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~ONLINE~ stick man platformer 【Mario】〜オンライン〜 棒人間【マリオ】
@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]\n\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\nshow\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <not <(username) = [Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa]>> 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)\n if <(username) = [KAMAYUN]> then\n set [brightness v] effect to (0)\n end\nelse\n if <<(username) = ([last fastest v] of [game v])> = [KAMAYUN]> 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)\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\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 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: (5400) (160)\nsetup clone at x,y: (3022) (-42)\nsetup clone at x,y: (1080) (-75)\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]\nforever\n play sound [地上BGM v] until done\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@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@スプライト1\n\n
       [説明必ず読んで]\n ~English is at the bottom~\nマリオの棒人間オンラインゲームです!頑張って作ったので★と♥を押してね!\nどれぐらいかかったかをコメントしよう!\n【見つけたら凄い】マリオの帽子三個\n        [操作方法]\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        【English】\nI worked hard to make it, so press ★ and ♥! Also, I'm very grateful to the original author!\nLet's comment on how long it took!\n[It's amazing if you find it] Three MarioHat\n[Operation method]\n[Move] Arrow keys / A and D keys\n[Jump] Arrow key/W key\n[Crouching] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Squatting in a diagonal place + moving\n[Wall Kick] Move to the wall + jump\n[Glider] Space key after clearing\n[Emoji] E key/R key\n[Back to start] Q key + R key\n[See who is playing now] N key\n[Rainbow-colored stickman] The person with the fastest time\n\nこの作品が少しでも楽しいと思った方は❤️と⭐️を押していただくととっても嬉しいです!\nリミックスもしていただいてかまいません!\n
8番出口プラットフォーマー(拡散希望)/Exit 8 platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\n@プラットフォーマー\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nrepeat (25)\n change size by (-3)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [☁ 世界でクリアした回数(改) v]\n\nwhen I receive [go! v]\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow variable [ていまー v]\nset [ていまー v] to [0]\nshow\ngo to x: (-207) y: (74)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n 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 <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((X) * (0.93))\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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <[0] < (X)> then\n start sound [Jump v]\n set [x v] to [-8]\n set [y v] to [12]\n else\n set [x v] to [8]\n set [y v] to [12]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <not <touching (地面 v)?>> then\n change y by (-1)\n end\n if <touching (トランポリン v)?> then\n set [y v] to [20]\n end\n if <touching (地面 v)?> then\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <[1] < (タヒ亡)>>> or <<<mouse down?> and <(y position) < (mouse y)>> and <not <[1] < (タヒ亡)>>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n if <touching (棘 v)?> then\n go to x: (-202) y: (74)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-160]> then\n go to x: (-202) y: (74)\n set [x v] to [0]\n set [y v] to [0]\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nrepeat until <(exit) = [11]>\n wait (0.09) seconds\n change [ていまー v] by (0.1)\nend\nshow variable [☁ 世界でクリアした回数(改) v]\nchange [☁ 世界でクリアした回数(改) v] by (1)\n\nhide variable [ていまー v]\n\nwhen I receive [異変を探せ v]\ngo to x: (-207) y: (74)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [ちがう v]\ngo to x: (-207) y: (74)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [あってる v]\ngo to x: (-207) y: (74)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [クリアおめでとう! v]\nrepeat (20)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (5)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nrepeat (25)\n change size by (-3)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@地面\n\nwhen flag clicked\nset [揺らす2 v] to [0]\nforever\n change [揺らす2 v] by (-2)\n go to x: (([sin v] of (揺らす) ) * (5)) y: (([sin v] of (揺らす) ) * (5))\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [コース v] to [0]\nhide\n\nchange [コース v] by (1)\n\nnext costume\n\nwhen I receive [終わり! v]\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nshow\n\nwhen flag clicked\nforever\n if <(exit) = [10]> then\n switch costume to (ゴール時 v)\n end\nend\n\nwhen I receive [クリアおめでとう! v]\nrepeat (20)\n change [pixelate v] effect by (11)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [go! v]\nhide\n\n@貫通\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (0 v)\nset [exit v] to [0]\ngo to [back v] layer\nset [brightness v] effect to (0)\nset [pixelate v] effect to (0)\nshow\n\nwhen flag clicked\nset [揺らす v] to [0]\nforever\n change [揺らす v] by (5)\n go to x: (([sin v] of (揺らす) ) * (7)) y: (([sin v] of (揺らす) ) * (7))\nend\n\nwhen I receive [ちがう v]\nswitch costume to (0 v)\n\nwhen I receive [異変を探せ v]\nif <(costume [number v]) > [10]> then\n if <<(costume [number v]) = (join [異変] [25])> or <<(costume [number v]) = (join [異変] [0])> or <<(costume [number v]) = (join [異変] [1])> or <<(costume [number v]) = (join [異変] [2])> or <<(costume [number v]) = (join [異変] [3])> or <<(costume [number v]) = (join [異変] [4])> or <<(costume [number v]) = (join [異変] [5])> or <<(costume [number v]) = (join [異変] [6])> or <<(costume [number v]) = (join [異変] [7])> or <(costume [number v]) = (join [異変] [8])>>>>>>>>>> then\n change [exit v] by (1)\n switch costume to (exit)\n if <(exit) = [10]> then\n switch costume to (ゴール v)\n end\n else\n set [exit v] to [0]\n switch costume to (exit)\n end\nend\n\nwhen I receive [異変を探せ v]\nif <(exit) = [10]> then\n change [exit v] by (1)\nelse\n if <(costume [number v]) < [11]> then\n switch costume to (join [異変] (pick random (0) to (30)))\n end\nend\n\nwhen I receive [あってる v]\nif <(exit) = [10]> then\n wait (0.05) seconds\n switch costume to (ゴール v)\nelse\n wait (0.05) seconds\n switch costume to (exit)\nend\n\nwhen flag clicked\nset [exit v] to [1]\nforever\n if < (costume [name v]) contains [異変]?> then\n if <<not <(costume [number v]) = [35]>> and <[18] < (costume [number v])>> then\n if <[230] < ([x position v] of [プラットフォーマー v])> then\n set [exit v] to [1]\n broadcast (ちがう v)\n end\n if <([x position v] of [プラットフォーマー v]) < [-230]> then\n change [exit v] by (1)\n broadcast (あってる v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not < (costume [name v]) contains [異変]?>> then\n if <[230] < ([x position v] of [プラットフォーマー v])> then\n broadcast (異変を探せ v)\n end\n end\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nwait until <(exit) = [11]>\nbroadcast (クリアおめでとう! v)\nrepeat (20)\n wait (0.05) seconds\n change [pixelate v] effect by (10)\n change [brightness v] effect by (5)\nend\nbroadcast (go! v)\n\nwhen I receive [go! v]\nhide\n\nwhen I receive [異変を探せ v]\nif < (costume [name v]) contains [異変]?> then\n if <<(costume [number v]) = [35]> or <(costume [number v]) < [19]>> then\n wait until <<([x position v] of [プラットフォーマー v]) < [-230]> or <[230] < ([x position v] of [プラットフォーマー v])>>\n if <[230] < ([x position v] of [プラットフォーマー v])> then\n change [exit v] by (1)\n broadcast (あってる v)\n else\n if <([x position v] of [プラットフォーマー v]) < [-230]> then\n set [exit v] to [1]\n broadcast (ちがう v)\n end\n end\n end\nend\n\n@クリア!!\n\nwhen flag clicked\nhide\nswitch costume to (おめでとう v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-300)\n\nwhen I receive [go! v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (おめでとう v)\ngo to [front v] layer\nglide (20) secs to x: (0) y: (423)\nbroadcast (世界記録 v)\n\n@スプライト1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [世界記録 v]\nshow\ngo to [front v] layer\nrepeat (10)\n set [ghost v] effect to (-10)\nend\nshow variable [☁ 世界でクリアした回数 v]\nshow variable [ていまー v]\nshow variable [☁ 世界記録(改) v]\n\n@ターボ対策\n\nwhen flag clicked\nhide variable [☁ みんながターボモード使った、またはfps201以上にした数 v]\nforever\n set [ターボモード対策 v] to [0]\n wait (0.02) seconds\n if <[14] < (ターボモード対策)> then\n show\n show variable [☁ みんながターボモード使った、またはfps201以上にした数 v]\n change [☁ みんながターボモード使った、またはfps201以上にした数 v] by (1)\n forever\n go to [front v] layer\n repeat (1)\n stop [all v]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [ターボモード対策 v] to [0]\nforever\n go to x: (0) y: (0)\n change [ターボモード対策 v] by (2.5)\nend\n\nwhen I receive [go! v]\nforever\n set [ターボモード対策 v] to [0]\nend\n\n
※ターボ「ワープ」でFPS201以上、ターボモードで絶対にやらないでください\n警告画面が出ます\nもっかいやるときは旗2回押しじゃ\n@STq_ptさんからの要望です\nhttps://scratch.mit.edu/projects/960166689/\n日本語はした\nImportant: Press the flag twice\nEnglish\nOperate with arrow keys.\nIt's a horror game-like platformer called Exit 8.\nThe game will be cleared when you reach exit 8 and escape.\nThere are rules for that.\n・Don't overlook any changes.\n・If you find anything unusual, turn back.\n・ If no abnormality is found, proceed without turning back.\nPlease follow these rules and exit from Exit 8.\nEspañol\nOperar con las teclas de flecha.\nEs un juego de plataformas parecido a un juego de terror llamado Exit 8.\nEl juego se completará cuando llegues a la salida 8 y escapes.\nHay reglas para eso.\n・No pase por alto ninguna anomalía.\n・Si notas algo inusual, ve a la izquierda y regresa.\n・Si no hay ninguna anomalía, continúe sin regresar.\nSiga las reglas y salga por la salida 8.\n日本語\n矢印キーで操作します。\nこれは、8番出口風のプラットフォーマーです。\n8番出口に到達して脱出するとゲームクリアとなります。\nそのためにはルールがあります。\n・異変を見逃さないこと\n・異変があったら、引き返す。\n・異変がない場合は、引き返さない。\nルールに従って8番出口から出てください
Lava - 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) < [30]> 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\nswitch costume to (costume1 v)\nforever\n if <touching (sprite1 v)?> then\n go to x: (-185) y: (-25)\n end\nend\n\nwhen I receive [message1 v]\nswitch costume to (costume2 v)\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@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 [TheFatRat - Origin v] until done\nend\n\n@text\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n broadcast (message1 v)\n end\nend\n\n@Love fave2\n\nwhen flag clicked\nhide\ngo to x: (-240) y: (130)\nshow\ngo to [front v] layer\nrepeat (9)\n change y by (-4)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (2.7) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\ngo to x: (-240) y: (50)\n\n
Lava - A Platformer\n-------------------------------------------------------------------------\n\nControls:\nW A S D, Mobile Controls (touch), Arrow keys\n
