v] to ((ShakeVel) - (deter))\nend\nset [shake? v] to [0]\n\nwhen I start as a clone\nif <not << (ID) contains [par]?> or << (ID) contains [border]?> or << (ID) contains [shutter]?> or < (ID) contains [line]?>>>>> then\n wait (0) seconds\n set [defx v] to (x position)\n set [defy v] to (y position)\n forever\n go to x: ((DefX) + (CamX)) y: ((DefY) + (CamY))\n point in direction ((CamD) + (Direction))\n end\nend\n\nwhen I receive [end v]\nif <<(ID) = [text]> or < (ID) contains [end]?>> then\n if <(ID) = [text]> then\n set [svel v] to [2]\n repeat until <[8.9] < (timer)>\n switch costume to (size hack v)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n change [direction v] by ((Svel) / (15))\n switch costume to (text v)\n end\n delete this clone\n end\nelse\n if < (ID) contains [fade]?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Clone (id) (#)\nset [id v] to (id)\nset [# v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\ndefine Turn\npoint in direction (90)\nrepeat (#)\n turn right ((360) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [Circ1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n repeat (7)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((590) - (size)) / (7))\n switch costume to (circ2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Spline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [15]\n show\n if <[5.7] < (timer)> then\n delete this clone\n else\n repeat until <[250] < (size)>\n change size by ((((size) + (100)) / (2)) * (bump))\n end\n repeat until <[1000] < (size)>\n switch costume to (size hack v)\n change size by ((((size) + (40)) / (4)) * (bump))\n switch costume to (chev v)\n if <[5.7] < (timer)> then\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n hide\n switch costume to (pos hack v)\n go to x: (180) y: (360)\n set [defx v] to [240]\n set [defy v] to [360]\n switch costume to (text v)\n set size to (115) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (3) layers\n set [rvel v] to [5]\n set [direction v] to [200]\n set [yvel v] to [-4]\n set [xvel v] to [-4]\n wait until <[1] < (timer)>\n show\n set [svel v] to [3]\n repeat until <[2] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [rvel v] to (((Rvel) * (0.6)) + (((0) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n end\n set [svel v] to [1]\n repeat until <[2.1] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [rvel v] to (((Rvel) * (0.6)) + (((0) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n change [svel v] by ((Svel) / (5))\n change size by (Svel)\n end\n repeat until <[2.9] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[3] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[3.8] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[3.9] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[4.8] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[4.9] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[5.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n set [rvel v] to [1]\n repeat until <[5.8] < (timer)>\n change [svel v] by ((Svel) / (2))\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change size by (Svel)\n end\n repeat until <[6.2] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n end\n repeat until <[6.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\n set [svel v] to [1]\n repeat until <[6.8] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\n repeat until <[7.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [flash]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (50)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\ndefine Explosion || Amount: (#) Xpos: (xpos) Ypos: (ypos) ID: (splineid) Explosion Speed: (splspeed) Grow Speed: (splgrspeed)\nset [splinex v] to (xpos)\nset [spliney v] to (ypos)\nset [# v] to [1]\nset [id v] to (splineid)\nset [splspeed v] to (splspeed)\nset [splgrspeed v] to (splgrspeed)\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [SplineLeft]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (-2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Border]> then\n hide\n switch costume to (pos hack v)\n switch costume to (border1 v)\n set size to (200) %\n set [ghost v] effect to (85)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n show\n if <(#) = [1]> then\n go to x: (-220) y: (-50)\n \n repeat (20)\n change y by (5.1)\n end\n set y to (-50)\n end\n else\n go to x: (220) y: (50)\n \n repeat (20)\n change y by (-5.1)\n end\n set y to (50)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [BrSpline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [flash2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n repeat (20)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Shutter]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (300)\n switch costume to (shutter v)\n set size to (100) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n if <(#) = [1]> then\n set [yvel v] to [-25]\n set [xvel v] to [-10]\n switch costume to (pos hack v)\n go to x: (0) y: (300)\n switch costume to (shutter v)\n else\n set [yvel v] to [25]\n set [xvel v] to [10]\n switch costume to (pos hack v)\n go to x: (0) y: (-300)\n switch costume to (shutter v)\n end\n wait until <[3.1] < (timer)>\nend\n\nwhen I start as a clone\nif <(ID) = [Shutter]> then\n hide\n set size to (100) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n if <(#) = [1]> then\n set [svel v] to [-3]\n wait until <[1.3] < (timer)>\n show\n repeat (5)\n go to [front v] layer\n switch costume to (pos hack v)\n change [svel v] by ((Svel) / (4))\n change y by (Svel)\n switch costume to (shutter v)\n end\n forever\n go to [front v] layer\n switch costume to (pos hack v)\n change y by (((180) - (y position)) / (5))\n switch costume to (shutter v)\n end\n else\n set [svel v] to [3]\n wait until <[1.3] < (timer)>\n show\n repeat (5)\n go to [front v] layer\n switch costume to (pos hack v)\n change [svel v] by ((Svel) / (4))\n change y by (Svel)\n switch costume to (shutter v)\n end\n forever\n go to [front v] layer\n switch costume to (pos hack v)\n change y by (((-180) - (y position)) / (5))\n switch costume to (shutter v)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [SplineRight]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I receive [call v]\nreset timer\nwait until <[1.5] < (timer)>\nset [bump v] to [0]\nset [loops2 v] to [1]\nrepeat until <[8] < (timer)>\n Clone [Chev1] [1]\n Clone [ArrowLeft] [3]\n Clone [ArrowRight] [3]\n change [bump v] by (1)\n wait until <((((0.93) * (loops2)) + (2)) - ()) < (timer)>\n change [loops2 v] by (1)\n Clone [Chev2] [1]\n change [bump v] by (1)\n wait until <((((0.93) * (loops2)) + (2)) - ()) < (timer)>\n change [loops2 v] by (1)\nend\n\nwhen I receive [call v]\nrepeat (1)\n delete this clone\nend\nhide\npoint in direction (90)\nreset timer\nstart sound [Sync 2D Gradient Intro Templat v]\nwait until <[1.2] < (timer)>\nClone [circ2] [1]\nwait until <[1.4] < (timer)>\nClone [circ1] [1]\nClone [shutter] [2]\nClone [text] [1]\nwait until <[2] < (timer)>\nClone [Text2] [1]\nClone [fade] [1]\nClone [Fade2] [1]\nClone [pars1] [60]\nClone [pars2] [60]\nClone [pars3] [60]\nClone [pars4] [60]\nwait until <[3.85] < (timer)>\nExplosion || Amount: [16] Xpos: [-180] Ypos: [100] ID: [line1] Explosion Speed: [15] Grow Speed: [5]\nwait until <[4.8] < (timer)>\nExplosion || Amount: [16] Xpos: [180] Ypos: [-100] ID: [line1] Explosion Speed: [15] Grow Speed: [5]\nwait until <[5.6] < (timer)>\nClone [pin] [1]\nClone [dots] [1]\nwait until <[6.7] < (timer)>\nExplosion || Amount: [16] Xpos: [0] Ypos: [0] ID: [line1] Explosion Speed: [30] Grow Speed: [7]\nwait until <[8.6] < (timer)>\nClone [end] [1]\n\nwhen I receive [call v]\nrepeat (1)\n delete this clone\nend\nhide\nset [camd v] to [90]\nset [direction v] to [0]\nset [shakevel v] to [0]\nset [var v] to [0]\nset [defx v] to [0]\nset [defy v] to [0]\npoint in direction (90)\nShake [1] [2.5] [4]\nShake [20] [3] [6]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(ID) = [Line1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (22.5)) + (22.5))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (22.5)) + (-22.5))\n point in direction (((#) * (22.5)) + (22.5))\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n show\n repeat (8)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n next costume\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Line2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (8)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n next costume\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [90]\n set [svel v] to [15]\n show\n if <[5.7] < (timer)> then\n delete this clone\n else\n repeat until <[250] < (size)>\n change size by ((((size) + (100)) / (2)) * (bump))\n end\n repeat until <[1000] < (size)>\n switch costume to (size hack v)\n change size by ((((size) + (40)) / (4)) * (bump))\n switch costume to (chev v)\n if <[5.7] < (timer)> then\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [call v]\nreset timer\nset [loops v] to [1]\nShake [25] [5] [8]\nwait until <[2] < (timer)>\nrepeat until <[8] < (timer)>\n Clone [flash] [1]\n set [shake? v] to [1]\n Shake [50] [4] [6]\n wait until <((((0.44) * (Loops)) + (2)) - ((0.44) * (1))) < (timer)>\n change [loops v] by (1)\nend\n\nwhen I receive [call v]\nreset timer\nwait until <[1] < (timer)>\n\n change [bump v] by (((0.03) - (bump)) / (4))\nend\n\nwhen I start as a clone\nif <(ID) = [flash2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nchange y by (Yvel)\n\nwhen I start as a clone\nif <(ID) = [fade]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (fade3 v)\n set size to (125) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars1]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-300) to (250)) y: (pick random (-140) to (-160))\n switch costume to (par1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (9) to (13))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (45) to (15))\n set [svel v] to (pick random (1) to (1.25))\n show\n wait ((#) / (5)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars2]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-300) to (250)) y: (pick random (-140) to (-160))\n switch costume to (par2 v)\n set size to (pick random (100) to (125)) %\n set [ghost v] effect to (pick random (93) to (97))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (45) to (15))\n set [svel v] to (pick random (2.5) to (1.3))\n show\n wait ((#) / (10)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [ArrowLeft]> then\n hide\n switch costume to (pos hack v)\n go to x: ((-280) - (((#) * (65)) - (65))) y: (0)\n switch costume to (arrowleft2 v)\n set size to (100) %\n set [ghost v] effect to (((#) * (30)) - (25))\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [5]\n wait until <[1.9] < (timer)>\n show\n \n switch costume to (pos hack v)\n change [defx v] by ((1) + ((35) * (bump)))\n switch costume to (arrowleft2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [ArrowRight]> then\n hide\n switch costume to (pos hack v)\n go to x: ((280) + (((#) * (65)) - (65))) y: (0)\n switch costume to (arrowleft v)\n set size to (100) %\n set [ghost v] effect to (((#) * (30)) - (25))\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [-5]\n wait until <[1.9] < (timer)>\n show\n \n switch costume to (pos hack v)\n change [defx v] by ((-1) + (((35) * (bump)) / (-1)))\n switch costume to (arrowleft v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Text2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n set [defx v] to [0]\n set [defy v] to [0]\n switch costume to (text2 v)\n set size to (115) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (2) layers\n set [direction v] to [0]\n wait until <[1] < (timer)>\n show\n repeat (7)\n change [ghost v] effect by (-10)\n end\n repeat until <[5.3] < (timer)>\n repeat until <[6.8] < (timer)>\n change [ghost v] effect by (25)\n end\n repeat (5)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I start as a clone\nif <<not < (ID) contains [par]?>> and <(timer) < [8.5]>> then\n wait until <[7.7] < (timer)>\n if < (ID) contains [arrow]?> then\n set [ghost v] effect to (90)\n end\n repeat (40)\n change [color v] effect by (35)\n set [defx v] to (pick random (-8) to (8))\n set [defy v] to (pick random (-8) to (8))\n set [fisheye v] effect to (-9)\n set [pixelate v] effect to (pick random (5) to (9))\n end\n set [color v] effect to (0)\n set [defx v] to [0]\n set [defy v] to [0]\nend\n\nwhen I start as a clone\nif <(ID) = [fade2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (fade2 v)\n set size to (125) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [dots]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n set size to (800) %\n switch costume to (dotted v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n set [rvel v] to [-1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((300) - (size)) / (6))\n switch costume to (dotted v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((300) - (size)) / (6))\n switch costume to (dotted v)\n change [rvel v] by (((-1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pin]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (pinwheel v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (97)\n show\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [end]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (-180)\n set [defy v] to [-180]\n set y to (-180)\n switch costume to (end2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n broadcast (End v)\n repeat (7)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat (35)\n switch costume to (size hack v)\n change size by (((800) - (size)) / (7))\n switch costume to (end2 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [pars3]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-250) to (300)) y: (pick random (-140) to (-160))\n switch costume to (par1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (9) to (13))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (315) to (280))\n set [svel v] to (pick random (1) to (1.25))\n show\n wait ((#) / (5)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars4]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-250) to (300)) y: (pick random (-140) to (-160))\n switch costume to (par2 v)\n set size to (pick random (100) to (125)) %\n set [ghost v] effect to (pick random (93) to (97))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (315) to (280))\n set [svel v] to (pick random (2.5) to (1.3))\n show\n wait ((#) / (10)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par2 v)\n end\nend\n\nwhen flag clicked\nbroadcast (Call v)\n\n@Player\n\nwhen I receive [begin v]\nforever\n if <<<key (up arrow v) pressed?> and <(In Air?) < [8]>> or <<key (w v) pressed?> and <(In Air?) < [8]>>> then\n set [y vel v] to [14]\n end\n if <<touching color (#54983b)?> or <touching color (#428125)?>> then\n broadcast (Die v)\n end\n if <touching color (#1a53ff)?> then\n set [y vel v] to [30]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n move (7) steps\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n move (-7) steps\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n broadcast (Next v)\n go to x: (-187) y: (52)\n end\n if <<touching color (#2b8800)?> or <touching color (#009805)?>> then\n broadcast (Creeper! v)\n end\nend\n\nwhen I receive [begin v]\nset [pixelate v] effect to (20)\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nset rotation style [left-right v]\ngo to x: (-190) y: (10)\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <[0] < (Y Vel)>\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#010101)?>>\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 (#000000)?>> and <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nstart sound [minecraft-steves-sounds-damage-and-deaths v]\ngo to x: (-187) y: (52)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nbroadcast (Creeper! v)\n\n@Creeper Explosion \n\nwhen flag clicked\nhide\nswitch costume to (giphy v)\n\nwhen I receive [creeper! v]\nbroadcast (Die v)\nplay sound [huge-explosion-87823 v] until done\n\nrepeat (99)\n wait (0.05) seconds\n next costume\nend\n\n
FOLLOW FOR A CHANCE TO WIN 10 FOLLOWS!\n\n✦ Minecraft Platformer 5 ✦ \n\nControls: WASD / Arrow Keys To Move\nAvoid the Zombies and Creepers!\nHave Fun!\n\nNote To The Viewers,\nThis is the best part yet of the Minecraft Platformer series, New mobs, new biomes, new blocks, new experiences for players, new everything. Thanks for checking my game out and consider helping by clicking the heart and star button below and following my account!\n\n#trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all #trending #minecraft #platformer #games #game #all
Winter Platformer∥Merry Christmas
@Stage\n\n@スプライト1\n\n@血\n\nwhen flag clicked\ngo to x: (52) y: (30)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [next v]\nwait (1) seconds\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (52) y: (30)\nswitch costume to (コスチューム5 v)\nshow\n\nwhen I receive [outro v]\nhide\n\n@とげ\n\nwhen flag clicked\nset [すていじ v] to [1]\nswitch costume to (コスチューム1 v)\nhide\nwait (12) seconds\nshow\n\nwhen I receive [next v]\nwait (1) seconds\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\nchange [すていじ v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n play sound [christmas v] until done\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (110) %\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next v]\ngo to [front v] layer\nswitch costume to (コスチューム3 \(1\) v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\n\nmove (10) steps\n\nwhen flag clicked\nwait (12) seconds\nforever\n go to [front v] layer\nend\n\n@スプライト6\n\ndefine Time (x) (y) (表示する桁)\ngo to [front v] layer\nset [大きさ v] to [100]\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\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 flag clicked\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nrepeat until <(すていじ) = [17]>\n Time ((x) - (200)) ((y) + (180)) (桁)\nend\n\nwhen I receive [2 v]\nforever\n\n@雪\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 flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\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\nswitch backdrop to (コスチューム1 v)\nset size to (60) %\ngo to x: (-220) y: (50)\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n show\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 [フウ 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 (血 v)?> then\n change y by (1)\n if <touching (血 v)?> then\n change y by (1)\n if <touching (血 v)?> then\n change y by (1)\n if <touching (血 v)?> then\n change y by (1)\n if <touching (血 v)?> then\n change y by (1)\n if <touching (血 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 (血 v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [15]\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 (血 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 broadcast (NEXT v)\n wait (3) seconds\n show\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\nwhen flag clicked\nhide\n\ngo to x: (-210) y: (100)\n\nif <(x position) > [230]> then\n\nwait (0.5) seconds\ngo to x: (-216) y: (50)\n\nwhen I receive [outro v]\nhide\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n
【日本語は下】\n◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆\nUgokeikou is a magic word!\n\n<What to do when you come here>\n①Press ❤ and ★ on the project.\n② Play platformer and comment on TIME\n③ Tweet “Merry Christmas” in the comment section\n\n<How to operate>\nPress the arrow key! Tap for mobile\n\n<Hidden stage>\nThe hint is on the last stage! If you find it, don't expose it!\n\n<Credit (I didn't do anything I didn't have to do)>\nSanta: @Dragon_Rock\ntext: logo generator\nBackground: Illustration AC\nPresent: @122122_game\nNEXT: @-doremiFX-\nBGM: https://peritune.com/\n\n<Follow recommended>\n@kenabcdef @sakkar @HP1nohito\n@Konohakonoha @RYUUGONKUN @corocoro3\n@globers0207(((beat)\n\n↑If everyone follows me, I will follow you with a 50% chance! !\n\nAuthor's TIME is 92\n\n◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆\n\nウゴケイコウは魔法の言葉!\n\n<ここにきたらすること>\n①プロジェクトに❤と★を押す(押してね押してね\n②プラットフォーマーをやってTIMEをコメントする\n③コメント欄で[Merry Christmas]とつぶやく\n\n<操作方法>\n矢印キーをおす! モバイルはタップ\n\n<隠しステージ>\nヒントは最後のステージ!みつけても晒さないで!\n\n<クレジット(しなくてもよいものはしてません)>\nサンタ:@Dragon_Rock様\ntext:ロゴジェネレーター\n背景:イラストAC\nプレゼント:@122122_game様\nNEXT:@-doremiFX-様\nBGM:https://peritune.com/\n雪:@Toratora22様\n\n<フォロー推奨>\n@kenabcdef @sakkar @HP1nohito\n@Konohakonoha @RYUUGONKUN @corocoro3\n@globers0207(((殴\n\n↑全員フォローしてくれたら50%の確率でフォローします!!\n\n作者のTIMEは88\n\nネコ国天下統一ゲーム\nhttps://scratch.mit.edu/projects/879560442/\n\nmemo\n12/18…125\n12/19…180\n\n地面やとげは自作。何で何なりと借りてね\n\n\n#all #game #winter #snow #platformer #christmas
Platformer Made Easy (Tutorial)
@Stage\n\nwhen I receive [message1 v]\nclear graphic effects\nstop [other scripts in stage v]\n\nwhen flag clicked\nswitch backdrop to (backdrop11 v)\nforever\n if <key (right arrow v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n next backdrop\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (right arrow v) pressed?>>\n clear graphic effects\n end\n if <key (left arrow v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch backdrop to ((backdrop [number v]) - (1))\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (right arrow v) pressed?>>\n clear graphic effects\n end\nend\n\n@Sprite1\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-186) y: (-99)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nbroadcast (message1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\n
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【傾向1位】【初見殺し】☁いじわるPlatformer(プラットフォーマー)
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景 v)\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n broadcast (❤と★ v) and wait\n wait (7) seconds\nend\n\n@軽量化\n\nset [☁ 世界記録 v] to [8]\n\n@目ん玉\n\nwhen flag clicked\ngo to x: (-210) y: (-80)\nset [操作 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nset [ステージ初期位置 v] to [左]\nset size to (95) %\nshow\npoint in direction (90)\nswitch costume to (黒 v)\nforever\n if <(操作) = [0]> then\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n change x by (x)\n if <touching color (#2fff00)?> then\n change y by (1)\n if <touching color (#2fff00)?> then\n change y by (1)\n if <touching color (#2fff00)?> then\n change y by (1)\n if <touching color (#2fff00)?> then\n change y by (1)\n if <touching color (#2fff00)?> then\n change y by (1)\n if <touching color (#2fff00)?> then\n change y by (1)\n if <touching color (#2fff00)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n 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 set [x v] to ((x) * (0.92))\n Wall kick\n end\nend\n\nwhen flag clicked\nforever\n if <(操作) = [0]> then\n if <not <(ステージ) = [-4]>> then\n if <key (r v) pressed?> then\n set [操作 v] to [1]\n start sound [Collect v]\n broadcast (ゲームオーバー v) and wait\n switch costume to (黒 v)\n broadcast (セッティング v) and wait\n set [操作 v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<(y position) < [-180]> or <<touching color (#ff0000)?> or <<touching color (#808080)?> or <touching color (#b3b3b3)?>>>> then\n set [操作 v] to [1]\n broadcast (ゲームオーバー v) and wait\n switch costume to (黒 v)\n broadcast (セッティング v) and wait\n set [操作 v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <[0] < (ステージ)> then\n if <[240] < (x position)> then\n start sound [Rip v]\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n set [ステージ初期位置 v] to [左]\n set [操作 v] to [1]\n broadcast (セッティング v) and wait\n set [操作 v] to [0]\n end\n end\n if <(x position) < [-240]> then\n start sound [Connect v]\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (-1)\n set [ステージ初期位置 v] to [右]\n set [操作 v] to [1]\n broadcast (セッティング v) and wait\n set [操作 v] to [0]\n end\n end\n end\nend\n\ndefine Wall kick\nif <(操作) = [0]> then\n change [y v] by (-1)\nend\nchange y by (y)\nif <touching color (#2fff00)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching color (#2fff00)?>> then\n start sound [Jump v]\n set [y v] to [13]\nend\nchange y by (1)\n\nwhen I receive [セッティング v]\nif <(ステージ初期位置) = [左]> then\n go to x: (-210) y: (-81)\nend\nif <(ステージ初期位置) = [右]> then\n go to x: (210) y: (-81)\nend\nif <(ステージ初期位置) = [右2]> then\n go to x: (170) y: (-81)\nend\nshow\n\nwhen I receive [ゲームオーバー v]\nswitch costume to (黒2 v)\nrepeat (5)\n change y by (16)\nend\nrepeat (2)\n change y by (8)\nend\nrepeat (2)\n change y by (4)\nend\nrepeat (2)\n change y by (2)\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-4)\nend\nrepeat (2)\n change y by (-8)\nend\nrepeat (2)\n change y by (-16)\nend\nrepeat until <(y position) < [-180]>\n change y by (-32)\nend\nhide\n\nwhen flag clicked\nreset timer\nforever\n repeat until <(ステージ) = [-4]>\n set [time v] to (timer)\n end\nend\n\nwhen I receive [ゲームオーバー v]\nplay sound [Lose v] until done\nbroadcast (音楽 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > ((TIME2) + (0.1))\nbroadcast (停止 v)\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ 世界記録 v]\nforever\n if <(ステージ) = [-4]> then\n set [time v] to (round (TIME))\n show variable [time v]\n show variable [☁ 世界記録 v]\n if <(TIME) < (☁ 世界記録)> then\n switch backdrop to (世界記録 v)\n set [☁ 世界記録 v] to (TIME)\n end\n end\nend\n\nset [ステージ v] to [-4]\n\nwhen flag clicked\nforever\n set [time2 v] to (timer)\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n switch costume to (join [ステージ] (ステージ))\nend\n\n@罠\n\nwhen flag clicked\ndelete all of [罠番号 v]\nhide\nforever\n if <(操作) = [0]> then\n if <(ステージ) = [1]> then\n if <not <[罠番号 v] contains [1]?>> then\n if <([x position v] of [目ん玉 v]) > [-80]> then\n set [罠番号 v] to [1]\n create clone of (_myself_ v)\n add [1] to [罠番号 v]\n end\n end\n end\n if <(ステージ) = [2]> then\n if <not <[罠番号 v] contains [3]?>> then\n set [罠番号 v] to [3]\n create clone of (_myself_ v)\n add [3] to [罠番号 v]\n end\n if <not <[罠番号 v] contains [2]?>> then\n if <([x position v] of [目ん玉 v]) > [160]> then\n set [罠番号 v] to [2]\n create clone of (_myself_ v)\n add [2] to [罠番号 v]\n end\n end\n end\n if <(ステージ) = [0]> then\n if <not <[罠番号 v] contains [6]?>> then\n set [罠番号 v] to [6]\n create clone of (_myself_ v)\n add [6] to [罠番号 v]\n end\n if <not <[罠番号 v] contains [4]?>> then\n if <<<[130] > ([x position v] of [目ん玉 v])> and <([x position v] of [目ん玉 v]) > [40]>> and <([y position v] of [目ん玉 v]) > [-60]>> then\n set [罠番号 v] to [4]\n create clone of (_myself_ v)\n add [4] to [罠番号 v]\n end\n end\n if <not <[罠番号 v] contains [5]?>> then\n if <<[130] > ([x position v] of [目ん玉 v])> and <[-85] > ([y position v] of [目ん玉 v])>> then\n set [罠番号 v] to [5]\n create clone of (_myself_ v)\n add [5] to [罠番号 v]\n end\n end\n if <not <[罠番号 v] contains [7]?>> then\n if <[-10] > ([x position v] of [目ん玉 v])> then\n set [罠番号 v] to [7]\n create clone of (_myself_ v)\n add [7] to [罠番号 v]\n end\n end\n end\n if <(ステージ) = [-1]> then\n if <not <[罠番号 v] contains [8]?>> then\n if <[80] > ([x position v] of [目ん玉 v])> then\n set [罠番号 v] to [8]\n create clone of (_myself_ v)\n add [8] to [罠番号 v]\n end\n end\n if <not <[罠番号 v] contains [9]?>> then\n if <[-135] > ([x position v] of [目ん玉 v])> then\n set [罠番号 v] to [9]\n create clone of (_myself_ v)\n add [9] to [罠番号 v]\n end\n end\n end\n if <(ステージ) = [-2]> then\n if <not <[罠番号 v] contains [10]?>> then\n if <[80] > ([x position v] of [目ん玉 v])> then\n set [罠番号 v] to [10]\n create clone of (_myself_ v)\n add [10] to [罠番号 v]\n end\n end\n if <not <[罠番号 v] contains [11]?>> then\n if <[-150] > ([x position v] of [目ん玉 v])> then\n set [罠番号 v] to [11]\n create clone of (_myself_ v)\n add [11] to [罠番号 v]\n end\n end\n end\n if <(ステージ) = [-3]> then\n if <not <[罠番号 v] contains [12]?>> then\n set [罠番号 v] to [12]\n create clone of (_myself_ v)\n add [12] to [罠番号 v]\n end\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset size to (100) %\nif <(罠番号) = [1]> then\n switch costume to (コスチューム2 v)\n go to x: (0) y: (0)\n show\n go to [back v] layer\n start sound [Zoop v]\n glide (0.1) secs to x: (0) y: (65)\nend\nif <(罠番号) = [2]> then\n switch costume to (コスチューム1 v)\n go to x: (240) y: (0)\n show\n go to [back v] layer\n start sound [Machine v]\n glide (0.2) secs to x: (220) y: (0)\n set [ステージ初期位置 v] to [右2]\nend\nif <(罠番号) = [3]> then\n switch costume to (コスチューム3 v)\n go to x: (0) y: (0)\n show\n wait until <([x position v] of [目ん玉 v]) > [-65]>\n start sound [Oops v]\n glide (0.1) secs to x: (0) y: (-10000)\n delete this clone\nend\nif <(罠番号) = [4]> then\n switch costume to (コスチューム4 v)\n go to [front v] layer\n go to x: (0) y: (0)\n show\n start sound [Whiz v]\nend\nif <(罠番号) = [5]> then\n switch costume to (コスチューム5 v)\n go to [front v] layer\n go to x: (0) y: (0)\n show\nend\nif <(罠番号) = [6]> then\n switch costume to (コスチューム6 v)\n go to [front v] layer\n go to x: (0) y: (0)\n show\n wait until <<[110] > ([x position v] of [目ん玉 v])> and <[-85] > ([y position v] of [目ん玉 v])>>\n if <(操作) = [0]> then\n start sound [Oops v]\n glide (0.1) secs to x: (0) y: (-10000)\n delete this clone\n end\nend\nif <(罠番号) = [7]> then\n switch costume to (コスチューム7 v)\n go to x: (0) y: (0)\n show\n go to [back v] layer\n start sound [Low Whoosh v]\n glide (0.1) secs to x: (0) y: (60)\nend\nif <(罠番号) = [8]> then\n switch costume to (コスチューム8 v)\n go to x: (-240) y: (25)\n show\n go to [back v] layer\n start sound [Whiz v]\n glide (1) secs to x: (221) y: (-140)\n delete this clone\nend\nif <(罠番号) = [9]> then\n switch costume to (コスチューム9 v)\n go to x: (-240) y: (-180)\n show\n go to [back v] layer\n start sound [Machine v]\n glide (0.1) secs to x: (0) y: (0)\nend\nif <(罠番号) = [10]> then\n switch costume to (コスチューム10 v)\n go to x: (0) y: (0)\n show\n go to [back v] layer\n start sound [Ya v]\n glide (0.5) secs to x: (500) y: (0)\n delete this clone\nend\nif <(罠番号) = [11]> then\n switch costume to (コスチューム11 v)\n go to x: (0) y: (0)\n show\n go to [back v] layer\n start sound [Low Whoosh v]\n glide (0.1) secs to x: (0) y: (60)\nend\nif <(罠番号) = [12]> then\n switch costume to (コスチューム12 v)\n go to x: (0) y: (0)\n show\n go to [back v] layer\n forever\n if <<[60] > ([x position v] of [目ん玉 v])> and <[60] > ([y position v] of [目ん玉 v])>> then\n start sound [Magic Spell v]\n switch costume to (コスチューム13 v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [セッティング v]\nhide\ndelete all of [罠番号 v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\n@ハートと星\n\ndefine x: (x1) y: (y1) から X: (x2) Y: (y2) DIV: (d)\ngo to x: (x1) y: (y1)\nrepeat until <<(round (x position)) = (x2)> and <(round (y position)) = (y2)>>\n change x by (((x2) - (x position)) / (d))\n change y by (((y2) - (y position)) / (d))\nend\n\nwhen I receive [❤と★ v]\ngo to [front v] layer\nset [❤と★ v] to [0]\nswitch costume to (マウス v)\ncreate clone of (_myself_ v)\ngo to x: (110) y: (143)\nswitch costume to (灰 v)\nset size to (70) %\nset [ghost v] effect to (100)\nchange size by (40)\nshow\nset [❤と★2 v] to [1]\nrepeat (23)\n if <(❤と★2) < [6]> then\n change [ghost v] effect by (-20)\n end\n change size by (((70) - (size)) / (5))\n change [❤と★2 v] by (1)\nend\nset [ghost v] effect to (0)\nset size to (70) %\nwait until <(❤と★) = [1]>\nswitch costume to (ハート v)\nwait until <(❤と★) = [2]>\nswitch costume to (星 v)\nwait until <(❤と★) = [3]>\nswitch costume to (フォロー v)\nwait until <(❤と★) = [4]>\nrepeat (23)\n change [ghost v] effect by (20)\n change size by ((-1) * (((70) - (size)) / (5)))\nend\nhide\n\nwhen I start as a clone\nhide\nwait (0.8) seconds\nset size to (50) %\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nx: [64] y: [96] から X: [46] Y: [130] DIV: [8]\nset [❤と★ v] to [1]\nwait (0.5) seconds\nx: [46] y: [130] から X: [95] Y: [130] DIV: [8]\nset [❤と★ v] to [2]\nwait (0.5) seconds\nx: [95] y: [130] から X: [163] Y: [130] DIV: [8]\nset [❤と★ v] to [3]\nwait (0.7) seconds\nset [❤と★ v] to [4]\nrepeat (23)\n change [ghost v] effect by (20)\n change size by ((-1) * (((70) - (size)) / (5)))\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@ターボ防止\n\nwhen flag clicked\nswitch costume to (点 v)\ncreate clone of (_myself_ v)\nset [ターボ検知 v] to [ON]\nset [ターボ? v] to [0]\nhide\nwait (0.01) seconds\nforever\n if <(ターボ検知) = [ON]> then\n if <[200] < (ターボ検知用)> then\n show\n switch costume to (ターボ検知 v)\n go to [front v] layer\n set [ターボ? v] to [1]\n stop [all v]\n end\n end\nend\n\nwhen flag clicked\nforever\n change [ターボ検知用 v] by (1)\n change [fps計測用 v] by (1)\nend\n\nwhen flag clicked\nforever\n set [fps v] to (FPS計測用)\n set [fps計測用 v] to [0]\n set [ターボ検知用 v] to [100]\n wait (1) seconds\nend\n\nset [ターボ検知 v] to [ON]\n\nwhen I start as a clone\nshow\nset size to (1) %\nforever\n move (10) steps\n if on edge, bounce\nend\n\nset [ターボ検知 v] to [OFF]\n\nhide variable [ターボ検知 v]\n\n@サムネ\n\nwhen flag clicked\nshow\ngo to [front v] layer\nhide\n\nbroadcast (サムネ v)\n\nwhen I receive [サムネ v]\nforever\n go to x: (0) y: (0)\n show\n switch costume to (ベクター v)\n go to [front v] layer\nend\n\nwhen I receive [停止 v]\nif <(ターボ?) = [0]> then\n forever\n go to x: (0) y: (0)\n switch costume to (ベクター v)\n show\n go to [front v] layer\n end\nelse\n stop [all v]\nend\n\n
✨✨✨新作です!ハート星よろしく!✨✨✨\nhttps://scratch.mit.edu/projects/995554649\n✨✨✨新作です!是非見てね!✨✨✨\nhttps://scratch.mit.edu/projects/995554649\n\n■傾向1位,ゲーム1p!参照数60k!コミュ好き、リミ!\n■初傾向で1位とコミュ好きコミュリミまでいくとは...\n■難易度:★★★★☆(ステージ数はかなり少なめ)\n\n■HOW TO PLAY(日本語は下)\nMove with arrow keys or tap\nRestart with R key\nPlease be careful because there are a lot of trap.\nFurthermore, the author has already test-played it.\n\nPlease give me a heart and a star!!!!!!!!!!!!\n\n*The author does not take any responsibility even if the keyboard breaks due to the keyboard or any other unforeseen circumstances occur.\n\n■遊び方(English ↑ )\n矢印キーまたはタップで移動、Rでリスタート\nたくさんの罠がありますので気を付けてください\n\nなおしっかりと作者がテストプレイ済です\n作者の最高記録:9秒\n\n※台パンしてキーボードぶっ壊したり、その他不測の事態が起こっても作者は一切責任を取りません\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n❤と★とフォローの催促の色に注目()\n\n\n\nヒント↓(ネタバレ注意)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n<ヒント>\n1.とりあえず注意\n2.とりあえず注意2\n~~~~~~~~~~\n3.最後まで油断するな!\n4.ジャンプしてから戻ると回避しやすい\n5.少し滑ってからジャンプすると回避しやすい\n6.足場に惑わされずにただ飛ぶだけ