Geometry Dash 2.2 Platformer mode
@Stage\n\nwhen I receive [game on v]\nforever\n Check Progress\n if <[27] < (FPS)> then\n Check background color\n else\n Check bg lag\n end\nend\n\ndefine Check Progress\nif <[20500] < (Scroll X)> then\n set [rail y var v] to [208]\nelse\n set [rail y var v] to [75]\nend\n\nwhen I receive [game on v]\nset volume to (100) %\nif <(Level) < [2]> then\n play sound [Stereo Madness v] until done\nelse\n play sound [Back on Track v] until done\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [win explosion v]\nstop all sounds\nstop [other scripts in sprite v]\nset volume to (100) %\nstart sound [level-complete-geometry-dash v]\n\nwait (1) seconds\n\nwhen I receive [game on v]\nset [jump key v] to [0]\nforever\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <mouse down?>> then\n change [jump key v] by (1)\n else\n set [jump key v] to [0]\n end\nend\n\ndefine Background color (color) Forward? (1/0)\nif <(1/0) = [1]> then\n change [bg color v] by (round (([abs v] of ((Bg color) - (color)) ) * (0.15)))\nelse\n change [bg color v] by (round (([abs v] of ((Bg color) - (color)) ) * (-0.15)))\nend\nif <([abs v] of ((Bg color) - (color)) ) < [4]> then\n set [bg color v] to (color)\nend\nCheck color\nif <(Bg color) > [0]> then\n\ndefine Check background color\nif <(Level) = [1]> then\n if <(Scroll X) < [1900]> then\n set [bg color v] to [183]\n else\n if <(Scroll X) < [7000]> then\n Background color [9] Forward? [1]\n else\n if <(Scroll X) < [11150]> then\n Background color [30] Forward? [1]\n else\n if <(Scroll X) < [13700]> then\n Background color [9] Forward? [0]\n else\n if <(Scroll X) < [20170]> then\n Background color [55] Forward? [1]\n else\n if <(Scroll X) < [23200]> then\n Background color [30] Forward? [0]\n end\n end\n end\n end\n end\n end\nelse\n if <(Level) = [2]> then\n if <(Scroll X) < [3675]> then\n set [bg color v] to [30]\n else\n Background color [40] Forward? [1]\n end\n end\nend\n\ndefine Check bg lag\nif <(Level) = [1]> then\n if <(Scroll X) < [1900]> then\n set [bg color v] to [183]\n else\n if <(Scroll X) < [7000]> then\n set [bg color v] to [9]\n else\n if <(Scroll X) < [11150]> then\n set [bg color v] to [30]\n else\n if <(Scroll X) < [13700]> then\n set [bg color v] to [9]\n else\n if <(Scroll X) < [20170]> then\n set [bg color v] to [55]\n else\n if <(Scroll X) < [23200]> then\n set [bg color v] to [30]\n end\n end\n end\n end\n end\n end\nelse\n if <(Level) = [2]> then\n if <(Scroll X) < [3700]> then\n set [bg color v] to [30]\n else\n set [bg color v] to [40]\n end\n end\nend\n\nwhen I receive [get to your positions v]\nstop [other scripts in sprite v]\n\nwhen I receive [black screen home v]\nset volume to (100) %\nforever\n play sound [Menu Music v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Menu Music v] until done\nend\n\nwhen I receive [black screen home v]\nset [bg color v] to [183]\nforever\n Check color\n change [bg color v] by (0.1)\nend\n\ndefine Check color\nif <[200] < (Bg color)> then\n set [bg color v] to [0]\nend\nif <(Bg color) < [-200]> then\n set [bg color v] to [0]\nend\n\nwhen flag clicked\nset [bg color v] to [183]\nforever\n Check color\n change [bg color v] by (0.1)\nend\n\nstart sound [level-complete-geometry-dash v]\n\nbroadcast (Thumbnail v)\nswitch backdrop to (thumbnail v)\n\n@Blank\n\ndefine Wave movement\nif <<mouse down?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n change [speed y v] by (20)\n turn left (15) degrees\n if <[45] > (direction)> then\n point in direction (45)\n end\nelse\n change [speed y v] by (-20)\n turn right (15) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\nend\nif <(speed y) > [10]> then\n set [speed y v] to [10]\nend\nif <[-10] > (speed y)> then\n set [speed y v] to [-10]\nend\nchange y by (round (speed y))\nif <<touching color (#ffffff)?> and <<not <touching (ceiling v)?>> and <not <touching (floor v)?>>>> then\n broadcast (Game Over v)\n stop [this script v]\nend\nif <<touching color (#ffffff)?> and <<touching (ceiling v)?> or <touching (floor v)?>>> then\n if <(speed y) < [0]> then\n Move Out of Level [1]\n else\n Move Out of Level [-1]\n end\n point in direction ((90) + ([atan v] of ((speed y) / ((SCROLL SPEED) * (-1))) ))\nend\nif <[27] < (FPS)> then\n create clone of (wave/ship particles`q` v)\nend\n\n@Logo\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n Bounce to Size [125] force [2]\n else\n Bounce to Size [100] force [-2]\n end\nend\n\ndefine Bounce to Size (target size) force (force)\nset [speed v] to (((0.9) * (speed)) + (force))\nchange size by (speed)\nif <<(size) > (target size)> = <(force) > [0]>> then\n set size to (target size) %\n set [speed v] to ((-0.8) * (speed))\n if <([abs v] of (speed) ) < [4]> then\n set [speed v] to [0]\n end\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [play]> then\n wait until <not <mouse down?>>\n broadcast (Level select v)\nend\n\nwhen I receive [reset level v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [main menu v]\nif then\n delete this clone\nend\nhide variable [attempt v]\ngo to [front v] layer\nshow\nswitch costume to (play v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\nwhen I receive [delete clones v]\nshow\nswitch costume to (logo - level complete v)\ngo to x: (0) y: (0)\nset size to (15) %\nrepeat (6)\n change size by (10)\nend\nrepeat (6)\n switch costume to (play v)\n change size by (5)\n switch costume to (logo - level complete v)\nend\nrepeat (4)\n switch costume to (play v)\n change size by (3)\n switch costume to (logo - level complete v)\nend\nrepeat (5)\n change size by (-2)\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Player\n\ndefine Move Out of Level (dy)\nchange y by ((-4) * (dy))\nrepeat ((8) + ([abs v] of (speed y) ))\n change y by (dy)\n if <not <touching color (#ffffff)?>> then\n if <(MODE) = [Ship]> then\n if <[0] < (speed y)> then\n repeat (([abs v] of (round ((speed y) / (4))) ) + (2))\n change [speed y v] by (dy)\n if <<not <(MODE) = [Ship]>> or <(speed y) < [1]>> then\n set [speed y v] to [0]\n stop [this script v]\n end\n end\n else\n repeat (([abs v] of (round ((speed y) / (4))) ) + (1))\n change [speed y v] by (dy)\n if <<not <(MODE) = [Ship]>> or <[-1] < (speed y)>> then\n set [speed y v] to [0]\n stop [this script v]\n end\n end\n end\n else\n set [speed y v] to [0]\n end\n set [jump v] to [0]\n stop [this script v]\n end\nend\nbroadcast (Recoil v)\nchange y by ((-4) * (dy))\n\ndefine Player Movement\nif <(MODE) = [Cube]> then\n Cube Movement\nelse\n if <(MODE) = [Ship]> then\n Ship Movement\n else\n Wave movement\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nRestore Costume\nstart sound [explode_11.mp3 v]\nset [scroll speed v] to [0]\nrepeat (10)\n change x by (SCROLL SPEED)\n change [ghost v] effect by (20)\nend\nwait (0.7) seconds\nclear graphic effects\nbroadcast (Reset Level v)\n\nwhen I receive [game on v]\nshow\nshow variable [attempt v]\nchange [attempt v] by (1)\nset [mode v] to [Cube]\nset [rail y v] to []\nswitch costume to (cube v)\ngo to x: (-75) y: (-74)\npoint in direction (90)\nset [speed x v] to [9.2]\nset [scroll x v] to [0]\nset [scroll speed v] to (() - (speed x))\nset [speed y v] to [0]\nset [last camera y v] to (CAMERA Y)\nforever\n change x by ((speed x) + (SCROLL SPEED))\n if <key (right arrow v) pressed?> then\n change [scroll x v] by (() - (SCROLL SPEED))\n else\n if <key (left arrow v) pressed?> then\n change [scroll x v] by (SCROLL SPEED)\n end\n end\n change y by ((last camera y) - (CAMERA Y))\n set rotation style [left-right v]\n Player Movement\n Check Transporters\n if <not < (costume [name v]) contains [hitbox]?>> then\n set [last costume v] to (costume [name v])\n end\n switch costume to (hitbox spike v)\n if <<<not <touching color (#ffffff)?>> and <<touching color (#000000)?> and <not <touching (sprite2 v)?>>>> or <touching color (#fff5ef)?>> then\n broadcast (Game Over v)\n stop [this script v]\n end\n Check Portal (y position)\n Restore Costume\n Camera Tracking\n go to [front v] layer\nend\n\ndefine Camera Tracking\nset [last camera y v] to (CAMERA Y)\nif <(RAIL Y) > []> then\n change [camera y v] by (round (((RAIL Y) - (CAMERA Y)) * (0.2)))\nelse\n if <(y position) > [65]> then\n change [camera y v] by (round (((y position) - (65)) * (0.2)))\n end\n if <(y position) < [-75]> then\n change [camera y v] by (round (((y position) - (-75)) * (0.15)))\n if <(CAMERA Y) < [0]> then\n set [camera y v] to [0]\n end\n end\nend\n\ndefine Check Portal (player y)\nif <touching color (#ff77ff)?> then\n switch costume to (hitbox portal v)\n repeat until <not <touching color (#ff77ff)?>>\n change y by (-2)\n end\n set [rail y v] to (Rail y var)\n if <(RAIL Y) < (FLOOR SHIMMY)> then\n set [rail y v] to (FLOOR SHIMMY)\n end\n if <not <(MODE) = [Ship]>> then\n set [speed y v] to [0]\n end\n set [mode v] to [Ship]\n broadcast (Flash portal v)\n point in direction (90)\n set y to (player y)\n switch costume to (hitbox spike v)\nend\nif <touching color (#5acdff)?> then\n switch costume to (hitbox portal v)\n repeat until <not <touching color (#5acdff)?>>\n change y by (-2)\n end\n set [rail y v] to (Rail y var)\n if <(RAIL Y) < (FLOOR SHIMMY)> then\n set [rail y v] to (FLOOR SHIMMY)\n end\n if <not <(MODE) = [Wave]>> then\n set [speed y v] to [0]\n end\n set [mode v] to [Wave]\n broadcast (Flash portal v)\n point in direction (90)\n set y to (player y)\n switch costume to (hitbox spike v)\nend\nif <touching color (#2bff50)?> then\n set [mode v] to [Cube]\n broadcast (Flash portal v)\n set [rail y v] to []\nend\n\ndefine Cube Movement\nif <<(Jump) = [1]> and <[27] < (FPS)>> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n create clone of (wave/ship particles`q` v)\n end\nend\nif <(speed y) < [4]> then\n change [speed y v] by (-2.25)\nelse\n change [speed y v] by (-4)\nend\nif <(speed y) < [-23]> then\n set [speed y v] to [-23]\nend\nchange y by (speed y)\nif <touching color (#ffffff)?> then\n if <(speed y) < [0]> then\n Move Out of Level [1]\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <[27] < (FPS)>> then\n create clone of (particles v)\n end\n if <(JUMP KEY) > [0]> then\n set [speed y v] to [23]\n change [jump key v] by (100)\n end\n else\n Move Out of Level [-1]\n end\nend\n\ndefine Ship Movement\nif <(JUMP KEY) > [0]> then\n change [speed y v] by (1)\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <[27] < (FPS)>> then\n create clone of (particles v)\n create clone of (particles v)\n end\nelse\n change [speed y v] by (-0.6)\nend\nif <(speed y) > [12]> then\n set [speed y v] to [12]\nend\nif <(speed y) < [-10]> then\n set [speed y v] to [-10]\nend\nchange y by (round (speed y))\nswitch costume to (ship hitbox v)\nif <touching color (#ffffff)?