Floating platformer!浮遊プラットフォーマー!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 \(2\) v)\nset volume to (100) %\nclear graphic effects\nforever\n play sound [Unlimited \(2\) v] until done\nend\n\nwhen I receive [suta-to v]\nwait (1) seconds\n\nbroadcast (intro v)\n\nwait (5) seconds\n\nwhen I receive [z v]\n\n\n\nswitch backdrop to (背景1 \(2\)2 v)\n\nwhen flag clicked\nforever\n if <(ステージ数) = [2]> then\n switch backdrop to (背景1 \(2\)2 v)\n end\n if <(ステージ数) = [3]> then\n switch backdrop to (背景1 \(2\)3 v)\n end\n if <(ステージ数) = [4]> then\n switch backdrop to (背景1 \(2\)4 v)\n end\nend\n\n@player\n\nbroadcast (あ v)\n\nwait (3.7) seconds\n\nstart sound [ニュッ v]\n\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(yだー) > [14]> then\n set [yだー v] to [13]\n end\nend\n\nwhen I receive [♥と★ v]\nswitch costume to (コスチューム1 \(15\) \(1\) v)\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n if <touching (ステージ v)?> then\n switch costume to (player v)\n end\n end\n if <<(♥) = [1]> or <(★) = [1]>> then\n if <touching (ステージ v)?> then\n switch costume to (コスチューム1 \(15\) \(1\) v)\n end\n end\nend\n\nwhen I receive [z v]\n\nforever\n switch costume to (player \(2\) v)\nend\n\nif <(ステージ数) = [1]> then\n\nif <(ステージ数) = [1]> then\n\nwait (2) seconds\n\nchange [yだー v] by (8)\nif <(yだー) > [6]> then\n set [yだー v] to [8]\nend\nif <key (left arrow v) pressed?> then\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (コスチューム2 v)\n end\nend\n\nforever\n\nwhen flag clicked\nforever\nend\n\nswitch costume to (コスチューム1 \(15\) \(1\)3 v)\n\nchange [yだー v] by (15)\nif <(yだー) > [15]> then\n set [yだー v] to [15]\nend\n\nset [yだー v] to [1000]\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nshow\nset size to (60) %\ngo to x: (-220) y: (50)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (3)\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: (10) y: (-94)\nswitch costume to (player v)\nbroadcast (スターーと v)\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n if <<<touching (spike v)?> or <touching (spike2 v)?>> or <touching (ステージ4 v)?>> then\n start sound [やられる v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (0) y: (-150)\n set [xのやつ v] to [0]\n end\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 end\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (player \(2\) v)\n end\n if <<(♥) = [1]> or <(★) = [1]>> then\n switch costume to (コスチューム1 \(15\) \(1\)2 v)\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 if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (player v)\n end\n if <<(♥) = [1]> or <(★) = [1]>> then\n switch costume to (コスチューム1 \(15\) \(1\) v)\n end\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 (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のやつ) * (-1))\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n start sound [壁キック 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 [13]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n change y by (1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (player2 v)\n end\n change [yだー v] by (8)\n if <(yだー) > [6]> then\n set [yだー v] to [8]\n end\n if <key (left arrow v) pressed?> then\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (コスチューム2 v)\n end\n end\n if <<(♥) = [1]> or <(★) = [1]>> then\n change [yだー v] by (15)\n if <(yだー) > [15]> then\n set [yだー v] to [15]\n end\n switch costume to (コスチューム1 \(15\) \(1\)3 v)\n if <key (left arrow v) pressed?> then\n switch costume to (コスチューム1 \(15\) \(1\)4 v)\n end\n end\n end\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (ステージ v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(y position) > [177]> then\n broadcast (次のステージ v)\n start sound [Rip v]\n go to x: (0) y: (-160)\n end\n if <touching (coin v)?> then\n start sound [Coin v]\n broadcast (coin v)\n end\n if <[-160] > (y position)> then\n set y to (-160)\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (player2 v)\n if <key (left arrow v) pressed?> then\n switch costume to (コスチューム2 v)\n end\n end\n end\n if <(yだー) = [-30]> then\n set [yだー v] to [0]\n end\n if <touching (ステージ2 v)?> then\n set [xのやつ v] to [-60]\n end\n if <touching (ステージ3 v)?> then\n set [xのやつ v] to [60]\n end\n if <touching (ステージ5 v)?> then\n change [yだー v] by (1000000000000)\n end\nend\n\nwhen flag clicked\n\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nset [ghost v] effect to (100)\n\nwhen I receive [next v]\n\nwait (9) seconds\n\nif <<(♥) = [1]> and <(★) = [1]>> then\nend\n\nif <key (up arrow v) pressed?> then\nend\n\nchange [yだー v] by (8)\nif <(yだー) > [6]> then\n set [yだー v] to [8]\nend\n\nif then\nend\n\nif <key (left arrow v) pressed?> then\n switch costume to (コスチューム1 \(15\) \(1\)3 v)\nend\n\n@spike\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\nset [spike v] to [0]\nchange [spike v] by (1)\n\nwait (1) seconds\nshow\n\nwhen I receive [次のステージ v]\nchange [spike v] by (1)\n\nwait (2) seconds\n\n@ステージ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n switch costume to (ステージ数)\n if <(ステージ数) = [2]> then\n broadcast (z v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nhide\n\nwhen I receive [次のステージ v]\nchange [ステージ数 v] by (1)\n\nwait (1) seconds\n\n@spike2\n\nwhen flag clicked\ngo to x: (18) y: (-56)\ngo to [back v] layer\nforever\n if <<<<<(ステージ数) = [3]> or <(ステージ数) = [4]>> or <(ステージ数) = [5]>> or <(ステージ数) = [7]>> or <(ステージ数) = [8]>> then\n show\n repeat (5)\n change x by (-10)\n end\n wait (2) seconds\n repeat (5)\n change x by (10)\n end\n wait (2) seconds\n else\n hide\n end\nend\n\nset [spike v] to [0]\nchange [spike v] by (1)\n\nwhen I receive [次のステージ v]\n\ngo to x: (18) y: (0)\n\nrepeat (10)\n\nshow\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\nchange [spike v] by (1)\nwait (2) seconds\n\nwait (2) seconds\nrepeat (3)\n change y by (5)\nend\n\n@スプライト6\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 (大きさ) %\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 flag clicked\nbroadcast (イントロ完 v)\n\nwhen I receive [イントロ完 v]\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\nforever\n Time ((x) - (220)) ((y) + (50)) (桁)\n if <(ステージ数) = [9]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n\nwait until <(timer) = [12]>\n\nwhen flag clicked\n\nwhen I receive [暗い v]\ngo to [front v] layer\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to x: (50) y: (500)\nset [ghost v] effect to (100)\nforever\n set [停止 v] to (timer)\nend\n\nwhen [timer v] > ((停止) + (0.1))\ngo to [front v] layer\nstart sound [Nebula v]\nglide (0.4) secs to x: (50) y: (0)\n\nforever\n\nstop all sounds\n\nwhen I receive [ターボ建築 v]\nhide\n\n@ターボ検知\n\nwhen flag clicked\nhide\nreset timer\nswitch costume to (サムネ v)\nset [2 v] to [0]\nset [ghost v] effect to (100)\nforever\n switch costume to (サムネ v)\n go to [front v] layer\n set size to (100) %\n change [2 v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n set [2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[25] < (2)> then\n show\n broadcast (ターボ建築 v)\n stop [all v]\n end\nend\n\nwhen I receive [ターボ建築 v]\ngo to [front v] layer\nswitch costume to (ターボ検知 v)\n\nwhen I receive [next v]\nset size to (100) %\nswitch costume to (コスチューム4 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\n@Detector\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\nwhen I receive [イントロ完 v]\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\n@スプライト3\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nrepeat until <<(♥) = [1]> and <(★) = [1]>>\n hide\n go to x: (0) y: (-150)\n show\n glide (1) secs to x: (0) y: (0)\n wait (pick random (1) to (10)) seconds\n glide (1) secs to x: (0) y: (-150)\n hide\nend\nhide\n\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nwait (0.01) seconds\ngo [forward v] (6) layers\n\n@ステージ2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nhide\n\nwhen I receive [次のステージ v]\n\nwait (1) seconds\n\nchange [ステージ数 v] by (1)\n\n@ステージ3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nhide\n\nwhen I receive [次のステージ v]\n\nwait (1) seconds\n\nchange [ステージ数 v] by (1)\n\n@ステージ4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n if <<(ステージ数) = [6]> or <(ステージ数) = [8]>> then\n show\n forever\n turn right (3) degrees\n end\n else\n hide\n end\nend\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nwhen I receive [次のステージ v]\n\nwait (1) seconds\n\nchange [ステージ数 v] by (1)\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\n@ステージ5\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nwhen I receive [次のステージ v]\n\nwait (1) seconds\n\nchange [ステージ数 v] by (1)\n\n\n\nforever\n turn right (3) degrees\nend\n\nset [ステージ数 v] to [1]\n\n
宣伝禁止 AdvertisingProhibition \n日本語は下\nMove arrow keys/A and D keys\nJump arrow key/W key\nWall kick M\n\n\n移動矢印キー/AとDキー\nジャンプ矢印キー/Wキー\n壁キック壁に移動+ジャンプ\n
A Platformer THE CAVES #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(Level) = [24]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<[9] > (Level)> or <[23] < (Level)>> then\n play sound [mixkit-pop-05-695 v] until done\n else\n play sound [Cave v] until done\n end\nend\n\nif then\nelse\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n stop all sounds\n stop [this script v]\n end\nend\n\n@Player\n\nsay [Hello!]\n\nwhen flag clicked\nforever\n if <<(username) = [Insanemaster3000]> or <(username) = [Deltawolf1]>> then\n set [brightness v] effect to (0)\n set [color v] effect to (140)\n end\nend\n\nwhen flag clicked\nset size to (65) %\nhide\ngo to x: (-191) y: (70)\n\nwhen flag clicked\nreset timer\nset [time v] to [0]\nshow variable [time v]\nshow variable [☁ fastest time completed v]\nshow variable [level v]\nset [ghost v] effect to (0)\nset size to (60) %\nswitch costume to (idle v)\nshow\ngo to x: (-214) y: (88)\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [jump v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n set [jump v] to [0]\n end\n change y by (-1)\n if <<(Jump) = [0]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>>> then\n switch costume to (jump v)\n set [y v] to [15]\n set [jump v] to [1]\n end\n change y by (1)\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (-214) y: (20)\n change [level v] by (-1)\n broadcast (message1 v)\n end\n if <<touching (bad stuff v)?> or <touching (enemys v)?>> then\n broadcast (Dead v)\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-206) y: (88)\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (jump pads v)?> then\n set [y v] to [30]\n set [jump v] to [1]\n end\nend\n\nchange y by (1)\n\nchange y by (1)\n\nchange y by (-5)\nchange y by (1)\n\nwait (1) seconds\n\nswitch costume to (idle v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwait (1) seconds\n\nset [level v] to [-1]\n\nwhen I start as a clone\nhide\nswitch costume to (idle v)\nif <(Hi) = [1]> then\n switch costume to (classic v)\nend\nif <<(username) = [Deltawolf1]> or <<(username) = [Insanemaster3000]> or <(username) = [Car_OverloadZ]>>> then\n switch costume to (left2 v)\nend\ngo to (player v)\nshow\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [detection v]\nforever\n switch costume to (classic v)\n set [hi v] to [1]\nend\n\nwhen flag clicked\nset [hi v] to [0]\nforever\n change [time v] by (0.1)\n wait (.01) seconds\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\ndelete all of [cool people v]\nadd [Insanemaster3000] to [cool people v]\n\n@Bad stuff\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [message1 v]\nforever\n switch costume to (Level)\nend\n\nset [level v] to [11]\n\nset [level v] to [25]\n\n@Level\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\n\ngo to x: (0) y: (10)\n\nwhen I receive [message1 v]\nswitch costume to (Level)\n\nwait (0.8) seconds\nchange y by (8)\n\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(Level) = [30]> then\n if <(☁ Fastest time completed) > (Time)> then\n set [☁ fastest time completed v] to (Time)\n end\n end\nend\n\n@Hi\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\nswitch costume to (Level)\n\n@Spr\n\nwhen flag clicked\nhide\nforever\n if <<[10] > (Level)> or <[23] < (Level)>> then\n create clone of (_myself_ v)\n wait (12) seconds\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (-230) y: (pick random (110) to (160))\nrepeat until <not <touching (_edge_ v)?>>\n change x by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (2)\nend\ndelete this clone\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nset [my variable v] to [1]\nwait (8) seconds\nset [my variable v] to [0]\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [my variable v] to [0]\n\nwhen flag clicked\nforever\n if <(my variable) = [1]> then\n wait (1) seconds\n go to x: (0) y: (0)\n show\n reset timer\n switch costume to (2 v)\n broadcast (Detection 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 end\nend\n\n@Like and fav NOW\n\nwhen flag clicked\ngo to x: (164) y: (79)\nset [ghost v] effect to (0)\nshow\ngo to [back v] layer\nwait (8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n wait (30) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [detection v]\nhide\n\n@Jump pads \n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [message1 v]\nforever\n switch costume to (Level)\nend\n\n@Enemys\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [message1 v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n repeat (10)\n change x by (-30)\n end\n wait (1) seconds\n repeat (10)\n change x by (30)\n end\n wait (1) seconds\n end\n if <(Level) = [18]> then\n repeat (10)\n change x by (-20)\n end\n wait (2) seconds\n repeat (10)\n change x by (20)\n end\n wait (2) seconds\n end\n if <(Level) = [19]> then\n repeat (10)\n change x by (-10)\n end\n wait (1) seconds\n repeat (10)\n change x by (10)\n end\n wait (1) seconds\n end\n if <(Level) = [27]> then\n repeat (10)\n change x by (-10)\n end\n wait (1) seconds\n repeat (10)\n change x by (10)\n end\n wait (1) seconds\n end\nend\n\nset [level v] to [16]\n\n@Sprite1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n if <<[9] < (Level)> and <not <[23] < (Level)>>> then\n set [ghost v] effect to (0)\n create clone of (_myself_ v)\n wait (pick random (3) to (6)) seconds\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset y to (400)\ngo to (random position v)\npoint in direction (180)\nrepeat until <<touching (level v)?> or <touching (bad stuff v)?>>\n change y by (-5)\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (2)\nend\ndelete this clone\n\n
Arrow keys to move\nAvoid the deadly traps in the caves\nEscape through dangerous parkour\nFollow me, love and fav\nIf you are stuck to the ground jump!\nEnjoy\nPlay my other games NO ADVERTISING
【ver.1.20/続編】Minecraft Platformer!
@Stage\n\n@キャラ\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n初期設定ぃ〜\nset rotation style [left-right v]\npoint in direction (-90)\nwait (1) seconds\nset [x v] to [0]\nforever\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.9)\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 v] by (0.9)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse x) > (y position)> and <mouse down?>>> then\n start sound [歩き2 v]\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse x) > (y position)> and <mouse down?>>> then\n set [y v] to [14]\n start sound [歩き2 v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (road- v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching (マグマ v)?> then\n start sound [ダメージ v]\n repeat (10)\n wait (0.000000000000000000001) seconds\n change [ghost v] effect by (10)\n end\n 初期設定ぃ〜\n repeat (10)\n wait (0.00000001) seconds\n change [ghost v] effect by (-10)\n end\n end\n if <(x position) = [257]> then\n repeat (10)\n wait (0.000000000000000000001) seconds\n change [ghost v] effect by (10)\n end\n broadcast (次 v)\n 初期設定ぃ〜\n repeat (10)\n wait (0.00000001) seconds\n change [ghost v] effect by (-10)\n end\n end\n if <(y position) = [-185]> then\n start sound [ダメージ v]\n repeat (10)\n wait (0.000000000000000000001) seconds\n change [ghost v] effect by (10)\n end\n 初期設定ぃ〜\n repeat (10)\n wait (0.00000001) seconds\n change [ghost v] effect by (-10)\n end\n end\nend\n\ndefine 初期設定ぃ〜\ngo to [front v] layer\npoint in direction (-90)\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-198) y: (-51)\nset size to (200) %\nswitch costume to (スニファー v)\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen I receive [rakuda v]\nforever\n switch costume to (ラクダ v)\nend\n\nwhen I receive [スティーブ v]\nforever\n switch costume to (スティーブ v)\nend\n\n@road-\n\nwhen I receive [次 v]\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (rakuda v)\nend\nif <(costume [number v]) = [14]> then\n broadcast (sabaku v)\nend\nif <(costume [number v]) = [16]> then\n broadcast (rakuda2 v)\nend\nif <(costume [number v]) = [5]> then\n broadcast (桜 v)\nend\nif <(costume [number v]) = [19]> then\n broadcast (スティーブ v)\nend\nif <(costume [number v]) = [21]> then\n broadcast (clear v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (0)\n\n@マグマ\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [次 v]\nnext costume\n\n@太陽\n\nwhen flag clicked\ngo to x: (164) y: (99)\nswitch costume to (太陽 v)\nset size to (93) %\nshow\nforever\n go to [back v] layer\n repeat (10)\n wait (0.01) seconds\n change size by (1)\n end\n repeat (10)\n wait (0.01) seconds\n change size by (-1)\n end\nend\n\nwhen I receive [次 v]\nnext costume\n\n@雲\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nset [cloud y v] to (pick random (100) to (90))\nset [ghost v] effect to (20)\nif <(#Biome) = [2]> then\n go [forward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\nend\nswitch costume to ((1) + (pick random (1) to (10)))\nset y to (cloud y)\nrepeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n if <(#Biome) = [3]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\n if <(#Biome) = [4]> then\n set [ghost v] effect to (20)\n end\nend\nchange [cloud_num v] by (-1)\ndelete this clone\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\n if <(Dead) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nshow\nbroadcast (スタート v)\n\n@桜↓\n\nwhen flag clicked\ngo to x: (67) y: (-25)\nswitch costume to (コスチューム10 v)\ngo to [back v] layer\nshow\n\nwhen I receive [次 v]\nnext costume\n\n@洞窟背景\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム6 v)\nset [brightness v] effect to (-20)\ngo to x: (0) y: (0)\nshow\n\n@実績\n\nwhen flag clicked\nset size to (130) %\ngo to x: (-274) y: (148)\nhide\nwait (0.2) seconds\nstart sound [in \(1\) v]\nswitch costume to (スニッファーの実績 v)\nshow\nrepeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\nend\nwait (2) seconds\nrepeat (15)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\nend\nhide\ngo to x: (-274) y: (148)\n\nwhen I receive [rakuda v]\nswitch costume to (ラクダの実績 v)\nshow\nstart sound [in \(1\) v]\nrepeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\nend\nwait (2) seconds\nrepeat (15)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\nend\nhide\ngo to x: (-274) y: (148)\n\nwhen I receive [sabaku v]\nswitch costume to (砂漠の村実績 v)\nshow\nstart sound [in \(1\) v]\nrepeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\nend\nwait (2) seconds\nrepeat (15)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\nend\nhide\ngo to x: (-274) y: (148)\n\nwhen I receive [rakuda2 v]\nswitch costume to (ラクダに乗れば喰らわない v)\nshow\nstart sound [in \(1\) v]\nrepeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\nend\nwait (2) seconds\nrepeat (15)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\nend\nhide\ngo to x: (-274) y: (148)\n\nwhen I receive [桜 v]\nswitch costume to (桜だ! v)\nshow\nstart sound [in \(1\) v]\nrepeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\nend\nwait (2) seconds\nrepeat (15)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\nend\nhide\ngo to x: (-274) y: (148)\n\nwhen I receive [スティーブ v]\nswitch costume to (もと v)\nshow\nstart sound [in \(1\) v]\nrepeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\nend\nwait (2) seconds\nrepeat (15)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\nend\nhide\ngo to x: (-274) y: (148)\n\nwhen I receive [clear v]\nswitch costume to (クリア v)\nshow\nstart sound [in \(1\) v]\nrepeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\nend\nwait (2) seconds\nrepeat (18)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\nend\ngo to x: (-274) y: (148)\nhide\nwait (1) seconds\nbroadcast (星とハート v)\n\nwhen I receive [星とハート v]\nswitch costume to (星とハート押してね。 v)\nshow\nstart sound [in \(1\) v]\nrepeat (13)\n wait (0.00000000000000000000000000001) seconds\n move (10) steps\nend\nwait (2) seconds\nrepeat (15)\n wait (0.00000000000000000000000000001) seconds\n move (-10) steps\nend\nhide\ngo to x: (-274) y: (148)\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
▶How to operate    ーーー日本語は⇓ーーーー\nRespawn...touch magma\nMove... ``→.←'' key / tap the screen.\nJump... "↑" key / tap the screen.\n↑If you perform this while touching the wall, you can perform a "wall kick."\n\n▶操作方法\nリスポーン...マグマに触れる\n移動...「→.←」キー / 画面をタップ.\nジャンプ...「↑」キー / 画面をタップ . \n↑壁に触れた状態で行うと「壁キック」ができます。
☁Long Platformer Online☁ / ☁長編プラットフォーマーオンライン☁ #All #Games #Platformer
@Stage\n\nwhen I receive [スタート v]\nforever\n if <not <(ステージ) = [16]>> then\n switch backdrop to (背景1 v)\n else\n switch backdrop to (背景2 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nhide variable [☁ 世界記録だよぉ v]\nhide variable [time v]\nhide variable [active players v]\nbroadcast (セレクト画面 v)\n\n@軽量化\n\n@プレイヤー\n\nwhen I receive [offline v]\nshow\nset [ステージ v] to (最初のステージ)\nset [ok v] to [1]\n初期設定\nforever\n 動き\nend\n\ndefine 初期設定\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nif <not <(ステージ) = [17]>> then\n go to x: (-207) y: (-17)\nelse\n go to x: (-207) y: (-145)\nend\nset size to (85) %\n\ndefine 動き\nif <(ok) = [1]> then\n if <<key (right arrow v) pressed?> or <<<(チャットのボタン触れた?) = [0]> and <<<mouse down?> and <(x position) < (mouse x)>> and <(チャット画面?) = [0]>>> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<(チャットのボタン触れた?) = [0]> and <<<mouse down?> and <(mouse x) < (x position)>> and <(チャット画面?) = [0]>>> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<<(チャットのボタン触れた?) = [0]> and <<<mouse down?> and <(y position) < (mouse y)>> and <(チャット画面?) = [0]>>> or <key (w v) pressed?>>> then\n if <(x) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<(チャットのボタン触れた?) = [0]> and <<<mouse down?> and <(y position) < (mouse y)>> and <(チャット画面?) = [0]>>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n start sound [ジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[240] < (x position)> then\n 初期設定\n broadcast (次へ v)\n hide\n set [ok v] to [0]\n end\n if <(y position) < [-180]> then\n start sound [やられる v]\n 初期設定\n end\n if <<<touching (トゲ v)?> or <touching (マグマ v)?>> or <touching (デンジャラス v)?>> then\n start sound [やられる v]\n 初期設定\n end\n if <touching (水 v)?> then\n broadcast (音 水 v)\n end\nend\n\nwhen I receive [スタート v]\nforever\n コスチューム <<key (right arrow v) pressed?> or <<<(チャットのボタン触れた?) = [0]> and <<<mouse down?> and <(x position) < (mouse x)>> and <(チャット画面?) = [0]>>> or <key (d v) pressed?>>> <<key (left arrow v) pressed?> or <<<(チャットのボタン触れた?) = [0]> and <<<mouse down?> and <(mouse x) < (x position)>> and <(チャット画面?) = [0]>>> or <key (a v) pressed?>>> <<key (up arrow v) pressed?> or <<<(チャットのボタン触れた?) = [0]> and <<<mouse down?> and <(y position) < (mouse y)>> and <(チャット画面?) = [0]>>> or <key (w v) pressed?>>>\nend\n\ndefine コスチューム <右が選択された> <左が選択された> <上が選択された>\nif <not <<key (any v) pressed?> or <mouse down?>>> then\n switch costume to (join [前] (コスチューム))\nend\nif <右が選択された> then\n switch costume to (join [右] (コスチューム))\n if <上が選択された> then\n switch costume to (join [右上] (コスチューム))\n end\nend\nif <左が選択された> then\n switch costume to (join [左] (コスチューム))\n if <上が選択された> then\n switch costume to (join [左上] (コスチューム))\n end\nend\nif <<上が選択された> and <not <<右が選択された> or <左が選択された>>>> then\n switch costume to (join [上] (コスチューム))\nend\n\nwhen I receive [next v]\n初期設定\nwait (0.4) seconds\n\nwhen I receive [スタート v]\nhide variable [☁ 世界記録だよぉ v]\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(ステージ) = [26]>\n wait (1) seconds\n change [time v] by (1)\nend\nwait until <(ok) = [1]>\nbroadcast (クリア! v)\nshow variable [time v]\nif <(ステージ選択した?) = [0]> then\n show variable [☁ 世界記録だよぉ v]\n if <(time) < (☁ 世界記録だよぉ)> then\n set [☁ 世界記録だよぉ v] to (time)\n end\nend\nforever\n if <(チャット画面?) = [1]> then\n hide variable [time v]\n if <(ステージ選択した?) = [0]> then\n hide variable [☁ 世界記録だよぉ v]\n end\n else\n show variable [time v]\n if <(ステージ選択した?) = [0]> then\n show variable [☁ 世界記録だよぉ v]\n end\n end\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\nwhen I receive [play準備 v]\nstop [other scripts in sprite v]\nset [ステージ v] to [1]\nif <(オンライン?) = [1]> then\n broadcast (online v)\nelse\n broadcast (offline v)\nend\nbroadcast (スタート v)\n\nwhen I receive [セレクト画面 v]\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [online v]\nshow\nbroadcast (Cloud - Setup v) and wait\nset [ステージ v] to (最初のステージ)\nset [ok v] to [1]\n準備\n初期設定\nforever\n 動き\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 (ok) to [my values to send v]\n add (ステージ) to [my values to send v]\n add (チャット番号) to [my values to send v]\n add (length of (username)) to [my values to send v]\n ユーザー名を送信データに送る\n broadcast (Cloud - Tick v)\nend\n\nwhen I receive [チャット送った v]\nwait (4) seconds\nset [チャット番号 v] to [0]\n\nwhen I receive [online v]\nforever\n if <(チャット番号) = [0]> then\n say (username)\n else\n say (join (username) (join [:] (item (チャット番号) of [チャット v])))\n end\nend\n\ndefine ユーザー名を送信データに送る\nset [i v] to [1]\nrepeat (length of (username))\n add (item # of (letter (i) of (username)) in [暗号リスト v]) to [my values to send v]\n change [i v] by (1)\nend\n\ndefine 準備\nset [暗号 v] to [abcdefghijklmnopqrstuvwxyz1234567890-_]\ndelete all of [暗号リスト v]\nrepeat (9)\n add [] to [暗号リスト v]\nend\nset [i v] to [1]\nrepeat (length of (暗号))\n add (letter (i) of (暗号)) to [暗号リスト v]\n change [i v] by (1)\nend\n\n@地面\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nforever\n show\n go to x: (0) y: (0)\n set size to (100) %\n if <(ok) = [1]> then\n go to [front v] layer\n go [backward v] (4) layers\n end\n switch costume to (ステージ)\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\nwhen I receive [次へ v]\nchange [ステージ v] by (1)\n\n@トゲ\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nforever\n show\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (ステージ)\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\n@その他\n\nwhen I receive [スタート v]\nshow\ngo [forward v] (2) layers\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\n go to [back v] layer\n go [forward v] (2) layers\n if <(ステージ) = [26]> then\n broadcast (a v)\n end\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\nwhen I receive [a v]\nshow\nstop [other scripts in sprite v]\ngo [forward v] (2) layers\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (join (ステージ) (ステージ選択した?))\n go to [back v] layer\n go [forward v] (2) layers\nend\n\n@草\n\nwhen I receive [スタート v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\n@デンジャラス\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\nswitch costume to (1 v)\nforever\n if <(ステージ) = [11]> then\n show\n set size to (80) %\n switch costume to (1 v)\n go to x: (120) y: (-190)\n turn right (3) degrees\n else\n if <(ステージ) = [16]> then\n show\n set size to (40) %\n switch costume to (1 v)\n go to x: (40) y: (-100)\n turn right (5) degrees\n else\n if <(ステージ) = [18]> then\n show\n set size to (90) %\n switch costume to (1 v)\n go to x: (100) y: (20)\n turn right (-4.5) degrees\n else\n if <(ステージ) = [20]> then\n show\n set size to (100) %\n switch costume to (1 v)\n go to x: (0) y: (-150)\n turn right (4.5) degrees\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\n@マグマ\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nforever\n set [y起動 v] to (([sin v] of ((timer) * (90)) ) * (10))\n if <(ステージ) = [6]> then\n show\n set size to (150) %\n go to x: (0) y: ((y起動) + (-80))\n switch costume to (1 v)\n else\n if <(ステージ) = [19]> then\n show\n set size to (130) %\n go to x: (50) y: ((y起動) + (-137))\n switch costume to (1 v)\n else\n if <(ステージ) = [21]> then\n show\n set size to (100) %\n go to x: (200) y: ((y起動) + (-137))\n switch costume to (1 v)\n else\n if <(ステージ) = [23]> then\n show\n set size to (200) %\n go to x: (0) y: ((y起動) + (-300))\n switch costume to (1 v)\n else\n if <(ステージ) = [24]> then\n show\n set size to (200) %\n go to x: (200) y: ((y起動) + (-140))\n switch costume to (1 v)\n else\n if <(ステージ) = [25]> then\n show\n set size to (200) %\n go to x: (200) y: ((y起動) + (-340))\n switch costume to (1 v)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\n@水\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\nhide\nswitch costume to (コスチューム1 v)\nforever\n set [y起動 v] to (([sin v] of ((timer) * (90)) ) * (10))\n set [ghost v] effect to (40)\n if <(ステージ) = [15]> then\n 動き\n set size to (200) %\n set y to ((y起動) + (-300))\n set x to (40)\n else\n if <(ステージ) = [16]> then\n 動き\n set size to (200) %\n set y to (0)\n set x to (0)\n else\n if <(ステージ) = [17]> then\n 動き\n set size to (200) %\n set y to ((y起動) + (-300))\n set x to (-40)\n else\n if <(ステージ) = [21]> then\n 動き\n set size to (100) %\n set y to ((y起動) + (-180))\n set x to (-40)\n else\n if <(ステージ) = [25]> then\n 動き\n set size to (100) %\n set y to ((y起動) + (-200))\n set x to (-100)\n else\n hide\n end\n end\n end\n end\n end\n go to [front v] layer\n go [backward v] (5) layers\nend\n\ndefine 動き\nshow\nif <touching (プレイヤー v)?> then\n set [x v] to ((x) / (1.2))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n change [y v] by (5)\n else\n change [y v] by (-3)\n end\nend\n\nwhen I receive [音 水 v]\nstart sound (pick random (1) to (7))\n\nwhen I receive [セレクト画面 v]\nhide\n\nwhen I receive [セレクト画面 v]\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwait (0.5) seconds\n\nstop [this script v]\n\nwhen I receive [次へ v]\nshow\nstart sound [High Whoosh v]\ngo to [front v] layer\ngo to x: (350) y: (0)\nset y to (0)\nset y to (0)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nglide (1) secs to x: (-5) y: (0)\nglide (0.1) secs to x: (-350) y: (0)\nhide\nset [ok v] to [1]\nbroadcast (NEXT v)\n\nwhen I receive [セレクト画面 v]\nhide\n\nwhen I receive [セレクト画面 v]\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\nhide\n\n@ばね\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\nforever\n if <(ステージ) = [22]> then\n 動き\n set size to (90) %\n go to x: (-40) y: (-35)\n else\n if <(ステージ) = [24]> then\n 動き\n set size to (90) %\n go to x: (-40) y: (-57)\n else\n hide\n end\n end\n go to [front v] layer\n go [backward v] (1) layers\nend\n\ndefine 動き\nshow\nif <touching (プレイヤー v)?> then\n start sound [バネ v]\n switch costume to (2 v)\n set [y v] to [18]\nelse\n switch costume to (1 v)\nend\n\nwhen I receive [セレクト画面 v]\nhide\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@背景\n\nwhen I receive [スタート v]\nforever\n show\n set size to (100) %\n if <not <(ステージ) = [16]>> then\n show\n switch costume to (背景 v)\n else\n hide\n end\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\n@太陽\n\nwhen I receive [スタート v]\nshow\ngo to [back v] layer\ngo to x: (211) y: (150)\ngo [forward v] (1) layers\nset size to (100) %\nset [三角関数 v] to [0]\nforever\n change [三角関数 v] by (4)\n change size by (([cos v] of (三角関数) ) / (1.5))\n go to [back v] layer\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\n@雲\n\nwhen I receive [スタート v]\nhide\nif then\n delete this clone\nend\nforever\n create clone of (_myself_ v)\n wait (pick random (3.0) to (4.0)) seconds\nend\n\nwhen I start as a clone\nif <not <(ステージ) = [16]>> then\n show\n switch costume to (pick random (1) to (4))\n set x to (320)\n set y to (pick random (30.0) to (160.0))\n repeat until <(x position) < [-320]>\n change x by (-2)\n set [ghost v] effect to (10)\n go to [back v] layer\n go [forward v] (2) layers\n if <(ステージ) = [16]> then\n delete this clone\n end\n end\nend\ndelete this clone\n\nwhen I receive [セレクト画面 v]\nif then\n delete this clone\nend\nhide\n\n@音楽\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\nforever\n play sound [-Xaf- v] until done\nend\n\nwhen I receive [セレクト画面 v]\nhide\n\nwhen I receive [セレクト画面 v]\nforever\n play sound [Water \(1\) v] until done\nend\n\nwhen I receive [セレクト画面 v]\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [turbomode v]\nstop [other scripts in sprite v]\nhide\n\n@紙吹雪\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-230) to (230)) y: (170)\nset [s v] to (pick random (-8) to (-10))\nrepeat until <(y position) < [-170]>\n show\n next costume\n change y by (s)\n turn right (15) degrees\n change [ghost v] effect by (1)\n go to [front v] layer\n go [forward v] (1) layers\n if <(チャット画面?) = [1]> then\n hide\n end\nend\ndelete this clone\n\nwhen I receive [クリア! v]\nhide\nclear graphic effects\nstart sound [Win v]\nforever\n create clone of (_myself_ v)\n change [color v] effect by (25)\n wait (0.035) seconds\nend\n\nwhen I receive [セレクト画面 v]\nif then\n delete this clone\nend\nhide\n\nwhen I receive [セレクト画面 v]\nstop [other scripts in sprite v]\nhide\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@ホーム\n\nwhen I receive [セレクト画面 v]\nhide\nclone\n\nwhen I start as a clone\nset [三角関数 v] to [0]\nset x to ()\nshow\nforever\n if <(ID) = [1]> then\n go to x: (211) y: (150)\n switch costume to (太陽 v)\n change [三角関数 v] by (4)\n change size by (([cos v] of (三角関数) ) / (1.5))\n end\n if <(ID) = [2]> then\n switch costume to (背景 v)\n set y to ((([sin v] of ((timer) * (90)) ) * (10)) + (10))\n end\n if <(ID) = [3]> then\n switch costume to (地面 v)\n set y to ((([sin v] of ((timer) * (180)) ) * (8)) + ())\n end\n if <(ID) = [4]> then\n switch costume to (テキスト v)\n set y to ((([cos v] of ((timer) * (180)) ) * (5)) + ())\n end\n if <(ID) = [5]> then\n clear graphic effects\n set size to (120) %\n switch costume to (play v)\n set y to ((([sin v] of ((timer) * (90)) ) * (5)) + (80))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (play2 v)\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す2 v]\n broadcast (オンラインか?選択 v)\n set [最初のステージ v] to [1]\n repeat (20)\n change size by (1)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\n end\n if <(ID) = [6]> then\n clear graphic effects\n set size to (105) %\n set y to ((([sin v] of ((timer) * (90)) ) * (5)) + (-15))\n switch costume to (stage select v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (stage select2 v)\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す2 v]\n repeat (20)\n change size by (1)\n change [ghost v] effect by (5)\n end\n broadcast (ステージ選択 v)\n stop [this script v]\n end\n end\n if <(ID) = [7]> then\n clear graphic effects\n set size to (90) %\n set y to ((([sin v] of ((timer) * (90)) ) * (5)) + (-100))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (join (costume [name v]) [2])\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す2 v]\n if <(音) = [1]> then\n switch costume to (nsound v)\n set [音 v] to [0]\n else\n switch costume to (sound v)\n set [音 v] to [1]\n end\n end\n end\nend\n\nwhen I receive [オンラインか?選択 v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [5]> then\n set x to (360)\n repeat until <(round (x position)) = [120]>\n change x by (((x position) - (120)) / (-3))\n end\n set x to (120)\nend\nif <(ID) = [6]> then\n set [音 v] to [1]\n switch costume to (stage select v)\n set x to (360)\n repeat until <(round (x position)) = [120]>\n change x by (((x position) - (120)) / (-3))\n end\n set x to (120)\nend\nif <(ID) = [7]> then\n set [音 v] to [1]\n switch costume to (sound v)\n set x to (360)\n repeat until <(round (x position)) = [120]>\n change x by (((x position) - (120)) / (-3))\n end\n set x to (120)\nend\n\nwhen I start as a clone\nif <<<(ID) = [5]> or <(ID) = [6]>> or <(ID) = [7]>> then\n forever\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\n end\nend\n\nwhen I start as a clone\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\ndefine clone\nset [id v] to [1]\nrepeat (7)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I receive [ステージ選択 v]\nif <not <<<(ID) = [1]> or <(ID) = [2]>> or <(ID) = [3]>>> then\n delete this clone\nend\n\nwhen I receive [スタート v]\ndelete this clone\n\n@プレイヤー選択\n\nwhen I receive [セレクト画面 v]\nshow\nset [キャラクター v] to [1]\nforever\n set size to (100) %\n switch costume to (join [character] (キャラクター))\n set size to ((([sin v] of ((timer) * (180)) ) * (10)) + (100)) %\n go to x: (-110) y: (-20)\n go to [front v] layer\nend\n\nwhen I receive [オンラインか?選択 v]\nset [コスチューム v] to (キャラクター)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ステージ選択 v]\nset [コスチューム v] to (キャラクター)\nstop [other scripts in sprite v]\nhide\n\n@矢印\n\nwhen I receive [セレクト画面 v]\nhide\nset [キャラクター v] to [1]\nclone\n\nwhen I start as a clone\nset rotation style [left-right v]\nset x to ()\nshow\nforever\n if <(ID) = [1]> then\n clear graphic effects\n go to [front v] layer\n set size to (100) %\n switch costume to (1 v)\n set x to (-10)\n set y to (-20)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n point in direction (90)\n switch costume to (2 v)\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す50 v]\n if <(キャラクター) = [7]> then\n set [キャラクター v] to [1]\n else\n change [キャラクター v] by (1)\n end\n end\n end\n if <(ID) = [2]> then\n point in direction (-90)\n clear graphic effects\n set size to (100) %\n switch costume to (1 v)\n go to [front v] layer\n set x to (-210)\n set y to (-20)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (2 v)\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す50 v]\n if <(キャラクター) = [1]> then\n set [キャラクター v] to [7]\n else\n change [キャラクター v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [オンラインか?