> then\n if <(speed y) < [0]> then\n Move Out of Level [1]\n else\n Move Out of Level [-1]\n end\nend\nRestore Costume\nif <(costume [number v]) = [3]> then\n point in direction ((90) - ([atan v] of ((speed y) / (speed x)) ))\nelse\n if <(costume [number v]) = [4]> then\n point in direction ((90) + ([atan v] of ((speed y) / (speed x)) ))\n end\nend\nif <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <[27] < (FPS)>> then\n create clone of (wave/ship particles`q` v)\nend\n\nwhen I receive [reset level v]\nstop [other scripts in sprite v]\n\nwhen I receive [level complete v]\nrepeat (5)\nrepeat (5)\n change [speed x v] by (-2)\n set [speed y v] to ((speed y) * (0.5))\nend\nstop [other scripts in sprite v]\nRestore Costume\nrepeat (5)\n change [speed y v] by (2)\n turn right (speed y) degrees\n change y by (speed y)\n create clone of (particles v)\nend\nrepeat until <(x position) > [200]>\n turn right (10) degrees\n change x by (speed x)\n change y by (speed y)\n create clone of (particles v)\n change [speed x v] by (0.75)\n change [speed y v] by ((y position) / (-70))\n set [speed y v] to ((speed y) * (0.9))\nend\nbroadcast (Win Explosion v)\nset [ghost v] effect to (100)\n\nwhen I receive [main menu v]\nset [attempt v] to [0]\nset [mode v] to [Cube]\nset [rail y v] to []\nset [speed x v] to [9.2]\nset [scroll speed v] to (() - (speed x))\nset [camera y v] to [25]\ngo to x: (-75) y: (-73)\npoint in direction (90)\nclear graphic effects\nswitch costume to (cube v)\ngo to [front v] layer\nshow\nforever\n if <[27] < (FPS)> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n create clone of (particles v)\n end\n end\nend\n\ndefine Check Transporters\nif <touching color (#fbff00)?> then\n set [speed y v] to [33]\n set [jump v] to [1]\nend\nif <<(JUMP KEY) > [0]> and <(JUMP KEY) < [100]>> then\n if <touching color (#fbf300)?> then\n set [speed y v] to [23]\n change [jump key v] by (100)\n set [jump v] to [1]\n end\nend\n\ndefine Restore Costume\nset rotation style [all around v]\nif <key (right arrow v) pressed?> then\n switch costume to (MODE)\nelse\n if <key (left arrow v) pressed?> then\n switch costume to (join [Backward ] (MODE))\n else\n switch costume to (Last costume)\n end\nend\n\nwhen I receive [game on v]\nforever\n if <(MODE) = [Cube]> then\n if <(speed y) = [0]> then\n if <not <((direction) mod (90)) = [0]>> then\n if <((direction) mod (90)) > [35]> then\n turn right (((90) - ((direction) mod (90))) / (1.5)) degrees\n else\n turn left (((direction) mod (90)) / (1.5)) degrees\n end\n end\n else\n if <(Gravity) = [0]> then\n if <not <touching color (#ffffff)?>> then\n if <key (right arrow v) pressed?> then\n turn right (14) degrees\n else\n if <key (left arrow v) pressed?> then\n turn right (-14) degrees\n end\n end\n end\n else\n turn right (-14) degrees\n end\n end\n else\n if <(MODE) = [Ball]> then\n if <(Gravity) = [0]> then\n turn right (14) degrees\n else\n turn right (-14) degrees\n end\n end\n end\nend\n\nwhen I receive [level select v]\nstop [other scripts in sprite v]\nhide\n\npoint in direction ((round ((direction) / (90))) * (90))\n\nwhen I receive [thumbnail v]\nhide\n\ndefine Wave movement\nif <<mouse down?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n change [speed y v] by (20)\n turn left (15) degrees\n if <[45] > (direction)> then\n point in direction (45)\n end\nelse\n change [speed y v] by (-20)\n turn right (15) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\nend\nif <(speed y) > [10]> then\n set [speed y v] to [10]\nend\nif <[-10] > (speed y)> then\n set [speed y v] to [-10]\nend\nchange y by (round (speed y))\nif <<touching color (#ffffff)?> and <<not <touching (ceiling v)?>> and <not <touching (floor v)?>>>> then\n broadcast (Game Over v)\n stop [this script v]\nend\nif <<touching color (#ffffff)?> and <<touching (ceiling v)?> or <touching (floor v)?>>> then\n if <(speed y) < [0]> then\n Move Out of Level [1]\n else\n Move Out of Level [-1]\n end\n point in direction ((90) + ([atan v] of ((speed y) / ((SCROLL SPEED) * (-1))) ))\nend\nif <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <[27] < (FPS)>> then\n create clone of (wave/ship particles`q` v)\nend\n\nwhen I receive [recoil v]\nif <key (left arrow v) pressed?> then\n change [scroll x v] by (() - (SCROLL SPEED))\nelse\n if <key (right arrow v) pressed?> then\n change [scroll x v] by (SCROLL SPEED)\n end\nend\n\n@Level stereo madness\n\nwhen I receive [reset level v]\nif <(Level) = [1]> then\n if then\n delete this clone\n end\n hide\n go to x: (0) y: (0)\n switch costume to (1.1 v)\n create clone of (_myself_ v)\n next costume\n change x by (480)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n broadcast (Game On v)\nend\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [recoil v]\nif <key (right arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\nelse\n if <key (left arrow v) pressed?> then\n change x by (SCROLL SPEED)\n end\nend\nif <(x position) < [-480]> then\n change x by (960)\n next costume\n next costume\nend\nif <[480] < (x position)> then\n change x by (-960)\n switch costume to ((costume [number v]) - (2))\nend\n\nwhen I start as a clone\nshow\nforever\n if <(MODE) = [Cube]> then\n set y to ((117) - (CAMERA Y))\n else\n set y to ((121) - (CAMERA Y))\n end\n if <key (right arrow v) pressed?> then\n change x by (SCROLL SPEED)\n else\n if <key (left arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\n end\n end\n if <(x position) < [-480]> then\n change x by (960)\n next costume\n next costume\n end\n if <[480] < (x position)> then\n change x by (-960)\n switch costume to ((costume [number v]) - (2))\n end\nend\n\n@End Detector\n\nwhen flag clicked\ngo to x: (220) y: (0)\nhide\n\nwhen I receive [game on v]\nwait (0.1) seconds\nwait until <touching color (#6bffdb)?>\nset [scroll speed v] to [0]\nbroadcast (Level Complete v)\nwait (8) seconds\nstop [other scripts in sprite v]\nbroadcast (Main Menu v)\n\nwhen I receive [level complete v]\nforever\n if <(CAMERA Y) < (FLOOR SHIMMY)> then\n change [camera y v] by (round ((0.1) * ((FLOOR SHIMMY) - (CAMERA Y))))\n end\nend\n\n@End Particles\n\nwhen flag clicked\nswitch costume to (notaclone v)\nhide\n\nwhen I receive [level complete v]\nswitch costume to (dust v)\nrepeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nswitch costume to (notaclone v)\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [dust]> then\n go to (end detector v)\n point in direction (pick random (0.0) to (180))\n move (pick random (-30.0) to (-200)) steps\n forever\n set size to (pick random (75) to (110)) %\n set [speed v] to (pick random (4.0) to (14))\n repeat until <(distance to [end detector v]) < (speed)>\n move (speed) steps\n change size by (-3)\n end\n go to (end detector v)\n point in direction (pick random (0.0) to (180))\n move (pick random (-180) to (-200)) steps\n end\nelse\nend\n\ngo to (portal detector v)\npoint in direction (pick random (30.0) to (150))\nmove (pick random (-10.0) to (-20)) steps\nforever\n set size to (pick random (75) to (110)) %\n set [speed v] to (pick random (4.0) to (10))\n repeat until <(distance to [portal detector v]) < (speed)>\n change x by (SCROLL SPEED)\n move (speed) steps\n change size by (-3)\n if <(x position) < [-240]> then\n delete this clone\n end\n end\n go to (end detector v)\n point in direction (pick random (30.0) to (150))\n move (pick random (-30.0) to (-40)) steps\nend\n\nwhen I receive [main menu v]\nswitch costume to (notaclone v)\ndelete this clone\n\n@Floor\n\nwhen I start as a clone\nshow\nclear graphic effects\nif <(costume [name v]) = [Fade]> then\n forever\n go to x: (0) y: (() - (CAMERA Y))\n go to [front v] layer\n if <(RAIL Y) > []> then\n set [ghost v] effect to (100)\n else\n clear graphic effects\n end\n end\nelse\n forever\n if <(RAIL Y) > []> then\n switch costume to (fly zone v)\n set y to (((RAIL Y) - (FLOOR SHIMMY)) - (CAMERA Y))\n clear graphic effects\n else\n switch costume to (floor v)\n set [color v] effect to (Bg color)\n set y to (() - (CAMERA Y))\n end\n if <key (right arrow v) pressed?> then\n change x by (SCROLL SPEED)\n else\n if <key (left arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\n end\n end\n if <(x position) < [-480]> then\n change x by (960)\n end\n if <[480] < (x position)> then\n change x by (-960)\n end\n end\nend\n\nwhen I receive [reset level v]\nif then\n delete this clone\nend\nset [floor shimmy v] to [75]\ngo to x: (0) y: (0)\nswitch costume to (fade v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (floor v)\ncreate clone of (_myself_ v)\nchange x by (480)\nswitch costume to (floor v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset [camera y v] to [25]\nset [scroll speed v] to [-9.2]\nset [camera y v] to [25]\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen I receive [game on v]\ngo to [front v] layer\nif <(costume [name v]) = [Fade]> then\n go to x: (0) y: (() - (CAMERA Y))\nend\n\nwhen I receive [main menu v]\nif then\n delete this clone\nend\nset [floor shimmy v] to [75]\ngo to x: (0) y: (0)\nswitch costume to (fade v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (floor v)\ncreate clone of (_myself_ v)\nchange x by (480)\nswitch costume to (floor v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset [camera y v] to [25]\nset [scroll speed v] to [-9.2]\n\nwhen I receive [recoil v]\nif <not <(costume [name v]) = [Fade]>> then\n if <key (right arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\n else\n if <key (left arrow v) pressed?> then\n change x by (SCROLL SPEED)\n end\n end\n if <(x position) < [-480]> then\n change x by (960)\n end\n if <[480] < (x position)> then\n change x by (-960)\n end\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Ceiling\n\nwhen I start as a clone\nshow\nforever\n if <(RAIL Y) > []> then\n set y to (((RAIL Y) + (FLOOR SHIMMY)) - (CAMERA Y))\n else\n set y to (999)\n end\n if <key (right arrow v) pressed?> then\n change x by (SCROLL SPEED)\n else\n if <key (left arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\n end\n end\n if <(x position) < [-480]> then\n change x by (960)\n end\n if <[480] < (x position)> then\n change x by (-960)\n end\nend\n\nwhen I receive [reset level v]\nset y to (999)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (ceiling v)\ncreate clone of (_myself_ v)\nchange x by (480)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I receive [game on v]\ngo to [front v] layer\n\nwhen I receive [recoil v]\nif <key (right arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\nelse\n if <key (left arrow v) pressed?> then\n change x by (SCROLL SPEED)\n end\nend\nif <(x position) < [-480]> then\n change x by (960)\nend\nif <[480] < (x position)> then\n change x by (-960)\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Particles\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nset rotation style [don't rotate v]\ngo to (player v)\nif <(MODE) = [cube]> then\n if <(pick random (1) to (2)) = [1]> then\n change y by (-10)\n else\n change y by (-8)\n end\n if <key (right arrow v) pressed?> then\n change x by (-10)\n else\n if <key (left arrow v) pressed?> then\n change x by (10)\n end\n end\n set [color v] effect to (pick random (0) to (200))\n switch costume to (size v)\n set size to (pick random (100) to (125)) %\n switch costume to (particle v)\n set [speed x v] to (pick random (0.0) to (4.0))\n set [speed y v] to (pick random (0.0) to (1.5))\nelse\n point in direction ([direction v] of [player v])\n if <key (right arrow v) pressed?> then\n move (-20) steps\n turn right (90) degrees\n move (6) steps\n else\n if <key (left arrow v) pressed?> then\n move (20) steps\n turn right (-90) degrees\n move (-6) steps\n end\n end\n switch costume to (size v)\n set [color v] effect to (pick random (120) to (140))\n set size to (pick random (100) to (125)) %\n switch costume to (particle v)\n set [speed x v] to (pick random (-3.0) to (1.0))\n set [speed y v] to (pick random (-4.0) to (4.0))\nend\nshow\nwait (0) seconds\nif <(MODE) = [cube]> then\n repeat (10)\n go to [front v] layer\n Move\n change y by (speed y)\n change [ghost v] effect by (8)\n switch costume to (size v)\n set size to ((size) / (1.05)) %\n switch costume to (particle v)\n end\nelse\n repeat (8)\n go to [front v] layer\n Move\n change y by (speed y)\n change [ghost v] effect by (10)\n switch costume to (size v)\n set size to ((size) / (0.995)) %\n switch costume to (particle v)\n change [brightness v] effect by (4)\n end\nend\ndelete this clone\n\nwhen I receive [black screen home v]\n\ndefine Move\nif <key (right arrow v) pressed?> then\n change x by ((SCROLL SPEED) + (speed x))\nelse\n if <key (left arrow v) pressed?> then\n change x by ((() - (SCROLL SPEED)) + (speed x))\n end\nend\n\n@Explode Particles\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\ngo to (player v)\nset size to (pick random (75) to (150)) %\npoint in direction (pick random (-180) to (180))\nset [speed v] to (pick random (3.0) to (12.0))\ngo to [front v] layer\nshow\nset [color v] effect to (pick random (0) to (200))\nchange [ghost v] effect by (pick random (0) to (30))\nset [brightness v] effect to (100)\nrepeat (20)\n move (speed) steps\n change [ghost v] effect by (4)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [game over v]\nBOOM\n\ndefine BOOM\nrepeat (40)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (pick random (3) to (5))\n change [brightness v] effect by (-20)\nend\n\n@Player Assets\n\n@Background\n\nwhen flag clicked\nshow\nswitch costume to (tiny v)\nset size to (150) %\nswitch costume to (background v)\nwait (0) seconds\ngo to [back v] layer\nforever\n if <key (right arrow v) pressed?> then\n change x by ((SCROLL SPEED) / (10))\n else\n if <key (left arrow v) pressed?> then\n change x by ((SCROLL SPEED) / (-10))\n end\n end\n set y to ((90) - ((CAMERA Y) / (10)))\n if <(x position) < [-270]> then\n change x by (540)\n end\n if <[270] < (x position)> then\n change x by (-540)\n end\nend\n\nwhen I receive [reset level v]\nset y to ((90) - ((CAMERA Y) / (10)))\n\nwhen flag clicked\nforever\n set [color v] effect to (Bg color)\nend\n\nwhen I receive [recoil v]\nif <key (right arrow v) pressed?> then\n change x by ((SCROLL SPEED) / (-10))\nelse\n if <key (left arrow v) pressed?> then\n change x by ((SCROLL SPEED) / (10))\n end\nend\nif <(x position) < [-480]> then\n change x by (960)\nend\nif <[480] < (x position)> then\n change x by (-960)\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Explode\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nBoom Size [170]\n\ndefine Boom Size (size)\nclear graphic effects\nshow\ngo to [front v] layer\ngo to (player v)\nset size to (20) %\nrepeat (15)\n switch costume to (size v)\n change size by (((size) - (size)) / (9))\n change [ghost v] effect by (7)\n switch costume to (costume1 v)\nend\nhide\n\nwhen I receive [win explosion v]\nBoom Size [600]\n\nwhen I receive [delete clones v]\nBoom Size [1000]\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-150) to (150)) y: (pick random (-50) to (100))\nset size to (5) %\nclear graphic effects\nset [color v] effect to (pick random (0) to (200))\nshow\nrepeat (pick random (8) to (10))\n change size by (8)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [flash portal v]\nif <[27] < (FPS)> then\n Flash size [85]\nend\n\ndefine Flash size (size)\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (28) layers\nshow\ngo to (player v)\nset [ghost v] effect to (80)\nchange x by (SCROLL SPEED)\nset size to (size) %\nrepeat (6)\n switch costume to (size v)\n change size by (((size) - (size)) / (4))\n change [ghost v] effect by (-20)\n switch costume to (MODE)\n if <key (right arrow v) pressed?> then\n change x by (SCROLL SPEED)\n else\n if <key (left arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\n end\n end\n change y by (([last camera y v] of [player v]) - (CAMERA Y))\nend\nhide\n\n@Wave/ship particles`q`\n\nwhen I start as a clone\nclear graphic effects\ngo to (player v)\nset [color v] effect to (Color effect wave / ship)\nset size to (100) %\nshow\nset [ghost v] effect to (30)\nif <(MODE) = [Ship]> then\n switch costume to (short v)\n set rotation style [all around v]\n point in direction ([direction v] of [player v])\n if <key (right arrow v) pressed?> then\n move (-20) steps\n turn right (90) degrees\n move (6) steps\n turn right (90) degrees\n else\n if <key (left arrow v) pressed?> then\n move (20) steps\n turn right (-90) degrees\n move (-6) steps\n turn right (-90) degrees\n end\n end\n wait (0) seconds\nelse\n if <(MODE) = [Wave]> then\n switch costume to (costume1 v)\n set rotation style [all around v]\n if <key (right arrow v) pressed?> then\n if <([speed y v] of [player v]) > [0]> then\n point in direction (45)\n change y by (-8)\n else\n if <[0] > ([speed y v] of [player v])> then\n point in direction (135)\n change y by (12)\n else\n point in direction (90)\n change y by (2)\n end\n end\n else\n if <key (left arrow v) pressed?> then\n if <([speed y v] of [player v]) > [0]> then\n point in direction (-45)\n change y by (-8)\n else\n if <[0] > ([speed y v] of [player v])> then\n point in direction (-135)\n change y by (12)\n else\n point in direction (-90)\n change y by (2)\n end\n end\n end\n end\n Move\n wait (0) seconds\n else\n if <([speed y v] of [player v]) > [35]> then\n switch costume to (costume5 v)\n else\n if <([speed y v] of [player v]) > [30]> then\n switch costume to (costume8 v)\n else\n if <([speed y v] of [player v]) > [15]> then\n switch costume to (costume6 v)\n else\n switch costume to (costume7 v)\n end\n end\n go to (player v)\n Move\n wait (0) seconds\n point towards (player v)\n end\n end\nend\nif <(MODE) = [Wave]> then\n repeat until <touching (_edge_ v)?>\n if <not <touching (player v)?>> then\n go to [front v] layer\n end\n set [color v] effect to (Color effect wave / ship)\n Move\n end\n repeat (6)\n if <not <touching (player v)?>> then\n go to [front v] layer\n end\n Move\n end\n delete this clone\nelse\n if <(MODE) = [Ship]> then\n if <<([speed y v] of [player v]) < [-7]> or <[7] < ([speed y v] of [player v])>> then\n switch costume to (med v)\n else\n switch costume to (short v)\n end\n set [ghost v] to [0]\n repeat (10)\n if <not <touching (player v)?>> then\n go to [front v] layer\n end\n change [ghost v] effect by (Ghost)\n change [ghost v] by (1.5)\n Move\n end\n else\n repeat (10)\n if <not <touching (player v)?>> then\n go to [front v] layer\n end\n change [ghost v] effect by (5)\n Move\n end\n end\n delete this clone\nend\n\nif <<([speed y v] of [player v]) < [-7]> or <[7] < ([speed y v] of [player v])>> then\n switch costume to (long v)\nelse\n switch costume to (med v)\nend\nrepeat (3)\n if <not <touching (player v)?>> then\n go to [front v] layer\n end\n change [ghost v] effect by (5)\n change size by (-6)\n change x by (SCROLL SPEED)\nend\nif <<([speed y v] of [player v]) < [-7]> or <[7] < ([speed y v] of [player v])>> then\n switch costume to (longer v)\nelse\n switch costume to (long v)\nend\nrepeat (4)\n if <not <touching (player v)?>> then\n go to [front v] layer\n end\n change [ghost v] effect by (5)\n change size by (-6)\n change x by (SCROLL SPEED)\nend\ndelete this clone\n\nwhen I receive [game over v]\nif then\n delete this clone\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [game on v]\nif then\n delete this clone\nend\nswitch costume to (costume4 v)\nforever\n if <(costume [number v]) = [12]> then\n change [color effect wave / ship v] by (10)\n if <(Color effect wave / ship) = [200]> then\n set [color effect wave / ship v] to [0]\n end\n end\nend\n\npoint in direction (90)\nturn right (-90) degrees\n\nwhen I receive [home v]\ndelete this clone\n\nwhen I receive [thumbnail v]\nhide\n\ndefine Move\nif <key (left arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\nelse\n if <key (right arrow v) pressed?> then\n change x by (SCROLL SPEED)\n end\nend\n\n@FPS counter\n\nwhen flag clicked\nhide\nforever\n wait ((29) / (30)) seconds\n stop [other scripts in sprite v]\n set [fps v] to (Counter)\n if <[27] < (FPS)> then\n hide variable [fps v]\n else\n show variable [fps v]\n end\n set [counter v] to [0]\n broadcast (Count v)\nend\n\nwhen I receive [count v]\nforever\n change [counter v] by (1)\nend\n\n@End orb / jump orb\n\nwhen I receive [jump pad v]\nshow\nclear graphic effects\ngo to (player v)\nswitch costume to (costume2 v)\nif <not <touching color (#fff812)?>> then\n change x by (27)\nend\nswitch costume to (costume1 v)\nchange y by (-15)\nset size to (150) %\nrepeat (15)\n change size by (-10)\n change x by ((SCROLL SPEED) * (-1))\n change [ghost v] effect by (4)\nend\nhide\n\nrepeat until <touching color (#fff915)?