選択 v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\ndefine clone\nset [id v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I receive [ステージ選択 v]\ndelete this clone\n\n@選択\n\nwhen I receive [オンラインか?選択 v]\nhide\nset [id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(ID) = [1]> then\n set size to (100) %\n switch costume to (black v)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n stop [this script v]\n end\n if <(ID) = [2]> then\n clear graphic effects\n set size to (100) %\n switch costume to (online v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (online2 v)\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す2 v]\n repeat (20)\n change size by (1)\n change [ghost v] effect by (5)\n end\n set [オンライン? v] to [1]\n broadcast (play準備 v)\n stop [this script v]\n end\n end\n if <(ID) = [3]> then\n forever\n clear graphic effects\n set size to (100) %\n switch costume to (offline v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (offline2 v)\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す2 v]\n repeat (20)\n change size by (1)\n change [ghost v] effect by (5)\n end\n set [オンライン? v] to [0]\n broadcast (play準備 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\ndelete this clone\n\nwhen I receive [セレクト画面 v]\nhide\nif then\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n go to x: (0) y: (0)\nend\nif <(ID) = [2]> then\n set x to (-360)\n set y to (0)\n repeat until <(round (x position)) = [-120]>\n change x by ((([abs v] of (x position) ) - (120)) / (3))\n end\nend\nif <(ID) = [3]> then\n set x to (360)\n set y to (0)\n repeat until <(round (x position)) = [120]>\n change x by (((x position) - (120)) / (-3))\n end\nend\n\nwhen I start as a clone\nif <<(ID) = [2]> or <(ID) = [3]>> then\n forever\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\n end\nend\n\nwhen I start as a clone\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@ステージ選択\n\nwhen I receive [セレクト画面 v]\nset [ステージ選択した? v] to [0]\nhide\n\nwhen I receive [ステージ選択 v]\nクローン\n\nwhen I start as a clone\nforever\n if <(ID) = [1]> then\n show\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (画面 v)\n end\n if <(ID) = [2]> then\n show\n ボタン [-180] [60] [1]\n end\n if <(ID) = [3]> then\n show\n ボタン [-180] [10] [2]\n end\n if <(ID) = [4]> then\n show\n ボタン [-180] [-40] [3]\n end\n if <(ID) = [5]> then\n show\n ボタン [-180] [-90] [4]\n end\n if <(ID) = [6]> then\n show\n ボタン [-180] [-140] [5]\n end\n if <(ID) = [7]> then\n show\n ボタン [-90] [60] [6]\n end\n if <(ID) = [8]> then\n show\n ボタン [-90] [10] [7]\n end\n if <(ID) = [9]> then\n show\n ボタン [-90] [-40] [8]\n end\n if <(ID) = [10]> then\n show\n ボタン [-90] [-90] [9]\n end\n if <(ID) = [11]> then\n show\n ボタン [-90] [-140] [10]\n end\n if <(ID) = [12]> then\n show\n ボタン [0] [60] [11]\n end\n if <(ID) = [13]> then\n show\n ボタン [0] [10] [12]\n end\n if <(ID) = [14]> then\n show\n ボタン [0] [-40] [13]\n end\n if <(ID) = [15]> then\n show\n ボタン [0] [-90] [14]\n end\n if <(ID) = [16]> then\n show\n ボタン [0] [-140] [15]\n end\n if <(ID) = [17]> then\n show\n ボタン [90] [60] [16]\n end\n if <(ID) = [18]> then\n show\n ボタン [90] [10] [17]\n end\n if <(ID) = [19]> then\n show\n ボタン [90] [-40] [18]\n end\n if <(ID) = [20]> then\n show\n ボタン [90] [-90] [19]\n end\n if <(ID) = [21]> then\n show\n ボタン [90] [-140] [20]\n end\n if <(ID) = [22]> then\n show\n ボタン [180] [60] [21]\n end\n if <(ID) = [23]> then\n show\n ボタン [180] [10] [22]\n end\n if <(ID) = [24]> then\n show\n ボタン [180] [-40] [23]\n end\n if <(ID) = [25]> then\n show\n ボタン [180] [-90] [24]\n end\n if <(ID) = [26]> then\n show\n ボタン [180] [-140] [25]\n end\nend\n\nwhen I start as a clone\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\ndefine クローン\nset [id v] to [1]\nrepeat (26)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I receive [セレクト画面 v]\ndelete (all) of [チャット v]\nadd [Hello. // こんにちは。] to [チャット v]\nadd [Hi! // やあ!] to [チャット v]\nadd [Good evening. // こんばんは。] to [チャット v]\nadd [Nice! // いいね!] to [チャット v]\nadd [Come with me! // 一緒に行こう!] to [チャット v]\nadd [Good luck! // 頑張れ〜!] to [チャット v]\nadd [Okay. // わかった。] to [チャット v]\nadd [Sorry, I'm out. // ごめん、抜けるね。] to [チャット v]\nadd [You're good! // 上手だね!] to [チャット v]\nadd [Thank you! // ありがとう!] to [チャット v]\nadd [Bye! // またね!] to [チャット v]\nadd [:D] to [チャット v]\nadd [Follow me! // フォローして!] to [チャット v]\nadd [\(/>w<\)/] to [チャット v]\nadd [Yeah! // イェーイ!] to [チャット v]\n\nwhen I receive [スタート v]\nhide\ndelete this clone\n\ndefine ボタン (x) (y) (costume)\ngo to [front v] layer\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n set size to (78) %\n if <mouse down?> then\n start sound [決定ボタンを押す2 v]\n set [最初のステージ v] to (costume)\n set [ステージ選択した? v] to [1]\n broadcast (オンラインか?選択 v)\n stop [this script v]\n end\nelse\n set size to (75) %\nend\n\nwhen I receive [スタート v]\ndelete this clone\n\nwhen I receive [オンラインか?選択 v]\ndelete this clone\n\n@Chat\n\nwhen I receive [セレクト画面 v]\nhide\n\nwhen I receive [online v]\nset [チャット番号 v] to [0]\nset [チャット画面? v] to [0]\nhide\nstop [other scripts in sprite v]\nクローン\n\nwhen I receive [offline v]\nhide\n\nwhen I start as a clone\nforever\n if <(ID) = [1]> then\n if <(チャット画面?) = [0]> then\n show\n clear graphic effects\n set size to (70) %\n if <(ok) = [1]> then\n go to [front v] layer\n end\n go to x: (-180) y: (150)\n switch costume to (botton v)\n if <touching (mouse-pointer v)?> then\n set [チャットのボタン触れた? v] to [1]\n if <mouse down?> then\n switch costume to (botton2 v)\n wait until <not <mouse down?>>\n set [チャット画面? v] to [1]\n start sound [決定ボタンを押す2 v]\n end\n else\n set [チャットのボタン触れた? v] to [0]\n end\n else\n hide\n end\n end\n if <(ID) = [2]> then\n if <(チャット画面?) = [1]> then\n show\n set size to (100) %\n go to [front v] layer\n set [ghost v] effect to (80)\n go to x: (0) y: (0)\n switch costume to (chat画面 v)\n else\n hide\n end\n end\n if <(ID) = [3]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [-115] y [154] コスチューム [1]\n else\n hide\n end\n end\n if <(ID) = [4]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [-115] y [110] コスチューム [2]\n else\n hide\n end\n end\n if <(ID) = [5]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [-115] y [66] コスチューム [3]\n else\n hide\n end\n end\n if <(ID) = [6]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [-115] y [22] コスチューム [4]\n else\n hide\n end\n end\n if <(ID) = [7]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [-115] y [-22] コスチューム [5]\n else\n hide\n end\n end\n if <(ID) = [8]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [-115] y [-66] コスチューム [6]\n else\n hide\n end\n end\n if <(ID) = [9]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [-115] y [-110] コスチューム [7]\n else\n hide\n end\n end\n if <(ID) = [10]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [-115] y [-154] コスチューム [8]\n else\n hide\n end\n end\n if <(ID) = [11]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [115] y [154] コスチューム [9]\n else\n hide\n end\n end\n if <(ID) = [12]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [115] y [110] コスチューム [10]\n else\n hide\n end\n end\n if <(ID) = [13]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [115] y [66] コスチューム [11]\n else\n hide\n end\n end\n if <(ID) = [14]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [115] y [22] コスチューム [12]\n else\n hide\n end\n end\n if <(ID) = [15]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [115] y [-22] コスチューム [13]\n else\n hide\n end\n end\n if <(ID) = [16]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [115] y [-66] コスチューム [14]\n else\n hide\n end\n end\n if <(ID) = [17]> then\n if <(チャット画面?) = [1]> then\n show\n チャットボタン x [115] y [-110] コスチューム [15]\n else\n hide\n end\n end\n if <(ID) = [18]> then\n if <(チャット画面?) = [1]> then\n show\n go to x: (115) y: (-154)\n switch costume to (16 v)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (78) %\n if <mouse down?> then\n set [チャット画面? v] to [0]\n start sound [キャンセル4 v]\n end\n else\n set size to (75) %\n end\n else\n hide\n end\n end\n if <(ID) = [19]> then\n if <(チャット画面?) = [0]> then\n show\n プレイヤー計算\n set [active players v] to (_players)\n set [ghost v] effect to (70)\n if <(ok) = [1]> then\n go to [front v] layer\n show variable [active players v]\n else\n hide variable [active players v]\n end\n switch costume to ( v)\n go to x: (0) y: (0)\n else\n hide variable [active players v]\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [1]> then\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\n end\nend\n\nwhen I start as a clone\nforever\n if <(音) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\ndefine チャットボタン x (x) y (y) コスチューム (costume)\ngo to [front v] layer\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n set size to (78) %\n if <mouse down?> then\n set [チャット番号 v] to (costume)\n set [チャット画面? v] to [0]\n broadcast (チャット送った v)\n start sound [決定ボタンを押す29 v]\n end\nelse\n set size to (75) %\nend\n\ndefine クローン\nset [id v] to [1]\nrepeat (19)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I receive [セレクト画面 v]\ndelete (all) of [チャット v]\nadd [Hello. // こんにちは。] to [チャット v]\nadd [Hi! // やあ!] to [チャット v]\nadd [Good evening. // こんばんは。] to [チャット v]\nadd [Nice! // いいね!] to [チャット v]\nadd [Come with me! // 一緒に行こう!] to [チャット v]\nadd [Good luck! // 頑張れ〜!] to [チャット v]\nadd [Okay. // わかった。] to [チャット v]\nadd [Sorry, I'm out. // ごめん、抜けるね。] to [チャット v]\nadd [You're good! // 上手だね!] to [チャット v]\nadd [Thank you! // ありがとう!] to [チャット v]\nadd [Bye! // またね!] to [チャット v]\nadd [:D] to [チャット v]\nadd [Follow me! // フォローして!] to [チャット v]\nadd [\(/>w<\)/] to [チャット v]\nadd [Yeah! // イェーイ!] to [チャット v]\n\ndefine プレイヤー計算\nset [_players v] to [0]\nset [__i v] to [1]\nrepeat (length of [player uids v])\n if <(item (__i) of [player uids v]) > []> then\n change [_players v] by (1)\n end\n change [__i v] by (1)\nend\nset [_players v] to ((_players) + (1))\n\n@Cloud Player\n\ndefine Write Number (val) to encoded string\nset [val v] to (round (val))\nif <(val) < [0]> then\n set [val v] to (join [0] ([abs v] of (val) ))\nend\nset [encoded string v] to (join (encoded string) (join (length of (val)) (val)))\n\ndefine val = READ NUMBER from "encoded string"\nset [val v] to []\nrepeat (letter (encoded idx) of (encoded string))\n change [encoded idx v] by (1)\n set [val v] to (join (val) (letter (encoded idx) of (encoded string)))\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (val)) = [0]> then\n set [val v] to ((0) - (val))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [cloud tick v] to [0]\ndelete all of [my values to send v]\ndelete all of [cloud values v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ CLOUD 1)) to [cloud values v]\nadd (join [c] (☁ CLOUD 2)) to [cloud values v]\nadd (join [c] (☁ CLOUD 3)) to [cloud values v]\nadd (join [c] (☁ CLOUD 4)) to [cloud values v]\nadd (join [c] (☁ CLOUD 5)) to [cloud values v]\nadd (join [c] (☁ CLOUD 6)) to [cloud values v]\nadd (join [c] (☁ CLOUD 7)) to [cloud values v]\nadd (join [c] (☁ CLOUD 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (9999999))\nset [player # v] to []\n\nwhen I receive [cloud - tick v]\nif <(Player #) > []> then\n Player Clone Tick\n stop [this script v]\nend\nchange [cloud tick v] by (1)\nProcess Cloud Item [1] value (join [c] (☁ CLOUD 1))\nProcess Cloud Item [2] value (join [c] (☁ CLOUD 2))\nProcess Cloud Item [3] value (join [c] (☁ CLOUD 3))\nProcess Cloud Item [4] value (join [c] (☁ CLOUD 4))\nProcess Cloud Item [5] value (join [c] (☁ CLOUD 5))\nProcess Cloud Item [6] value (join [c] (☁ CLOUD 6))\nProcess Cloud Item [7] value (join [c] (☁ CLOUD 7))\nProcess Cloud Item [8] value (join [c] (☁ CLOUD 8))\nSend my Cloud Date after [4] ticks\n\ndefine Send my Cloud Date after (count) ticks\nif <((CLOUD TICK) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nWrite Number (MY PLAYER UID) to encoded string\nrepeat (length of [my values to send v])\n Write Number (item (1) of [my values to send v]) to encoded string\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud 1 v] to (encoded string)\n else\n set [☁ cloud 2 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud 3 v] to (encoded string)\n else\n set [☁ cloud 4 v] to (encoded string)\n end\n end\nelse\n if <(MY CHANNEL) < [7]> then\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud 5 v] to (encoded string)\n else\n set [☁ cloud 6 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [8]> then\n set [☁ cloud 7 v] to (encoded string)\n else\n set [☁ cloud 8 v] to (encoded string)\n end\n end\nend\n\ndefine Process Cloud Item (which?) value (new value)\nif <(new value) = (item (which?) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (which?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(Player #) = [0]> then\n set [player # v] to (item # of [] in [player uids v])\n if <(Player #) = [0]> then\n add (val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (Player #) of [player uids v] with (val)\n end\nend\nreplace item (Player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine Player Clone Tick\nif <(encoded idx) > (length of (encoded string))> then\n Get Next Data Packet\n if <(encoded string) = []> then\n change [inactive v] by (1)\n クラウドセット\n if <(Inactive) > [150]> then\n replace item (Player #) of [player uids v] with []\n hide\n end\n stop [this script v]\n end\n show\nend\nset [inactive v] to [0]\ndelete all of [クラウドリスト v]\nrepeat (3)\n val = READ NUMBER from "encoded string"\n add (val) to [クラウドリスト v]\nend\nクラウドセット\nrepeat (4)\n val = READ NUMBER from "encoded string"\n add (val) to [クラウドリスト v]\nend\nrepeat (item (7) of [クラウドリスト v])\n val = READ NUMBER from "encoded string"\n add (val) to [クラウドリスト v]\nend\n暗号➡ユーザー名\nif <<(item (4) of [クラウドリスト v]) = [1]> and <<(item (5) of [クラウドリスト v]) = (ステージ)> and <(ok) = [1]>>> then\n show\n if <(item (6) of [クラウドリスト v]) = [0]> then\n say (_val)\n else\n say (join (_val) (join [:] (item (item (6) of [クラウドリスト v]) of [チャット v])))\n end\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 (ok) to [my values to send v]\n add (ステージ) to [my values to send v]\n add (チャット番号) to [my values to send v]\n broadcast (Cloud - Tick v)\nend\n\ndefine クラウドセット\ngo to x: (item (1) of [クラウドリスト v]) y: (item (2) of [クラウドリスト v])\nswitch costume to (item (3) of [クラウドリスト v])\n\ndefine 暗号➡ユーザー名\nset [_val v] to []\nset [_i v] to [8]\nrepeat (item (7) of [クラウドリスト v])\n set [_val v] to (join (_val) (item (item (_i) of [クラウドリスト v]) of [暗号リスト v]))\n change [_i v] by (1)\nend\n\n@サムネ\n\nwhen I receive [セレクト画面 v]\nhide\nforever\n set [-timer v] to (timer)\nend\n\nwhen [timer v] > ((-timer) + (0.01))\nhide variable [time v]\nhide variable [☁ 世界記録だよぉ v]\nhide variable [active players v]\nshow\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (サムネ v)\n\nshow\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (サムネ v)\n\nwhen I receive [turbomode v]\nstop [other scripts in sprite v]\nhide\n\n
◆English◆\nWelcome to my project!\nThis is mobile friendly platformer. So,everyone can play It! Have fun!\n\n▶Diffictly\nPC:★★★★\nMobile:★★★★★\n\n▶Operation\nYou can move the "WAD" key or right,left,up key.\n"A" key or left key to move to the left.\n"D" key or right key to move to the right.\n"W" key or up key to the jump.\n\nYou touch spikes and lava to death.\nYou can wall kick.\nYou touch water to move slow.\nYou touch trampoline to jump high.\n\nYou can choose online or offline.\nYou can choose player color.\nYou can choose to turn the sound on or off.\nYou can choose stages. \nYou can chat.\n\nNote: If you select a stage, your time will not be recorded in the world record.\n\n▶Mobile operation\nYou can click on the left side of the player to move to the left.\nYou can click on the right side of the player to move to the right.\nYou can click on the up side of the player to move to the jump.\n\n◆日本語◆\n僕のプロジェクトへようこそ!\nこのプラットフォーマーはモバイル対応なので、みんなが楽しく遊べるよ!楽しんでね!\n\n▶難しさ\nパソコン:★★★★\nモバイル:★★★★★\n\n▶操作方法\nDキーまたは右矢印キーで右に動きます。\nAキーまたは左矢印キーで左に動きます。\nWキーまたは上矢印キーでジャンプします。\n\nマグマやトゲに触れると死ぬので気をつけて下さい。\n壁キックをすることができます。\n水に触れると動きがゆっくりになります。\nバネに触れると高く飛ぶことができます。\n\nオンラインかオフラインかを選ぶことができます。\nプレイヤーの色を選ぶことができます。\n音をオンにするかオフにするかを選ぶことができます。\nレベルを選ぶことができます。\nチャットで話すことができます!\n\n注意:ステージ選択をした場合、タイムが世界記録に保存されません。\n\n▶モバイルの操作方法\nプレイヤーの右側をクリックすると右に移動できます。\nプレイヤーの左側をクリックすると左に移動できます。\nプレイヤーの上をクリックするとジャンプすることができます。
freddy fazbear platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [mixkit-pop-05-695 v] until done\nend\n\n@Level\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\n\ngo to x: (0) y: (10)\n\nwhen I receive [message1 v]\nswitch costume to (Level)\n\nwait (0.8) seconds\nchange y by (8)\n\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(Level) = [30]> then\n if <(☁ Fastest time completed) > (Time)> then\n set [☁ fastest time completed v] to (round (Time))\n end\n end\nend\n\n@Bad stuff\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [message1 v]\nforever\n switch costume to (Level)\nend\n\nset [level v] to [25]\n\n@Hi\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\nswitch costume to (Level)\n\n@Player\n\nsay [Hello!]\n\nwhen flag clicked\nforever\n if <(username) = [Insanemaster3000]> then\n set [brightness v] effect to (0)\n set [color v] effect to (140)\n end\nend\n\nwhen flag clicked\nset size to (65) %\nhide\ngo to x: (-191) y: (70)\n\nwhen flag clicked\nreset timer\nset [time v] to [0]\nshow variable [time v]\nshow variable [☁ fastest time completed v]\nshow variable [level v]\nset [ghost v] effect to (0)\nset size to (60) %\nswitch costume to (idle v)\nshow\ngo to x: (-214) y: (88)\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [jump v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n set [jump v] to [0]\n end\n change y by (-1)\n if <<(Jump) = [0]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>>> then\n switch costume to (jump v)\n set [y v] to [15]\n set [jump v] to [1]\n end\n change y by (1)\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (-214) y: (-10)\n change [level v] by (-1)\n broadcast (message1 v)\n end\n if <touching (bad stuff v)?> then\n broadcast (Dead v)\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-206) y: (88)\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (jump pads v)?> then\n set [y v] to [40]\n set [jump v] to [1]\n end\nend\n\nchange y by (1)\n\nchange y by (1)\n\nchange y by (-5)\nchange y by (1)\n\nwait (1) seconds\n\nswitch costume to (idle v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwait (1) seconds\n\nset [level v] to [-1]\n\nwhen I start as a clone\nhide\nswitch costume to (idle v)\nif <<(username) = [Insanemaster3000]> or <(username) = [Car_OverloadZ]>> then\n switch costume to (left2 v)\nend\ngo to (player v)\nshow\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [detection v]\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n change [time v] by (0.1)\n wait (.01) seconds\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\ndelete all of [cool people v]\nadd [Insanemaster3000] to [cool people v]\n\n@Jump pads \n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [message1 v]\nforever\n switch costume to (Level)\nend\n\n@Spr\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (12) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (-230) y: (pick random (110) to (160))\nrepeat until <not <touching (_edge_ v)?>>\n change x by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (2)\nend\ndelete this clone\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nset [my variable v] to [1]\nwait (8) seconds\nset [my variable v] to [0]\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [my variable v] to [0]\n\nwhen flag clicked\nforever\n if <(my variable) = [1]> then\n wait (1) seconds\n go to x: (0) y: (0)\n show\n reset timer\n switch costume to (2 v)\n broadcast (Detection 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 end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (164) y: (79)\nset [ghost v] effect to (0)\nshow\ngo to [back v] layer\nwait (8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n wait (30) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [detection v]\nhide\n\n
Arrow keys to move\nJump over spikes and avoid dangerous traps\nClimb grass patches and jump high with jump pads\nFollow me, love and fav (Follow to get a chance to get a custom skin!) \nIf you are stuck to the ground jump!\nEnjoy\nPlay my other games NO ADVERTISING
99% Pen Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (294145a5-9a9c-49b5-b18d-dddd0209d9ff v)\nforever\n set [color v] effect to (5)\n if <(ステージ) = [12]> then\n switch backdrop to (294145a5-9a9c-49b5-b18d-dddd0209d9ff2 v)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\n\n@キャラ\n\nwhen flag clicked\ngo to x: (-193) y: (40)\nset size to (100) %\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nset [動き v] to [はい]\nswitch costume to (黒2 v)\nset rotation style [left-right v]\nshow\nforever\n プログラム\n spike\nend\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(ステージ) = [12]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(Time) < (☁ World Record)> then\n set [☁ world record v] to (Time)\nend\nshow variable [time v]\nshow variable [☁ world record v]\n\ndefine プログラム\nchange [y v] by (-1)\nchange y by (Y)\nif <<[0] < (Y)> and <touching color (#ffffff)?>> then\n change y by ((0) - (Y))\nend\nif <touching color (#ffffff)?> then\n change y by ((Y) - ((Y) * (1.8)))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [High Whoosh v]\n set [y v] to [11]\n end\nend\nif <(x position) < [-230]> then\n change x by ((X) * (-1))\nend\nif <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-0.7)\n point in direction (-90)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (0.7)\n point in direction (90)\nend\nset [x v] to ((X) * (0.93))\nchange x by (X)\nif <touching color (#ffffff)?> then\n change y by (1)\nend\nif <touching color (#ffffff)?> then\n change y by (1)\nend\nif <touching color (#ffffff)?> then\n change y by (1)\nend\nif <touching color (#ffffff)?> then\n change y by (1)\nend\nif <touching color (#ffffff)?> then\n change y by (1)\nend\nif <touching color (#ffffff)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [High Whoosh v]\n set [y v] to [13]\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\nend\nif <<[239] < (x position)> and <not <(ステージ) = [12]>>> then\n broadcast (次 v)\n hide\n if <(ステージ) = [8]> then\n go to x: (-200) y: (-10)\n else\n go to x: (-200) y: (40)\n end\n change [ステージ v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n show\n set [x v] to [0]\nend\n\nset y to (round (y position))\n\ndefine spike\nif <<touching color (#536aff)?> or <(y position) < [-178]>> then\n set [y v] to [0]\n set [x v] to [0]\n hide\n if <(ステージ) = [8]> then\n go to x: (-200) y: (-10)\n else\n go to x: (-200) y: (40)\n end\n clear graphic effects\n set pen (transparency v) to (0)\n show\n set [x v] to [0]\nend\n\nwhen I receive [keke v]\n (x position) (y position)\n\ndefine (x) (y)\nset pen size to (23)\nset pen color to (#000000)\npen up\nchange x by (5)\nchange y by (5)\npen down\nchange y by (-10)\nchange x by (-10)\nchange y by (10)\nchange x by (10)\npen up\nchange x by (-5)\nchange y by (-5)\npen up\ngo to x: (round (x)) y: (round (y))\n\n@基本管理\n\nwhen flag clicked\nforever\n erase all\n go to x: (240) y: (165)\n set pen color to (#ffdd71)\n pen down\n set pen size to (170)\n pen up\n broadcast (keke v)\nend\n\nwhen I receive [次 v]\nset pen color to (#ffdd71)\npen down\nset pen size to (170)\npen up\n\nwhen flag clicked\nwait (0) seconds\nset pen color to (#ffdd71)\npen down\nset pen size to (170)\npen up\n\n@ground\n\nwhen flag clicked\nerase all\nbroadcast (スタート v)\n\ndefine 地面 (x) (y) (ペンの上下)\nif <(ペンの上下) = [1]> then\n pen up\nelse\n pen down\nend\nset pen color to (#ffffff)\nset pen size to (10)\ngo to x: (x) y: (y)\n\nwhen I receive [次 v]\nerase all\nforever\n if <(ステージ) = [2]> then\n 地面 [-241] [-100] [1]\n 地面 [241] [-100] [2]\n spike maker [-110] [-100]\n spike maker [70] [-100]\n end\n if <(ステージ) = [3]> then\n 地面 [-241] [-100] [1]\n 地面 [-110] [-100] [2]\n 地面 [-110] [20] [2]\n 地面 [-50] [20] [2]\n 地面 [-50] [-100] [2]\n 地面 [70] [-100] [2]\n 地面 [70] [90] [2]\n 地面 [130] [90] [2]\n 地面 [130] [-100] [2]\n 地面 [241] [-100] [2]\n spike maker [-10] [-100]\n spike maker [160] [-100]\n end\n if <(ステージ) = [4]> then\n 地面 [-241] [-50] [1]\n 地面 [-170] [-50] [2]\n 地面 [-170] [-135] [2]\n 地面 [170] [-135] [2]\n 地面 [170] [-50] [2]\n 地面 [241] [-50] [2]\n spike maker ((-170) + ((260) / (3))) [-135]\n spike maker ((-170) + ((((260) / (3)) * (2)) + (40))) [-135]\n end\n if <(ステージ) = [5]> then\n 地面 [-241] [-100] [1]\n 地面 [241] [-100] [2]\n 地面 [-130] [-10] [1]\n 地面 [130] [-10] [2]\n spike maker [-105] [-100]\n spike maker [-25] [-100]\n spike maker [55] [-100]\n spike maker [-75] [-10]\n spike maker [35] [-10]\n end\n if <(ステージ) = [6]> then\n 地面 [-241] [-120] [1]\n 地面 [-110] [-120] [2]\n 地面 [-110] [-80] [2]\n 地面 [-50] [-80] [2]\n 地面 [-50] [-40] [2]\n 地面 [10] [-40] [2]\n 地面 [10] [0] [2]\n 地面 [70] [0] [2]\n 地面 [70] [40] [2]\n 地面 [241] [40] [2]\n spike maker [145] [40]\n end\n if <(ステージ) = [7]> then\n 地面 [-241] [-100] [1]\n 地面 [-100] [-100] [2]\n 地面 [40] [-100] [1]\n 地面 [140] [-100] [2]\n 地面 [140] [10] [2]\n 地面 [241] [10] [2]\n spike maker [170] [10]\n spike maker [-170] [-100]\n end\n if <(ステージ) = [8]> then\n 地面 [-220] [-100] [1]\n 地面 [-220] [-160] [2]\n 地面 [-120] [-160] [2]\n 地面 [-120] [-100] [2]\n 地面 [-220] [-100] [2]\n 地面 [-50] [-10] [1]\n 地面 [-50] [-80] [2]\n 地面 [60] [-80] [2]\n 地面 [60] [-10] [2]\n 地面 [-50] [-10] [2]\n 地面 [130] [50] [1]\n 地面 [130] [-10] [2]\n 地面 [220] [-10] [2]\n 地面 [220] [50] [2]\n 地面 [130] [50] [2]\n end\n if <(ステージ) = [9]> then\n 地面 [-241] [-120] [1]\n 地面 [140] [-120] [2]\n 地面 [140] [30] [2]\n 地面 [241] [30] [2]\n 地面 [-120] [-120] [1]\n 地面 [-120] [-50] [2]\n 地面 [-10] [-120] [1]\n 地面 [-10] [-10] [2]\n spike maker [40] [-120]\n spike maker [160] [30]\n end\n if <(ステージ) = [10]> then\n 地面 [-241] [-120] [1]\n 地面 [-90] [-120] [2]\n 地面 [-90] [-30] [2]\n 地面 [241] [-30] [2]\n spike maker [-20] [-30]\n spike maker [120] [-30]\n end\n if <(ステージ) = [11]> then\n 地面 [-241] [-120] [1]\n 地面 [-150] [-120] [2]\n 地面 [-90] [-60] [1]\n 地面 [-20] [-60] [2]\n 地面 [40] [0] [1]\n 地面 [110] [0] [2]\n 地面 [180] [40] [1]\n 地面 [241] [40] [2]\n end\n if <(ステージ) = [12]> then\n 地面 [-241] [-120] [1]\n 地面 [241] [-120] [2]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [1]> then\n 地面 [-241] [-100] [1]\n 地面 [241] [-100] [2]\n 地面 [-30] [-100] [1]\n 地面 [-30] [-20] [2]\n 地面 [140] [-100] [1]\n 地面 [140] [20] [2]\n end\nend\n\ndefine spike maker (first x) (y)\nset pen color to (#546aff)\nset pen size to (10)\npen up\ngo to x: (first x) y: (y)\npen down\ngo to x: ((20) + (first x)) y: ((40) + (y))\ngo to x: ((40) + (first x)) y: (y)\ngo to x: (first x) y: (y)\npen up\n\n@Snow\n\nwhen I start as a clone\nshow\nset [pixelate v] effect to (pick random (-5) to (5))\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (400)) %\nset [ghost v] effect to (pick random (0) to (100))\ngo to x: (500) y: (pick random (-180) to (180))\nglide (pick random (2) to (5)) secs to x: (-240) y: (pick random (-180.01) to (180))\ndelete this clone\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\n
▼ Usage\nTap or arrow keys to operate.\nDo not hit the blue thorns.\nOther than that, it's a simple pen-plat-former!\nIt is made of pens except for the snow!\nGood luck.\n
sunset Platformer 100 Stage! 夕暮れ
@Stage\n\nwhen I receive [開始 v]\nswitch backdrop to (背景 v)\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [よし v]\nswitch backdrop to (背景2 v)\n\n@プラフォ君\n\ndefine fast\nrepeat (6)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\n\ndefine 横移動\nrepeat until <not <touching (地面 v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine 縦移動\nrepeat until <not <touching (地面 v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen I receive [開始 v]\nset rotation style [left-right v]\n初期化\nswitch costume to (コスチューム変更)\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n fast\n if <touching (地面 v)?> then\n change y by (-5)\n 横移動\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [壁 v]\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (地面 v)?> then\n 縦移動\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [ジャンプ v]\n set [y v] to [13.5]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [開始 v]\nforever\n if <touching (障害物 v)?> then\n go to x: (-200) y: (30)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <[-182] > (y position)> then\n go to x: (-200) y: (30)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (回転 v)?> then\n go to x: (-200) y: (30)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (回転2 v)?> then\n go to x: (-200) y: (30)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (回転3 v)?> then\n go to x: (-200) y: (30)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (回転4 v)?> then\n go to x: (-200) y: (30)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (トゲ v)?> then\n go to x: (-200) y: (30)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [開始 v]\nrepeat until <([costume # v] of [地面 v]) = [100]>\n if <(x position) > [239]> then\n go to x: (-200) y: (30)\n broadcast (level v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nshow\nset size to (100) %\ngo to x: (-200) y: (30)\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\nwhen I receive [よし v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [開始 v]\nclear graphic effects\nforever\n if <(costume [number v]) = [7]> then\n change [color v] effect by (1)\n else\n clear graphic effects\n end\nend\n\n@地面\n\nwhen flag clicked\nset [brightness v] effect to (-15)\nhide\nswitch costume to (ステージ1 v)\n\nwhen I receive [level v]\nnext costume\n\nwhen I receive [開始 v]\nshow\nforever\n go to x: (46) y: (5)\nend\n\nwhen I receive [よし v]\nhide\n\n@障害物\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [開始 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\n@秒数\n\nwhen I start as a clone\nforever\n if <[22] < (length of (秒))> then\n hide\n show variable [秒 v]\n else\n show\n switch costume to (letter (数字番号) of (秒))\n hide variable [秒 v]\n end\nend\n\ndefine 配置\ngo to x: (-250) y: (155)\nhide\nset [数字番号 v] to [0]\nrepeat (22)\n change [数字番号 v] by (1)\n change x by (20)\n create clone of (_myself_ v)\nend\nswitch costume to (+ v)\nshow\ngo to x: (-250) y: (135)\n\nwhen I receive [開始 v]\nset [秒 v] to [0]\nrepeat until <([costume # v] of [地面 v]) = [100]>\n wait (1) seconds\n change [秒 v] by (1)\nend\nif <(☁ world) > (秒)> then\n set [☁ world v] to (秒)\nend\n\nwhen I receive [開始 v]\n配置\n\n@次\n\nwhen I receive [level v]\nstart sound [ふっ v]\n\n@ぷれい\n\nwhen flag clicked\nset [ok1 v] to [0]\nswitch costume to (コスチューム1 v)\nhide\nrepeat until <(ok1) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (20)\n else\n clear graphic effects\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <<not <([costume # v] of [プラフォ君表示用の v]) = [7]>> or <<([costume # v] of [プラフォ君表示用の v]) = [7]> and <(鍵) = [1]>>> then\n play sound [決定 v] until done\n set [ok1 v] to [1]\n switch costume to (コスチューム1 v)\n set volume to (volume) %\n broadcast (引退 v)\n broadcast (演出 v)\n hide\nend\n\nwhen I receive [ホーム画面 v]\nshow\nforever\n set volume to (volume) %\nend\n\n@曲の管理\n\nwhen I receive [開始 v]\nset [音楽の管理 v] to [1]\nset volume to (volume) %\nstop all sounds\nforever\n play sound [Jim Yosef - Eclipse v] until done\nend\n\nwhen I receive [ホーム画面 v]\nrepeat until <(音楽の管理) = [1]>\n play sound [yt1s v] until done\nend\nstop all sounds\n\nwhen I receive [引退 v]\nset [音楽の管理 v] to [1]\nstop all sounds\n\nwhen flag clicked\nset [音楽の管理 v] to [0]\n\n@サムネイル\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nbroadcast (上がりません v)\nset [サムネの動き v] to [-25]\ngo to [front v] layer\nshow\ngo to x: (0) y: (287)\nrepeat (10)\n change y by (サムネの動き)\n change [サムネの動き v] by (1.5)\nend\nrepeat (20)\n change y by (サムネの動き)\n change [サムネの動き v] by (0.5)\nend\n\n@ホーム\n\nwhen I receive [黒く v]\nhide\n\nwhen I receive [演出 v]\nbroadcast (黒く v)\n\nwhen I receive [ホーム画面 v]\nclear graphic effects\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@スプライト2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [黒く v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (開始 v)\n\nwhen this sprite clicked\nhide\nbroadcast (開始 v)\n\n@スプライト3\n\nwhen I receive [level v]\nswitch costume to (pick random (1) to (6))\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@イントロバージョン2\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (212)\nshow\nglide (0.1) secs to x: (0) y: (0)\nstart sound [金属ロゴ表示1 v]\nrepeat (12)\n next costume\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (ホーム画面 v)\n\nwhen flag clicked\ngo to x: (0) y: (212)\nwait (0.3) seconds\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@タボ-\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.00001) seconds\n if <[5] < (Turbo)> then\n broadcast (ターボやめてね v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (2)\nend\n\nwhen I receive [ターボやめてね v]\nstop [all v]\n\n@回転\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [13]> then\n turn right (-5) degrees\n show\n else\n if <([costume # v] of [地面 v]) = [97]> then\n turn right (-5) degrees\n show\n else\n hide\n end\n end\nend\n\n@回転2\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <([costume # v] of [地面 v]) = [14]> then\n turn right (5) degrees\n show\n else\n hide\n end\nend\n\n@回転3\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <([costume # v] of [地面 v]) = [19]> then\n go to x: (111) y: (-101)\n turn right (5) degrees\n show\n else\n if <([costume # v] of [地面 v]) = [96]> then\n go to x: (141) y: (-90)\n turn right (5) degrees\n show\n else\n hide\n end\n end\nend\n\n@雲\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\ngo to x: (400) y: (0)\nglide (5) secs to x: (-100) y: (0)\nhide\ndelete this clone\n\nwhen I receive [開始 v]\nhide\nforever\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen flag clicked\nhide\n\n@ガイド役\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [100]> then\n show\n else\n hide\n end\nend\n\n@回転4\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <([costume # v] of [地面 v]) = [40]> then\n turn right (5) degrees\n show\n else\n hide\n end\nend\n\n@バネ\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [43]> then\n go to x: (-80) y: (-101)\n ジャンプ\n else\n if <([costume # v] of [地面 v]) = [44]> then\n go to x: (-200) y: (-155)\n ジャンプ\n else\n if <([costume # v] of [地面 v]) = [54]> then\n go to x: (-200) y: (-155)\n ジャンプ\n else\n if <([costume # v] of [地面 v]) = [57]> then\n go to x: (0) y: (-155)\n ジャンプ\n else\n if <([costume # v] of [地面 v]) = [91]> then\n go to x: (0) y: (-155)\n ジャンプ\n else\n hide\n end\n end\n end\n end\n end\nend\n\ndefine ジャンプ\nshow\nif <touching (プラフォ君 v)?> then\n switch costume to (2 v)\n set [y v] to [22]\n start sound [ジャンプ v]\nelse\n switch costume to (1 v)\nend\n\n@バネ2\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [44]> then\n go to x: (50) y: (-155)\n ジャンプ\n else\n if <([costume # v] of [地面 v]) = [57]> then\n go to x: (50) y: (-155)\n ジャンプ\n else\n hide\n end\n end\nend\n\ndefine ジャンプ\nshow\nif <touching (プラフォ君 v)?> then\n switch costume to (2 v)\n set [y v] to [22]\n start sound [ジャンプ v]\nelse\n switch costume to (1 v)\nend\n\nif <([costume # v] of [地面 v]) = [9]> then\n hide\nend\n\n@トゲ\n\nwhen flag clicked\ngo to x: (100) y: (50)\nforever\n go to [back v] layer\n if <([costume # v] of [地面 v]) = [99]> then\n show\n repeat (26)\n change y by (-5)\n end\n repeat (26)\n change y by (5)\n end\n else\n hide\n end\nend\n\n
【How to operate】\nUse the arrow keys or tap, or the w, a, and d keys. \n\n【操作方法】\n十字キー、wad、タップで操作。\n拡散してね^^
[ platformer ] - Christmas / #Games #all #trending