>\n change x by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [yellow orb v]\nshow\nclear graphic effects\ngo to (player v)\nchange x by (10)\nswitch costume to (costume1 v)\nset size to (200) %\nrepeat (10)\n change size by (-20)\n change x by ((SCROLL SPEED) * (-1))\n change [ghost v] effect by (5)\nend\nhide\n\nif <not <touching color (#fff829)?>> then\n change x by (27)\nend\n\nwhen I receive [level finished v]\n\nwhen I receive [level finished v]\nif then\n delete this clone\nend\nshow\nset size to (20) %\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (85) layers\nset [color v] effect to (0)\ngo to x: (215) y: ((((direction) - (90)) / (2)) + (pick random (-5) to (5)))\nshow\nset size to (pick random (65) to (105)) %\nset [ghost v] effect to (pick random (45) to (70))\nrepeat (5)\n change size by (5)\nend\nrepeat (4)\n change size by (-5)\nend\n\nwhen I receive [delete clones v]\nwait (0.4) seconds\ndelete this clone\n\nrepeat (12)\n create clone of (_myself_ v)\n wait (pick random (0) to (0.5)) seconds\nend\n\nwhen I receive [win explosion v]\npoint in direction (37)\nrepeat (7)\n switch costume to (costume5 v)\n go to [back v] layer\n go [forward v] (1) layers\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.25)) seconds\n turn right (pick random (13) to (17)) degrees\nend\nbroadcast (Delete clones v)\nwait (0.2) seconds\nshow\nset size to (20) %\nswitch costume to (costume3 v)\ngo to x: (240) y: (0)\nswitch costume to (costume3 v)\nclear graphic effects\nrepeat (9)\n go to [front v] layer\n switch costume to (costume4 v)\n change size by (200)\n switch costume to (costume3 v)\n change [ghost v] effect by (6)\nend\nrepeat (11)\n go to [front v] layer\n switch costume to (costume4 v)\n change size by (100)\n switch costume to (costume3 v)\n change [ghost v] effect by (6)\nend\nhide\nrepeat (12)\n create clone of (explode v)\n wait (pick random (0) to (0.35)) seconds\nend\n\n@Level Assets\n\n@Level Back on track\n\nwhen I receive [reset level v]\nif <(Level) = [2]> then\n if then\n delete this clone\n end\n hide\n go to x: (0) y: (0)\n switch costume to (1.1 v)\n create clone of (_myself_ v)\n next costume\n change x by (480)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n broadcast (Game On v)\nend\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <(MODE) = [Cube]> then\n set y to ((117) - (CAMERA Y))\n else\n set y to ((121) - (CAMERA Y))\n end\n if <key (right arrow v) pressed?> then\n change x by (SCROLL SPEED)\n else\n if <key (left arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\n end\n end\n if <(x position) < [-480]> then\n change x by (960)\n next costume\n next costume\n end\n if <[480] < (x position)> then\n change x by (-960)\n switch costume to ((costume [number v]) - (2))\n end\nend\n\nwhen I receive [recoil v]\nif <key (right arrow v) pressed?> then\n change x by (() - (SCROLL SPEED))\nelse\n if <key (left arrow v) pressed?> then\n change x by (SCROLL SPEED)\n end\nend\nif <(x position) < [-480]> then\n change x by (960)\n next costume\n next costume\nend\nif <[480] < (x position)> then\n change x by (-960)\n switch costume to ((costume [number v]) - (2))\nend\n\n@Menu2\n\nwhen this sprite clicked\nif <<(WAIT for menu) = [0]> and <<[5] > (costume [number v])> and <[2] < (costume [number v])>>> then\n stop all sounds\n start sound [Start v]\n broadcast (GET TO YOUR POSITIONS v)\n stop [other scripts in sprite v]\n repeat (3)\n change [brightness v] effect by (-8)\n end\n wait (1.5) seconds\n broadcast (Reset level v)\nend\n\nwhen I receive [level select v]\nif then\n delete this clone\nend\nset [wait for menu v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (60)\nswitch costume to (stereo madness v)\ncreate clone of (_myself_ v)\nswitch costume to (green main v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (border v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nshow\nset [color effect v] to [0]\nif <(costume [number v]) = [3]> then\n set size to (110) %\nend\nif <(costume [number v]) = [3]> then\n set [level v] to [1]\nend\nif <(costume [number v]) = [2]> then\n forever\n if <(WAIT for menu) = [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <[200] < (mouse x)> then\n broadcast (Right v)\n wait (0.3) seconds\n else\n if <(mouse x) < [-200]> then\n broadcast (Left v)\n wait (0.3) seconds\n end\n end\n end\n if <key (left arrow v) pressed?> then\n broadcast (Left v)\n wait (0.3) seconds\n end\n if <key (right arrow v) pressed?> then\n broadcast (Right v)\n wait (0.3) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [1]> then\n forever\n if <<mouse down?> and <<(mouse y) < [-140]> and <touching (mouse-pointer v)?>>> then\n set [wait for menu v] to [1]\n switch costume to (message v)\n create clone of (_myself_ v)\n switch costume to (x v)\n create clone of (_myself_ v)\n switch costume to (background v)\n end\n end\nend\nif <(costume [name v]) = [Message]> then\n go to [front v] layer\n go to x: (0) y: (0)\nelse\n if <(costume [name v]) = [X]> then\n go to x: (173) y: (70)\n repeat (2)\n go to [front v] layer\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n broadcast (X sound v)\n end\nend\nif <(costume [name v]) = [Green main]> then\n hide\n go to x: (-157) y: (-46)\n switch costume to (green clone v)\n Check percentage\n switch costume to (green main v)\nend\nif <(costume [name v]) = [Green clone]> then\n show\n go [backward v] (0) layers\nend\n\nwhen I receive [reset level v]\ndelete this clone\n\nwhen I receive [left v]\nset [wait for menu v] to [1]\nif <(costume [name v]) = [Green clone]> then\n delete this clone\nend\nif <<not <(costume [name v]) = [Green main]>> and <[2] < (costume [number v])>> then\n set x to (1)\n repeat (8)\n set x to ((x position) * (2))\n end\n set x to ((x position) * (1.5))\n wait (0) seconds\n set x to (-512)\n if <(costume [number v]) = [3]> then\n switch costume to (coming soon v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n set [level v] to ((costume [number v]) - (2))\n repeat (10)\n set x to ((x position) / (2))\n end\n set [wait for menu v] to [0]\nelse\n repeat (12)\n change y by (0)\n end\n if <(costume [number v]) = [1]> then\n if <(Level) = [0]> then\n Change color to [0]\n else\n if <(Level) = [1]> then\n Change color to [0]\n else\n if <(Level) = [2]> then\n Change color to [40]\n else\n if <(Level) = [3]> then\n Change color to [70]\n end\n end\n end\n end\n end\nend\nif <(costume [name v]) = [Green main]> then\n wait ((1) / (15)) seconds\n hide\n go to x: (-157) y: (-46)\n switch costume to (green clone v)\n Check percentage\n switch costume to (green main v)\nend\n\nwhen I receive [right v]\nset [wait for menu v] to [1]\nif <(costume [name v]) = [Green clone]> then\n delete this clone\nend\nif <<not <(costume [name v]) = [Green main]>> and <[2] < (costume [number v])>> then\n set x to (-1)\n repeat (8)\n set x to ((x position) * (2))\n end\n set x to ((x position) * (1.5))\n wait (0) seconds\n set x to (512)\n if <(costume [number v]) = [5]> then\n switch costume to (stereo madness v)\n else\n next costume\n end\n set [level v] to ((costume [number v]) - (2))\n repeat (10)\n set x to ((x position) / (2))\n end\n set [wait for menu v] to [0]\nelse\n repeat (12)\n change y by (0)\n end\n if <(costume [number v]) = [1]> then\n if <(Level) = [0]> then\n Change color to [0]\n else\n if <(Level) = [1]> then\n Change color to [0]\n else\n if <(Level) = [2]> then\n Change color to [40]\n else\n if <(Level) = [3]> then\n Change color to [70]\n end\n end\n end\n end\n end\nend\nif <(costume [name v]) = [Green main]> then\n wait ((1) / (15)) seconds\n hide\n go to x: (-157) y: (-46)\n switch costume to (green clone v)\n Check percentage\n switch costume to (green main v)\nend\n\nwhen I receive [home v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nset [color effect v] to [0]\n\ndefine Check color\nif <[199] < (Color effect)> then\n set [color v] effect to (0)\n set [color effect v] to [0]\nend\nif <(Color effect) < [0]> then\n set [color v] effect to (200)\n set [color effect v] to [200]\nend\n\ndefine Change color to (target color effect)\nset [attempts to change color v] to [0]\nrepeat until <(target color effect) = (Color effect)>\n change [color effect v] by (round (((target color effect) - (round (Color effect))) / (5)))\n set [color v] effect to (Color effect)\n Check color\n change [attempts to change color v] by (1)\n if <[12] < (Attempts to change color)> then\n set [color effect v] to (target color effect)\n set [color v] effect to (Color effect)\n end\nend\n\nwhen I receive [x sound v]\nif <<(costume [name v]) = [X]> or <(costume [name v]) = [Message]>> then\n set [wait for menu v] to [0]\n delete this clone\nend\n\ndefine Check percentage\nif <(Level) = [0]> then\n if <not <(☁ High score - beginner tutorial) = [0]>> then\n repeat (☁ High score - beginner tutorial)\n show\n create clone of (_myself_ v)\n change x by (3.14)\n hide\n end\n create clone of (_myself_ v)\n end\nelse\n if <(Level) = [1]> then\n if <not <(☁ High score - stereo madness) = [0]>> then\n repeat (☁ High score - stereo madness)\n show\n create clone of (_myself_ v)\n change x by (3.14)\n hide\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [main menu v]\nerase all\ndelete this clone\n\nwhen I receive [game on v]\ndelete this clone\n\nif <[1439] < (x position)> then\n go to [front v] layer\n set [x position v] to [-480]\n set x to (x position)\nend\nchange [x position v] by (40)\nset x to (x position)\n\nwhen I receive [thumbnail v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [get to your positions v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nclear graphic effects\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [black screen home v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Home v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [thumbnail v]\nhide\n\n@Skin/ back button/ quality\n\nwhen flag clicked\nhide\ngo to x: (-110) y: (0)\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\nclear graphic effects\ngo to x: (-110) y: (0)\nswitch costume to (138458 v)\nset size to (90) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n Bounce to size [120] Force [2]\n else\n Bounce to size [100] Force [-2]\n end\nend\n\nwhen I receive [play menu v]\nswitch costume to (back v)\ngo to x: (-210) y: (150)\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nset size to (100) %\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n Bounce to size [120] Force [2]\n else\n Bounce to size [100] Force [-2]\n end\nend\n\nwhen I receive [skins v]\nswitch costume to (back v)\ngo to x: (-210) y: (150)\nshow\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n Bounce to size [120] Force [2]\n else\n Bounce to size [100] Force [-2]\n end\nend\n\nwhen I receive [pause music v]\nhide\n\nstop [other scripts in sprite v]\ngo to x: (0) y: (50)\nwait (0.0005) seconds\nshow\ngo to [front v] layer\nif <([particles v] of [player v]) = [1]> then\n switch costume to (on v)\nelse\n switch costume to (off v)\nend\nforever\n if <touching (mouse-pointer v)?> then\n Bounce to size [120] Force [2]\n else\n Bounce to size [100] Force [-2]\n end\n if <(Pause) = [0]> then\n if <not <(SCROLL SPEED) = [5]>> then\n hide\n end\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nrepeat (3)\n change size by (-3)\n change [brightness v] effect by (-8)\nend\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n set size to (100) %\n clear graphic effects\n say [Coming soon] for (2) seconds\nelse\n broadcast (Main Menu v)\nend\n\nbroadcast (Skins v)\n\nwhen I receive [home v]\nforever\n if <touching (player v)?> then\n go to [front v] layer\n end\nend\n\ndefine Bounce to size (target size) Force (force)\nset [speed v] to (((Speed) * (0.9)) + (force))\nchange size by (Speed)\nif <<(size) > (target size)> = <(force) > [0]>> then\n set size to (target size) %\n set [speed v] to ((-0.8) * (Speed))\n if <([abs v] of (Speed) ) < [4]> then\n set [speed v] to [0]\n end\nend\n\nwhen I receive [game on v]\nhide\ndelete this clone\n\nwhen I receive [level select v]\nswitch costume to (back v)\ngo to x: (-210) y: (150)\nshow\nstop [other scripts in sprite v]\nset size to (100) %\nclear graphic effects\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <touching (mouse-pointer v)?> then\n Bounce to size [120] Force [2]\n else\n Bounce to size [100] Force [-2]\n end\nend\n\nwhen I receive [level select v]\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [thumbnail v]\nhide\n\n
Geometry Dash 2.2 Platformer mode!\nI made this because Geometry Dash 2.2 was released\nInstructions ↓ ↓ ↓ ↓: \nThis is just geometry dash but it’s a platformer.\nArrow keys to move\nAvoid spikes\nSorry not mobile friendly yet
MinecraftScroll Platformer (アスレチック)#all #games
@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [-minecraft- v] until done\nend\n\n@player\n\nwhen flag clicked\nset [checkpoint v] to [0]\n初期\n\ndefine いつもの(((\nif <(すs) = [0]> then\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x player v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x player v] by (-1)\n end\n set [x player v] to ((X player) * (0.9))\n change x by (X player)\n if <touching (ground v)?> then\n change y by ((() + (1)) * (5))\n end\n if <touching (ground v)?> then\n change y by (-5)\n 壁 補正 (((X player) / ([abs v] of (X player) )) * (-1)) ([ceiling v] of ([abs v] of (X player) ) )\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(X player) < [0]> then\n set [x player v] to [7]\n else\n set [x player v] to [-7]\n end\n start sound [壁キック v]\n set [y player v] to [12]\n else\n set [x player v] to [0]\n end\n end\n change [y player v] by (-1)\n change y by (Y player)\n if <touching (ground v)?> then\n 床 補正 (((Y player) / ([abs v] of (Y player) )) * (-1)) ([ceiling v] of ([abs v] of (Y player) ) )\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [y player v] to [14]\n end\n end\n if <<(Y) < [-350]> or <touching (障害物 v)?>> then\n 初期\n end\n 処理\n broadcast (ち v)\nend\n\nwhen I receive [か v]\nいつもの(((\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (cam X)))\nchange [y v] by ((y position) - (((Y) - (cam Y)) - (20)))\nchange [cam x v] by ([floor v] of (((X) - (cam X)) * (0.1)) )\nchange [cam y v] by ([floor v] of (((Y) - (cam Y)) * (0.2)) )\nset x to ((X) - (cam X))\nset y to (((Y) - (cam Y)) - (20))\n\ndefine 壁 補正 (向き) (回数)\nif <(X player) = [0]> then\n stop [this script v]\nend\nset [当たり判定 v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(当たり判定) = ((回数) + (1))>>\n change [当たり判定 v] by (1)\n change x by (向き)\nend\nchange x by (((向き) * (((回数) + (1)) * <<(当たり判定) = ((回数) + (1))> and <touching (ground v)?>>)) * (-1))\n\ndefine 床 補正 (向き) (回数)\nif <(Y player) = [0]> then\n stop [this script v]\nend\nset [当たり判定 v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(当たり判定) = ((回数) + (1))>>\n change [当たり判定 v] by (1)\n change y by (向き)\nend\nchange y by (((向き) * (((回数) + (1)) * <<(当たり判定) = ((回数) + (1))> and <touching (ground v)?>>)) * (-1))\nset [y player v] to [0]\n\ndefine 初期\ngo to x: (0) y: (0)\nset size to (90) %\npoint in direction (90)\nset [x player v] to [0]\nset [y player v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(checkpoint) = [0]> then\n set [cam x v] to [-70]\n set [cam y v] to [0]\nelse\n set [cam x v] to [2400]\n set [cam y v] to [-50]\nend\n\n@ground\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 [1400] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [-1] [6]\nステージ配置 [2900] [-1] [7]\nステージ配置 [3600] [0] [8]\nステージ配置 [4100] [0] [9]\nswitch costume to (blank v)\nbroadcast (か v)\n\ndefine ステージ配置 (x) (y) (n)\nswitch costume to (blank v)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nswitch costume to ((n) + (1))\nset [scroll n v] to ((n) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (blank 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 (scroll n)\n\nwhen I receive [ち v]\nif <(costume [number v]) = [1]> then\n broadcast (か v)\nelse\n 移動 ((scroll X) - (cam X)) ((scroll Y) - (cam Y))\nend\n\nwhen I start as a clone\nshow\n\n@checkpoint\n\nwhen flag clicked\nhide\nset [brightness v] effect to (-100)\nステージ配置 [2400] [-80] [1]\nswitch costume to (blank v)\n\ndefine ステージ配置 (x) (y) (n)\nswitch costume to (blank v)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nswitch costume to ((n) + (1))\nset [scroll n v] to ((n) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (blank 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 (scroll n)\n\nwhen I receive [ち v]\nif <(costume [number v]) = [1]> then\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\n@ground2\n\nwhen flag clicked\nhide\nステージ配置 [4100] [0] [1]\nswitch costume to (blank v)\nbroadcast (か v)\n\ndefine ステージ配置 (x) (y) (n)\nswitch costume to (blank v)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nswitch costume to ((n) + (1))\nset [scroll n v] to ((n) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (blank 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 (scroll n)\n\nwhen I receive [ち v]\nif <(costume [number v]) = [1]> then\nelse\n 移動 ((scroll X) - (cam X)) ((scroll Y) - (cam Y))\n if <touching (player v)?> then\n broadcast (hびうふいふいひう v)\n end\nend\n\nwhen I start as a clone\nshow\n\n@スプライト1\n\nwhen I receive [hびうふいふいひう v]\nshow\n\nwhen flag clicked\nhide\n\n@e\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [time v]\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [time v]\nshow\n\nwhen flag clicked\nset [すs v] to [0]\nforever\n repeat until <(すs) = [1]>\n wait (0.05) seconds\n change [time v] by (0.1)\n end\nend\n\nwhen I receive [hびうふいふいひう v]\nset [すs v] to [1]\nforever\n if <(すs) = [1]> then\n change [time v] by (0)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n
このゲームは12/25くらい?に公開されたものです\nプレイする前に❤と⭐を押そう!(義務)\n「もうやだ( ;∀;)」←これを流行らせようw((\n↑元ネタ:@kashiwa_0064(リア友)\n今回はマインクラフトスクロール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ゾンビはいないでs(\nアスレチック的なものです\n《クレジット》\nBGMなど:@kuri-pa-2\nキャラ:@kuri-pa-2\nプログラムの参考@hiron0413_sub\n
Platformer
@Stage\n\n@Player\n\nwhen I receive [change player1 v]\nswitch costume to (classic v)\n\nwhen I receive [start v]\nshow variable [level v]\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.7)\n set rotation style [left-right v]\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.7)\n set rotation style [all around v]\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels 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 (levels 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 (levels v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen I receive [change player3 v]\nswitch costume to (classic3 v)\n\nwhen I receive [change player2 v]\nswitch costume to (classic2 v)\n\nwhen I receive [change player4 v]\nswitch costume to (classic4 v)\n\nwhen flag clicked\nforever\n if <touching (next v)?> then\n broadcast (NEXT v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes lava v)?> or <touching (enemies v)?>> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-183) y: (9)\n\nwhen flag clicked\nforever\n if <<touching (spikes lava v)?> or <touching (enemies v)?>> then\n go to x: (-183) y: (9)\n end\nend\n\nwhen I receive [next v]\ngo to x: (-183) y: (9)\n\nwhen flag clicked\nhide variable [level v]\n\n@Levels\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\nwhen [n v] key pressed\nbroadcast (NEXT v)\n\n@Next\n\n@Spikes Lava\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@TN\n\nwhen flag clicked\nhide\n\n@MENU//START\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (START v)\n\nwhen flag clicked\nset [color v] effect to (0)\nshow\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (10)\nend\n\nwhen I receive [back v]\nshow\n\nwhen I receive [back v]\nshow\n\n@MENU//SETTINGS\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nset [color v] effect to (0)\nshow\n\nwhen this sprite clicked\nbroadcast (SETTINGS v)\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (10)\nend\n\nwhen I receive [more v]\nhide\n\nwhen I receive [change mode v]\nnext costume\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nshow\n\n@MENU//BACK\n\nwhen this sprite clicked\nbroadcast (Back v)\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\n\nwhen I receive [more v]\nshow\n\nwhen I receive [change mode v]\nnext costume\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nhide\n\n@MENU//TEXT\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [more v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nshow\n\n@MENU//BACKGROUND\n\nwhen I receive [change mode v]\nnext costume\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [back v]\nshow\n\n@MENU//Color\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [r v]\nnext costume\n\nwhen I receive [l v]\nswitch costume to (previous costume v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Change Player1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Change Player4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Change Player2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Change Player3 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\n@MENU//L ARROW\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (10)\nend\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (L v)\n\nwhen I receive [start v]\nhide\n\n@MENU//R ARROW\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (10)\nend\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (R v)\n\nwhen I receive [change mode v]\nnext costume\n\nwhen I receive [start v]\nhide\n\n