@Stage\n\nwhen flag clicked\nplay sound [Xmas Carol2 v] until done\nplay sound [eery - Her.mp2 v] until done\nforever\n play sound [endless days v] until done\n play sound [Chance Thrash - Vague v] until done\n play sound [eery - Her.mp2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (0)\nhide\nshow\nstart \n\nwhen I receive [next level v]\nbroadcast (restart v)\nset volume to (100) %\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\nstart sound (pick random (1) to (2))\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n show variable [deaths v]\nend\n\ndefine start \nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to ( v)\n end\n change [x_velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x_velocity v] by (1)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to ( v)\n end\n change x by (X_VELOCITY)\n if <<touching (flying platform v)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> then\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching (flying platform v)?>>> then\n set [y_velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <<<touching (spikes v)?> or <touching (spike player?? v)?>> or <touching (lava v)?>> then\n Respawn\n change [deaths v] by (1)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nif <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube effect type 2 v)\nelse\n switch costume to (cube effect type 1 v)\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n change [color v] effect by (1)\n else\n switch costume to ( v)\n set [color v] effect to (0)\n end\nend\n\n@platform\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [win? v] to [1]\n end\nend\n\nstop [all v]\n\nbroadcast (next level v)\n\nset [l_eve_l v] to [11]\n\n@spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n glide (1) secs to x: (42) y: (18)\n glide (1) secs to x: (42) y: (28)\nend\n\n@screen2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (15)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.04)\ngo to x: (0) y: (15)\nswitch costume to (size hack v)\nset size to (500) %\nswitch costume to (by katana gaming5 v)\nset [mosaic v] effect to (0)\nset [brightness v] effect to (0)\nset [pixelate v] effect to (80)\nset [brightness v] effect to (80)\nrepeat (10)\n switch costume to (size hack v)\n change size by (() - ((size) / (10)))\n switch costume to (by katana gaming5 v)\n change [brightness v] effect by (-8)\n change [pixelate v] effect by (-8)\nend\nrepeat (10)\n switch costume to (size hack v)\n change size by (() - ((size) / (10)))\n switch costume to (by katana gaming5 v)\nend\n\ngo to [front v] layer\n\n@timer ⏱️ \n\nwhen flag clicked\nhide variable [☁ world record v]\nset [timer ⏱️ v] to [0]\nshow\nforever\n go to [front v] layer\n if <(win?) = [0]> then\n change [timer ⏱️ v] by (0.1)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (70)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(costume [number v]) = [1]> then\n show variable [☁ world record v]\n show variable [timer ⏱️ v]\n else\n if <not <(L_eve_l) = [11]>> then\n hide variable [☁ world record v]\n hide variable [timer ⏱️ v]\n end\n end\nend\n\nhide\n\nshow\n\nhide\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(L_eve_l) = [11]> then\n show variable [timer ⏱️ v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(☁ world record) > (timer ⏱️)> and <not <(timer ⏱️) = [0]>>> and <(L_eve_l) = [11]>> then\n set [☁ world record v] to (timer ⏱️)\n end\nend\n\n@Love\n\nwhen flag clicked\nhide variable [fave v]\nhide variable [love v]\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\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 set [fave v] to [1]\n end\nend\n\n@Like&fav pls\n\nwhen flag clicked\nshow\ngo to x: (170) y: (146)\nset y to (202)\nrepeat (10)\n change y by (-3)\nend\nrepeat (10)\n change y by (-1.5)\nend\nrepeat (10)\n change y by (-0.5)\nend\nwait (2) seconds\nif <<(Love) = [1]> and <(Fave) = [1]>> then\nbroadcast (back v)\nrepeat (10)\n change y by (3)\nend\nrepeat (10)\n change y by (1.5)\nend\nrepeat (10)\n change y by (0.5)\nend\n\nhide\n\nwhen flag clicked\nplay sound [High Whoosh v] until done\n\nwhen I receive [back v]\nplay sound [High Whoosh v] until done\n\n@spike player??\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [1]> then\n show\n go to x: (70) y: (-100)\n repeat (25)\n change x by (5)\n end\n repeat (25)\n change x by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [8]> then\n show\n go to x: (92) y: (-37)\n repeat (20)\n change x by (3)\n end\n wait (0.5) seconds\n repeat (20)\n change x by (-3)\n end\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [10]> then\n hide\n end\nend\n\nset [l_eve_l v] to [9]\n\nset [l_eve_l v] to [8]\n\n@flying platform\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [1]> then\n hide\n end\nend\n\ngo to x: (70) y: (-100)\nrepeat (25)\n change x by (5)\nend\nrepeat (25)\n change x by (-5)\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nset size to (90) %\nforever\n if <(L_eve_l) = [6]> then\n show\n go to x: (91) y: (-28)\n repeat (30)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [5]> then\n hide\n end\nend\n\nbroadcast (restart v)\nset [l_eve_l v] to [7]\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [7]> then\n show\n go to x: (85) y: (53)\n repeat (30)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [11]> then\n hide\n end\nend\n\n@-\n\nset [l_eve_l v] to [11]\n\nwhen flag clicked\nhide\nforever\n if <(L_eve_l) = [11]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (50))\nset size to (50) %\npoint in direction (180)\ngo to x: (pick random (-200) to (170)) y: (200)\nrepeat until <<touching (platform v)?> or <touching (spikes v)?>>\n move (5) steps\nend\nchange y by (5)\nwait (2) seconds\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nrepeat until <<touching (platform v)?> or <touching (spikes v)?>>\n repeat (pick random (1) to (10))\n turn right (pick random (1) to (10)) degrees\n end\n repeat (pick random (1) to (10))\n turn left (pick random (1) to (10)) degrees\n end\nend\n\n@Xmas textures\n\nwhen flag clicked\nhide\n\n@Xmas hat\n\nwhen flag clicked\ngo to [front v] layer\nset size to (150) %\nforever\n go to (player v)\nend\n\n@snow\n\nwhen I start as a clone\nforever\n if <touching (lava v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [c/count/snow v] to [0]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nchange [c/count/snow v] by (1)\nset [ghost v] effect to (pick random (0) to (20))\nset size to (pick random (10) to (60)) %\npoint in direction (180)\ngo to x: (pick random (-200) to (200)) y: (200)\nrepeat until <<touching (platform v)?> or <touching (spikes v)?>>\n move (5) steps\nend\nchange y by (2.5)\nwait (1) seconds\nchange [c/count/snow v] by (-1)\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nrepeat until <<touching (platform v)?> or <touching (spikes v)?>>\n repeat (pick random (1) to (10))\n turn right (pick random (1) to (10)) degrees\n end\n repeat (pick random (1) to (10))\n turn left (pick random (1) to (10)) degrees\n end\nend\n\n@candy\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (0) y: (120)\nset [candy v] to [0]\nset [special/sweet v] to [0]\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n set size to (50) %\n glide (0.1) secs to (player v)\n set [special/sweet v] to [100]\n change [candy v] by (1)\n broadcast (take v)\n start sound [Finger Snap v]\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (special/sweet)\nend\n\nwhen I receive [next level v]\nset [special/sweet v] to [0]\nshow\nset size to (100) %\nif <(L_eve_l) = [2]> then\n set [special/sweet v] to [0]\n go to x: (-112) y: (146)\nend\nif <(L_eve_l) = [3]> then\n set [special/sweet v] to [0]\n go to x: (-84) y: (120)\nend\nif <(L_eve_l) = [4]> then\n set [special/sweet v] to [0]\n go to x: (15) y: (100)\nend\nif <(L_eve_l) = [5]> then\n set [special/sweet v] to [0]\n go to x: (-150) y: (100)\nend\nif <(L_eve_l) = [6]> then\n go to x: (5) y: (115)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [7]> then\n go to x: (153) y: (-55)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [8]> then\n go to x: (200) y: (45)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [9]> then\n go to x: (190) y: (-95)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [10]> then\n go to x: (20) y: (58)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [11]> then\n hide\n go to x: (400) y: (200)\n set [special/sweet v] to [0]\nend\n\nset [l_eve_l v] to [7]\n\n@lightning\n\nwhen flag clicked\nset size to (100) %\nforever\n set size to (100) %\n go to (candy v)\n change y by (10)\n repeat (10)\n turn right (5) degrees\n change size by (-2)\n end\n repeat (10)\n turn right (5) degrees\n change size by (2)\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (special/sweet)\nend\n\n@candy count\n\nwhen flag clicked\ngo to x: (305) y: (-145)\nhide\n\nwhen I receive [take v]\nshow\nswitch costume to (candy)\nset [ghost v] effect to (20)\ngo to x: (305) y: (-145)\nrepeat (10)\n change x by (-10)\nend\nrepeat (10)\n change x by (-5)\nend\nrepeat (5)\n change x by (-1)\nend\nwait (0.3) seconds\nrepeat (5)\n change x by (2.5)\nend\nrepeat (10)\n change x by (5)\nend\nrepeat (10)\n change x by (10)\nend\nhide\n\nwhen I receive [take v]\nif <(candy) = [10]> then\n play sound [Coin v] until done\nend\n\nbroadcast (take v)\nset [candy v] to [10]\n\n
❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️\nMobile Support ✅ <---------------------\nEng.-----------------------------------------------------------CONTROLS :\nW / A / S - for jump and walk\n-------------------------------------------------------------\nGood game to you !!\n_________________________\n❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️❄️\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nsurprise is candy cane !\n
❤️拡散希望!⭐️✨スイカゲームplatformer✨
@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen flag clicked\nforever\n play sound [スイカゲームBGM v] until done\nend\n\nwhen I receive [1 v]\nswitch backdrop to (2 v)\n\n@軽量用\n\n@道\n\nwhen I receive [あ v]\nnext costume\nif <(costume [number v]) = [1]> then\n change [ステージ v] by (1)\n broadcast (1 v)\nend\nif <(costume [number v]) = [2]> then\n change [ステージ v] by (1)\n broadcast (2 v)\nend\nif <(costume [number v]) = [3]> then\n change [ステージ v] by (1)\n broadcast (3 v)\nend\nif <(costume [number v]) = [4]> then\n change [ステージ v] by (1)\n broadcast (4 v)\nend\nif <(costume [number v]) = [5]> then\n change [ステージ v] by (1)\n broadcast (5 v)\nend\nif <(costume [number v]) = [6]> then\n change [ステージ v] by (1)\n broadcast (6 v)\nend\nif <(costume [number v]) = [7]> then\n change [ステージ v] by (1)\n broadcast (7 v)\nend\nif <(costume [number v]) = [8]> then\n change [ステージ v] by (1)\n broadcast (8 v)\nend\nif <(costume [number v]) = [9]> then\n change [ステージ v] by (1)\n broadcast (9 v)\nend\nif <(costume [number v]) = [10]> then\n change [ステージ v] by (1)\n broadcast (10 v)\nend\nif <(costume [number v]) = [11]> then\n change [ステージ v] by (1)\n broadcast (11 v)\nend\nif <(costume [number v]) = [12]> then\n set [ステージ v] to [12]\n broadcast (12 v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [i v]\nif <(costume [number v]) = [12]> then\n broadcast (13 v)\n switch costume to (コスチューム13 v)\nend\n\nwhen I receive [f v]\nswitch costume to (コスチューム12 v)\n\nwhen I receive [w v]\nhide\n\nwhen flag clicked\nset [ステージ v] to [0]\n\n@ぷれーやー\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 I receive [あ v]\nhide\nwait (0.7) seconds\nshow\n\nwhen flag clicked\nforever\n set [youx v] to (x position)\nend\n\nwhen I receive [初見殺し v]\nforever\n if <(x position) = [232]> then\n broadcast (f v)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\npoint in direction (90)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (はり v)?> then\n play sound [ankle-spoil1 v] until done\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-220) y: (50)\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 (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 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 start sound [jump-cute1 v]\n set [yだー v] to [16.3]\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 (あ v)\n wait (0.7) seconds\n go to x: (-216) y: (50)\n end\n if <touching (スプライト2 v)?> then\n broadcast (i v)\n wait (0.7) seconds\n go to x: (-216) y: (50)\n end\n if <touching (てん v)?> then\n broadcast (初見殺し v)\n end\nend\n\nwhen I receive [w v]\nhide\n\nwhen I receive [2 v]\nswitch costume to (いちご v)\nset size to (50) %\n\nwhen I receive [3 v]\nswitch costume to (ぶどう v)\nset size to (60) %\n\nwhen I receive [4 v]\nswitch costume to (デコポン v)\nset size to (70) %\n\nwhen flag clicked\nswitch costume to (さくらんぼ v)\nset size to (40) %\n\nwhen I receive [1 v]\nswitch costume to (さくらんぼ v)\n\nwhen I receive [5 v]\nswitch costume to (柿 v)\nset size to (75) %\n\nwhen I receive [6 v]\nswitch costume to (りんご v)\nset size to (80) %\n\nwhen I receive [7 v]\nswitch costume to (梨 v)\nset size to (85) %\n\nwhen I receive [8 v]\nswitch costume to (もも v)\nset size to (95) %\n\nwhen I receive [9 v]\nswitch costume to (パイナップル v)\nset size to (100) %\n\nwhen I receive [10 v]\nswitch costume to (メロン v)\n\nwhen I receive [11 v]\nswitch costume to (スイカ v)\n\nwhen I receive [12 v]\nswitch costume to (スイカ v)\n\n@はり\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [2 v]\ngo to x: (1) y: (91)\nswitch costume to (コスチューム1 \(1\) v)\ngo to [back v] layer\ngo to x: (1) y: (91)\nshow\n\nwhen I receive [4 v]\nshow\nswitch costume to (コスチューム1 \(1\)2 v)\ngo to [back v] layer\nshow\n\nwhen I receive [3 v]\nswitch costume to (コスチューム1 \(1\)3 v)\n\nwhen I receive [5 v]\nswitch costume to (コスチュ\)4 v)\ngo to [back v] layer\n\nwhen I receive [5 v]\ndelete this clone\n\nwhen I receive [6 v]\nswitch costume to (コスチュ\)2 v)\n\nwhen I receive [7 v]\nswitch costume to (コスチュ\)3 v)\n\nwhen I receive [8 v]\nshow\nswitch costume to (コスチュ\)5 v)\n\nwhen I receive [9 v]\nshow\nswitch costume to (コスチュ\)8 v)\n\nwhen I receive [10 v]\nswitch costume to (コスチュ\)7 v)\n\nwhen I receive [w v]\nhide\n\nwhen I receive [12 v]\ngo to x: (1) y: (91)\nhide\n\nwhen I receive [11 v]\ngo to x: (1) y: (77)\nswitch costume to (コスチュ\)9 v)\nforever\n turn left (10) degrees\nend\n\n@さむね\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\nbroadcast (w v)\ngo to x: (0) y: (240)\nrepeat until <(y position) = [10]>\n change y by (-10)\nend\nset size to (10) %\nrepeat (9)\n change size by (10)\n turn right (40) degrees\nend\nset [ghost v] effect to (0)\n\n@果物\n\nwhen I receive [12 v]\nshow\nswitch costume to (スイカ v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\npoint in direction (90)\n\nwhen flag clicked\nhide\n\nwhen I receive [w v]\nhide\n\n@Time\n\nwhen flag clicked\nshow variable [time v]\nforever\n if <(ステージ) = [12]> then\n show variable [time v]\n else\n change [time v] by (0.1)\n wait (0.067) seconds\n end\nend\n\nhide variable [time v]\n\n
#2 https://scratch.mit.edu/projects/957830747\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\nTrend #1 Thank you! 傾向1位ありがとうございます!\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\n人気5pてんきゅー!\n1日で参照数1000突破!\n\n日本語は下\nno advertising\nUse arrow keys to control.\nAvoid the needles!\nDon't worry about the floating needle!\n\n宣伝禁止\n矢印キーで操作します。\n針を避けて下さい!!\n針が浮いてるのは気にしないでね()\n\n\nタグ/tags\n\n#games\n#all\n#sidaken\n#スイカゲーム\n#platformer\n#プラットフォーマー\n#拡散希望\n#All\n#game
クリスマスのプラットフォーマー #all #asure9 #game #games #platformer
@Stage\n\nwhen flag clicked\nforever\n if <<<[6] = (current [hour v])> or <[6] < (current [hour v])>> and <[0] < (current [minute v])>> then\n switch backdrop to (背景1 v)\n end\n if <<<[15] = (current [hour v])> or <[15] < (current [hour v])>> and <[0] < (current [minute v])>> then\n switch backdrop to (背景2 v)\n end\n if <<<[18] = (current [hour v])> or <[18] < (current [hour v])>> and <[0] < (current [minute v])>> then\n switch backdrop to (背景3 v)\n end\nend\n\n@road-\n\nwhen I receive [next stage v]\nshow\nnext costume\n\nwhen I receive [2 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next stage v]\nforever\n if <(costume [number v]) = [2]> then\n broadcast (2 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (3 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (4 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (5 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (6 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (7 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (8 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (9 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (10 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nshow variable [time v]\nrepeat until <(costume [number v]) = [8]>\n wait (1) seconds\n change [time v] by (1)\n if <(costume [number v]) = [8]> then\nend\n\nwhen [timer v] > (0)\nhide variable [time v]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen flag clicked\nwait (0.01) seconds\nshow\nswitch costume to (コスチューム1 v)\nbroadcast (swww v)\n\nwhen I receive [swww v]\nset [time v] to [0]\n\nwhen flag clicked\nforever\n hide variable [time v]\nend\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen [z v] key pressed\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next stage v]\ngo to x: (-210) y: (140)\nshow\n\nwhen flag clicked\nshow\nswitch costume to (pick random (1) to (10))\n\nwhen flag clicked\ngo to x: (-210) y: (140)\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (spike v)?> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n 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 (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n go to x: (-216) y: (50)\n hide\n broadcast (next v)\n start sound [Rip v]\n wait (1.5) seconds\n end\nend\n\n@NEXT\n\nwhen I receive [next v]\nset [動く v] to [0]\ngo to [front v] layer\nstart sound [Coin v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (23)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\nbroadcast (next Stage v)\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen I receive [2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [3 v]\nswitch costume to (costume4 v)\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next stage v]\nshow\n\nwhen I receive [4 v]\nswitch costume to (costume5 v)\n\nwhen I receive [5 v]\nswitch costume to (costume6 v)\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nswitch costume to (costume7 v)\n\nwhen I receive [8 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [ティーダ v]\nshow\nswitch costume to (costume3 v)\n\n@スプライト6\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nshow\nchange [ghost v] effect by (25)\ngo to (random position v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n change y by (-1)\nend\n\nwhen I receive [8 v]\nforever\n delete this clone\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nwhen I start as a clone\nshow\nchange [ghost v] effect by (25)\ngo to (random position v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n change y by (-1)\nend\n\nwhen I receive [8 v]\nforever\n delete this clone\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\nchange [ghost v] effect by (25)\ngo to (random position v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n change y by (-1)\nend\n\nwhen I receive [8 v]\nforever\n delete this clone\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nshow\nchange [ghost v] effect by (25)\ngo to (random position v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n change y by (-1)\nend\n\nwhen I receive [8 v]\nforever\n delete this clone\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nshow\nchange [ghost v] effect by (25)\ngo to (random position v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (1)\nend\nwait (2) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n change y by (-1)\nend\n\nwhen I receive [8 v]\nforever\n delete this clone\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nshow\nchange [ghost v] effect by (25)\ngo to (random position v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n change y by (-1)\nend\n\nwhen I receive [8 v]\nforever\n delete this clone\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [8 v]\nshow\ngo to [back v] layer\n\n@samune\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\n\n
タイムを消させていただきますすみません\nもう一回プレイする時は、再読み込みしてください\nなんか海外の人に荒らされてる...\n1pだね、ありがたい\nもうすぐクリスマスですね!というわけで冬のプラフォ\nを作りました!良かったらご参照ください!\n────────────────────────────────────\n難易度下がりました\n※時間によって背景が変わります\n※ランダムでキャラが変わります\n午前6:00~は朝\n午後15:00~は夕\n午後6:00~は夜です\n────────────────────────────────────\n拡散してくれた人\n@hosinoakuamarinn1\n\n@wwwannte\nhttps://scratch.mit.edu/projects/938738930/\n\n@hiroto-sabuaka\n\n@fort-yuma\n\n@sukutamura\n\n@our_account_jeanm\n
~platformer~プラットフォーマー
@Stage\n\nwhen I receive [free intro end v]\nwait (0.5) seconds\nforever\n play sound [10℃ - しゃろう v] until done\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\nend\n\nwhen [timer v] > (タイマー)\ngo to [front v] layer\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [縦 v] to [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 go to x: (0) y: (0)\n set size to (100) %\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 (クローン用2 v)\nelse\n switch costume to (クローン用 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\nbroadcast (free intro end v)\nhide\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 I receive [free intro end v]\nset [ステージ v] to [1]\ngo to x: (-210) y: (13)\nset size to (85) %\ngo to [front v] layer\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\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 (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (X))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<(mouse 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 (地面 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> and <touching (地面 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 (針 v)?>> or <touching (マグマ 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) > [235]> then\n change [ステージ v] by (1)\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\nend\n\nwhen I receive [free intro end v]\nforever\n wait until <key (k v) pressed?>\n wait until <not <key (k v) pressed?>>\n change [ステージ v] by (1)\nend\n\nwhen I receive [free intro end v]\nforever\n if <touching (ジャンプ台 v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [free intro end v]\nset [ステージ v] to [1]\n\nwhen flag clicked\nset [ステージ v] to [1]\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (ステージ)\n if <(costume [number v]) = [21]> then\n broadcast (終わり v)\n stop [this script v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nshow\nforever\n go to [back v] layer\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nshow\ngo to x: (216) y: (151)\nset size to (100) %\nforever\n change [a v] by (5)\n change size by ([cos v] of (A) )\nend\n\n@宣伝\n\nwhen I receive [宣伝 v]\ngo to x: (152) y: (250)\nswitch costume to (無 v)\nset size to (40) %\npoint in direction (90)\nshow\nstart sound [Click 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 [宣伝 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 flag clicked\nset volume to (100) %\n\nwhen I receive [free intro end v]\nwait (1) seconds\nbroadcast (宣伝 v)\nhide\n\n@針\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@マグマ\n\nwhen I receive [free intro end v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nset [マグマ変数 v] to [0]\nrepeat (5)\n change y by (マグマ変数)\n change [マグマ変数 v] by (0.5)\n wait (0.1) seconds\nend\nforever\n repeat (10)\n change y by (マグマ変数)\n change [マグマ変数 v] by (-0.5)\n wait (0.1) seconds\n end\n repeat (10)\n change y by (マグマ変数)\n change [マグマ変数 v] by (0.5)\n wait (0.1) seconds\n end\nend\n\n@ジャンプ台\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@よろ\n\nwhen I receive [終わり v]\nwait (1.5) seconds\nshow\ngo to [back v] layer\nset [変数4 v] to [0]\ngo to x: (-25) y: (215)\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [12]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [9]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [6]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [3]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [1]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [0.5]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\n\nwhen flag clicked\nhide\n\n@ありごとう\n\nwhen flag clicked\nhide\n\nwhen I receive [終わり v]\nwait (0.5) seconds\ngo to [back v] layer\nshow\nset [変数2 v] to [36]\npoint in direction (-90)\nrepeat (30)\n turn right (変数2) degrees\n set [変数2 v] to ((変数2) * (0.8))\nend\n\nwhen I receive [終わり v]\nwait (0.5) seconds\nset [変数3 v] to [50]\ngo to x: (-272) y: (50)\nrepeat (30)\n change x by (変数3)\n set [変数3 v] to ((変数3) * (0.8))\nend\n\n@ありがとう!\n\nwhen flag clicked\nbroadcast (♡&☆ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [♡&☆ v] to (join [1] (letter (2) of (♡&☆)))\n delete this clone\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [♡&☆ v] to (join (letter (1) of (♡&☆)) [1])\n delete this clone\n end\n end\n end\n else\n go to x: (0) y: (0)\n set size to (5) %\n go to [front v] layer\n show\n repeat (8)\n change size by (((size) + (5)) / (4))\n end\n repeat (25)\n change size by (((100) - (size)) / (4))\n end\n repeat (10)\n switch costume to (大 v)\n change size by ((((0) - (size)) + (-5)) / (4))\n switch costume to (ありがとう! v)\n end\n delete this clone\n end\nend\n\nwhen I receive [♡&☆ v]\nwait until <not <(♡&☆) = [11]>>\ngo to x: (-15) y: (0)\nswitch costume to (♡ v)\ncreate clone of (_myself_ v)\nswitch costume to (☆ v)\ncreate clone of (_myself_ v)\nwait until <(♡&☆) = [11]>\nwait (0.1) seconds\nswitch costume to (ありがとう! v)\ncreate clone of (_myself_ v)\n\n
〇操作方法 \n ・左右移動 矢印キー右もしくは左、主人公の右もしくは左をタップで操作できます。\n・ジャンプ 矢印キー上、主人公の上をタップで操作できます。\n〇その他\n❤️と⭐️を押すととあるメッセージが見れます!Kキーでそのステージをとばせるチートがあります。\nゲーム作品は初めて共有しました。まだ、スクラッチをはじめたばかりなので、助言、アドバイスなどをよろしくお願いします!\nMethod of operation\n・Move left and right You can operate it by tapping the arrow keys right or left, and the hero's right or left.\n・You can operate it by tapping the top of the main character on the jump arrow keys.\nI shared the game work for the first time. I've just started scratching, so please give me some advice!
Falling platformer!落下プラットフォーマー!
@Stage\n\nwhen flag clicked\nswitch backdrop to (コスチューム1dq \(1\) v)\nset volume to (100) %\nclear graphic effects\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [suta-to v]\nwait (1) seconds\n\nbroadcast (intro v)\n\nwait (5) seconds\n\nwhen flag clicked\nforever\n if <(ステージ数) = [8]> then\n switch backdrop to (コスチューム1dq \(1\)3 v)\n end\n if <(ステージ数) = [9]> then\n switch backdrop to (コスチューム1dq \(1\)2 v)\n end\n if <(ステージ数) = [10]> then\n switch backdrop to (コスチューム1dq \(1\)4 v)\n end\nend\n\n@player\n\nbroadcast (あ v)\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\ngo to x: (50) y: (159)\nshow\nset size to (60) %\ngo to [back v] layer\nforever\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\nswitch costume to (player v)\nbroadcast (スターーと v)\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n if <<<touching (spike v)?> or <touching (spike2 v)?>> or <touching (spike3 v)?>> then\n start sound [やられる v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (50) y: (159)\n end\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 end\n if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (コスチューム1 v)\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 if <not <<(♥) = [1]> or <(★) = [1]>>> then\n switch costume to (player v)\n end\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 (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のやつ) * (-1))\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n start sound [壁キック 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 [13]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [yだー v] by (12)\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 <not <touching (ステージ v)?>> then\n if <<key (space v) pressed?> or <mouse down?>> then\n switch costume to (コスチューム3 v)\n change [yだー v] by (5)\n if <(yだー) > [2]> then\n set [yだー v] to [0]\n end\n if <touching (ステージ v)?> then\n change [yだー v] by (-5)\n end\n else\n switch costume to (player v)\n end\n end\n if <touching (ステージ v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(y position) = [-179]> then\n broadcast (次のステージ v)\n start sound [Rip v]\n go to x: (50) y: (159)\n end\n if <touching (coin v)?> then\n start sound [Coin v]\n broadcast (coin v)\n end\nend\n\nwhen flag clicked\n\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nset [ghost v] effect to (100)\n\nwhen I receive [next v]\n\nwait (9) seconds\n\nwait (3.7) seconds\n\nstart sound [ニュッ v]\n\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(yだー) > [14]> then\n set [yだー v] to [13]\n end\nend\n\nwhen I receive [♥と★ v]\nforever\n switch costume to (コスチューム1 \(15\) \(1\) v)\n if <(y position) = [-200]> then\n broadcast (次のステージ v)\n start sound [Rip v]\n go to x: (50) y: (159)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ステージ v)?> then\n switch costume to (player v)\n end\nend\n\n@spike\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\nset [spike v] to [0]\nchange [spike v] by (1)\n\nwait (1) seconds\nshow\n\nwhen I receive [次のステージ v]\nchange [spike v] by (1)\n\nwait (2) seconds\n\n@ステージ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\n\nwhen I receive [イントロ完 v]\n\nhide\n\nwhen I receive [次のステージ v]\nchange [ステージ数 v] by (1)\n\nwait (1) seconds\n\n@spike2\n\nwhen flag clicked\ngo to x: (18) y: (-56)\ngo to [back v] layer\nforever\n if <<<<(ステージ数) = [4]> or <(ステージ数) = [5]>> or <(ステージ数) = [7]>> or <(ステージ数) = [9]>> then\n show\n repeat (3)\n change y by (-20)\n end\n wait (2) seconds\n repeat (3)\n change y by (20)\n end\n wait (2) seconds\n else\n hide\n end\nend\n\nset [spike v] to [0]\nchange [spike v] by (1)\n\nwhen I receive [次のステージ v]\nchange [spike v] by (1)\n\nwait (2) seconds\n\ngo to x: (18) y: (0)\n\nrepeat (10)\n\nshow\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\n@スプライト6\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 (大きさ) %\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 flag clicked\nbroadcast (イントロ完 v)\n\nwhen I receive [イントロ完 v]\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\nforever\n Time ((x) - (220)) ((y) + (50)) (桁)\n if <(ステージ数) = [10]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n\nwait until <(timer) = [12]>\n\nwhen flag clicked\n\nwhen I receive [暗い v]\ngo to [front v] layer\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to x: (50) y: (500)\nset [ghost v] effect to (100)\nforever\n set [停止 v] to (timer)\nend\n\nwhen [timer v] > ((停止) + (0.1))\ngo to [front v] layer\nstart sound [Unlimited \(1\) \(1\) v]\nglide (0.4) secs to x: (50) y: (0)\n\nforever\n\nstop all sounds\n\nwhen I receive [ターボ建築 v]\nhide\n\n@ターボ検知\n\nwhen flag clicked\nhide\nreset timer\nswitch costume to (サムネ v)\nset [2 v] to [0]\nset [ghost v] effect to (100)\nforever\n switch costume to (サムネ v)\n go to [front v] layer\n set size to (100) %\n change [2 v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n set [2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[25] < (2)> then\n show\n broadcast (ターボ建築 v)\n stop [all v]\n end\nend\n\nwhen I receive [ターボ建築 v]\ngo to [front v] layer\nswitch costume to (ターボ検知 v)\n\nwhen I receive [next v]\nset size to (100) %\nswitch costume to (コスチューム4 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\n@Detector\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\nwhen I receive [イントロ完 v]\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\n@スプライト3\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nrepeat until <<(♥) = [1]> and <(★) = [1]>>\n hide\n go to x: (0) y: (-150)\n show\n glide (1) secs to x: (0) y: (0)\n wait (pick random (1) to (10)) seconds\n glide (1) secs to x: (0) y: (-150)\n hide\nend\nhide\n\ngo to [front v] layer\n\n@spike3\n\nwhen flag clicked\ngo to x: (18) y: (-56)\ngo to [back v] layer\nforever\n if <<<(ステージ数) = [8]> or <(ステージ数) = [5]>> or <(ステージ数) = [9]>> then\n show\n set x to (-180)\n glide (3) secs to x: (550) y: (-56)\n hide\n else\n hide\n end\nend\n\nset [ステージ数 v] to [8]\n\nwhen I receive [次のステージ v]\nchange [spike v] by (1)\n\ngo to x: (18) y: (0)\n\nrepeat (10)\n\nshow\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\nrepeat (3)\n change y by (-20)\nend\nwait (2) seconds\nrepeat (3)\n change y by (20)\nend\nwait (2) seconds\n\nchange [spike v] by (1)\n\nwhen flag clicked\nforever\n if <<<(ステージ数) = [8]> or <(ステージ数) = [5]>> or <(ステージ数) = [9]>> then\n forever\n turn right (3) degrees\n end\n else\n hide\n end\nend\n\n
傾向載れない…\n日本語は下\nMove arrow keys/A and D keys\nJump arrow key/W key\nWall kick M\n\n\n移動矢印キー/AとDキー\nジャンプ矢印キー/Wキー\n壁キック壁に移動+ジャンプ\n
⚡️ online⚡️Stickman Platformer【City】棒人間【町】モバイル対応!#game
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 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?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [driveGOX]> or <(username) = [123123456789GO]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (タイム))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [今やっている人 v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [タイム v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join [.] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join ((t) mod (6)) (タイム))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [タイム v] to (join ['] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [タイム v] to (join [:] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [タイム v] to (join ((t) mod (10)) (タイム))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [今やっている人 v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nchange [color v] effect by (10)\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: (13550) (-75)\nsetup clone at x,y: (11200) (-50)\nsetup clone at x,y: (9800) (32)\nsetup clone at x,y: (8200) (203)\nsetup clone at x,y: (4900) (-115)\nsetup clone at x,y: (3022) (-60)\nsetup clone at x,y: (1150) (-7)\nset [showing v] to [-1]\n\nset size to (100) %\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Radiant v] until done\n end\nend\n\n@rqqqLevel2\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 [back 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\ngo to [back v] layer\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\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@thumbnail\n\nwhen flag clicked\nhide\nshow variable [fastest v]\nshow variable [タイム v]\nshow variable [今やっている人 v]\n\ngo to [front v] layer\n\nshow\nset [brightness v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\ngo to [front v] layer\n\n@黒\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)\n if <(username) = [ksinniti]> then\n set [brightness v] effect to (0)\n end\nelse\n if <<(username) = ([last fastest v] of [game v])> = [ksinniti]> then\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <touching color (#fbff00)?> then\n if <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\n end\n end\nend\n\nchange [pixelate v] effect by (15)\n\nif <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\nend\n\nstop [this script v]\n\nset [whirl v] effect to (0)\n\nset [fisheye v] effect to (0)\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\n\nchange [color v] effect by (25)\n\nrepeat (10)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching color (#d2e474)?> then\n change [@player sx v] by (10)\n change [@player sy v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#81d46c)?> then\n change [@player sx v] by (-10)\n change [@player sy v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#6ab5fd)?> then\n change [@player sy v] by (2)\n end\nend\n\n
https://scratch.mit.edu/projects/953287374/\n新作!\n作者1′28.2\n日本語は下にあるよ!\n\nEnglish\n[Operation method]\n・Move ... "← key" "→ key" or "A and D key"\n・Jump... "↑ key" or "W key"\n・Squatting ... "↓ key" or "S key"\n・Big jump... "↑ key" while holding down the "↓ key"\n・Flight ... space key after clearing\n※There are various other actions, so look for them!\n♡&⭐︎!\n\n日本語\n【操作方法】\n・移動…「←キー」「→キー」または「AとDキー」 \n・ジャンプ…「↑キー」または「Wキー 」\n・しゃがみ…「↓キー」または「Sキー」\n・大ジャンプ… 「↓キー」を押しながら「↑キー」\n・飛行…クリア後にスペースキー\n※他にも様々なアクションがあるので探してみてね!
Lights Off, a platformer.