NEW CONTEST https://scratch.mit.edu/projects/946509277/\nWASD/Arrows to move Player\nDon't touck the Spikes or Lava\nMobile Friendly\nN to skip\nLike and Fav
City 2 l A Platformer #All #Games #Trending
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\ndefine X velocity\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-0.75)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Low Whoosh v]\n change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Death\nif <<touching (danger v)?> or <touching (toxic waste v)?>> then\n start sound [Crunch v]\n broadcast (dead v)\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [14]> then\n go to x: (-190) y: (55)\n switch backdrop to (yor mum v)\n start sound [Connect v]\n broadcast (message1 v)\n change [level v] by (1)\n end\nend\n\nset [flag v] to [0]\n\nwhen flag clicked\nswitch costume to (green v)\n\nwhen I receive [end intro v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (Cloud - Setup v) and wait\nshow\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (LEVEL) to [my values to send v]\n broadcast (Cloud - Tick v)\n Collision and Wall Jump\n Death\n Trampoline Jump\n Level Change\nend\n\nwhen [r v] key pressed\ngo to x: (-190) y: (135)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [up arrow v] key pressed\nswitch costume to (costume3 v)\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [front v] layer\nend\n\n@Toxic Waste\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (65) y: (75)\n glide (1) secs to x: (65) y: (53)\nend\n\n@Assets\n\nwhen flag clicked\nforever\n hide\nend\n\n@Tn\n\nwhen flag clicked\nforever\n hide\nend\n\n
✦✦ City 2 ll A Platformer✦✦ \nShoutout - @NovaSpecter \nCheck these out- \nhttps://scratch.mit.edu/projects/964498652/ [Underrated]\n+ https://scratch.mit.edu/projects/976006434/ \n————————————————————————\nHi! Welcome to my newest platformer! I spent a while on this, so I hope you enjoy! :D\nThis will probably be my last project for a few months ;)\nAs promised, here is part 2! :D\nA ❤ + ⭐ would be appreciated!\nCould we get this on trending? :DD\nEvery level is 100% possible :)\n——\n✦ Instructions:\n1. Arrow Keys + WASD [Mobile Friendly] \n2. Avoid Toxic Waste, Spikes, Stop Signs + Cones\n3. Press R to restart the level\n——\n✦ Tags: (Ignore)\n#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending#games#all#trending
Darkness||A Platformer #All #Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrod1 v)\nbroadcast (intro start v) and wait\nswitch backdrop to (backdrod1 v)\n\nwhen [s v] key pressed\nnext backdrop\n\n@Player\n\nwhen flag clicked\nbroadcast ( Cloud - Setup v) and wait\nset [gravity v] to [-1.5]\nset [jump force v] to [17]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.82]\nReset/Begin\n\ndefine Move : (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last val v] to (x position)\n change x by ((Speed X) / (steps))\n Check Touching Block\n if <(touching) > [0]> then\n set x to (Last Val)\n set [speed x v] to [0]\n end\n set [last val v] to (y position)\n change y by ((Speed Y) / (steps))\n Check Touching Block\n if <(touching) > [0]> then\n set y to (Last Val)\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 Block\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/Down\nControls : Left/Right\nMove : (([abs v] of (Speed Y) ) + ([abs v] of (Speed X) ))\n\ndefine Controls : Up/Down\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <(Falling) < [3]> then\n set [speed y v] to (Jump Force)\n end\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls : Left/Right\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (rrrrrrrrrr v)\n change [speed x v] by ((0) - (Acceleration))\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (lololololol v)\n change [speed x v] by (Acceleration)\nend\nset [speed x v] to ((Speed X) * (Resistance))\n\ndefine Reset/Begin\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [player color v] to [3]\npoint in direction (90)\nBegin Scene # [1] Go : X [-147]\nset y to (-49)\nswitch costume to (lololololol v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - Player v)\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (direction) to [my values to send v]\n add (Scene #) to [my values to send v]\n broadcast (Cloud - Tick v)\n broadcast (Tick - Last v)\nend\n\ndefine Begin Scene # (num) Go : X (x)\nset [scene # v] to (num)\nif <not <(Scene #) = [10]>> then\n set [x v] to [-150]\n set [y v] to [-49]\n set x to (x)\n broadcast (Change Scene v)\n stop [other scripts in sprite v]\n wait (0) seconds\n broadcast (Game Loop v)\nelse\n set [x v] to [0]\n set [y v] to [-70]\n broadcast (Change Scene v)\n broadcast (End v)\n stop [this script v]\nend\n\nwhen I receive [loose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nBegin Level\n\ndefine Begin Level\nset [scene # v] to (Scene #)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\npoint in direction (90)\nBegin Scene # (Scene #) Go : X [-190]\nset y to (-49)\nswitch costume to (lololololol v)\n\nwhen I receive [x,y v]\ngo to x: (X) y: (Y)\n\nwhen I receive [end v]\ngo to x: (0) y: (-70)\nswitch costume to (lololololol v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) Go : X [-235]\nend\nif <<touching (ground boy v)?> or <touching (spikys o v)?>> then\n broadcast (Loose Life v)\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\nbroadcast (X,Y v)\n\n@GROUND BOY\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n set [ghost v] effect to (100)\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\n\n@Light\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\n@thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@SPIKYS O\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@Button\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset size to (50) %\nshow\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set size to (55) %\n else\n set size to (50) %\n end\n point in direction ((90) + (([sin v] of (movement speed) ) * (-5)))\nend\nhide\nbroadcast (message1 v)\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nhide\n\n@Title\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (-10)\nset [movement speed v] to [0]\nforever\n point in direction ((90) + (([sin v] of (movement speed) ) * (10)))\n change [movement speed v] by (3)\nend\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nhide\n\n
Remember to ❤ And ⭐ this project please. This is Darkness, a platformer. \n\nSHOUT OUT TO @-TomToons-\n\nControls=WASD MOBILE and ARROW KEYS\n\nDarkness 1: https://scratch.mit.edu/projects/943860838\nDarkness 2: https://scratch.mit.edu/projects/972696403\n\nCredits to: @77Tigers for the beginning where you click start
2 player platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nshow\n\nrepeat (1)\n\nforever\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> 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\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n broadcast (player 1 wins v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-240) y: (20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#21ff12)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nif <touching color (#02fded)?> then\n if <(Level) = [12]> then\nend\n\nwhen flag clicked\nset [level v] to [0]\nhide\nswitch costume to (costume3 v)\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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((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 (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n go to x: (-240) y: (20)\n broadcast (yellow confirm v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-240) y: (20)\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n switch costume to (costume2 v)\n wait (5) seconds\n switch costume to (costume3 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <touching color (#21ff12)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n switch costume to (costume2 v)\n wait (5) seconds\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-240) y: (-160)\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n go to x: (-240) y: (-160)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (player 2 wins v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nbroadcast (player 2 go v)\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> 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\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-240) y: (-160)\n\nwhen flag clicked\nhide\nset [level v] to [0]\nswitch costume to (costume3 v)\nforever\n if <key (d v) pressed?> then\n change [xv v] by (1)\n end\n if <key (a 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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (w 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 (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (w v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n go to x: (-240) y: (-160)\n broadcast (yellow cnfirm 2 v)\n change [level v] by (1)\n end\nend\n\n@Sprite3\n\nwhen I receive [yellow confirm v]\nnext costume\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n go to x: (0) y: (-20)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume4 v)\n\n@Sprite4\n\nwhen I receive [yellow cnfirm 2 v]\nnext costume\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\nwhen flag clicked\nforever\n go to x: (0) y: (-200)\nend\n\n@Sprite5\n\nwhen I receive [player 1 wins v]\nshow\nswitch costume to (costume1 v)\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [player 2 wins v]\nshow\nswitch costume to (costume2 v)\nshow\nstop [all v]\n\n@Sprite7\n\nwhen flag clicked\nshow\nforever\n go to x: (-20) y: (-98)\nend\n\nwhen I receive [play v]\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (PLAY v)\n switch backdrop to (backdrop1 v)\n end\nend\n\nwait (0.5) seconds\n\nwait (1) seconds\nswitch backdrop to (backdrop5 v)\nwait (1) seconds\nswitch backdrop to (backdrop6 v)\nwait (1) seconds\nswitch backdrop to (backdrop7 v)\nwait (0.5) seconds\nswitch backdrop to (backdrop4 v)\n\n@Sprite6\n\n
This is my 2 player Platformer, first one to reach the key wins\nplayer 1- arrow keys\nplayer 2 - WASD\nyellow is your goal\nbeware there is water to make u float\nENJOY:)\nFavourite and Love \nshare this on your studio
Winter Platformer! 冬のプラットフォーマー!