@Stage\n\nwhen flag clicked\nset [??? v] to [0]\n\nwhen [timer v] > ((timer) + (0.01))\nset [ghost v] effect to (100)\nbroadcast (stop button clicked v)\n\nwhen flag clicked\nswitch backdrop to ( v)\nset [level v] to [1]\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [win v]\nswitch backdrop to (end3 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\nwhen flag clicked\nset [vol option v] to [0]\nset [volume v] to [100]\nhide variable [volume v]\nforever\n set volume to (volume) %\n if <key (o v) pressed?> then\n if <(vol option) = [0]> then\n show variable [volume v]\n show variable [speed v]\n set [vol option v] to [1]\n wait until <not <key (o v) pressed?>>\n else\n hide variable [volume v]\n hide variable [speed v]\n set [vol option v] to [0]\n wait until <not <key (o v) pressed?>>\n end\n end\nend\n\nswitch backdrop to (13 v)\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [start project v]\nforever\n play sound [Beautiful Day v] until done\nend\n\n@player\n\nwhen flag clicked\n\ndefine Move - In steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#ffffff)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#ffffff)?> 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 [next level v]\nset [ghost v] effect to (100)\ngo to x: (-215) y: (-45)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nwait (3) seconds\nset [ghost v] effect to (100)\nstop [all v]\n\nwhen I receive [start v]\nshow\nwait (1) seconds\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling) < [3]> then\n set [speed y v] to [10]\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by ((speed) - ((speed) * (2)))\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (speed)\n end\n if <touching (door v)?> then\n broadcast (next level v)\n change [level v] by (1)\n end\n if <<touching color (#ffefef)?> or <(y position) = [-180]>> then\n set [ghost v] effect to (100)\n go to x: (-215) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (light switch v)?> then\n switch costume to (light on v)\n broadcast (win v)\n end\n if <touching color (#d6ddff)?> then\n set [speed y v] to [20]\n end\n set [speed x v] to ((speed x) * (0.8))\n change [speed y v] by (GRAVITY)\n Move - In steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\nwhen I receive [start project v]\nswitch costume to (light off v)\nset [gravity v] to [-1]\nset [speed y v] to [0]\nset [speed v] to [1]\ngo to x: (-215) y: (-45)\nhide\n\nwhen I receive [stop button clicked v]\nhide\n\n@door\n\nwhen I receive [start project v]\nshow\nforever\n go to x: (238) y: (-45)\n if <(backdrop [name v]) = [end2]> then\n hide\n end\nend\n\n@level counter\n\ndefine Clones\ngo to x: (-225) y: (162)\nset [clone v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [clone v] by (1)\n change x by (15)\nend\n\nwhen flag clicked\nClones\n\nwhen I start as a clone\nforever\n switch costume to (letter (clone) of (Level))\nend\n\n@Thumbnail\n\nwhen I receive [stop button clicked v]\nset [ghost v] effect to (0)\nshow\n\nwhen flag clicked\nhide\n\n@Light switch\n\nwhen I receive [stop button clicked v]\nhide\n\nwhen I receive [start project v]\nhide\nswitch costume to (light off v)\nforever\n if <(backdrop [name v]) = [end2]> then\n show\n end\n if <(backdrop [name v]) = [end3]> then\n switch costume to (light on v)\n end\nend\n\n@notification\n\nwhen I receive [win v]\nshow\nrepeat (40)\n change y by (1)\nend\nwait (0.5) seconds\nrepeat (40)\n change y by (-1)\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-184)\n\nwhen I receive [stop button clicked v]\nhide\n\n@READ ME\n\nwhen flag clicked\nset [ghost v] effect to (50)\nswitch costume to (trail v)\nforever\n set size to (100) %\n hide\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nchange size by (-10)\nchange [ghost v] effect by (5)\nwait (0.01) seconds\nchange size by (-10)\nchange [ghost v] effect by (5)\nwait (0.01) seconds\nchange size by (-10)\nchange [ghost v] effect by (5)\nwait (0.01) seconds\nchange size by (-10)\nchange [ghost v] effect by (5)\nwait (0.01) seconds\nchange size by (-10)\nchange [ghost v] effect by (5)\nwait (0.01) seconds\nchange size by (-10)\nchange [ghost v] effect by (5)\nwait (0.01) seconds\nchange size by (-10)\nchange [ghost v] effect by (5)\nwait (0.01) seconds\nchange size by (-10)\nchange [ghost v] effect by (5)\nwait (0.01) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@READ ME2\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (30) to (90)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nif <(Costume) > [0]> then\n\n@Menu title\n\nwhen I receive [start v]\nfade out\n\nwhen I receive [start project v]\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen I receive [fade in v]\nfade in\n\nwhen I receive [fade out v]\nfade out\n\ndefine fade in\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine fade out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [stop button clicked v]\nset [ghost v] effect to (100)\n\n@Menu start button\n\nwhen this sprite clicked\nbroadcast (fade out v)\nbroadcast (start v)\n\nwhen I receive [start project v]\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\ndefine fade out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine fade in\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [fade out v]\nfade out\n\nwhen I receive [fade in v]\nfade in\n\nwhen I receive [stop button clicked v]\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (17)\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\nrepeat (8)\n next costume\n wait (0.05) seconds\nend\nwait (2.5) seconds\nrepeat until <(costume [number v]) = [104]>\n next costume\nend\nwait (1.5) seconds\nrepeat until <(costume [number v]) = [111]>\n next costume\nend\nwait (1.5) seconds\nrepeat until <(costume [number v]) = [149]>\n next costume\nend\nwait (1) seconds\nbroadcast (Start Project v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (100) layers\nend\n\nwhen I receive [stop button clicked v]\nhide\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nhide\nbroadcast (Start Project v)\nstop [this script v]\n\n
click to skip intro\n\nFind that light switch!\n\nArrow keys to move. \n13 Levels\n\nPress "o" for volume options.\n\nThis game probably has bugs. If you find one, tell me in the comments.\n\nScroll ALL THE WAY down for a cheat code\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nif you are reading this type "wufhbakasfljahelfkjhasdjnfalkhlawehmfxlukahflkashmflkahlxhauhmlakjfhlakweuhflka" in the comments\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#platformer #Technology #game #games #Light #Lights #Dark #CalciumTape #Calcium #Tape #Ifyouarereadingthisthenlikeandfavorite\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ntype "↑↑↓↓←←→b a" in game to teleport to end
Minecraft platformer
@Stage\n\nwhen flag clicked\nset [sute v] to [1]\nforever\n play sound (pick random (1) to (1)) until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (sute)\nend\n\nplay sound [-minecraft- v] until done\n\n@Player\n\nwhen flag clicked\nはい\nforever\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n if <touching (water v)?> then\n change [x v] by (0.5)\n else\n change [x v] by (1)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <touching (water v)?> then\n change [x v] by (-0.5)\n else\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (round (x))\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n start sound [壁キック v]\n if <(x) < [0]> then\n set [x v] to [5]\n else\n set [x v] to [-5]\n end\n if <touching (water v)?> then\n set [y v] to [3]\n else\n set [y v] to [11]\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 (round (y))\n if <touching (ground v)?> then\n change y by ((y) * (-0.5))\n set [y v] to [0]\n else\n if <touching (water v)?> then\n change [y v] by (-0.01)\n else\n change [y v] by (-1.5)\n end\n end\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <touching (water v)?> then\n set [y v] to [2.22]\n wait (0.01) seconds\n end\n end\n else\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n end\n end\n end\n if <[235] < (x position)> then\n はい\n change [sute v] by (1)\n end\n if <<touching ( v)?> or <touching (hard v)?>> then\n switch costume to (スティーブ やられた v)\n change [hp v] by (-1)\n if <touching (hard v)?> then\n start sound [j v]\n end\n if <touching ( v)?> then\n start sound [maguma v]\n end\n if <(HP) < [1]> then\n stop [all v]\n end\n wait (0.05) seconds\n switch costume to (普通 v)\n はい\n end\nend\n\ndefine はい\nswitch costume to (普通 v)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-184) y: (-32)\nshow\n\nwhen flag clicked\nforever\n change y by (0)\nend\n\nchange y by (-1)\n\n@Water\n\nwhen flag clicked\nforever\n switch costume to (sute)\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (sute)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@health\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n switch costume to ((HP) + (1))\nend\n\n@ \n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (sute)\nend\n\n@sun\n\nwhen flag clicked\nset size to (100) %\nset [こs v] to [0]\nforever\n change size by ([cos v] of (こs) )\n change [こs v] by (5)\nend\n\nwhen flag clicked\nforever\n switch costume to (sute)\nend\n\n@hard\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n go to x: (124) y: (-101)\n if <<(sute) = [5]> or > then\n show\n if <(sute) = [5]> then\n point in direction (-90)\n glide (1) secs to x: (-39) y: (-101)\n point in direction (90)\n glide (1) secs to x: (125) y: (-101)\n end\n else\n hide\n if <<(sute) = [7]> or <(sute) = [8]>> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nshow\npoint in direction (-90)\nglide (1) secs to x: (-39) y: (-101)\npoint in direction (90)\nglide (1) secs to x: (125) y: (-101)\ndelete this clone\n\n
再投稿です(本当の共有日:12/7くらい?((\n今回はマインクラフトプラットフォーマーを作りました!!\n❤と⭐、フォロー、拡散をよろしくお願いします。\n《操作方法》\n矢印キーまたはタップで操作します。\nトゲやマグマに当たると死にます()\nゾンビは倒せません!((((\n《クレジット》\nBGMなど:@kuri-pa-2\nキャラ:@kuri-pa-2\n
MINECRAFT PLATFORMER / マインクラフトプラットフォーマー
@Stage\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [maikura v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (マイクラの背景 v)\n\nwhen I receive [洞窟はいつ v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [出た v]\nswitch backdrop to (マイクラ夜 v)\n\nwhen flag clicked\nforever\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: (50)\n\nwhen flag clicked\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 (1)\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 (-1)\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 [15]\n end\n end\n if <touching (3 v)?> then\n broadcast (itai v)\n start sound [ダメージ 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)?>> then\n if <not <(ステージ) = [46]>> then\n broadcast (next v)\n change [ステージ v] by (1)\n 初期化\n end\n end\nend\n\nchange [yy v] by (-1)\n\nwait (0.3) seconds\n\nif <(y position) > [180]> then\n if <(ステージ) = [1]> then\nend\n\nwhen I receive [終わり v]\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: (50)\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 <[44] < (ステージ)> then\n switch costume to (らくら 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\nforever\n if <(costume [name v]) = [らくら]> then\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 (1)\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 (-1)\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 [25]\n end\n end\n if <touching (3 v)?> then\n broadcast (itai v)\n start sound [ダメージ v]\n switch costume to (コスチューム3 v)\n 初期化\n end\n end\nend\n\nif <<(x position) > [230]> or <touching (17 v)?>> then\n if <not <(ステージ) = [50]>> then\n broadcast (next v)\n change [ステージ v] by (1)\n 初期化\n end\nend\n\n@2\n\nwhen flag clicked\nhide variable [☁ world records v]\nhide variable [time v]\ngo to [front v] layer\nset [ステージ v] to [1]\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) = [46]> then\n show variable [☁ world records v]\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\nset [☁ world records v] to [200]\n\n@3\n\nwhen flag clicked\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\nhide\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (500) %\nset rotation style [all around v]\npoint in direction (180)\nhide\n\nwhen flag clicked\nforever\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\nforever\n repeat (10)\n change [color v] effect by (0.5)\n end\n wait (0.1) seconds\n repeat (10)\n change [color v] effect by (-0.5)\n end\nend\n\nif <touching (1 v)?> then\nend\n\nwhen I receive [ちゃんとしてる v]\nshow\nbroadcast (おく v)\nswitch costume to (ダイヤモンドの剣 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 (ダイヤモンドの剣2 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 (ダイヤモンドの剣 v)\n end\nend\n\nwhen flag clicked\nforever\n if <[6] < (ステージ)> then\nend\n\n@5\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (-66)\nswitch costume to (ゾンビ v)\nset size to (60) %\nforever\n if <(ステージ) = [6]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [9]>\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\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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 [15]\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\n@6\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (245) y: (-66)\nswitch costume to (エンダーマン(ノーマル) v)\nset size to (60) %\nforever\n if <(ステージ) = [10]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [11]>\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 <<(えんだ――変数) = [0]> and <touching (1 v)?>> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\n if <<(えんだ――変数) = [威嚇]> and <touching (1 v)?>> then\n broadcast (弓当たる v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [20]\nshow\nset rotation style [left-right v]\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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 [15]\n end\n end\nend\n\nwhen I start as a clone\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\ngo to x: (0) y: (90)\nset [brightness v] effect to (0)\nforever\n wait (3) seconds\n switch costume to (エンダーマン(威嚇) v)\n set [えんだ――変数 v] to [威嚇]\n repeat (12)\n glide (0.01) secs to (1 v)\n wait (0.1) seconds\n end\n go to x: (x position) y: (y position)\n switch costume to (エンダーマン(ノーマル) v)\n set [えんだ――変数 v] to [0]\nend\n\ngo to x: (pick random (-3) to (3)) y: (y position)\n\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nchange x by (3)\nchange x by (-3)\nchange x by (-3)\nchange x by (3)\n\nwhen I receive [next v]\ndelete this clone\n\n@7\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nset size to (200) %\nset [brightness v] effect to (0)\ngo to x: (50) y: (-35)\nforever\n switch costume to (ステージ)\n go to [back v] layer\n show\nend\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\n@8\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-1) y: (160)\nset size to (150) %\nset [hp v] to [20]\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 (-1)\nif <[0] > (HP)> then\n broadcast (終わり v)\nend\nnext costume\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\nshow\n\nwhen I receive [next v]\nset [hp v] to [20]\nswitch costume to (health20 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]) + (2))\n\nrepeat (2)\n next costume\nend\n\nwhen flag clicked\nforever\n if <[0] > (HP)> then\n broadcast (終わり v)\n end\nend\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 (-3)\nif <[0] > (HP)> then\n broadcast (終わり v)\nend\nswitch costume to ((costume [number v]) + (3))\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]) + (5))\n\n@9\n\nwhen flag clicked\nset [tixesuto v] to [OFF]\nswitch costume to (chest v)\nhide\nforever\n if <(ステージ) = [7]> then\n show\n if <<touching (1 v)?> and <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>> then\n set [tixesuto v] to [ON]\n broadcast (ちゃんとしてる v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (1 v)?> and <not <(tixesuto) = [ON]>>> then\n say [スペースキーまたはクリックでチェストをあける/Open chest with spacebar or click]\n else\n say []\n end\nend\n\n@10\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [ゾンビhp v] to [5]\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (-66)\nswitch costume to (ゾンビ v)\nset size to (60) %\nforever\n if <(ステージ) = [8]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [9]>\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\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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 [15]\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\n@11\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (-66)\nswitch costume to (スケルトン v)\nset size to (60) %\nforever\n if <(ステージ) = [9]> then\n go to x: (130) y: (y position)\n show\n set y to ([y position v] of [1 v])\n else\n hide\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nset [ゾンビhp v] to [5]\nshow\nset rotation style [left-right v]\ngo to x: (160) y: (-66)\nforever\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 [15]\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\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\nwait until <(ステージ) = [10]>\n\nwhen flag clicked\nforever\n if <touching (1 v)?> then\n broadcast (攻撃された v)\n wait (0.11) seconds\n end\nend\n\n@12\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [9]> then\n go to [back v] layer\n set rotation style [all around v]\n set size to (100) %\n point in direction (45)\n show\n switch costume to (弓 v)\n forever\n wait (0.5) seconds\n switch costume to (弓2 v)\n wait (0.1) seconds\n switch costume to (弓3 v)\n wait (0.3) seconds\n create clone of (_myself_ v)\n switch costume to (弓 v)\n end\n else\n hide\n end\nend\n\ngo to x: (60) y: (85)\n\nwhen I start as a clone\nswitch costume to (矢 v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (18)\n change x by (-20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to (11 v)\nend\n\nwhen I start as a clone\nforever\n if <touching (1 v)?> then\n broadcast (弓当たる v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [10]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@26\n\nif then\n go to x: (0) y: (90)\n set [brightness v] effect to (0)\n forever\n wait (3) seconds\n switch costume to (エンダーマン(威嚇) v)\n repeat (24)\n go to x: (pick random (-3) to (3)) y: (90)\n end\n go to x: (0) y: (90)\n switch costume to (エンダーマン(ノーマル) v)\n end\nend\n\nwhen I receive [えんだーいやー v]\nif <(costume [name v]) = [クリーパー]> then\n go to x: (190) y: (90)\n set [brightness v] effect to (0)\n forever\n wait (3) seconds\n repeat (6)\n set [brightness v] effect to (100)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\n end\n broadcast (クリーパー爆破 v)\n set [brightness v] effect to (100)\n wait (0.5) seconds\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [クリーパー爆破]> then\n go to x: ((x position) + (pick random (-10) to (10))) y: ((y position) + (pick random (-10) to (10)))\n set [brightness v] effect to (pick random (50) to (100))\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (0)\n point in direction (pick random (0) to (360))\n show\n repeat (10)\n move (3) steps\n change size by (5)\n change [ghost v] effect by (pick random (2) to (10))\n end\n delete this clone\nend\n\nwhen I receive [クリーパー爆破 v]\nif <(costume [name v]) = [クリーパー爆破のとき必要]> then\n go to x: (190) y: (90)\n repeat (30)\n switch costume to (クリーパー爆破 v)\n create clone of (_myself_ v)\n wait (0) seconds\n end\n switch costume to (クリーパー v)\n create clone of (_myself_ v)\n switch costume to (クリーパー爆破のとき必要 v)\nend\n\n@13\n\nwhen [a v] key pressed\nif <(username) = [_Ma-in_]> then\n broadcast (next v)\n broadcast (a v)\n change [ステージ v] by (1)\nend\n\n@14\n\nwhen flag clicked\nforever\n set [ghost v] effect to (50)\n switch costume to (ステージ)\nend\n\nset [ステージ v] to [12]\n\n@15\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (-66)\nswitch costume to (ゾンビ v)\nset size to (60) %\nforever\n if <(ステージ) = [12]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [13]>\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 [5]\nshow\nset rotation style [left-right v]\nforever\n change [y v] by (-0.25)\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 [5]\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\n@16\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (ゾンビ v)\nset size to (60) %\nforever\n if <(ステージ) = [16]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [15]>\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 [5]\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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 [15]\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\n@17\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@ア\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <touching (1 v)?> then\n broadcast (攻撃された v)\n wait (0.1) seconds\n end\nend\n\n@ソウルサンド\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (ステージ)\nend\n\n@18\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (pigguman v)\nset size to (60) %\nforever\n if <(ステージ) = [20]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [21]>\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 (弓当たる 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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 [15]\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\n@19\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (ブレイズ v)\nset size to (60) %\nforever\n if <(ステージ) = [21]> then\n go to x: (160) y: (-66)\n set [ゾンビhp v] to [15]\n show\n set rotation style [left-right v]\n forever\n repeat (10)\n set [y v] to (pick random (2) to (5))\n change y by (y)\n end\n repeat (10)\n set [y v] to (pick random (-2) to (-5))\n change y by (y)\n end\n repeat (10)\n set [y v] to (pick random (-2) to (-5))\n change y by (y)\n end\n repeat (10)\n set [y v] to (pick random (2) to (5))\n change y by (y)\n end\n end\n else\n hide\n end\nend\n\nwait until <(ステージ) = [22]>\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 (弓当たる v)\n wait (1) seconds\n end\nend\n\nchange [y v] by (-1)\nif <([x position v] of [1 v]) > (x position)> then\n point in direction (90)\n change [x2 v] by (1)\nend\nif <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\nend\nset [x2 v] to ((X2) * (0.9))\nchange x by (X2)\nif <touching (2 v)?> then\n change y by (6)\nend\nif <touching (2 v)?> then\n change y by (-6)\n change x by (() - (X2))\nend\nchange y by (y)\nif <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 change [y v] by (1)\n end\nend\n\nset [y v] to [15]\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (180) 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 flag clicked\nforever\n if <(ステージ) = [22]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@20\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [21]> then\n go to [back v] layer\n set rotation style [all around v]\n set size to (100) %\n point in direction (45)\n forever\n wait (0.8) seconds\n create clone of (_myself_ v)\n end\n else\n hide\n end\nend\n\ngo to x: (60) y: (85)\n\nwhen I start as a clone\nswitch costume to (コスチューム1 \(21\) v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (18)\n change x by (-20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to x: (160) y: ([y position v] of [19 v])\nend\n\nwhen I start as a clone\nforever\n if <touching (1 v)?> then\n broadcast (弓当たる v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [22]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@21\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (ウィザスケ先輩 v)\nset size to (60) %\nforever\n if <(ステージ) = [22]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [23]>\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 (弓当たる 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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 [15]\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\n@22\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (245) y: (-66)\nswitch costume to (エンダーマン(ノーマル) v)\nset size to (60) %\nforever\n if <(ステージ) = [23]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [24]>\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 <<(えんだ――変数) = [0]> and <touching (1 v)?>> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\n if <<(えんだ――変数) = [威嚇]> and <touching (1 v)?>> then\n broadcast (弓当たる v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [20]\nshow\nset rotation style [left-right v]\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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 [15]\n end\n end\nend\n\nwhen I start as a clone\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\ngo to x: (0) y: (90)\nset [brightness v] effect to (0)\nforever\n wait (3) seconds\n switch costume to (エンダーマン(威嚇) v)\n set [えんだ――変数 v] to [威嚇]\n repeat (12)\n glide (0.01) secs to (1 v)\n wait (0.1) seconds\n end\n go to x: (x position) y: (y position)\n switch costume to (エンダーマン(ノーマル) v)\n set [えんだ――変数 v] to [0]\nend\n\ngo to x: (pick random (-3) to (3)) y: (y position)\n\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nchange x by (3)\nchange x by (-3)\nchange x by (-3)\nchange x by (3)\n\nwhen I receive [next v]\ndelete this clone\n\n@23\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n set [判定 v] to [撃破]\n delete this clone\n end\nend\n\nwhen flag clicked\nset [判定 v] to [No]\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (uxoooxxooxox v)\nset size to (60) %\nforever\n if <(ステージ) = [36]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [37]>\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 (うぉーでんざぱわー v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [30]\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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 [15]\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 [next v]\nif <(ステージ) = [37]> then\n if <not <(判定) = [撃破]>> then\n change [ステージ v] by (-1)\n end\nend\n\nif then\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) = [40]> 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 (-50)\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 [1000]\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) = [40]> then\n go to x: (-13) y: (-35)\n show\n repeat until <(ステージ) = [41]>\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 broadcast (うぉーでんざぱわー v)\n wait (1) seconds\n end\nend\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) = [41]> then\n if <not <(enndeorの判定) = [撃破]>> then\n change [ステージ v] by (-1)\n end\nend\n\nif <not <(username) = [_Ma-in_]>> then\nend\n\n@24\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (スニファー v)\nset size to (80) %\nforever\n if <(ステージ) = [43]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [44]>\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\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 (1)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1)\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 end\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (-180) 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]\n\nwhen I receive [next v]\n\nwhen I receive [攻撃 v]\n\nif <touching (4 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nif <([y position v] of [1 v]) > (y position)> then\n set [y v] to [15]\nend\n\ndelete this clone\n\ndelete this clone\n\n@25\n\nwhen this sprite clicked\nif <not <(ステージ) = [1]>> then\n broadcast (a v)\n change [ステージ v] by (-1)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@27\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nset [brightness v] effect to (100)\nshow\nrepeat (5)\n change [brightness v] effect by (-20)\nend\n\nwhen [timer v] > (0)\nforever\n reset timer\nend\n\nturn right (15) degrees\n\n
新作ですハートと星よろしくお願いします!\n https://scratch.mit.edu/projects/930861275\n\n傾向3pか。地味だな((\n\n拡散した神は10名まで書かせていただいております\n右上の更新ボタン的なやつで前に戻ります(ウォーデンが埋まった時用)\n\n日本語は下なのさ(\n\nPlease ❤ and ★PLEASE!!!! Aim for trend 1p()\nWe have made it mobile-compatible!\n◤How to operate\n -PC-.\n Arrow keys to control Steve\n Spacebar to swing the sword.\n -Mobile -Tap the direction you want to go.\n Tap the direction you want to go\n Tap to swing the sword ◢\n\n◤credit\nThumbnail text @kensuke17 like this\nEndora Costume @highpandapanda1\n            Mr. @k-k-k0655\nMicra material @-firstwave- @BritishHarry\nGround, strength gauge and sound effects by @griffpatch                ◢\n\n日本人の方用((((⇩\n❤と★よろしくお願いします!目指せ傾向1p()\nモバイル対応にしてあります\n◤操作方法\n -PC-\n 矢印キーでスティーブを操作します\n スペースキーで剣を振れます\n -モバイル-\n 行きたい方向をタップ\n タップで剣を振れます          ◢\n\n#game #games #RxaKi #MINECRAFT #PLATFORMER\n\n制作協力\n@Tako_raisu(弟)\n
FALLGUYS PLATFORMER!
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n repeat (30)\n change [brightness v] effect by (0.15)\n end\n repeat (30)\n change [brightness v] effect by (-0.15)\n end\nend\n\n@キャラ\n\nwhen flag clicked\ngo to x: (-210) y: (-44)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n end\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by (() - (X))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-8]\n set [y v] to [11]\n else\n set [x v] to [8]\n set [y v] to [11]\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 if <not <touching (地面 v)?>> then\n change y by (-1)\n end\n if <touching (地面 v)?> then\n if <key (up arrow v) pressed?> then\n start sound [ニュッ2 v]\n set [y v] to [15]\n end\n end\n if <<touching (下 v)?> or <touching (針 v)?>> then\n create clone of (_myself_ v)\n start sound [ピューンと逃げる v]\n go to x: (-210) y: (-44)\n end\n if <touching (ゴール v)?> then\n go to x: (-210) y: (-44)\n broadcast (ゴール v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [yt1s v] until done\nend\n\nwhen flag clicked\nforever\n switch costume to (コスチューム1 v)\n if <key (down arrow v) pressed?> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<(ステージ) = (pick random (1) to (4))> or <(ステージ) = [6]>> or <(ステージ) = (pick random (8) to (10))>> then\n set [brightness v] effect to (0)\n end\n if <<(ステージ) = [5]> or <(ステージ) = [7]>> then\n set [brightness v] effect to (-20)\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ゴール v]\nstart sound [シーン切り替え1 v]\nnext costume\n\nwhen flag clicked\nset [ステージ v] to [1]\nbroadcast (背景1 v)\n\nwhen I receive [ゴール v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nforever\n if <<<(ステージ) = (pick random (1) to (4))> or <(ステージ) = [6]>> or <(ステージ) = (pick random (8) to (10))>> then\n broadcast (背景1 v)\n end\n if <<(ステージ) = [5]> or <(ステージ) = [7]>> then\n broadcast (背景2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(ステージ) = (pick random (1) to (4))> or <(ステージ) = [6]>> or <(ステージ) = (pick random (8) to (10))>> then\n set [brightness v] effect to (0)\n end\n if <<(ステージ) = [5]> or <(ステージ) = [7]>> then\n set [brightness v] effect to (-10)\n end\nend\n\n@下\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@針\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ゴール v]\nnext costume\n\nwhen flag clicked\nforever\n if <<<(ステージ) = (pick random (1) to (4))> or <(ステージ) = [6]>> or <(ステージ) = (pick random (8) to (10))>> then\n set [brightness v] effect to (0)\n end\n if <<(ステージ) = [5]> or <(ステージ) = [7]>> then\n set [brightness v] effect to (-30)\n end\nend\n\n@ゴール\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (50)\nshow\n\n@スプライト2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (30)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [雲 v] to [0]\nforever\n repeat (40)\n change [雲 v] by (0.025)\n change x by (雲)\n end\n repeat (40)\n change [雲 v] by (-0.025)\n change x by (雲)\n end\n repeat (40)\n change [雲 v] by (-0.025)\n change x by (雲)\n end\n repeat (40)\n change [雲 v] by (0.025)\n change x by (雲)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(ステージ) = (pick random (1) to (4))> or <(ステージ) = [6]>> or <(ステージ) = (pick random (8) to (10))>> then\n show\n end\n if <<(ステージ) = [5]> or <(ステージ) = [7]>> then\n hide\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (10)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ゴール v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (クリア v)\n start sound [スタジアムの歓声 v]\n wait (999999999999999999999999999999999999999999999999) seconds\n end\nend\n\n@スプライト4\n\nwhen I receive [クリア v]\nshow\nrepeat (50)\n change [ghost v] effect by (-1.9)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change [変数 v] by (5)\n go to x: (((([cos v] of (変数) ) + ([cos v] of ((変数) * (-0.5)) )) + ([cos v] of ((変数) * (0.5)) )) * (5)) y: (((([sin v] of (変数) ) + ([sin v] of ((変数) * (0.5)) )) + ([sin v] of ((変数) * (-0.5)) )) * (5))\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [背景1 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [背景2 v]\nswitch costume to (コスチューム2 v)\n\n@スプライト6\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change [変数2 v] by (5)\n go to x: (((([cos v] of (変数2) ) + ([cos v] of ((変数2) * (-1)) )) + ([cos v] of ((変数2) * (1)) )) * (2)) y: (((([sin v] of (変数2) ) + ([sin v] of ((変数2) * (1)) )) + ([sin v] of ((変数2) * (-1)) )) * (2))\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [背景1 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [背景2 v]\nswitch costume to (コスチューム2 v)\n\n@スプライト8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change [変数3 v] by (6)\n go to x: (((([cos v] of (変数3) ) + ([cos v] of ((変数3) * (-1.5)) )) + ([cos v] of ((変数3) * (1.5)) )) * (2)) y: (((([sin v] of (変数3) ) + ([sin v] of ((変数3) * (1.5)) )) + ([sin v] of ((変数3) * (-1.5)) )) * (2))\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [背景1 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [背景2 v]\nswitch costume to (コスチューム2 v)\n\n@スプライト9\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen I receive [背景1 v]\nshow\n\nwhen I receive [背景2 v]\nhide\n\n
(操作方法)\n↑キー ジャンプ\n↓キー しゃがむ\n→キー 右に移動\n←キー 左に移動\nステージは全部で10種類あります。頑張ってゴールしてください!
Lineland - 100% Pen Platformer #Games #All #Tending
@Stage\n\nwhen I receive [message1 v]\nerase all\nswitch backdrop to (2 v)\n\nswitch backdrop to (lineland v)\nerase all\nstop [all v]\n\nplay sound [ v] until done\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset volume to (100) %\nforever\n play sound [snowy plains v] until done\nend\n\nwhen I receive [a-play v]\nswitch backdrop to (1 v)\nset volume to (100) %\nforever\n play sound [Digital Insanity v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nchange [level. v] by (1)\n\n@blank\n\nadd [https://scratch.mit.edu/projects/966536662/] to [new game: better than this one: v]\n\n@engine\n\ndefine Collisions\nset [_i v] to [0]\nset [collisions v] to [0]\nrepeat ((length of [points v]) / (5))\n if <((X) + ((#PlayerSize) + (my variable))) > (item ((_i) + (1)) of [points v])> then\n if <((Y) + ((#PlayerSize) + (my variable))) > (item ((_i) + (2)) of [points v])> then\n if <((X) - (my variable)) < ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v]))> then\n if <((Y) - (my variable)) < ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v]))> then\n set [collisions v] to (item ((_i) + (5)) of [points v])\n if <(Collisions) = [3]> then\n set [sy v] to [19.9]\n end\n end\n end\n end\n end\n change [_i v] by (5)\nend\nif <<(Collisions) = [2]> or <(Collisions) = [4]>> then\n Reset\nend\n\ndefine Render\nset [_i v] to [0]\nrepeat ((length of [points v]) / (5))\n pen up\n set pen size to (2)\n Get Colour (Type (item ((_i) + (5)) of [points v]) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n pen down\n Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y (item ((_i) + (2)) of [points v]) )\n Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n change [_i v] by (5)\nend\n\ndefine Render Player At (x) (y) Size (size)\nset [#playersize v] to [15]\nset pen color to (#b200ff)\nset pen size to (2)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: ((x) + (size)) y: (y)\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: (x) y: ((y) + (size))\ngo to x: (x) y: (y)\n\ndefine Add Cube (x) (y) (length) (height) Type (type)\nadd (x) to [points v]\nadd (y) to [points v]\nadd (length) to [points v]\nadd (height) to [points v]\nadd (type) to [points v]\n\ndefine render level\ndelete all of [points v]\nif <(level.) = [1]> then\n Add Cube [30] [-102] [430] [5] Type [1]\n Add Cube [30] [-100] [1] [500] Type [1]\n Add Cube [460] [-100] [1] [500] Type [1]\n Add Cube [30] [400] [430] [1] Type [1]\n Add Cube [100] [-50] [50] [10] Type [1]\n Add Cube [200] [0] [50] [10] Type [1]\n Add Cube [300] [50] [50] [10] Type [1]\n Add Cube [410] [100] [50] [10] Type [1]\n Add Cube [30] [150] [390] [10] Type [1]\n Add Cube [300] [160] [20] [50] Type [2]\n Add Cube [200] [160] [20] [50] Type [2]\n Add Cube [60] [160] [60] [5] Type [3]\n Add Cube [75] [290] [30] [30] Type [5]\nend\nif <(level.) = [2]> then\n Add Cube [30] [-100] [430] [1] Type [1]\n Add Cube [30] [-100] [1] [120] Type [1]\n Add Cube [460] [-100] [1] [120] Type [1]\n Add Cube [30] [20] [430] [1] Type [1]\n Add Cube [100] ((([sin v] of (effect) ) * (50)) + (-48)) [25] [15] Type [2]\n Add Cube [200] ((([cos v] of (effect) ) * (50)) + (-48)) [25] [15] Type [2]\n Add Cube [300] ((([sin v] of (effect) ) * (50)) + (-48)) [25] [15] Type [2]\n Add Cube [400] [-50] [25] [15] Type [5]\n if <(showing) = [1]> then\n Add Cube (pick random (365) to (370)) [-98] [1] [116] Type [2]\n end\n Add Cube [363] [15] [10] [5] Type [1]\nend\nif <(level.) = [3]> then\n Add Cube [30] [-100] [430] [4] Type [1]\n Add Cube [30] [-100] [1] [250] Type [1]\n Add Cube [460] [-100] [5] [250] Type [1]\n Add Cube [30] [150] [430] [1] Type [1]\n Add Cube [100] [-95] [20] [20] Type [2]\n Add Cube [130] [-95] [20] [20] Type [2]\n Add Cube [160] [-95] [20] [20] Type [2]\n Add Cube [250] [-97] [50] [5] Type [3]\n Add Cube [180] [0] [50] [5] Type [1]\n Add Cube [260] [50] [50] [5] Type [1]\n Add Cube [410] [25] [50] [5] Type [3]\n Add Cube [440] [140] [20] [10] Type [5]\n Add Cube [290] [57] [20] [10] Type [2]\n Add Cube [180] [7] [20] [10] Type [2]\n Add Cube [407] [-97] [1] [200] Type [1]\n Add Cube [310] [103] [97] [1] Type [1]\n Add Cube [435] [103] [0] [47] Type [1]\nend\nif <(level.) = [4]> then\n Add Cube [200] [-100] [380] ((([sin v] of (effect) ) * (4)) + (20)) Type [2]\n Add Cube [30] [-100] [430] [1] Type [1]\n Add Cube [30] [-100] [1] [250] Type [1]\n Add Cube [580] [-100] [1] [250] Type [1]\n Add Cube [30] [150] [550] [1] Type [1]\n Add Cube [250] [-45] [50] [5] Type [1]\n Add Cube [280] [-40] [20] [5] Type [2]\n Add Cube [350] [-10] [50] [5] Type [1]\n Add Cube [380] [-5] [20] [5] Type [2]\n Add Cube [450] [35] [50] [5] Type [1]\n Add Cube [480] [40] [20] [5] Type [2]\n Add Cube [275] [-100] [2] [55] Type [1]\n Add Cube [375] [-100] [2] [90] Type [1]\n Add Cube [475] [-100] [2] [135] Type [1]\n Add Cube [200] [-100] [2] [25] Type [1]\n Add Cube [545] [-63] [20] [20] Type [5]\n Add Cube [530] [-70] [50] [5] Type [1]\nend\nif <(level.) = [5]> then\n Add Cube [30] [200] [150] [1] Type [1]\n Add Cube [30] [-100] [150] [1] Type [1]\n Add Cube [30] [-100] [1] [300] Type [1]\n Add Cube [180] [-100] [1] [300] Type [1]\n Add Cube [30] [-60] [40] [1] Type [1]\n Add Cube [155] [0] [25] [1] Type [1]\n Add Cube [30] [40] [40] [1] Type [1]\n Add Cube [155] [80] [25] [1] Type [1]\n Add Cube [30] [120] [40] [1] Type [1]\n Add Cube [33] [183] [15] [15] Type [5]\n Add Cube [30] ((([sin v] of ((effect) / (10)) ) * (100)) + (0)) [150] [1] Type [2]\nend\nif <(level.) = [6]> then\n Add Cube [30] [0] [150] [1] Type [1]\n Add Cube [30] [-100] [300] [1] Type [1]\n Add Cube [30] [-100] [1] [100] Type [1]\n Add Cube [180] [100] [150] [1] Type [1]\n Add Cube [180] [0] [1] [100] Type [1]\n Add Cube [180] [100] [520] [1] Type [1]\n Add Cube [250] [-100] [40] [2] Type [2]\n Add Cube [150] [-100] [40] [2] Type [2]\n Add Cube [330] [-100] [1] [100] Type [2]\n Add Cube [290] [-100] [40] [25] Type [3]\n Add Cube [700] [0] [1] [100] Type [1]\n Add Cube [330] [0] [370] [1] Type [1]\n Add Cube [380] [0] [40] [2] Type [3]\n Add Cube [460] [0] [40] [2] Type [3]\n Add Cube [540] [0] [40] [2] Type [3]\n Add Cube [380] [100] [200] [2] Type [2]\n Add Cube [650] [20] [25] [25] Type [5]\nend\nif <(level.) = [7]> then\n Add Cube [30] [0] [995] [1] Type [1]\n Add Cube [30] [-100] [275] [1] Type [1]\n Add Cube [550] [-100] [475] [1] Type [1]\n Add Cube [30] [-100] [1] [100] Type [1]\n Add Cube [1025] [-100] [1] [100] Type [1]\n Add Cube [305] [-500] [1] [400] Type [1]\n Add Cube [425] [-450] [7] [450] Type [1]\n Add Cube [547] [-500] [1] [400] Type [1]\n Add Cube [398] [-150] [25] [25] Type [2]\n Add Cube [306] [-150] [25] [25] Type [2]\n Add Cube [393] [-200] [30] [25] Type [2]\n Add Cube [306] [-200] [30] [25] Type [2]\n Add Cube [388] [-250] [35] [25] Type [2]\n Add Cube [306] [-250] [35] [25] Type [2]\n Add Cube [383] [-300] [40] [25] Type [2]\n Add Cube [306] [-300] [40] [25] Type [2]\n Add Cube [383] [-350] [40] [25] Type [2]\n Add Cube [306] [-350] [40] [25] Type [2]\n Add Cube [383] [-400] [40] [25] Type [2]\n Add Cube [306] [-400] [40] [25] Type [2]\n Add Cube [306] [-500] [240] [10] Type [1]\n Add Cube [600] [-20] [15] [20] Type [2]\n Add Cube [650] [-98] [15] [20] Type [2]\n Add Cube [700] [-20] [15] [20] Type [2]\n Add Cube [750] [-98] [15] [20] Type [2]\n Add Cube [800] [-20] [15] [20] Type [2]\n Add Cube [850] [-98] [15] [20] Type [2]\n Add Cube [900] [-20] [15] [20] Type [2]\n Add Cube [950] [-98] [15] [20] Type [2]\n Add Cube [433] [-450] [15] [1] Type [1]\n Add Cube [530] [-400] [15] [1] Type [1]\n Add Cube [433] [-350] [15] [1] Type [1]\n Add Cube [530] [-300] [15] [1] Type [1]\n Add Cube [433] [-250] [15] [1] Type [1]\n Add Cube [530] [-200] [15] [1] Type [1]\n Add Cube [480] [-150] [15] [1] Type [1]\n Add Cube [990] [-50] [15] [15] Type [5]\nend\n\ndefine Go To ( X (x) Y (y) )\ngo to x: ((x) - (Cam X)) y: ((y) - (Cam Y))\n\ndefine Get Colour (Type (type) )\nif <(type) = [1]> then\n set pen color to (#42adff)\nend\nif <(type) = [2]> then\n set pen color to (#ff3d3d)\nend\nif <(type) = [3]> then\n set pen color to (#ffea00)\nend\nif <(type) = [4]> then\n set pen color to (#000824)\nend\nif <(type) = [5]> then\n set pen color to (#00da12)\nend\n\ndefine Update\nchange [cam x v] by (((X) - (Cam X)) / (3))\nchange [cam y v] by (((Y) - (Cam Y)) / (3))\nchange [sx v] by (((<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> * (-1)) + <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>>) - ((Sx) * (0.1)))\nchange [x v] by (Sx)\nCollisions\nif <(Collisions) = [1]> then\n change [x v] by ((0) - (Sx))\n set [sx v] to [0]\nend\nchange [sy v] by (-1.5)\nchange [y v] by (Sy)\nCollisions\nif <(Collisions) = [1]> then\n change [y v] by ((0) - (Sy))\n set [sy v] to (<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [50]>>>> * (15))\nend\nif <(Collisions) = [5]> then\n change [level. v] by (1)\n Reset\nend\n\ndefine Reset\nrender level\nreset timer\nset [time: v] to [0]\nset [cam x v] to (X)\nset [cam y v] to (Y)\nset [collisions v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [50]\nset [y v] to [-50]\nset [#points v] to [7]\nset [effect v] to [-1000]\n\nwhen flag clicked\nhide\nset [x v] to [50]\nset [y v] to [20]\n\nwhen flag clicked\nforever\n change [effect v] by (10)\nend\n\nchange [level. v] by (1)\nReset\n\nset [x v] to [600]\nset [y v] to [20]\n\ndefine Text (x) (y) (s) (c) (t) (text)\nset pen (color v) to (c)\nset pen size to (t)\nset [my variable v] to [0]\nrepeat (length of (text))\n change [my variable v] by (1)\n set [fn v] to [0]\n repeat (length of [text v])\n change [fn v] by (1)\n if <(letter (1) of (item (Fn) of [text v])) = (letter (my variable) of (text))> then\n if <(letter (2) of (item (Fn) of [text v])) > [0]> then\n set [pn v] to [3]\n repeat (letter (2) of (item (Fn) of [text v]))\n go to x: (((x) + (((s) * (3.2)) * ((my variable) - (1)))) + ((letter (Pn) of (item (Fn) of [text v])) * (s))) y: ((y) - ((letter ((Pn) + (1)) of (item (Fn) of [text v])) * (s)))\n if <(Pn) = [3]> then\n pen down\n end\n change [pn v] by (2)\n end\n pen up\n end\n end\n pen up\n go to x: (0) y: (0)\n end\nend\n\nwhen [r v] key pressed\nReset\n\nchange [level. v] by (1)\n\nbroadcast (won v)\n\nwhen flag clicked\nset [level. v] to [1]\nhide\nset [x v] to [5000]\nset [y v] to [300]\nReset\nset [zoom v] to [0.9]\nforever\n if <(level.) = [8]> then\n broadcast (won v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [a-play v]\nforever\n set [my variable v] to [2]\n erase all\n render level\n Render\n Update\n Render Player At ((X) - (Cam X)) ((Y) - (Cam Y)) Size [15]\nend\n\nwhen I receive [a-play v]\nset [level. v] to [1]\nset [changetype v] to [1]\nset [showing v] to [0]\nforever\n if <(level.) = [2]> then\n wait (1.87) seconds\n set [showing v] to [1]\n start sound [download_54357 v]\n wait (1.87) seconds\n set [showing v] to [0]\n end\nend\n\nwhen I receive [a-play v]\nhide\nforever\n Text [-230] [170] [3] [40] [1.5] (join [level ] (level.))\nend\n\nforever\n set [#playersize v] to [20]\n set [#playersize v] to [15]\nend\n\nchange [level. v] by (1)\n\nwait (0) seconds\n\nchange [level. v] by (-1)\n\n@won screen\n\nwhen flag clicked\nshow\nerase all\nset [ghost v] effect to (100)\n\nwhen I receive [won v]\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@play screen\n\nwhen flag clicked\nset [color v] effect to (75)\ngo to x: (0) y: (105)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n hide list [new game: better than this one: v]\n switch costume to (clicked v)\n else\n switch costume to (not-clicked v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n show list [new game: better than this one: v]\n hide\n go to x: (-240000) y: (-180000)\n broadcast (a-play v)\n end\nend\n\n
NEW GAME OUT!! https://scratch.mit.edu/projects/966536662/\n\nImportant:\nSpread this game over Scratch!\n\nBETTER GAMEPLAY:\nhttps://turbowarp.org/941380066\n\nINSTRUCTIONS:\n- Arrow keys, WASD or mouse to move\n- Get to the green box\n- Do not touch red color\n- Complete all the 7 levels\n\nGood luck!
⚡Online⚡Stickman Platformer 1
@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?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (Time))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [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@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 [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]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [_RageGames_]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nchange [color v] effect by (10)\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: (13550) (-75)\nsetup clone at x,y: (11200) (-50)\nsetup clone at x,y: (9800) (32)\nsetup clone at x,y: (8200) (203)\nsetup clone at x,y: (4900) (-115)\nsetup clone at x,y: (3022) (-60)\nsetup clone at x,y: (1150) (-7)\nset [showing v] to [-1]\n\nset size to (100) %\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [The Sea v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\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@LevelDecor\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 [back 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\ngo to [back v] layer\n\n@thumbnail\n\nwhen flag clicked\nshow variable [fastest v]\nshow variable [time v]\nshow variable [players v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Palates\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)\n if <(username) = [ksinniti]> then\n set [brightness v] effect to (0)\n end\nelse\n if <<(username) = ([last fastest v] of [game v])> = [ksinniti]> then\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <touching color (#fbff00)?> then\n if <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\n end\n end\nend\n\nchange [pixelate v] effect by (15)\n\nif <(username) = ([last fastest v] of [game v])> then\n stop [this script v]\nend\n\nstop [this script v]\n\nset [whirl v] effect to (0)\n\nset [fisheye v] effect to (0)\nset [pixelate v] effect to (0)\nset [brightness v] effect to (0)\n\nchange [color v] effect by (25)\n\nrepeat (10)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching color (#d2e474)?> then\n change [@player sx v] by (10)\n change [@player sy v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#81d46c)?> then\n change [@player sx v] by (-10)\n change [@player sy v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#6ab5fd)?> then\n change [@player sy v] by (2)\n end\nend\n\n
Online Stickman Platformer 1 (The Sea)\n\n100 views for part 2! https://scratch.mit.edu/projects/941762986/\n\nFeel free to advertise!\n\nNew scratchers can't play online.\n\nMy Best: 1'30.8\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#stickman
Pizza Quest~A Platformer Part-2
@Stage\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n wait (1) seconds\n change [score v] by (1)\n end\nend\n\n@Sprite4\n\n@Sprite1\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-200) to (200)) y: (180)\npoint in direction (pick random (360) to (-360))\nshow\nset size to (pick random (20) to (26)) %\nset [ghost v] effect to (pick random (70) to (60))\nforever\n change y by (-10)\n if <(y position) < [-180]> then\n go to x: (pick random (-200) to (200)) y: (180)\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [change scene v]\nforever\n create clone of (_myself_ v)\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-175) y: (114)\npoint in direction (90)\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 ((speedx) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speedx v] to [0]\n end\n set [last value v] to (y position)\n change y by ((pseedy) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(pseedy) < [0]> then\n set [falling v] to [0]\n end\n set [pseedy v] to [0]\n end\nend\n\ndefine check touching solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick-player v]\ncontrols-up and down\ncontrols #left#right\nmove-in steps (([abs v] of (speedx) ) + ([abs v] of (pseedy) ))\nSet Costume\n\ndefine controls-up and down\nif <<key (up arrow v) pressed?> or <mouse down?>> then\n if <(falling) < [3]> then\n set [pseedy v] to (jump force)\n end\nend\nchange [pseedy v] by (gravity)\n\ndefine controls #left#right\nset [keyx v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + <mouse down?>)\nif <(KeyX) = [0]> then\n if <([abs v] of (speedx) ) < [1]> then\n set [frame v] to [0]\n set [speedx v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speedx v] by ((KeyX) * (acceleration))\n point in direction ((KeyX) * (90))\n change [frame v] by (1)\nend\nset [speedx v] to ((speedx) * (resistence))\n\ndefine #reset#begin#level\ngo to x: (-147) y: (-9)\nset [scene# v] to [1]\nset [pseedy v] to [0]\nset [speedx v] to [0]\nset [falling v] to [99]\nbroadcast (game loop v)\nbroadcast (change scene v)\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 scene# ((scene#) + (1)) go to x: [-235]\nend\nif <(x position) < [-235]> then\n begin scene# ((scene#) + (-1)) go to x: [235]\nend\n\ndefine begin scene# (scene#) go to x: (x)\nset [scene# v] to (scene#)\nset x to (x)\nbroadcast (change scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nset rotation style [don't rotate v]\nfix collision in direction [0]\nSet Costume\nbroadcast (game loop v)\n\ndefine fix collision in direction (dir)\nset [tempo v] to (direction)\npoint in direction (dir)\nset [distance v] to [1]\nrepeat (200)\n check touching solid\n if <(touching) < [1]> then\n point in direction (tempo)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick first v]\nset rotation style [don't rotate v]\n\ndefine Set Costume\nset rotation style [left-right v]\n\nwhen I receive [lose v]\ngo to x: ( -175) y: (114)\n\nwhen I receive [start v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [resistence v] to [0.8]\n#reset#begin#level\n\nwhen I receive [next cos##player v]\nswitch costume to (1 2 v)\n\n@level\n\nwhen flag clicked\nswitch costume to (scene1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(costume [name v]) = [scene11]> then\n change [score v] by (0)\n set [score v] to (score)\n broadcast (mc\ v)\n stop [this script v]\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [scene] (scene#))\n\n@f83b4e37fcecaad2d94ae182c7cca62f\n\nwhen flag clicked\nhide\nset [☁ secret pizzas v] to [0]\nforever\n play sound [Freddy's Music box v] until done\nend\n\n@DJLENZ\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-124) y: (0)\nglide (1) secs to x: (30) y: (0)\nglide (1) secs to x: (-100) y: (0)\nglide (1) secs to x: (0) y: (100)\nglide (1) secs to x: (0) y: (0)\nwait (0) seconds\nrepeat (2)\n turn right (15) degrees\n wait (0) seconds\n change size by (-20)\n wait (0) seconds\n turn left (30) degrees\n wait (0) seconds\n change size by (-20)\n point in direction (90)\nend\nhide\nbroadcast (START v)\n\nwhen flag clicked\nshow\n\ndelete this clone\n\nhide\n\n@spike\n\nwhen flag clicked\nswitch costume to (scene1 v)\nset [score v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide variable [score v]\nhide variable [☁ world record v]\nforever\n if <touching (player v)?> then\n broadcast (LOSE v)\n change [score v] by (-1)\n if <(score) > (☁ world record)> then\n set [☁ world record v] to (score)\n end\n end\n if <(score) = [100]> then\n broadcast (SCORE1 v)\n end\n if <(score) = [200]> then\n broadcast (SC2 v)\n end\n if <(score) = [300]> then\n broadcast (SC3 v)\n end\n if <(score) = [400]> then\n broadcast (SC4 v)\n end\n if <(score) = [500]> then\n broadcast (SC5 v)\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [scene] (scene#))\nif <(costume [number v]) = [10]> then\n broadcast (mc\ v)\nend\n\nwhen I receive [start v]\nshow variable [☁ world record v]\nshow variable [score v]\n\nwhen I receive [start v]\nif <key (right arrow v) pressed?> then\n wait (1) seconds\n change [score v] by (1)\nend\n\n@pizza\n\nwhen flag clicked\nhide variable [☁ secret pizzas v]\n\nwhen I receive [change scene v]\nshow\nclear graphic effects\nswitch costume to (join [scene] (scene#))\n\nglide (0.5) secs to x: (0) y: (3)\n\nwhen I receive [start v]\nshow\nshow variable [☁ secret pizzas v]\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n glide (0.5) secs to x: (0) y: (3)\n glide (0.5) secs to x: (0) y: (-2)\n if <touching (player v)?> then\n glide (0.2) secs to x: (0) y: (78)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [☁ secret pizzas v] to ((☁ Secret Pizzas) + (1))\n if <(☁ Secret Pizzas) = [10]> then\n broadcast (PIZZA COMPLERE v)\n end\n end\nend\n\n@secret pizza indicator\n\nwhen flag clicked\nset [☁ secret pizzas v] to [0]\nhide\ngo to x: (36) y: (200)\n\nwhen I receive [pizza complere v]\nswitch costume to (costume1 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [score1 v]\nswitch costume to (costume2 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [sc2 v]\nswitch costume to (costume3 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [sc3 v]\nswitch costume to (costume4 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [sc4 v]\nswitch costume to (costume5 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [sc5 v]\nswitch costume to (costume6 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [mc\ v]\ngo to [front v] layer\nswitch costume to (costume7 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [next cos##player v]\nswitch costume to (costume8 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (1) seconds\nglide (2) secs to x: (17) y: (200)\n\nwhen I receive [word hunt complete# v]\nswitch costume to (costume9 v)\nshow\nglide (2) secs to x: (17) y: (60)\nwait (3) seconds\nglide (2) secs to x: (17) y: (200)\n\n@love and fave detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nbroadcast (next cos##player v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-20))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n turn right (2) degrees\n go to [back v] layer\n go to (word hunt v)\nend\n\nwhen I receive [change scene v]\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [word hunt complete# v]\nforever\n hide\n hide variable [words completed v]\nend\n\n@WORD HUNT\n\nwhen flag clicked\nset [word hunt v] to [PIZZA]\nset [words completed v] to []\nshow\nswitch costume to (glow-p v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n glide (1) secs to x: (0) y: (15)\n glide (1) secs to x: (0) y: (0)\n if <touching (player v)?> then\n glide (0.5) secs to x: (0) y: (28)\n change [ghost v] effect by (20)\n broadcast (hide v)\n hide\n change [words completed v] by (1)\n end\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (13)\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (scene#)\nshow\n\nif <touching (player v)?> then\n broadcast (hide v)\n hide\n broadcast (WORDS v)\nend\n\n@P\n\nwhen flag clicked\nset [words completed v] to []\nhide\nforever\n if <<(WORDS COMPLETED) = [1]> or <(WORDS COMPLETED) > [1]>> then\n show\n go to x: (-223) y: (136)\n end\nend\n\ndelete this clone\n\ncreate clone of (_myself_ v)\n\n@1\n\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <<(WORDS COMPLETED) = [2]> or <(WORDS COMPLETED) > [1]>> then\n show\n go to x: (-223) y: (95)\n end\nend\n\n@Z\n\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nforever\n if <<(WORDS COMPLETED) = [3]> or <(WORDS COMPLETED) > [3]>> then\n show\n go to x: (-223) y: (55)\n end\nend\n\n@Z2\n\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <<(WORDS COMPLETED) = [4]> or <(WORDS COMPLETED) > [4]>> then\n show\n go to x: (-223) y: (17)\n end\nend\n\n@A\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <<(WORDS COMPLETED) = [5]> or <(WORDS COMPLETED) > [5]>> then\n show\n go to x: (-223) y: (-23)\n broadcast (WORD HUNT COMPLETE# v)\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next cos##player v]\nhide\n\nwhen I receive [start v]\nglide (1) secs to x: (36) y: (500)\nshow\nwait (4) seconds\nforever\n switch costume to (pick random (1) to (2))\n glide (2) secs to x: (36) y: (120)\n wait (3) seconds\n glide (2) secs to x: (36) y: (500)\n wait (pick random (9) to (15)) seconds\nend\n\n
arrow keys \nhey this has come to my notice that most of you people love and fave my project only to use the icon\nget 10 secret pizzas to complete a mission\nGET ALL WORDS TO COMPLETE A MISSION\nLOVE AND FAV TO COMPLETE A MISSION\ntouch spike -1\nbeat world record\nSCORE 100 TO COMPLETE A MISSION\nSCORE 200 COMPLETE A MISSION\nSCORE 300 COMPLETE A MISSION\nSCORE 400 COMPLETE A MISSION\nSCORE 500 COMPLETE A MISSION\n100 likes for a part3\n\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music\n#All #Animations #Stories #Trending #Art #Music#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#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\n\n\n
Journey. 1.2 #games #platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\ndefine Say (text) Time Waiting (*) Time Between Letter (**)\ndelete all of [text said v]\ndelete all of [text v]\nset [d v] to [1]\nrepeat (length of (text))\n add (letter (d) of (text)) to [text v]\n change [d v] by (1)\nend\nset [e v] to [1]\nset [text v] to []\nset [text2 v] to []\nset [d v] to [1]\nrepeat (length of (Text))\n set [text v] to (join (text2) (item (e) of [text v]))\n set [text2 v] to (text)\n change [e v] by (1)\n say (text)\n wait (**) seconds\nend\nwait (*) seconds\nsay []\n\n@The bog.\n\nwhen flag clicked\nshow\nset size to (50) %\ngo to x: (-209) y: (3)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity. v] to [0]\nforever\n switch costume to (hitbox v)\n Up n' down [12] [-1]\n Left n' right [10] [0.6]\n switch costume to ( v)\nend\n\ndefine Up n' down (jump hight) (fall speed)\nchange y by (Y velocity.)\nif <touching (ground. v)?> then\n repeat ([ceiling v] of ([abs v] of (Y velocity.) ) )\n if <touching (ground. v)?> then\n change y by (((Y velocity.) / ([abs v] of (Y velocity.) )) * (-1))\n end\n end\n if <<not <(Y velocity.) > [0]>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity. v] to (jump hight)\n else\n set [y velocity. v] to [0]\n end\nelse\n change [y velocity. v] by (fall speed)\nend\n\ndefine Left n' right (move speed) (drag)\nchange x by (X velocity)\nif <touching (ground. v)?> then\n repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n if <touching (ground. 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?> or <key (d v) pressed?>> then\n point in direction (90)\n set [x velocity 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 [x velocity v] to ((move speed) * (-1))\n end\nend\nset [x velocity v] to ((X velocity) * (drag))\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-209) y: (-50)\n broadcast (Ouch! v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#2aff00)?> then\n go to x: (-209) y: (-50)\n broadcast (Next level. v)\n end\nend\n\nwhen I receive [ouch! v]\ngo to x: (-209) y: (-50)\n\n@ground.\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level. v]\nnext costume\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n if <(costume [number v]) = [7]> then\n set [pitch v] effect to (-10)\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [a-stereotypical-obby-made-with-Voicemod v] until done\nend\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Level 10 v)\n set [pitch v] effect to (-50)\n switch backdrop to (backdrop3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n if <(costume [number v]) = [11]> then\n set [pitch v] effect to (-70)\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n if <(costume [number v]) = [12]> then\n set [pitch v] effect to (-100)\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n if <(costume [number v]) = [13]> then\n switch backdrop to (backdrop3 v)\n set [pitch v] effect to (-300)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n switch backdrop to (backdrop3 v)\n broadcast (Boss 1 v)\n end\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [16]>\nbroadcast (Boss 1 v)\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n if <(costume [number v]) = [20]> then\n set [pitch v] effect to (0)\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Level 8 v)\n set [pitch v] effect to (-50)\n switch backdrop to (backdrop3 v)\n stop [this script v]\n end\nend\n\n@exit\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level. v]\nnext costume\n\nwhen I receive [end of battle 1 v]\nnext costume\n\n@no\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level. v]\nnext costume\n\n@Dave.\n\nwhen I receive [boss 1 v]\nshow\nstop [this script v]\n\nwhen flag clicked\nhide variable [boss health v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-59)\nswitch costume to (costume1 v)\nwait until <touching (the bog. v)?>\nwait (0) seconds\nrepeat (10)\n wait (.04) seconds\n next costume\nend\nwait (1) seconds\nstart sound [Talk. v]\nsay [Who] for (.3) seconds\nstart sound [Talk. v]\nsay [Who are] for (.3) seconds\nstart sound [Talk. v]\nsay [Who are you?] for (2) seconds\nwait (1) seconds\nsay [.] for (.7) seconds\nsay [..] for (.7) seconds\nsay [...] for (.7) seconds\nnext costume\nstart sound [Talk. v]\nsay [Your not trying to kill me.] for (3) seconds\nnext costume\nstart sound [Talk. v]\nsay [Right?] for (2) seconds\nstart sound [Talk. v]\nsay [Right?!?!] for (3) seconds\nnext costume\nSay [RIgHt!?!/1?1/1?!?!?!?!?/1?!??] Time Waiting [1] Time Between Letter [.01]\nnext costume\nSay [HEheHHEheEHEHEHehEHEHEHEHEHEHhHRHAHAHEHHWHAHHWHEHEHEHHE] Time Waiting [.5] Time Between Letter [.01]\nwait (1) seconds\ngo to x: (0) y: (150)\nwait (1) seconds\nswitch costume to (costume19 v)\nbroadcast (Battle 1 start v)\n\ndefine Say (text) Time Waiting (*) Time Between Letter (**)\ndelete all of [text said v]\ndelete all of [text v]\nset [d v] to [1]\nrepeat (length of (text))\n add (letter (d) of (text)) to [text v]\n change [d v] by (1)\nend\nset [e v] to [1]\nset [text v] to []\nset [text2 v] to []\nset [d v] to [1]\nrepeat (length of (Text))\n start sound [Talk.2 v]\n set [text v] to (join (text2) (item (e) of [text v]))\n set [text2 v] to (text)\n change [e v] by (1)\n say (text)\n wait (**) seconds\nend\nwait (*) seconds\nsay []\n\nwhen I receive [battle 1 start v]\nswitch costume to (costume19 v)\nset [boss health v] to [100]\nshow variable [boss health v]\nstart sound [Vs. Dave phase 3 v]\nrepeat until <(Boss health) = [0]>\n wait (1) seconds\n broadcast (Beam 1 v)\n wait (6) seconds\n wait (1) seconds\n wait (5) seconds\n broadcast (big boi sword v)\n change [boss health v] by (-10)\nend\nstop all sounds\nnext costume\nSay [No...] Time Waiting [1] Time Between Letter [.03]\nSay [NONONO] Time Waiting [2] Time Between Letter [.03]\nnext costume\nSay [NONONONONONONONONONONONONONO] Time Waiting [0] Time Between Letter [.03]\nhide variable [boss health v]\nbroadcast (End of battle 1 v)\nnext costume\n\nwhen I receive [battle 1 start v]\nrepeat until <(Boss health) = [0]>\n play sound [Vs. Dave phase 3 v] until done\nend\nwait (2) seconds\nrepeat until <(Boss health) = [0]>\n play sound [Vs. Dave phase 3 v] until done\nend\n\n@Boss 1 weapons\n\nwhen flag clicked\nhide\n\nwhen I receive [battle 1 start v]\nswitch costume to (none. v)\nshow\n\nwhen I receive [beam 1 v]\ngo to x: (pick random (-150) to (150)) y: (0)\nset [ghost v] effect to (0)\nstart sound [gaster-blaster-made-with-Voicemod v]\nswitch costume to (costume1 v)\nwait (.7) seconds\nnext costume\nbroadcast (ATACKKKK!!!! v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Beam 2 v)\n\nwhen I receive [beam 2 v]\ngo to x: (pick random (-150) to (150)) y: (0)\nset [ghost v] effect to (0)\nstart sound [gaster-blaster-made-with-Voicemod v]\nswitch costume to (costume1 v)\nwait (.7) seconds\nnext costume\nbroadcast (ATACKKKK!!!! v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Beam 3 v)\n\nwhen I receive [fire 1 v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nstart sound [gaster-blaster-made-with-Voicemod v]\nswitch costume to (costume11 v)\nwait (1) seconds\nnext costume\nbroadcast (ATACKKKK!!!! v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Fire 2 v)\n\nwhen I receive [fire 2 v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nstart sound [gaster-blaster-made-with-Voicemod v]\nswitch costume to (costume9 v)\nwait (1) seconds\nnext costume\nbroadcast (ATACKKKK!!!! v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Fire 3 v)\n\nwhen I receive [fire 3 v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nstart sound [gaster-blaster-made-with-Voicemod v]\nswitch costume to (costume13 v)\nwait (1) seconds\nnext costume\nbroadcast (ATACKKKK!!!! v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Sidesweep v)\n\nwhen I receive [beam 3 v]\ngo to x: (pick random (-150) to (150)) y: (0)\nset [ghost v] effect to (0)\nstart sound [gaster-blaster-made-with-Voicemod v]\nswitch costume to (costume1 v)\nwait (.7) seconds\nnext costume\nbroadcast (ATACKKKK!!!! v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Fire 1 v)\n\nwhen I receive [atackkkk!!!! v]\nif <touching (the bog. v)?> then\n broadcast (boss- Ouch! v)\nend\n\nwhen I receive [sidesweep v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nstart sound [gaster-blaster-made-with-Voicemod v]\nswitch costume to (costume15 v)\nwait (.5) seconds\nnext costume\nbroadcast (ATACKKKK!!!! v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [big boi sword v]\ngo to x: (pick random (-250) to (250)) y: (0)\nset [ghost v] effect to (0)\nstart sound [gaster-blaster-made-with-Voicemod v]\nswitch costume to (uh v)\nwait (.7) seconds\nnext costume\nbroadcast (ATACKKKK!!!! v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (none. v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n@thing\n\nwhen flag clicked\nshow\nset [health v] to [10]\nswitch costume to (costume1 v)\nwait until <(Health) = [0]>\nbroadcast (ded. v)\nhide\n\nwhen I receive [ouch! v]\nnext costume\nchange [health v] by (-1)\n\nwhen I receive [ded. v]\nwait (.01) seconds\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Health) = [11]> then\n switch costume to (extra 1 v)\n end\nend\n\nwhen I receive [boss- ouch! v]\nnext costume\nchange [health v] by (-1)\n\nwhen flag clicked\nforever\n if <(Health) = [12]> then\n switch costume to (extra 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Health) = [13]> then\n switch costume to (extra 2 v)\n set [health v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <(Health) = [14]> then\n switch costume to (extra 2 v)\n set [health v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <(Health) = [15]> then\n switch costume to (extra 2 v)\n set [health v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <(Health) = [16]> then\n switch costume to (extra 2 v)\n set [health v] to [12]\n end\nend\n\n@death screen\n\nwhen flag clicked\nhide\n\nwhen I receive [ded. v]\nshow\n\n@life boosts\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nswitch costume to (level 10 v)\ngo to x: (36) y: (28)\nset [life boosts taken? v] to [No]\nshow\nrepeat until <(Life boosts taken?) = [Yes]>\n if <touching (the bog. v)?> then\n change [health v] by (1)\n set [life boosts taken? v] to [Yes]\n end\nend\nhide\n\nwhen I receive [level 8 v]\nswitch costume to (level 8 v)\ngo to x: (-22) y: (-5)\nset [life boosts taken? v] to [No]\nshow\nrepeat until <(Life boosts taken?) = [Yes]>\n if <touching (the bog. v)?> then\n change [health v] by (1)\n set [life boosts taken? v] to [Yes]\n end\nend\nhide\n\n
Hooray1!!!!!!111!!! An update! Now you can die in the game. wonderful.\n\nPlease tell me if there are any glitches or bugs, and I WILL fix them!
~Cuby Platformer~
@Stage\n\nwhen I receive [reset v]\nforever\n if <<<(Level) > [0]> or <(Level) = [0]>> and <(Level) < [6]>> then\n switch backdrop to ( w1 v)\n end\n if <<<(Level) > [6]> or <(Level) = [6]>> and <(Level) < [11]>> then\n switch backdrop to (w2 v)\n end\n if <<<(Level) > [11]> or <(Level) = [11]>> and <(Level) < [16]>> then\n switch backdrop to (w3 v)\n end\n if <<<(Level) > [16]> or <(Level) = [16]>> and <(Level) < [21]>> then\n switch backdrop to (w4 v)\n end\n if <<<(Level) > [21]> or <(Level) = [21]>> and <(Level) < [26]>> then\n switch backdrop to (w5 v)\n end\n if <(Level) = [26]> then\n switch backdrop to ( w6-1 v)\n end\n if <(Level) = [27]> then\n switch backdrop to ( w6-2 v)\n end\n if <(Level) = [28]> then\n switch backdrop to ( w6-3 v)\n end\n if <(Level) = [29]> then\n switch backdrop to ( w6-4 v)\n end\n if <(Level) = [30]> then\n switch backdrop to (w6-5 v)\n end\nend\n\nwhen I receive [afterreset v]\nset [color v] effect to (0)\nif <(Mode) = [Menu]> then\n if <(MédaillesOr) = [30]> then\n forever\n set [pixelate v] effect to (20)\n end\n end\nend\n\n@Player\n\nwhen I receive [reset v]\nset [-rolldelay v] to [100]\nbroadcast (Dash OK v)\ngo to x: (-95) y: (-20)\nshow\nset [-xspeed v] to [0]\nset [yspeed v] to [0]\nset [-lockmovement v] to [N/A]\nset [-slope v] to [0]\nset [-state v] to [N/A]\n\nwhen I receive [start v]\nbroadcast (Reset v)\nforever\n if <(Mode) = [Gaming]> then\n Platformer // MoveSpeed: [1.24] JumpHeight: [25] Gravity: [-2.45] Friction: [0.87] WallJumpXForce: [22] WallJumpYForce: [30] FallMax: [-30] SlideSpeed: [-1.7]\n AnimationController\n end\nend\n\ndefine Platformer // MoveSpeed: (movespeed) JumpHeight: (jumpheight) Gravity: (gravity) Friction: (friction) WallJumpXForce: (walljumpxforce) WallJumpYForce: (walljumpyforce) FallMax: (fallmax) SlideSpeed: (slidespeed)\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nset [-touchingwall? v] to [N]\nif <<key (right arrow v) pressed?> and <not <(-LockMovement) = [R]>>> then\n change [-xspeed v] by (movespeed)\nend\nif <<key (left arrow v) pressed?> and <not <(-LockMovement) = [L]>>> then\n change [-xspeed v] by ((movespeed) * (-1))\nend\nset [-xspeed v] to ((-XSpeed) * (friction))\nchange [yspeed v] by (gravity)\nchange y by (YSpeed)\nif <(YSpeed) < [0]> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n set [yspeed v] to [0]\n set [-canjump? v] to [1]\n end\nelse\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n set [yspeed v] to [0]\n set [-canjump? v] to [0]\n end\nend\nchange x by (-XSpeed)\nset [-slope v] to [0]\nif <<key (up arrow v) pressed?> and <(-CanJump?) = [1]>> then\n start sound [swing-whoosh-110410 v]\n change [yspeed v] by (jumpheight)\n set [-canjump? v] to [0]\nend\nrepeat until <<(-Slope) = [8]> or <not <touching (ground v)?>>>\n change [-slope v] by (1)\n change y by (1)\nend\nif <(-Slope) = [8]> then\n change x by ((0) - (-XSpeed))\n change y by ((0) - (-Slope))\n set [-touchingwall? v] to [Y]\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(YSpeed) < [0]>> then\n set [yspeed v] to (slidespeed)\n set [-state v] to [Slide]\n if <key (up arrow v) pressed?> then\n set [-state v] to [Jump]\n broadcast (WallJump v)\n set [yspeed v] to (walljumpyforce)\n if <(-XSpeed) > [0]> then\n set [-xspeed v] to ((walljumpxforce) * (-1))\n set [-lockmovement v] to [R]\n else\n set [-xspeed v] to (walljumpxforce)\n set [-lockmovement v] to [L]\n end\n end\n end\nend\nif <(YSpeed) < (fallmax)> then\n set [yspeed v] to (fallmax)\nend\nif <<key (space v) pressed?> and <(-RollDelay) = [100]>> then\n start sound [fireball-whoosh-3-179127 v]\n repeat (5)\n change [-xspeed v] by ((direction) / (14))\n end\n set [-rolldelay v] to [0]\nend\nif <(-RollDelay) < [100]> then\n change [-rolldelay v] by (4)\nend\nif <(-State) = [Roll]> then\n\nwhen I receive [walljump v]\nstart sound [swing-whoosh-110410 v]\nset [-effecttype v] to [Jump]\ncreate clone of (effects v)\nwait until <([abs v] of (-XSpeed) ) < [2]>\nset [-lockmovement v] to [N/A]\nset [-effecttype v] to [N/A]\n\ndefine Costume // StartCostume: (startcostume) TotalCostume: (totalcostume) Speed: (speed)\nswitch costume to (idle v)\nswitch costume to ([floor v] of ((startcostume) + ((-Costume) mod (totalcostume))) )\nchange [-costume v] by (speed)\nif <(-Costume) > [10000]> then\n set [-costume v] to [0]\nend\n\nwhen I receive [start v]\nset [couronne v] to [Non]\nset [level v] to [0]\n\nwhen I receive [start v]\nforever\n if <(Mode) = [Gaming]> then\n if <(-RollDelay) = [100]> then\n broadcast (Dash OK v)\n wait until <not <(-RollDelay) = [100]>>\n end\n end\nend\n\ndefine AnimationController\nset rotation style [left-right v]\nif <(-State) = [Slide]> then\n set [-state v] to [Slide]\nelse\n if <(-RollDelay) < [42]> then\n set [-state v] to [Roll]\n else\n if <(YSpeed) < [-5]> then\n set [-state v] to [Fall]\n else\n if <(YSpeed) > [0]> then\n set [-state v] to [Jump]\n else\n if <([abs v] of (-XSpeed) ) > [0.5]> then\n set [-state v] to [Walk]\n else\n set [-state v] to [Idle]\n end\n end\n end\n end\nend\nif <(-State) = [Slide]> then\n Costume // StartCostume: [7] TotalCostume: [1] Speed: [0.1]\nelse\n if <(-State) = [Fall]> then\n Costume // StartCostume: [10] TotalCostume: [2] Speed: [0.3]\n else\n if <(-State) = [Jump]> then\n Costume // StartCostume: [12] TotalCostume: [2] Speed: [0.3]\n else\n if <(-State) = [Roll]> then\n turn right ((-XSpeed) * (3)) degrees\n if <(-XSpeed) > [0]> then\n Costume // StartCostume: [8] TotalCostume: [1] Speed: [0]\n else\n Costume // StartCostume: [9] TotalCostume: [1] Speed: [0]\n end\n else\n if <(-State) = [Walk]> then\n Costume // StartCostume: [5] TotalCostume: [2] Speed: (([abs v] of (-XSpeed) ) / (12))\n else\n Costume // StartCostume: [2] TotalCostume: [3] Speed: [0.1]\n end\n end\n end\n end\nend\nif <(-State) = [Roll]> then\n set [fisheye v] effect to (0)\n set rotation style [all around v]\nelse\n set rotation style [left-right v]\n set [-state v] to [N/A]\nend\nif <(-State) = [Roll]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [whirl v] effect to (0)\nrepeat (20)\n set [whirl v] effect to (0)\n change [ghost v] effect by (5)\n change [color v] effect by (7)\n change [brightness v] effect by (1)\n if <(DeletClone) = [Y]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [reset v]\nreset timer\nwait (0) seconds\nset [deletclone v] to [N]\nif <(Mode) = [Gaming]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [mode v] to [Menu]\nset [médaillesor v] to [0]\nbroadcast (Start v)\n\nwhen I receive [die v]\nif <(timer) < [0.1]> then\n\ndefine Position Controller\nif <(Level) = [1]> then\n go to x: (10) y: (-55)\nend\nif <(Level) = [2]> then\n go to x: (-170) y: (10)\nend\nif <(Level) = [3]> then\n go to x: (-145) y: (15)\nend\nif <(Level) = [4]> then\n go to x: (-190) y: (-85)\nend\nif <(Level) = [5]> then\n go to x: (-120) y: (-60)\nend\nif <(Level) = [6]> then\n go to x: (-205) y: (10)\nend\nif <(Level) = [7]> then\n go to x: (-190) y: (-85)\nend\nif <(Level) = [8]> then\n go to x: (-200) y: (-70)\nend\nif <(Level) = [9]> then\n go to x: (-200) y: (-85)\nend\nif <(Level) = [10]> then\n go to x: (-180) y: (140)\nend\nif <(Level) = [11]> then\n go to x: (-205) y: (-80)\nend\nif <(Level) = [12]> then\n go to x: (-190) y: (-70)\nend\nif <(Level) = [13]> then\n go to x: (-140) y: (0)\nend\nif <(Level) = [14]> then\n go to x: (-210) y: (65)\nend\nif <(Level) = [15]> then\n go to x: (-210) y: (50)\nend\nif <(Level) = [16]> then\n go to x: (-160) y: (-35)\nend\nif <(Level) = [17]> then\n go to x: (-165) y: (-50)\nend\nif <(Level) = [18]> then\n go to x: (-200) y: (-40)\nend\nif <<(Level) = [19]> and <(Level) = [20]>> then\n go to x: (-150) y: (-25)\nend\nif <(Level) = [21]> then\n go to x: (-85) y: (155)\nend\nif <(Level) = [22]> then\n go to x: (-200) y: (-60)\nend\nif <(Level) = [23]> then\n go to x: (-120) y: (160)\nend\nif <(Level) = [24]> then\n go to x: (-185) y: (-125)\nend\nif <(Level) = [25]> then\n go to x: (-185) y: (-100)\nend\nif <(Level) = [26]> then\n go to x: (-135) y: (140)\nend\nif <(Level) = [27]> then\n go to x: (-190) y: (120)\nend\nif <(Level) = [28]> then\n go to x: (-210) y: (-75)\nend\nif <(Level) = [29]> then\n go to x: (-180) y: (120)\nend\nif <(Level) = [30]> then\n go to x: (-120) y: (-100)\nend\n\nwhen I receive [reset v]\nPosition Controller\n\nwhen I receive [dash ok v]\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nrepeat (10)\n change [color v] effect by (1)\n change [brightness v] effect by (1)\nend\nrepeat (10)\n change [color v] effect by (-1)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [reset v]\nforever\n if <<key (up arrow v) pressed?> and <(-TouchingGround?) = [Y]>> then\n set [-effecttype v] to [Jump]\n create clone of (effects v)\n wait (0.2) seconds\n else\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(-TouchingGround?) = [Y]>> then\n set [-effecttype v] to [Dust]\n create clone of (effects v)\n wait (0.3) seconds\n else\n set [-effecttype v] to [N/A]\n end\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [Gaming]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(Mode) = [Gaming]> then\n show\n else\n hide\n end\nend\n\n@EcranTitre\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n play sound [Main Title v] until done\nend\n\n@Médailles Or\n\nwhen I receive [start v]\nhide\nif <not <(Mode) = [MenuPostLevel]>> then\n set [cloneid v] to [1]\n repeat (10)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\n end\nend\n\nwhen I start as a clone\nshow\nset size to (90) %\nforever\n go to [front v] layer\n switch costume to (letter (CloneID) of (MédaillesOr))\n go to x: (((((CloneID) - (0.5)) - ((length of (MédaillesOr)) / (2))) * (30)) + (30)) y: (145)\n if <(Mode) = [Gaming]> then\n show\n else\n hide\n end\nend\n\n@Ground\n\nwhen I receive [reset v]\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [Gaming]> then\n show\n else\n hide\n end\nend\n\n@Effects\n\nwhen flag clicked\nforever\n set size to (100) %\n set [ghost v] effect to (100)\n show\n switch costume to (sensor v)\n go to (player v)\n point in direction (90)\n if <touching (ground v)?> then\n set [-touchingground? v] to [Y]\n else\n set [-touchingground? v] to [N]\n end\nend\n\nwhen I start as a clone\nhide\nwait (0) seconds\nset [-cloneid v] to (-EffectType)\nset [effectx v] to ([x position v] of [player v])\nset [effecty v] to ([y position v] of [player v])\ngo to [front v] layer\nif <(Mode) = [Gaming]> then\n show\n go [backward v] (2) layers\n set size to (100) %\n set rotation style [all around v]\n if <(-CloneID) = [Jump]> then\n set [ghost v] effect to (0)\n switch costume to (jump v)\n change [effecty v] by (-15)\n point in direction (round (([-xspeed v] of [player v]) * (3)))\n repeat (20)\n change [effectx v] by (([cos v] of ((90) - (direction)) ) * (-3))\n change [effecty v] by (([sin v] of ((90) - (direction)) ) * (-3))\n change [ghost v] effect by (5)\n change size by (-1)\n end\n delete this clone\n else\n if <(-CloneID) = [Dust]> then\n set [ghost v] effect to (20)\n change [effecty v] by (-25)\n switch costume to (dust v)\n set size to (pick random (90) to (150)) %\n point in direction (pick random (1) to (360))\n repeat (20)\n change [ghost v] effect by (4)\n change size by (-5)\n change [effecty v] by (0.3)\n end\n delete this clone\n else\n delete this clone\n end\n end\nelse\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to x: (EffectX) y: (EffectY)\nend\n\n@Ground2\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\n if <(Mode) = [Menu]> then\n hide\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [Gaming]> then\n show\n else\n hide\n end\nend\n\n@Front\n\nwhen I receive [reset v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [reset v]\nif <<(Mode) = [Gaming]> or <(Mode) = [MenuPostLevel]>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [Gaming]> then\n show\n else\n hide\n end\nend\n\n@Trophé\n\nwhen I start as a clone\nPosition Controller\nset [ghost v] effect to (50)\nif <(Level) > [25]> then\n switch costume to (aura2 v)\nelse\n switch costume to (aura v)\nend\nforever\n if <(Mode) = [Gaming]> then\n show\n if <(CloneID) = [1]> then\n turn right (1) degrees\n end\n if <(CloneID) = [2]> then\n turn left (2) degrees\n end\n else\n delete this clone\n end\n if <(DeletClone) = [Y]> then\n delete this clone\n end\nend\n\nwhen I receive [reset v]\nPosition Controller\ndelete this clone\n\nwhen I receive [reset v]\nset size to (100) %\nset [cloneid v] to [0]\nif <(Level) = [25]> then\n switch costume to (couronne v)\nelse\n if <(Level) = [30]> then\n switch costume to (couronne2 v)\n else\n if <<(Level) > [25]> and <(Level) < [30]>> then\n switch costume to (trophé2 v)\n else\n switch costume to (trophé v)\n end\n end\nend\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nset [cloneid v] to [N/A]\npoint in direction (90)\nset rotation style [all around v]\nrepeat (20)\n turn right (0.5) degrees\n wait (0) seconds\nend\nforever\n repeat (20)\n turn left (1) degrees\n wait (0) seconds\n end\n repeat (20)\n turn right (1) degrees\n wait (0) seconds\n end\nend\n\nwhen I receive [reset v]\nif <(Mode) = [Gaming]> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nwait (0.05) seconds\nforever\n if <touching (player v)?> then\n set [mode v] to [MenuPostLevel]\n end\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [reset v]\nforever\n if <touching (player v)?> then\n start sound [collected-item-104743 v]\n wait until <not <(Mode) = [MenuPostLevel]>>\n end\nend\n\ndefine Position Controller\nif <(Level) = [1]> then\n go to x: (190) y: (100)\nend\nif <<(Level) = [2]> or <(Level) = [5]>> then\n go to x: (180) y: (-95)\nend\nif <(Level) = [3]> then\n go to x: (170) y: (20)\nend\nif <<(Level) = [4]> or <(Level) = [5]>> then\n go to x: (195) y: (-75)\nend\nif <(Level) = [6]> then\n go to x: (210) y: (-20)\nend\nif <(Level) = [7]> then\n go to x: (195) y: (-95)\nend\nif <(Level) = [8]> then\n go to x: (85) y: (145)\nend\nif <(Level) = [9]> then\n go to x: (-180) y: (115)\nend\nif <(Level) = [10]> then\n go to x: (150) y: (-100)\nend\nif <(Level) = [11]> then\n go to x: (210) y: (-10)\nend\nif <(Level) = [12]> then\n go to x: (190) y: (-10)\nend\nif <(Level) = [13]> then\n go to x: (180) y: (15)\nend\nif <(Level) = [14]> then\n go to x: (140) y: (-5)\nend\nif <(Level) = [15]> then\n go to x: (95) y: (-5)\nend\nif <(Level) = [16]> then\n go to x: (100) y: (-80)\nend\nif <(Level) = [17]> then\n go to x: (180) y: (-65)\nend\nif <(Level) = [18]> then\n go to x: (180) y: (-65)\nend\nif <(Level) = [19]> then\n go to x: (-150) y: (140)\nend\nif <(Level) = [20]> then\n go to x: (-165) y: (135)\nend\nif <(Level) = [21]> then\n go to x: (-180) y: (-75)\nend\nif <(Level) = [22]> then\n go to x: (-210) y: (140)\nend\nif <(Level) = [23]> then\n go to x: (-150) y: (-50)\nend\nif <(Level) = [24]> then\n go to x: (175) y: (120)\nend\nif <(Level) = [25]> then\n go to x: (175) y: (-120)\nend\nif <(Level) = [26]> then\n go to x: (-150) y: (-90)\nend\nif <(Level) = [27]> then\n go to x: (165) y: (-100)\nend\nif <(Level) = [28]> then\n go to x: (-150) y: (130)\nend\nif <(Level) = [29]> then\n go to x: (-140) y: (-90)\nend\nif <(Level) = [30]> then\n go to x: (-205) y: (140)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [MenuPostLevel]> then\n if <not <(item (Level) of [level finit v]) = [Y]>> then\n insert [Y] at (Level) of [level finit v] \n delete ((Level) + (1)) of [level finit v]\n wait until <not <(Mode) = [MenuPostLevel]>>\n end\n end\nend\n\nwhen I receive [afterreset v]\nif <(length of [médailleslevel v]) = [30]> then\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [Gaming]> then\n show\n else\n hide\n end\nend\n\n@UI\n\nwhen I receive [reset v]\nset [pixelate v] effect to (0)\nswitch backdrop to ( w1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nrepeat until <(Mode) = [MenuLevel]>\n Setup\nend\nSetup\n\nwhen I start as a clone\nshow\nwait (0) seconds\nset [level v] to [1]\nforever\n repeat until <(Mode) = [MenuLevel]>\n Animation Controller\n end\n Animation Controller\n wait until <(Mode) = [Gaming]>\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <<(costume [number v]) = [6]> or <(costume [number v]) > [9]>> then\n play sound [button-124476 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\ndefine Animation Controller\nif <(Mode) = [Menu]> then\n if <(CloneMenu) = [Dust]> then\n switch costume to (dust v)\n go to x: (10) y: (-50)\n repeat until <not <(Mode) = [Menu]>>\n repeat (20)\n turn right (2) degrees\n change [ghost v] effect by (5)\n end\n repeat (20)\n turn right (2) degrees\n change [ghost v] effect by (-5)\n end\n end\n delete this clone\n else\n if <(CloneMenu) = [Dust2]> then\n switch costume to (dust v)\n go to x: (60) y: (-100)\n set size to (60) %\n repeat until <not <(Mode) = [Menu]>>\n repeat (20)\n turn left (2) degrees\n change [ghost v] effect by (-5)\n end\n repeat (20)\n turn left (2) degrees\n change [ghost v] effect by (5)\n end\n end\n delete this clone\n else\n if <(CloneMenu) = [Start]> then\n point in direction (90)\n switch costume to (start v)\n go to x: (125) y: (0)\n turn right (5) degrees\n repeat until <not <(Mode) = [Menu]>>\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n end\n delete this clone\n else\n if <(CloneMenu) = [Jump]> then\n repeat until <not <(Mode) = [Menu]>>\n go to [back v] layer\n go to x: (0) y: (-50)\n set [ghost v] effect to (0)\n switch costume to (jump v)\n repeat (30)\n change [ghost v] effect by (5)\n change x by (10)\n change y by (-6)\n end\n end\n delete this clone\n else\n if <(CloneMenu) = [Stylé]> then\n go [backward v] (2) layers\n repeat until <not <(Mode) = [Menu]>>\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n switch costume to (menu v)\n repeat (30)\n change [ghost v] effect by (5)\n change x by (2.5)\n change y by (-1.5)\n end\n end\n delete this clone\n else\n if <(CloneMenu) = [Titre]> then\n go to x: (0) y: (-130)\n set [ghost v] effect to (0)\n switch costume to (title v)\n go to [front v] layer\n point in direction (90)\n repeat until <not <(Mode) = [Menu]>>\n repeat (6)\n change y by (3)\n end\n repeat (5)\n change y by (1)\n end\n repeat (6)\n change y by (-3)\n end\n repeat (5)\n change y by (-1)\n end\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\nif <(Mode) = [MenuLevel]> then\n set [ghost v] effect to (0)\n if <(CloneMenu) = [W1]> then\n if <<<<(item (1) of [médailleslevel v]) = [Y]> and <(item (2) of [médailleslevel v]) = [Y]>> and <<(item (3) of [médailleslevel v]) = [Y]> and <(item (4) of [médailleslevel v]) = [Y]>>> and <(item (5) of [médailleslevel v]) = [Y]>> then\n go to x: (-150) y: (100)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w1or v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n go to x: (-150) y: (100)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w1 v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n if <(CloneMenu) = [W2]> then\n if <<<<(item (1) of [level finit v]) = [Y]> and <(item (2) of [level finit v]) = [Y]>> and <<(item (3) of [level finit v]) = [Y]> and <(item (4) of [level finit v]) = [Y]>>> and <(item (5) of [level finit v]) = [Y]>> then\n if <<<<(item (6) of [médailleslevel v]) = [Y]> and <(item (7) of [médailleslevel v]) = [Y]>> and <<(item (8) of [médailleslevel v]) = [Y]> and <(item (9) of [médailleslevel v]) = [Y]>>> and <(item (10) of [médailleslevel v]) = [Y]>> then\n go to x: (0) y: (100)\n go to [front v] layer\n switch costume to (w2or v)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n go to x: (0) y: (100)\n go to [front v] layer\n switch costume to (w2 v)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n go to x: (0) y: (100)\n go to [front v] layer\n switch costume to (w2bloqué v)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n if <(CloneMenu) = [W3]> then\n if <<<<(item (6) of [level finit v]) = [Y]> and <(item (7) of [level finit v]) = [Y]>> and <<(item (8) of [level finit v]) = [Y]> and <(item (9) of [level finit v]) = [Y]>>> and <(item (10) of [level finit v]) = [Y]>> then\n if <<<<(item (11) of [médailleslevel v]) = [Y]> and <(item (12) of [médailleslevel v]) = [Y]>> and <<(item (13) of [médailleslevel v]) = [Y]> and <(item (14) of [médailleslevel v]) = [Y]>>> and <(item (15) of [médailleslevel v]) = [Y]>> then\n go to x: (150) y: (100)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w3or v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n go to x: (150) y: (100)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w3 v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n go to x: (150) y: (100)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w3bloqué v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n if <(CloneMenu) = [W4]> then\n if <<<<(item (11) of [level finit v]) = [Y]> and <(item (12) of [level finit v]) = [Y]>> and <<(item (13) of [level finit v]) = [Y]> and <(item (14) of [level finit v]) = [Y]>>> and <(item (15) of [level finit v]) = [Y]>> then\n if <<<<(item (16) of [médailleslevel v]) = [Y]> and <(item (17) of [médailleslevel v]) = [Y]>> and <<(item (18) of [médailleslevel v]) = [Y]> and <(item (19) of [médailleslevel v]) = [Y]>>> and <(item (20) of [médailleslevel v]) = [Y]>> then\n go to x: (-75) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w4or v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n go to x: (-75) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w4 v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n go to x: (-75) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w4bloqué v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n if <(CloneMenu) = [W5]> then\n if <<<<(item (16) of [level finit v]) = [Y]> and <(item (17) of [level finit v]) = [Y]>> and <<(item (18) of [level finit v]) = [Y]> and <(item (19) of [level finit v]) = [Y]>>> and <(item (20) of [level finit v]) = [Y]>> then\n if <<<<(item (21) of [médailleslevel v]) = [Y]> and <(item (22) of [médailleslevel v]) = [Y]>> and <<(item (23) of [médailleslevel v]) = [Y]> and <(item (24) of [médailleslevel v]) = [Y]>>> and <(item (25) of [médailleslevel v]) = [Y]>> then\n go to x: (75) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w5or v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n go to x: (75) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w5 v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n go to x: (75) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w5bloqué v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n if <(CloneMenu) = [W6]> then\n if <<<<(item (26) of [médailleslevel v]) = [Y]> and <(item (27) of [médailleslevel v]) = [Y]>> and <<(item (28) of [médailleslevel v]) = [Y]> and <(item (29) of [médailleslevel v]) = [Y]>>> and <(item (30) of [médailleslevel v]) = [Y]>> then\n go to x: (0) y: (-100)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w6or v)\n if <(MédaillesOr) > [24]> then\n repeat (20)\n change [ghost v] effect by (0)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n else\n go to x: (0) y: (-100)\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (w6 v)\n if <(MédaillesOr) > [24]> then\n repeat (20)\n change [ghost v] effect by (0)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(DeletClone) = [Y]> then\n delete this clone\nend\n\ndefine Sensor\nif <<touching (mouse-pointer v)?> and <<(costume [name v]) = [Start]> or <(costume [number v]) > [9]>>> then\n set size to ((size) + (((120) - (size)) / (2))) %\n set [brightness v] effect to (-25)\nelse\n set size to ((size) + (((100) - (size)) / (2))) %\n set [brightness v] effect to (0)\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [name v]) = [Start]>> then\n set [mode v] to [MenuLevel]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W1]> or <(costume [name v]) = [W1Or]>>> then\n set [mode v] to [Gaming]\n broadcast (Reset v)\n set [deletclone v] to [Y]\n set [level v] to [1]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W2]> or <(costume [name v]) = [W2Or]>>> then\n set [mode v] to [Gaming]\n broadcast (Reset v)\n set [deletclone v] to [Y]\n set [level v] to [6]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W3]> or <(costume [name v]) = [W3Or]>>> then\n set [mode v] to [Gaming]\n broadcast (Reset v)\n set [deletclone v] to [Y]\n set [level v] to [11]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W4]> or <(costume [name v]) = [W4Or]>>> then\n set [mode v] to [Gaming]\n broadcast (Reset v)\n set [deletclone v] to [Y]\n set [level v] to [16]\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W5]> or <(costume [name v]) = [W5Or]>>> then\n set [mode v] to [Gaming]\n broadcast (Reset v)\n set [deletclone v] to [Y]\n set [level v] to [21]\nend\nif <<<<touching (mouse-pointer v)?> and <mouse down?>> and <<(costume [name v]) = [W6]> or <(costume [name v]) = [W6Or]>>> and <(MédaillesOr) > [24]>> then\n set [mode v] to [Gaming]\n broadcast (Reset v)\n set [deletclone v] to [Y]\n set [level v] to [26]\nend\nif <(DeletClone) = [Y]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n Sensor\nend\n\ndefine Setup\nif <(Mode) = [Gaming]> then\n go to [front v] layer\n show\n set [ghost v] effect to (0)\n switch costume to (gaming v)\nelse\n if <(Mode) = [MenuPostLevel]> then\n if <<(Level) > [25]> and <(Level) < [30]>> then\n switch costume to (gagnédark v)\n else\n if <(Level) = [30]> then\n switch costume to (couronnedark v)\n else\n if <(Level) = [25]> then\n switch costume to (couronne v)\n else\n switch costume to (gagné v)\n end\n end\n end\n go to [front v] layer\n show\n set [pixelate v] effect to (200)\n repeat (40)\n change [ghost v] effect by (-2.5)\n change [pixelate v] effect by (-5)\n end\n repeat until <not <(Mode) = [MenuPostLevel]>>\n if <<(Level) > [25]> and <(Level) < [30]>> then\n switch costume to (gagnédark v)\n wait (0.5) seconds\n switch costume to (gagnédark2 v)\n wait (0.5) seconds\n else\n if <(Level) = [30]> then\n switch costume to (couronnedark v)\n wait (0.5) seconds\n switch costume to (couronnedark2 v)\n wait (0.5) seconds\n else\n if <(Level) = [25]> then\n switch costume to (couronne v)\n wait (0.5) seconds\n switch costume to (couronne2 v)\n wait (0.5) seconds\n else\n switch costume to (gagné v)\n wait (0.5) seconds\n switch costume to (gagné2 v)\n wait (0.5) seconds\n end\n end\n end\n end\n else\n if <(Mode) = [Menu]> then\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n go to [front v] layer\n show\n switch costume to (menu v)\n set [clonemenu v] to [Dust]\n create clone of (_myself_ v)\n set [clonemenu v] to [Dust2]\n create clone of (_myself_ v)\n set [clonemenu v] to [Jump]\n create clone of (_myself_ v)\n set [clonemenu v] to [Stylé]\n create clone of (_myself_ v)\n set [clonemenu v] to [Start]\n create clone of (_myself_ v)\n set [clonemenu v] to [Titre]\n create clone of (_myself_ v)\n wait until <not <(Mode) = [Menu]>>\n else\n if <(Mode) = [MenuLevel]> then\n switch costume to (menu v)\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n switch costume to (menulevel v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [clonemenu v] to [W1]\n create clone of (_myself_ v)\n set [clonemenu v] to [W2]\n create clone of (_myself_ v)\n set [clonemenu v] to [W3]\n create clone of (_myself_ v)\n set [clonemenu v] to [W4]\n create clone of (_myself_ v)\n set [clonemenu v] to [W5]\n create clone of (_myself_ v)\n set [clonemenu v] to [W6]\n create clone of (_myself_ v)\n wait until <not <(Mode) = [MenuLevel]>>\n end\n end\n end\nend\n\n@Médailles\n\nwhen I receive [reset v]\nset size to (100) %\ngo to x: (158) y: (-128)\nforever\n if <(Mode) = [MenuPostLevel]> then\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen I receive [afterreset v]\ngo to [front v] layer\nset size to (100) %\ngo to x: (175) y: (-130)\n\nwhen I receive [reset v]\nset [timer v] to [0]\nwait until <<key (space v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>\nrepeat until <(Mode) = [MenuPostLevel]>\n go to [front v] layer\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen I receive [reset v]\nforever\n Animation Controller\n Animation Controller 2\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [MenuPostLevel]> then\n if <(Médailles) = [O]> then\n if <not <(item (Level) of [médailleslevel v]) = [Y]>> then\n insert [Y] at (Level) of [médailleslevel v] \n change [médaillesor v] by (1)\n delete ((Level) + (1)) of [médailleslevel v]\n wait until <not <(Mode) = [MenuPostLevel]>>\n end\n end\n end\nend\n\nwhen I receive [start v]\ndelete all of [médailleslevel v]\n\ndefine Animation Controller\nrepeat until <(Mode) = [MenuPostLevel]>\n if <(Level) = [30]> then\n if <<(Timer) > [0]> and <(Timer) < [1.5]>> then\n set [médailles v] to [O]\n switch costume to (or v)\n else\n if <<<(Timer) > [1.5]> or <(Timer) = [1.5]>> and <(Timer) < [3]>> then\n set [médailles v] to [A]\n switch costume to (argent v)\n else\n if <<(Timer) > [3]> or <(Timer) = [3]>> then\n set [médailles v] to [B]\n switch costume to (bronze v)\n end\n end\n end\n else\n if <<(Timer) > [0]> and <(Timer) < [1.1]>> then\n set [médailles v] to [O]\n switch costume to (or v)\n else\n if <<<(Timer) > [1.1]> or <(Timer) = [1.1]>> and <(Timer) < [3]>> then\n set [médailles v] to [A]\n switch costume to (argent v)\n else\n if <<(Timer) > [3]> or <(Timer) = [3]>> then\n set [médailles v] to [B]\n switch costume to (bronze v)\n end\n end\n end\n end\nend\n\ndefine Animation Controller 2\nif <(Médailles) = [O]> then\n repeat (10)\n change size by (4)\n end\n repeat (4)\n change size by (2)\n end\n repeat (10)\n change size by (-4)\n end\n repeat (4)\n change size by (-2)\n end\nelse\n if <(Médailles) = [A]> then\n repeat (10)\n change size by (2)\n end\n repeat (2)\n change size by (1)\n end\n repeat (10)\n change size by (-2)\n end\n repeat (2)\n change size by (-1)\n end\n else\n if <(Médailles) = [B]> then\n repeat (10)\n change size by (-1)\n end\n repeat (2)\n change size by (-0.5)\n end\n repeat (10)\n change size by (1)\n end\n repeat (2)\n change size by (0.5)\n end\n end\n end\nend\n\nwhen I receive [start v]\ndelete all of [level finit v]\n\nwhen I receive [reset v]\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nwait (0) seconds\nforever\n if <(Mode) = [MenuPostLevel]> then\n repeat (40)\n change [ghost v] effect by (-2.5)\n change [pixelate v] effect by (-5)\n end\n wait until <not <(Mode) = [MenuPostLevel]>>\n end\nend\n\nwhen I receive [start v]\nrepeat (30)\n add [ ] to [médailleslevel v]\nend\n\nwhen I receive [start v]\nrepeat (30)\n add [ ] to [level finit v]\nend\n\n@Boutons\n\nwhen I receive [reset v]\ngo to x: (185) y: (-30)\nhide\nswitch costume to (suivant v)\nforever\n Setup // Animation Controller2\nend\n\nwhen I start as a clone\nforever\n Setup // Animation Controller\nend\n\nwhen I receive [start v]\nset volume to (100) %\nstop all sounds\nwait (0.15) seconds\nforever\n play sound [Main Title v] until done\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [MenuPostLevel]> then\n if <touching (mouse-pointer v)?> then\n play sound [button-2 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n play sound [button-2 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\ndefine Setup // Animation Controller\ngo to [front v] layer\nif <(ClonesBouton) = [Recommencer]> then\n switch costume to (recommencer v)\n go to x: (-185) y: (-80)\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n switch costume to (recommencer2 v)\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n go to [front v] layer\n switch costume to (recommencer v)\n set size to ((size) + (((100) - (size)) / (2))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [level v] by (0)\n broadcast (Reset v)\n set [mode v] to [Gaming]\n end\nend\nif <(ClonesBouton) = [Menu]> then\n switch costume to (menu v)\n go to x: (-185) y: (30)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu2 v)\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n switch costume to (menu v)\n set size to ((size) + (((100) - (size)) / (2))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [Menu]\n broadcast (Reset v)\n delete this clone\n end\nend\nif <not <(Mode) = [MenuPostLevel]>> then\n delete this clone\nend\n\ndefine Setup // Animation Controller2\nif <(Mode) = [MenuPostLevel]> then\n repeat (10)\n go to [front v] layer\n end\n show\n set [clonesbouton v] to [Recommencer]\n create clone of (_myself_ v)\n set [clonesbouton v] to [Menu]\n create clone of (_myself_ v)\n repeat until <not <(Mode) = [MenuPostLevel]>>\n if <(Level) = [25]> then\n set [couronne v] to [Or]\n if <(MédaillesOr) = [25]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (end2 v)\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n go to [front v] layer\n switch costume to (end v)\n set size to ((size) + (((100) - (size)) / (2))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [Menu]\n broadcast (Reset v)\n set [mode v] to [Menu]\n wait (0) seconds\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (end2 v)\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n switch costume to (end v)\n set size to ((size) + (((100) - (size)) / (2))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [Menu]\n broadcast (Reset v)\n set [mode v] to [Menu]\n wait (0) seconds\n end\n end\n else\n if <(Level) = [30]> then\n set [couronne v] to [Noire]\n if <(MédaillesOr) = [30]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (end2 v)\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n switch costume to (end v)\n set size to ((size) + (((100) - (size)) / (2))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [Menu]\n broadcast (Reset v)\n wait (0) seconds\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (end2 v)\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n switch costume to (end v)\n set size to ((size) + (((100) - (size)) / (2))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [level v] by (0)\n broadcast (Reset v)\n set [mode v] to [Menu]\n end\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (suivant2 v)\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n switch costume to (suivant v)\n set size to ((size) + (((100) - (size)) / (2))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [level v] by (1)\n broadcast (Reset v)\n broadcast (Die v)\n set [mode v] to [Gaming]\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nwait (0.55) seconds\nforever\n if <(Mode) = [MenuPostLevel]> then\n repeat (40)\n change [ghost v] effect by (-2.5)\n change [pixelate v] effect by (-5)\n end\n wait until <not <(Mode) = [MenuPostLevel]>>\n end\nend\n\nwhen I start as a clone\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nforever\n if <(Mode) = [MenuPostLevel]> then\n repeat (40)\n change [ghost v] effect by (-2.5)\n change [pixelate v] effect by (-5)\n end\n wait until <not <(Mode) = [MenuPostLevel]>>\n end\n if <(Mode) = [MenuPostLevel]> then\n repeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\n end\n if <touching (mouse-pointer v)?> then\n play sound [button-2 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Die\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\n if <not <(Mode) = [Gaming]>> then\n hide\n else\n if <touching (player v)?> then\n broadcast (Die v)\n end\n end\nend\n\n@Lave\n\nwhen I receive [reset v]\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <<<(Level) > [21]> or <(Level) = [21]>> and <(Level) < [26]>> then\n show\n repeat until <not <(Mode) = [Gaming]>>\n repeat (100)\n change x by (0.5)\n change y by (0.05)\n end\n repeat (100)\n change x by (0.5)\n change y by (-0.05)\n end\n repeat (100)\n change x by (-0.5)\n change y by (0.05)\n end\n repeat (100)\n change x by (-0.5)\n change y by (-0.05)\n end\n end\n else\n hide\n end\nend\n\n@Couronnes\n\nwhen I start as a clone\nset size to (70) %\nif <(MédaillesOr) = [30]> then\n set [pixelate v] effect to (20)\nend\nif <(Couronne) = [Or]> then\n switch costume to (costume4 v)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\n change [brightness v] effect by (2)\n if <(DeletClone) = [Y]> then\n delete this clone\n end\n end\n delete this clone\nend\nif <(Couronne) = [Noire]> then\n switch costume to (costume5 v)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\n change [brightness v] effect by (2)\n if <(DeletClone) = [Y]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [Gaming]> then\n show\n if <(Couronne) = [Or]> then\n switch costume to (costume1 v)\n set size to (100) %\n go to (player v)\n change y by (40)\n create clone of (_myself_ v)\n delete this clone\n end\n if <(Couronne) = [Noire]> then\n switch costume to (costume2 v)\n set size to (100) %\n go to (player v)\n change y by (40)\n create clone of (_myself_ v)\n delete this clone\n end\n if <(Couronne) = [Non]> then\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode) = [Gaming]> then\n repeat (10)\n change y by (2)\n end\n repeat (5)\n change y by (1)\n end\n repeat (10)\n change y by (-2)\n end\n repeat (5)\n change y by (-1)\n end\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(Couronne) = [Noire]> then\n create clone of (_myself_ v)\n delete this clone\n end\n if <(Couronne) = [Or]> then\n create clone of (_myself_ v)\n delete this clone\n end\nend\n\n
---------------------------Cuby Platformer------------------------\n[Francais]⬇\nTry to complete all the levels and collect all 30 gold \nmedals in Cuby Platformer.\n\nCheck out this project by Chickenyayaya ⬇\nhttps://scratch.mit.edu/projects/778826731/\n\nControles: Arrow keys to move and Space bare to Dash\nIf you fall off a ledge without jumping you can do a small jump in the air.\n\nGameplay: To complete the levels, you have to collect the trophies. To have a gold medal, you must finish the level as quickly as possible.\n\nCredits: Art, Sounds and Code by me except for the Movements and the Particle effects: I followed the tutorials of ShiftClickLearn\n\nShiftClickLearn's Scratch Account:\nhttps://scratch.mit.edu/users/ShiftClickLearn/\nShiftClickLearn's YouTube Channel:\nhttps://www.youtube.com/@ShiftClickLearn\n\nHave Fun !\n=========================================\n[English]⬆\nEssayez de terminer tous les niveaux et de collecter les 30 médailles d'or dans Cuby Platformer.\n\nDécouvrez ce projet de Chickenyayaya ⬇\nhttps://scratch.mit.edu/projects/778826731/\n\nContrôles : Flèches directionnelles pour se déplacer et Espace pour Dash\nSi vous tombez d'un rebord sans sauter, vous pouvez faire un petit saut en l'air.\n\nGameplay : Pour terminer les niveaux, vous devez collecter les trophées. Pour avoir une médaille d'or, vous devez terminer le niveau le plus rapidement possible.\n\nCrédits : Art, Sons et Code par mes soins sauf pour les Mouvements et les Effets de Particules : J'ai suivi les tutoriels de ShiftClickLearn\n\nCompte Scratch de ShiftClickLearn :\nhttps://scratch.mit.edu/users/ShiftClickLearn/\nChaîne YouTube de ShiftClickLearn :\nhttps://www.youtube.com/@ShiftClickLearn\n\nBonne Chance !\n================[Tags]====================\n#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All#All#All#All#All#All#All#All#All#All\n#Game#Game#Game#Game#Game#Game#Game#\n#Game#Game#Game\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer#Platformer#Platformer#\n#Platformer#Platformer\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun#Speedrun#Speedrun\n#Speedrun#Speedrun\n#Trending#Trending#Trending#Trending#Trending\n#Trending#Trending#Trending#Trending#Trending#All
dungeon platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Odesong v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (0)\nhide\nshow\nstart \n\nwhen I receive [next level v]\nbroadcast (restart v)\nset volume to (100) %\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\nstart sound (pick random (1) to (2))\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n show variable [deaths v]\nend\n\ndefine start \nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to ( v)\n end\n change [x_velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x_velocity v] by (1)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to ( v)\n end\n change x by (X_VELOCITY)\n if <<touching (flying platform v)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> then\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching (flying platform v)?>>> then\n set [y_velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <<<touching (spikes v)?> or <touching (spike player?? v)?>> or <touching (lava v)?>> then\n Respawn\n change [deaths v] by (1)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nif <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube effect type 2 v)\nelse\n switch costume to (cube effect type 1 v)\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n change [color v] effect by (1)\n else\n switch costume to ( v)\n set [color v] effect to (0)\n end\nend\n\n@platform\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [win? v] to [1]\n end\nend\n\nstop [all v]\n\nbroadcast (next level v)\n\nset [l_eve_l v] to [11]\n\n@spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n glide (1) secs to x: (42) y: (18)\n glide (1) secs to x: (42) y: (28)\nend\n\n@screen2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (15)\nforever\n go to [front v] layer\n reset timer\nend\n\ngo to [front v] layer\n\nwhen [timer v] > (0.04)\ngo to x: (0) y: (15)\nswitch costume to (size hack v)\nset size to (500) %\nswitch costume to (by katana gaming5 v)\nset [mosaic v] effect to (0)\nset [brightness v] effect to (0)\nset [pixelate v] effect to (80)\nset [brightness v] effect to (80)\nrepeat (10)\n switch costume to (size hack v)\n change size by (() - ((size) / (10)))\n switch costume to (by katana gaming5 v)\n change [brightness v] effect by (-8)\n change [pixelate v] effect by (-8)\nend\nrepeat (10)\n switch costume to (size hack v)\n change size by (() - ((size) / (10)))\n switch costume to (by katana gaming5 v)\nend\n\n@Love\n\nwhen flag clicked\nhide variable [fave v]\nhide variable [love v]\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\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 set [fave v] to [1]\n end\nend\n\n@Like&fav pls\n\nwhen flag clicked\nshow\ngo to x: (170) y: (146)\nset y to (202)\nrepeat (10)\n change y by (-3)\nend\nrepeat (10)\n change y by (-1.5)\nend\nrepeat (10)\n change y by (-0.5)\nend\nwait (2) seconds\nif <<(Love) = [1]> and <(Fave) = [1]>> then\nbroadcast (back v)\nrepeat (10)\n change y by (3)\nend\nrepeat (10)\n change y by (1.5)\nend\nrepeat (10)\n change y by (0.5)\nend\n\nhide\n\nwhen flag clicked\nplay sound [High Whoosh v] until done\n\nwhen I receive [back v]\nplay sound [High Whoosh v] until done\n\n@spike player??\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [1]> then\n show\n go to x: (70) y: (-100)\n repeat (25)\n change x by (5)\n end\n repeat (25)\n change x by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [8]> then\n show\n go to x: (92) y: (-37)\n repeat (20)\n change x by (3)\n end\n wait (0.5) seconds\n repeat (20)\n change x by (-3)\n end\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [10]> then\n hide\n end\nend\n\nset [l_eve_l v] to [9]\n\nset [l_eve_l v] to [8]\n\n@flying platform\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [1]> then\n hide\n end\nend\n\ngo to x: (70) y: (-100)\nrepeat (25)\n change x by (5)\nend\nrepeat (25)\n change x by (-5)\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nset size to (90) %\nforever\n if <(L_eve_l) = [6]> then\n show\n go to x: (91) y: (-28)\n repeat (30)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [5]> then\n hide\n end\nend\n\nbroadcast (restart v)\nset [l_eve_l v] to [7]\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [7]> then\n show\n go to x: (85) y: (53)\n repeat (30)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [11]> then\n hide\n end\nend\n\n@-\n\nset [l_eve_l v] to [11]\n\nwhen flag clicked\nhide\nforever\n if <(L_eve_l) = [11]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (50))\nset size to (50) %\npoint in direction (180)\ngo to x: (pick random (-200) to (170)) y: (200)\nrepeat until <<touching (platform v)?> or <touching (spikes v)?>>\n move (5) steps\nend\nchange y by (5)\nwait (2) seconds\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nrepeat until <<touching (platform v)?> or <touching (spikes v)?>>\n repeat (pick random (1) to (10))\n turn right (pick random (1) to (10)) degrees\n end\n repeat (pick random (1) to (10))\n turn left (pick random (1) to (10)) degrees\n end\nend\n\n@Xmas textures\n\nwhen flag clicked\nhide\n\n@Xmas hat\n\nwhen flag clicked\nswitch costume to (костюм 2 v)\ngo to [front v] layer\nset size to (150) %\nswitch costume to (костюм 1 v)\nforever\n go to (player v)\nend\n\n@candy\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (0) y: (120)\nset [candy v] to [0]\nset [special/sweet v] to [0]\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n set size to (50) %\n glide (0.1) secs to (player v)\n set [special/sweet v] to [100]\n change [candy v] by (1)\n broadcast (take v)\n start sound [Finger Snap v]\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (special/sweet)\nend\n\nwhen I receive [next level v]\nset [special/sweet v] to [0]\nshow\nset size to (100) %\nif <(L_eve_l) = [2]> then\n set [special/sweet v] to [0]\n go to x: (-112) y: (146)\nend\nif <(L_eve_l) = [3]> then\n set [special/sweet v] to [0]\n go to x: (-84) y: (120)\nend\nif <(L_eve_l) = [4]> then\n set [special/sweet v] to [0]\n go to x: (15) y: (100)\nend\nif <(L_eve_l) = [5]> then\n set [special/sweet v] to [0]\n go to x: (-150) y: (100)\nend\nif <(L_eve_l) = [6]> then\n go to x: (5) y: (115)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [7]> then\n go to x: (153) y: (-55)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [8]> then\n go to x: (200) y: (45)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [9]> then\n go to x: (190) y: (-95)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [10]> then\n go to x: (20) y: (58)\n set [special/sweet v] to [0]\nend\nif <(L_eve_l) = [11]> then\n hide\n go to x: (400) y: (200)\n set [special/sweet v] to [0]\nend\n\nset [l_eve_l v] to [7]\n\n@lightning\n\nwhen flag clicked\nset size to (100) %\nforever\n set size to (100) %\n go to (candy v)\n change y by (10)\n repeat (10)\n turn right (5) degrees\n change size by (-2)\n end\n repeat (10)\n turn right (5) degrees\n change size by (2)\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (special/sweet)\nend\n\n@candy count\n\nwhen flag clicked\ngo to x: (305) y: (-145)\nhide\n\nwhen I receive [take v]\nshow\nswitch costume to (candy)\nset [ghost v] effect to (20)\ngo to x: (305) y: (-145)\nrepeat (10)\n change x by (-10)\nend\nrepeat (10)\n change x by (-5)\nend\nrepeat (5)\n change x by (-1)\nend\nwait (0.3) seconds\nrepeat (5)\n change x by (2.5)\nend\nrepeat (10)\n change x by (5)\nend\nrepeat (10)\n change x by (10)\nend\nhide\n\nwhen I receive [take v]\nif <(candy) = [10]> then\n play sound [Coin v] until done\nend\n\nbroadcast (take v)\nset [candy v] to [10]\n\n
credit to @-Katana_Gaming- for the og \n1500 views!
[ platformer ] - RESIZE / #Games #all #trending
@Stage\n\nwhen flag clicked\nforever\n play sound [lofi v] until done\n play sound [lofi 2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (10)\nhide\nshow\nstart \n\nwhen I receive [next level v]\nbroadcast (restart v)\nset volume to (100) %\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\nstart sound (pick random (1) to (2))\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n show variable [deaths v]\nend\n\ndefine start \nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n change [x_velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n switch costume to (right v)\n change [x_velocity v] by (1)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n change x by (X_VELOCITY)\n if <<touching (flying platform v)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> then\n switch costume to (up v)\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching (flying platform v)?>>> then\n switch costume to (up v)\n set [y_velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [235]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <<<touching (spikes v)?> or <touching (spike player?? v)?>> or <touching (lava v)?>> then\n Respawn\n change [deaths v] by (1)\n end\nend\n\nwhen I start as a clone\nchange y by ((size) / (10))\nset [ghost v] effect to (20)\nset size to ((size player) + (15)) %\nif <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube effect type 1 v)\nelse\n switch costume to (cube effect type 1 v)\nend\nrepeat (10)\n change size by (-15)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [size player v] to [150]\nforever\n if <key (r v) pressed?> then\n if <(size player) < [200]> then\n change [size player v] by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n if <(size player) > [75]> then\n change [size player v] by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n set size to (size player) %\nend\n\nwhen flag clicked\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 switch costume to ( normal v)\n end\nend\n\n@platform\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [win? v] to [1]\n end\nend\n\nstop [all v]\n\nbroadcast (restart v)\n\nset [l_eve_l v] to [11]\n\n@spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@timer ⏱️ \n\nwhen flag clicked\nhide variable [☁ world record v]\nset [timer ⏱️ v] to [0]\nshow\nforever\n go to [front v] layer\n if <(win?) = [0]> then\n change [timer ⏱️ v] by (0.1)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (70)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(costume [number v]) = [1]> then\n show variable [☁ world record v]\n show variable [timer ⏱️ v]\n else\n if <not <(L_eve_l) = [11]>> then\n hide variable [☁ world record v]\n hide variable [timer ⏱️ v]\n end\n end\nend\n\nhide\n\nshow\n\nhide\n\nwhen flag clicked\nswitch costume to (off v)\nreset timer\nshow\nforever\n if <(L_eve_l) = [11]> then\n show variable [timer ⏱️ v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(☁ world record) > (timer ⏱️)> and <not <(timer ⏱️) = [0]>>> and <(L_eve_l) = [11]>> then\n set [☁ world record v] to (timer ⏱️)\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n glide (1) secs to x: (42) y: (18)\n glide (1) secs to x: (42) y: (28)\nend\n\n@screen2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (15)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.04)\ngo to x: (0) y: (15)\n\n@Love\n\nwhen flag clicked\nhide variable [fave v]\nhide variable [love v]\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\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 set [fave v] to [1]\n end\nend\n\n@text\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [win? v] to [1]\n end\nend\n\nset [l_eve_l v] to [3]\n\nchange [l_eve_l v] by (1)\n\n@coin\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (190) y: (126)\nset [coin v] to [0]\nset [special/coin v] to [0]\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n set size to (50) %\n glide (0.1) secs to (player v)\n set [special/coin v] to [100]\n change [coin v] by (1)\n broadcast (take v)\n start sound [Coin v]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nforever\n set [ghost v] effect to (special/coin)\nend\n\nwhen I receive [next level v]\nset [special/coin v] to [0]\nshow\nset size to (100) %\nif <(L_eve_l) = [2]> then\n set [special/coin v] to [0]\n go to x: (143) y: (-20)\nend\nif <(L_eve_l) = [3]> then\n set [special/coin v] to [0]\n go to x: (50) y: (120)\nend\nif <(L_eve_l) = [4]> then\n set [special/coin v] to [0]\n go to x: (33) y: (-112)\nend\nif <(L_eve_l) = [5]> then\n set [special/coin v] to [0]\n go to x: (118) y: (45)\nend\nif <(L_eve_l) = [6]> then\n go to x: (0) y: (135)\n set [special/coin v] to [0]\nend\nif <(L_eve_l) = [7]> then\n go to x: (18) y: (-83)\n set [special/coin v] to [0]\nend\nif <(L_eve_l) = [8]> then\n go to x: (20) y: (20)\n set [special/coin v] to [0]\nend\nif <(L_eve_l) = [9]> then\n go to x: (4) y: (90)\n set [special/coin v] to [0]\nend\nif <(L_eve_l) = [10]> then\n go to x: (20) y: (58)\n set [special/coin v] to [0]\nend\nif <(L_eve_l) = [11]> then\n hide\n go to x: (400) y: (200)\n set [special/coin v] to [0]\nend\n\nset size to (100) %\n\nset [l_eve_l v] to [7]\n\nset [l_eve_l v] to [8]\n\n@coin count\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (305) y: (-145)\nhide\n\nwhen I receive [take v]\nshow\nswitch costume to (coin)\nset [ghost v] effect to (20)\ngo to x: (305) y: (-145)\nrepeat (10)\n change x by (-10)\nend\nrepeat (10)\n change x by (-5)\nend\nrepeat (5)\n change x by (-1)\nend\nwait (0.3) seconds\nrepeat (5)\n change x by (2.5)\nend\nrepeat (10)\n change x by (5)\nend\nrepeat (10)\n change x by (10)\nend\nhide\n\nwhen I receive [take v]\nif <(coin) = [10]> then\n play sound [Coin v] until done\nend\n\nbroadcast (take v)\nset [coin v] to [10]\n\n@mobile?\n\nwhen flag clicked\nswitch costume to (2 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n next costume\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (80)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [on/off - mobile v] to [1]\n else\n set [on/off - mobile v] to [2]\n end\nend\n\n@button\n\nwhen flag clicked\nforever\n if <(on/off - mobile) = [1]> then\n if <(costume [number v]) = [1]> then\n set [size player v] to [200]\n end\n if <(costume [number v]) = [2]> then\n set [size player v] to [150]\n end\n if <(costume [number v]) = [3]> then\n set [size player v] to [75]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(on/off - mobile) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (2 v)\nforever\n go to [front v] layer\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n next costume\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\n\n
Mobile Support ✅ <-----(click at button with phone)\nEng.-----------------------------------------------------------CONTROLS :\nW / A / S - for jump and walk\nE - smaller / R - Bigger\n-------------------------------------------------------------\nGood game to you !!\n_________________________
New Year Platformer 100% pen
@Stage\n\n@Спрайт 1\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (костюм 2 v)\nset size to ((1) / ()) %\nswitch costume to (костюм 1 v)\nsetup level\nforever\n draw\nend\n\ndefine draw filled block (x1) (y1) (x2) (y2)\nadd (x1) to [blocks v]\nadd (x2) to [blocks v]\nadd (y1) to [blocks v]\nadd (y2) to [blocks v]\nset pen size to (10)\npen up\nset pen color to (#6f3400)\ngo to x: ((x1) - (camera x)) y: ((y1) - (camera y))\npen down\nrepeat (((x2) - (x1)) / (5))\n pen down\n set y to ((y2) - (camera y))\n set y to ((y1) - (camera y))\n pen up\n change x by (5)\nend\nset pen color to (#4e2e10)\ngo to x: ((x1) - (camera x)) y: ((y1) - (camera y))\npen down\ngo to x: ((x2) - (camera x)) y: ((y1) - (camera y))\ngo to x: ((x2) - (camera x)) y: ((y2) - (camera y))\ngo to x: ((x1) - (camera x)) y: ((y2) - (camera y))\ngo to x: ((x1) - (camera x)) y: ((y1) - (camera y))\npen up\ndraw line (x1) (y2) (x2) (y2)\n\ndefine draw line (x1q) (y1q) (x2q) (y2q)\nset pen color to (#ffffff)\nset pen (transparency v) to (0)\nset [loop v] to [0]\nset pen size to (20)\nrepeat (3)\n pen up\n go to x: ((x1q) - (camera x)) y: (((y1q) - (camera y)) + (loop))\n pen down\n go to x: (((x2q) - (camera x)) - (5)) y: (((y2q) - (camera y)) + (loop))\n change [loop v] by (5)\n change pen (transparency v) by (33)\nend\n\ndefine draw tree (x) (y)\nset pen size to (30)\nset pen color to (#3e1d00)\npen up\ngo to x: ((x) - (camera x)) y: ((y) - (camera y))\npen down\nchange y by (200)\npen up\nset pen color to (#007910)\npen down\ngo to x: (((x) - (camera x)) - (40)) y: (((y) - (camera y)) - (-50))\ngo to x: (((x) - (camera x)) - (-40)) y: (((y) - (camera y)) - (-50))\ngo to x: ((x) - (camera x)) y: (((y) - (camera y)) + (200))\ngo to x: ((x) - (camera x)) y: (((y) - (camera y)) + (50))\ngo to x: (((x) - (camera x)) - (10)) y: (((y) - (camera y)) + (71))\ngo to x: (((x) - (camera x)) - (-10)) y: (((y) - (camera y)) + (71))\npen up\nset pen color to (#fff600)\nset pen size to (40)\ngo to x: (((x) - (camera x)) - (0)) y: (((y) - (camera y)) + (200))\nset [loop v] to [4]\nset pen size to (1)\nrepeat (10)\n pen down\n pen up\n change pen size by (10)\n change pen (transparency v) by (loop)\n change [loop v] by (1)\nend\n\ndefine draw\nchange [camera x v] by (((x) - (camera x)) / (5))\nchange [camera y v] by (((y) - (camera y)) / (5))\nerase all\ndelete all of [blocks v]\ncreate clone of (_myself_ v)\nif <(level) = [1]> then\n draw tree [0] [110]\n draw tree [220] [110]\n draw tree [1000] [110]\n draw gift [330] [110] [40] (join (#ff3f00) []) (join (#faff00) [])\n draw gift [632] [110] [70] (join (#5900ff) []) (join (#10ff00) [])\n draw gift [100] [110] [90] (join (#00b6ff) []) (join (#ffa100) [])\n draw gift [1400] [410] [30] (join (#ffffff) []) (join (#ff0000) [])\n draw gift [1740] [410] [80] (join (#ff0000) []) (join (#003bff) [])\n draw gift [2350] [60] [40] (join (#ffbb00) []) (join (#00cbff) [])\n draw filled block [-200] [-100] [-100] [2000]\n draw filled block [-100] [-100] [400] [100]\n draw filled block [500] [-100] [700] [100]\n draw filled block [900] [-100] [1100] [100]\n draw filled block [1100] [-100] [1200] [200]\n draw filled block [1200] [-100] [1300] [300]\n draw filled block [1300] [-100] [1500] [400]\n draw filled block [1650] [200] [1800] [400]\n draw filled block [1950] [200] [2100] [400]\n draw filled block [2250] [200] [2475] [300]\n draw filled block [2475] [50] [2590] [100]\n draw filled block [2300] [0] [2400] [50]\n win block [2310] [160]\nend\nif <(level) = [2]> then\n draw gift [0] [110] [40] (join (#00ff43) []) (join (#0090ff) [])\n draw gift [725] [315] [70] (join (#af00b3) []) (join (#00ff6a) [])\n draw gift [230] [115] [70] (join (#ffffff) []) (join (#000000) [])\n draw tree [40] [110]\n draw filled block [-200] [-100] [-100] [2000]\n draw filled block [-100] [-100] [400] [100]\n draw filled block [451] [100] [599] [200]\n draw filled block [650] [200] [799] [300]\n draw filled block [0] [390] [600] [400]\n draw filled block [0] [460] [20] [500]\n draw filled block [100] [480] [120] [520]\n draw filled block [200] [500] [220] [540]\n draw filled block [400] [500] [420] [540]\n win block [500] [700]\nend\nif <(level) = [3]> then\n draw tree [230] [110]\n draw tree [550] [110]\n draw tree [750] [110]\n draw tree [950] [110]\n draw tree [1150] [110]\n draw tree [1150] [110]\n draw tree [1350] [110]\n draw gift [200] [110] [130] (join (#d0ff00) []) (join (#00ff08) [])\n draw gift [60] [110] [100] (join (#54ff00) []) (join (#00ffff) [])\n draw gift [-60] [110] [40] (join (#00ff43) []) (join (#0090ff) [])\n draw gift [0] [110] [80] (join (#1000ff) []) (join (#ff0000) [])\n draw gift [40] [110] [40] (join (#ff0000) []) (join (#ffae00) [])\n draw gift [100] [110] [70] (join (#1500ff) []) (join (#99ff00) [])\n draw gift [200] [110] [40] (join (#61ff00) []) (join (#ffd800) [])\n draw gift [100] [110] [100] (join (#1500ff) []) (join (#99ff00) [])\n draw gift [-50] [110] [40] (join (#ff0000) []) (join (#ffae00) [])\n draw gift [3400] [110] [170] (join (#009dff) []) (join (#0021ff) [])\n draw gift [2300] [310] [100] (join (#1dff00) []) (join (#0021ff) [])\n draw tree [3100] [210]\n draw tree [2000] [310]\n draw tree [2200] [310]\n draw tree [2400] [310]\n draw filled block [-200] [-100] [-100] [2000]\n draw filled block [-100] [-100] [400] [100]\n draw filled block [500] [-100] [600] [100]\n draw filled block [700] [-100] [800] [100]\n draw filled block [900] [-100] [1000] [100]\n draw filled block [1100] [-100] [1200] [100]\n draw filled block [1300] [-100] [1400] [100]\n draw filled block [1900] [-100] [2500] [300]\n draw filled block [1800] [-100] [2000] [200]\n draw filled block [1650] [-100] [2000] [100]\n draw filled block [2750] [-100] [3000] [300]\n draw filled block [3000] [-100] [3250] [200]\n draw filled block [3250] [-100] [3500] [100]\n draw filled block [3600] [180] [3601] [180]\n win block [3600] [300]\nend\nif <(level) = [4]> then\n draw gift [100] [110] [100] (join (#1dff00) []) (join (#0021ff) [])\n draw tree [230] [110]\n draw tree [300] [480]\n draw filled block [-200] [-100] [-100] [2000]\n draw filled block [-100] [-100] [400] [100]\n draw filled block [300] [170] [400] [190]\n draw filled block [300] [250] [600] [270]\n draw filled block [400] [350] [600] [370]\n draw filled block [230] [450] [600] [470]\n draw filled block [20] [450] [100] [470]\n set [counter v] to [4]\n repeat (16)\n draw filled block [-100] (((counter) * (100)) + (50)) [-60] (((counter) * (100)) + (70))\n change [counter v] by (1)\n end\n draw filled block [-400] [1800] [-300] [2000]\n win block [-450] [2100]\nend\nif <(level) = [5]> then\n draw gift [30] [110] [40] (join (#00e9ff) []) (join (#ff8300) [])\n draw tree [230] [110]\n draw filled block [-200] [-100] [-100] [2000]\n draw filled block [-100] [-100] [400] [100]\n set [counter v] to [5]\n repeat (30)\n draw filled block ((counter) * (100)) [-100] (((counter) * (100)) + (100)) [100]\n change [counter v] by (2)\n end\n win block ((counter) * (100)) [150]\nend\nplayer\n\nwhen I start as a clone\nset [loop v] to (pick random (1) to (2))\nif <(loop) = [1]> then\n set [x v] to ((250) + (camera x))\n set [y v] to ((pick random (-100) to (190)) + (camera y))\nelse\n set [x v] to ((pick random (-230) to (250)) + (camera x))\n set [y v] to ((190) + (camera y))\nend\nforever\n change [x v] by (-3)\n change [y v] by (-6)\n go to x: ((x) - (camera x)) y: ((y) - (camera y))\n if <<(x position) < [-250]> or <(y position) < [-180]>> then\n delete this clone\n end\n set pen color to (#e8fbff)\n set pen (transparency v) to (30)\n set pen size to (10)\n pen up\n pen down\n pen up\nend\n\ndefine player\nchange [speed x v] by ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [30]>>> - <<<mouse down?> and <[-30] > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>) * (2))\nset [speed x v] to ((speed x) * (0.8))\nchange [x v] by (speed x)\nblock hitbox\nif <(loop) = [collision]> then\n repeat until <not <(loop) = [collision]>>\n if <(speed x) > [0]> then\n change [x v] by (-1)\n block hitbox\n else\n change [x v] by (1)\n block hitbox\n end\n end\n set [speed x v] to []\nend\nchange [speed y v] by (-1)\nchange [y v] by (speed y)\nblock hitbox\nchange [fall v] by (1)\nif <(loop) = [collision]> then\n repeat until <not <(loop) = [collision]>>\n if <(speed y) > [0]> then\n change [y v] by (-1)\n block hitbox\n else\n set [fall v] to [0]\n change [y v] by (1)\n block hitbox\n end\n end\n set [speed y v] to [0]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <(fall) < [3]>> then\n set [speed y v] to [13]\n if <(username) = [Andy2Ray]> then\n set [speed y v] to [40]\n end\nend\nif <(y) < [-200]> then\n setup level\n if <(level) = [5]> then\n change [level v] by (1)\n end\nend\nset pen (transparency v) to (0)\nset pen color to (#868686)\nset pen size to (20)\npen up\ngo to x: (((x) - (camera x)) - (10)) y: (((y) - (camera y)) - (10))\npen down\ngo to x: (((x) - (camera x)) - (-10)) y: (((y) - (camera y)) - (10))\ngo to x: (((x) - (camera x)) - (-10)) y: (((y) - (camera y)) - (-10))\ngo to x: (((x) - (camera x)) - (10)) y: (((y) - (camera y)) - (-10))\ngo to x: (((x) - (camera x)) - (10)) y: (((y) - (camera y)) - (10))\npen up\nset pen size to (10)\nset pen color to (#ffffff)\ngo to x: (((x) - (camera x)) - (16)) y: (((y) - (camera y)) - (-15))\npen down\ngo to x: (((x) - (camera x)) - (-16)) y: (((y) - (camera y)) - (-15))\npen up\nset pen color to (#ff0000)\ngo to x: (((x) - (camera x)) - (-13)) y: (((y) - (camera y)) - (-19))\npen down\ngo to x: (((x) - (camera x)) - (4)) y: (((y) - (camera y)) - (-50))\ngo to x: (((x) - (camera x)) - (13)) y: (((y) - (camera y)) - (-19))\ngo to x: (((x) - (camera x)) - (-13)) y: (((y) - (camera y)) - (-19))\ngo to x: (((x) - (camera x)) - (0)) y: (((y) - (camera y)) - (-29))\nset pen size to (20)\npen up\npen down\npen up\nset pen color to (#ffffff)\ngo to x: (((x) - (camera x)) - (4)) y: (((y) - (camera y)) - (-50))\nset pen size to (15)\npen down\npen up\ngo to x: ((x) - (camera x)) y: ((y) - (camera y))\nset pen size to (20)\npen down\npen up\nset pen color to (#000000)\ngo to x: (((x) - (camera x)) + ((speed x) / (3))) y: (((y) - (camera y)) + ((speed y) / (3)))\nset pen size to (10)\npen down\npen up\n\ndefine block hitbox\nset [loop v] to [0]\nrepeat ((length of [blocks v]) / (4))\n if <<((25) + (x)) > (item ((loop) + (1)) of [blocks v])> and <(item ((loop) + (2)) of [blocks v]) > ((-25) + (x))>> then\n if <<((20) + (y)) > (item ((loop) + (3)) of [blocks v])> and <(item ((loop) + (4)) of [blocks v]) > ((-30) + (y))>> then\n set [loop v] to [collision]\n stop [this script v]\n end\n end\n change [loop v] by (4)\nend\n\ndefine setup level\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [x v] to [0]\nset [y v] to [200]\nset [camera x v] to (x)\nset [camera y v] to (y)\n\ndefine draw gift (x) (y) (size) (color) (color2)\nset pen size to (10)\nset pen color to (color)\npen up\ngo to x: (((x) - ((size) / (2))) - (camera x)) y: ((y) - (camera y))\nrepeat (((size) / (5)) + (1))\n pen down\n set y to ((y) - (camera y))\n set y to (((y) + (size)) - (camera y))\n pen up\n change x by (5)\nend\ngo to x: ((x) - (camera x)) y: ((y) - (camera y))\nset pen color to (color2)\nset pen size to (10)\npen down\ngo to x: ((x) - (camera x)) y: (((y) + (size)) - (camera y))\npen up\ngo to x: ((((x) - ((size) / (2))) - (camera x)) + (0)) y: (((y) + ((size) / (2))) - (camera y))\npen down\ngo to x: ((((x) - ((size) / (-2))) - (camera x)) + (0)) y: (((y) + ((size) / (2))) - (camera y))\npen up\ngo to x: ((x) - (camera x)) y: (((y) + (size)) - (camera y))\npen down\ngo to x: (((x) - (camera x)) + ((size) / (4))) y: (((y) + ((size) * (1.3))) - (camera y))\npen up\ngo to x: ((x) - (camera x)) y: (((y) + (size)) - (camera y))\npen down\ngo to x: (((x) - (camera x)) + ((size) / (-4))) y: (((y) + ((size) * (1.3))) - (camera y))\npen up\n\ndefine win block (x) (y)\nset [x of end v] to (x)\nset [y of end v] to (y)\nset pen color to (#ffdada)\nchange [color of win v] by (1)\nset pen size to (40)\nset pen (color v) to (color of win)\npen up\ngo to x: ((x) - (camera x)) y: ((y) - (camera y))\npen down\npen up\nchange pen (transparency v) by (30)\nchange pen (color v) by (10)\nchange pen size by (20)\npen down\npen up\nif <<([abs v] of ((x of end) - (x)) ) < [30]> and <([abs v] of ((y of end) - (y)) ) < [30]>> then\n change [level v] by (1)\n setup level\nend\n\nwhen flag clicked\nforever\n play sound [jingle bell v] until done\nend\n\nforever\n set [counter v] to (join ((mouse x) + (camera x)) (join [/] ((mouse y) + (camera y))))\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch costume to (костюм 2 v)\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (костюм 4 v)\n stop [all v]\n end\nend\n\n
wad, arrows, touch the screen - move\nlove and fav - invisible iPhone infinity(in real life)\n
Sword Platformer/剣プラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (https___scratch v)\n\n@スプライト1\n\n@Player/プレイヤー\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <(x position) = [240]> then\n change [ステージ v] by (1)\n 初期位置\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (ground/地面 v)?> or <touching (extra v)?>> then\n change y by (1)\n if <<touching (ground/地面 v)?> or <touching (extra v)?>> then\n change y by (1)\n if <<touching (ground/地面 v)?> or <touching (extra v)?>> then\n change y by (1)\n if <<touching (ground/地面 v)?> or <touching (extra v)?>> then\n change y by (1)\n if <<touching (ground/地面 v)?> or <touching (extra v)?>> then\n change y by (1)\n if <<touching (ground/地面 v)?> or <touching (extra v)?>> then\n change y by (1)\n if <<touching (ground/地面 v)?> or <touching (extra 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 [-6]\n else\n set [x v] to [6]\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 (ground/地面 v)?> or <touching (extra v)?>> then\n start sound [Jump♪ Jump♪ v]\n set [y v] to [13]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <<touching (ground/地面 v)?> or <touching (extra v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\n初期位置\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 switch costume to (コスチューム1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n switch costume to (コスチューム2 v)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\nend\n\ndefine 初期位置\nset rotation style [don't rotate v]\npoint in direction (90)\ngo to x: (-220) y: (-82)\nset size to (70) %\nswitch costume to (コスチューム1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide variable [☁ 不殺でクリアした人 v]\nshow\nwait (0) seconds\nbroadcast (build v)\n\nwhen flag clicked\nforever\n set [プレイヤーのx v] to (x position)\n set [プレイヤーのy v] to (y position)\n set [向き v] to (direction)\nend\n\nwhen flag clicked\nwait (0.4) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (0.01) seconds\nrepeat (9)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [〇んだときの音 v]\n 初期位置\n end\n if <touching (enemy/敵 v)?> then\n start sound [〇んだときの音 v]\n 初期位置\n end\n if <touching (needle/針 v)?> then\n start sound [〇んだときの音 v]\n 初期位置\n end\n if <(y position) = [-180]> then\n start sound [〇んだときの音 v]\n 初期位置\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [14]> then\n change [☁ 不殺でクリアした人 v] by (1)\n show variable [☁ 不殺でクリアした人 v]\n stop [this script v]\n end\nend\n\n@Ground/地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@Enemy/敵\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset rotation style [all around v]\nset size to (75) %\nforever\n if <(x position) < (プレイヤーのx)> then\n change [敵のx v] by (0.8)\n set rotation style [all around v]\n point in direction (90)\n else\n change [敵のx v] by (-0.8)\n set rotation style [left-right v]\n point in direction (-90)\n end\n set [敵のx v] to ((敵のx) * (0.8))\n change x by (敵のx)\n if <touching (ground/地面 v)?> then\n change x by ((敵のx) * (-1))\n change y by (-1)\n if <touching (ground/地面 v)?> then\n set [敵のy v] to [14]\n end\n change y by (1)\n end\n change [敵のy v] by (-1)\n change y by (敵のy)\n if <touching (ground/地面 v)?> then\n change y by ((敵のy) * (-1))\n set [敵のy v] to [0]\n end\nend\n\nwhen I receive [build v]\ndelete this clone\n\nwhen I receive [build v]\nif <(ステージ) = [2]> then\n set [敵hp v] to [100]\n 詳細 [1] [210] [-70]\nend\nif <(ステージ) = [3]> then\n set [敵hp v] to [100]\n 詳細 [1] [210] [-70]\nend\nif <(ステージ) = [4]> then\n set [敵hp v] to [250]\n 詳細 [2] [213] [12]\nend\nif <(ステージ) = [5]> then\n set [敵hp v] to [350]\n 詳細 [2] [213] [-72]\nend\nif <(ステージ) = [6]> then\n set [敵hp v] to [450]\n 詳細 [3] [213] [-72]\nend\nif <(ステージ) = [7]> then\n set [敵hp v] to [450]\n 詳細 [3] [215] [-16]\nend\nif <(ステージ) = [8]> then\n set [敵hp v] to [250]\n 詳細 [2] [214] [-71]\nend\nif <(ステージ) = [9]> then\n set [敵hp v] to [450]\n 詳細 [3] [214] [-71]\nend\nif <(ステージ) = [10]> then\n set [敵hp v] to [450]\n 詳細 [3] [213] [134]\nend\nif <(ステージ) = [11]> then\n set [敵hp v] to [100]\n 詳細 [1] [211] [162]\nend\nif <(ステージ) = [12]> then\n set [敵hp v] to [250]\n 詳細 [2] [211] [150]\nend\nif <(ステージ) = [13]> then\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nhide variable [敵を倒した数 v]\nset [敵のx v] to [0]\nset [敵のy v] to [0]\nset [敵を倒した数 v] to [0]\n\nwhen I start as a clone\nforever\n if <<not <([costume # v] of [sword/剣 v]) = [1]>> and <touching (sword/剣 v)?>> then\n change [敵hp v] by (-10)\n if <(敵HP) < [1]> then\n change [敵を倒した数 v] by (1)\n start sound [やられた音 v]\n delete this clone\n end\n end\n if <(costume [number v]) = [3]> then\n if <(y position) = [-184]> then\n change [敵を倒した数 v] by (1)\n start sound [やられた音 v]\n delete this clone\n end\n else\n if <(y position) = [-181]> then\n change [敵を倒した数 v] by (1)\n start sound [やられた音 v]\n delete this clone\n end\n end\nend\n\ndefine 詳細 (型) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (型)\ncreate clone of (_myself_ v)\n\n@Music/音楽\n\nwhen flag clicked\nshow\ngo to x: (-196) y: (153)\nswitch costume to (button3-a \(1\) v)\nset volume to (100) %\nforever\n play sound [Solar Man Stage v] until done\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\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\n@Sword/剣\n\nwhen flag clicked\nforever\n 装填\nend\n\ndefine 装填\ngo to (player/プレイヤー v)\nset size to (100) %\nset rotation style [left-right v]\npoint in direction ([direction v] of [player/プレイヤー v])\nmove (20) steps\n\nwhen flag clicked\nshow\nforever\n if <<<key (space v) pressed?> or <key (z v) pressed?>> or <mouse down?>> then\n start sound [srash v]\n switch costume to (真ん中 v)\n wait (0) seconds\n switch costume to (下 v)\n wait (0) seconds\n switch costume to (デフォルト v)\n end\nend\n\n@Needle/針\n\nwhen flag clicked\nhide\ngo to x: (87) y: (-68)\nswitch costume to (針 v)\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\n if <(ステージ) = [8]> then\n switch costume to (針2 v)\n go to x: (40) y: (-68)\n show\n end\n if <(ステージ) = [9]> then\n switch costume to (針3 v)\n go to x: (22) y: (-65)\n show\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\n@TURBO ON\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n set [ターボ v] to [0]\nend\n\nwhen flag clicked\nreset timer\nswitch costume to (コスチューム1 v)\nset [ターボ 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 [ターボ v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n if <[25] < (ターボ)> then\n broadcast (a v)\n stop [all v]\n end\nend\n\n@Sentence/文章\n\nwhen flag clicked\ngo to x: (-78) y: (148)\nset size to (80) %\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\nforever\n if <(ステージ) = [1]> then\n go to x: (-78) y: (148)\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n go to x: (-97) y: (133)\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n go to x: (-80) y: (-11)\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n go to x: (-77) y: (144)\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n go to x: (-26) y: (-120)\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n go to x: (-164) y: (155)\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n go to x: (-108) y: (158)\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [8]> then\n go to x: (-192) y: (157)\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [9]> then\n go to x: (-147) y: (153)\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [10]> then\n go to x: (-119) y: (148)\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [11]> then\n go to x: (-115) y: (0)\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [12]> then\n go to x: (-198) y: (149)\n switch costume to (コスチューム12 v)\n end\n if <(ステージ) = [13]> then\n go to [back v] layer\n go to x: (-7) y: (98)\n switch costume to (コスチューム13 v)\n end\n if <(ステージ) = [14]> then\n go to x: (-7) y: (118)\n switch costume to (コスチューム14 v)\n end\nend\n\n@Hidden passage/隠し通路\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (0)\nhide\nforever\n if <(ステージ) = [11]> then\n show\n go to [front v] layer\n end\n if <(ステージ) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [11]> and <touching (player/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@Extra\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [13]> then\n show\n if <(敵を倒した数) = [0]> then\n glide (1) secs to x: (0) y: (300)\n end\n else\n hide\n end\nend\n\n@Thumbnail/サムネ\n\nwhen flag clicked\nstop all sounds\nshow\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nset [あ v] to [-25]\ngo to [front v] layer\nshow\ngo to x: (0) y: (287)\nrepeat (10)\n change y by (あ)\n change [あ v] by (1.5)\nend\nrepeat (20)\n change y by (あ)\n change [あ v] by (0.5)\nend\n\n@Star heart follow/星ハートフォロー\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2.5) to (5)) 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
https://scratch.mit.edu/projects/946227514\n↑new work/新作\n日本語説明は下↓(見ないと損します)\n❑English\nhttps://scratch.mit.edu/projects/889230555\n↑Please advertise here.\nPress the flag twice.\nArrow keys, wad, tap to move\nSpace key or z key, tap to swing sword\nMight be difficult on mobile.\nTime was abolished because it was bug.\nThere is no concept of HP. One hit is the end of the game.\nIf you hit an enemy, a needle, or fall down, you die.\nEnemies can be defeated by cutting them with the sword or dropping them down. You cannot be killed by a needle.\nYou don't have to defeat the enemy to move on.\nPlease heart, star, follow and spread the word!!\n❑Memo\nFirst new work in a month.\nA work that attempts to introduce the enemy.\nThere is no New Year's element.\nWe look forward to working with you again this year.\n\n❑日本語\nhttps://scratch.mit.edu/projects/889230555\n↑宣伝はこちらでお願いします\n旗を二回押して下さい\n矢印キー、wad、タップで移動\nスペースキーかzキー、タップで剣を振る\nモバイルだと難しいかもしれません\nバグるのでタイムは廃止しました\nHPの概念はないです。一発当たったらおしまいです\n敵に当たるか針に当たるか下に落ちると死にます\n敵は剣で切ったり、下に落とすと倒せます。針で倒すことはできません\n敵は倒さなくても進めます\nハート、星、フォロー、拡散よろしくお願いします!!\n❑メモ\n・1ヶ月ぶりの新作\n・敵の導入を試みた作品\n・正月要素はない\n・今年もよろしくお願いします\n\n\n\n\n\n\n\n\n\n\n\n\n\n❑Challenge mission/チャレンジミッション\nTry clearing it unkillable.\n不殺でクリアしてみてね