@Stage\n\nwhen I receive [free intro end v]\nwait (1) seconds\nforever\n play sound [ジングルベル v] until done\nend\n\n@ScratchCat\n\nwhen I receive [free intro end v]\ngo to [front v] layer\nshow\nset size to (75) %\nswitch costume to (1 v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [ステージ 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?>> or <<mouse down?> and <[0] < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>> then\n if <(costume [number v]) = [17]> then\n switch costume to (2 v)\n end\n next costume\n else\n switch costume to (1 v)\n end\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\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 switch costume to (jump v)\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [9]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n set [yv v] to [15]\n start sound [jump v]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (地面 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <<<touching (マグマ v)?> or <touching (針 v)?>> or <(y position) < [-170]>> then\n start sound [hurt v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\nend\n\nset rotation style [all around v]\nturn right (-30) degrees\n\npoint in direction (90)\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\n\n@地面\n\nwhen I receive [free intro end v]\ngo to [front v] layer\nshow\nforever\n switch costume to (ステージ)\n if <(ステージ) = [21]> then\n set [クリア v] to [1]\n set [end v] to [1]\n broadcast (結果発表 v)\n broadcast (クリアあああ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [free intro end v]\nset [クリア v] to [0]\nhide variable [あなたのタイム v]\nhide variable [☁ 世界記録 v]\nset [あなたのタイム v] to [0]\nforever\n if <(ステージ) = [21]> then\n show variable [あなたのタイム v]\n show variable [☁ 世界記録 v]\n if <(☁ 世界記録) > (あなたのタイム)> then\n set [☁ 世界記録 v] to (あなたのタイム)\n end\n end\nend\n\nwhen flag clicked\nset [クリア v] to [0]\n\nwhen I receive [free intro end v]\nrepeat until <(クリア) = [1]>\n wait (1) seconds\n change [あなたのタイム v] by (1)\nend\n\n@背景\n\nwhen flag clicked\nhide\n\nwhen I receive [free intro end v]\ngo to x: (0) y: (0)\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@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@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\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\nwhen flag clicked\nhide\n\n@イントロ\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (blue v)\n go to [front v] layer\n wait (0.7) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nreset timer\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [1]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [3]\ncreate clone of (_myself_ v)\nwait (6) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [4]\ngo to x: (-240) y: (0)\npoint in direction (0)\ncreate clone of (_myself_ v)\nrepeat (9)\n change x by (55)\n turn right (1) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[2] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n set [ghost v] effect to (40)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-394)\n switch costume to (x% v)\n show\n glide (2) secs to x: (0) y: (394)\n delete this clone\nend\n\nwhen flag clicked\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [0]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (200)\n set [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [2]\n create clone of (_myself_ v)\n wait (0.8) seconds\nend\n\nwhen I start as a clone\nif <[0] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n switch costume to (black v)\n go to x: (0) y: (0)\n show\n forever\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I start as a clone\nif <[3] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (100)\n go to x: (0) y: (186)\n switch costume to (your name v)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by ((() - (y position)) / (7))\n end\n repeat (2)\n wait () seconds\n end\n set rotation style [all around v]\n repeat (5)\n point in direction (-90)\n set [π v] to [0]\n set size to (0) %\n repeat (30)\n set [π v] to (((π) * (0.75)) + (((90) - (direction)) / (5)))\n turn right (π) degrees\n change size by ((((π) + (10)) * (0.5)) + (((100) - (size)) / (3)))\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n switch costume to (white v)\n set [π v] to (direction)\n set [color v] effect to (((π) mod (2)) * (25))\n set size to (0) %\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-361)\n repeat (20)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to ((100) - (size))\n change x by ((((-240) + ((55) * (π))) - (x position)) / (3))\n change y by ((() - (y position)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.2) seconds\n broadcast (free intro end v)\nend\n\nwhen I receive [free intro end v]\nif <(ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ) = [4]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait ((1) / ()) seconds\n delete this clone\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nstart sound [Blooom - Be Around \[NCS Release\] v]\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 [back v] layer\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@隠し\n\nwhen flag clicked\nclear graphic effects\nforever\n hide\n if <([costume # v] of [地面 v]) = [20]> then\n show\n end\n if <touching (scratchcat v)?> then\n set [ghost v] effect to (60)\n set [brightness v] effect to (50)\n else\n clear graphic effects\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@メッセージ\n\nwhen flag clicked\nhide\n\nwhen I receive [クリアあああ v]\nshow\npoint in direction (-90)\nset [まわーる v] to [32]\nshow\nrepeat (30)\n turn right (まわーる) degrees\n set [まわーる v] to ((まわーる) * (0.8))\nend\nbroadcast (いろいろ v)\n\n@メッセージ2\n\nwhen flag clicked\nhide\n\nwhen I receive [いろいろ v]\nshow\nset [ひゅん! v] to [75]\ngo to x: (-400) y: (0)\nrepeat (30)\n change x by (ひゅん!)\n set [ひゅん! v] to ((ひゅん!) * (0.8))\nend\nbroadcast (3 v)\n\n@メッセージ3\n\nwhen flag clicked\nhide\n\nwhen I receive [3 v]\nshow\nset [ひゅん! v] to [75]\ngo to x: (-400) y: (-50)\nrepeat (30)\n change x by (ひゅん!)\n set [ひゅん! v] to ((ひゅん!) * (0.8))\nend\n\n@宣伝2\n\nwhen I receive [free intro end v]\nshow\nswitch costume to (宣伝 v)\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n start sound [High Whoosh v]\n repeat (50)\n change y by (((85) - (y position)) / (5))\n end\n wait (pick random (8) to (12)) seconds\n start sound [High Whoosh2 v]\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I receive [free intro end v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@雪\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [s v] to (pick random (1) to (50))\nset size to (s) %\nset [雪x v] to (pick random (1) to (12))\nset [雪y v] to (pick random (1) to (-10))\npoint in direction (130)\nset rotation style [all around v]\nif <(size) < [40]> then\n go to [back v] layer\nend\nif <[40] < (size)> then\n go to [front v] layer\nend\nrepeat until <touching (_edge_ v)?>\n turn right ((s) / (10)) degrees\n change x by ((s) - ((s) * (1.1)))\n change y by ((雪y) - ((雪y) * (0.7)))\nend\ndelete this clone\n\nwhen I receive [free intro end v]\nhide\npoint in direction (28)\nforever\n go to x: (pick random (-190) to (190)) y: (170)\n repeat (5)\n create clone of (_myself_ v)\n wait () seconds\n end\nend\n\n@雪2\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [s v] to (pick random (1) to (50))\nset size to (s) %\nset [雪x v] to (pick random (1) to (12))\nset [雪y v] to (pick random (1) to (-10))\npoint in direction (130)\nset rotation style [all around v]\nif <(size) < [40]> then\n go to [back v] layer\nend\nif <[40] < (size)> then\n go to [front v] layer\nend\nrepeat until <touching (_edge_ v)?>\n turn right ((s) / (10)) degrees\n change x by ((s) - ((s) * (1.1)))\n change y by ((雪y) - ((雪y) * (0.7)))\nend\ndelete this clone\n\nwhen I receive [free intro end v]\nhide\npoint in direction (28)\nforever\n go to x: (220) y: (pick random (-190) to (190))\n repeat (5)\n create clone of (_myself_ v)\n wait () seconds\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@ありがとう!\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\nwhen flag clicked\nbroadcast (♡&☆ v)\n\n@軽量化\n\n
みなさん冬、寒いですね〜。でも私は冬が大好きなので冬のプラットフォーマーを作りました!!頑張って作ったので♡と☆押してね。押さないとあなたの冷蔵庫の温度を-1000°にしますw。\n||◆♡と☆を押すと感謝のメッセージが表示されます。\n      【Method of operation】\n・Left/Right movement:You can tap the arrow keys right or left, and the A of D key to move the main character to the right or left. ・Jump can de operated dy tapping the up arrow key, the W key, or the main character'stop.\n・ Crouch Can be operated by pressing the left arrow key, S key, or tapping below the main character.\nYou can go to the next stage by pressing the K key. If you find a stage difficult, press the K key.\nTELL me IN THE COMMENTS how many seconds it took you to clear the stage!\nIf you find this work even a little interesting, please press ♡ and ☆ and follow me!\n        【操作方法】\n・左/右の動き:矢印キーを右または左に、AまたはDキーをタップすると、主人公を右または左に移動できます。\n・ジャンプは、上矢印キー、Wキー、または主人公の上をタップして操作できます。\nKキーを押すと、次の段階に進むことができます。ステージが難しい場合は、Kキーを押してください。\nステージをクリアするのに何秒かかったか、コメントで教えてください!\nこの作品が少しでも面白いと思ったら、♡と☆を押してフォローしてください!
Snow Minecraft platformer!!
@Stage\n\nwhen flag clicked\nforever\n play sound [1 v] until done\nend\n\nwhen stage clicked\nif <(動ける?) = [1]> then\n hide\n create clone of (雪玉 v)\n wait (0.6) seconds\nend\n\n@地形\n\nwhen I receive [次! v]\nwait (2) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (地形1 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 即死\n end\n if <<(ハート) = [0]> or <(ハート) < [1]>> then\n リスポーン\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 (3) 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 リスポーン\nset [動ける? v] to [2]\nwait (0.01) seconds\nset [x v] to [0]\nset [y v] to [0]\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 v]\nswitch costume to (スティーブ やられた v)\nダメージ [-5] [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\n@NEXT\n\nwhen I receive [next\(goriraf0612作\) v]\nstart sound [Rip v]\nset [next色 v] to (pick random (1) to (200))\nreset timer\nrepeat (3)\n クローン:ID [なんか変な動き]\n wait (0.075) seconds\n クローン:ID [なんか変な動き2]\n wait (0.075) seconds\nend\n\nwhen I receive [next\(goriraf0612作\) v]\npoint in direction (90)\nset [brightness v] effect to (0)\nwait (0.0001) seconds\nrepeat (3)\n クローン:ID [◎]\n wait (0.15) seconds\n クローン:ID [◎2]\n wait (0.075) seconds\nend\nクローン:ID [◎3]\nクローン:ID [next]\n\nwhen I start as a clone\nshow\nif < (ID) contains [なんか変な動き]?> then\n set [ghost v] effect to (50)\n point in direction (180)\n if <(ID) = [なんか変な動き2]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\n set [クローン用ローカル変数 v] to [67.5]\n switch costume to (サイズハック v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (50)\n switch costume to (半透明のあれ v)\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (0.8))\n turn left (クローン用ローカル変数) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (ID) contains [◎]?> then\n go to x: (0) y: (0)\n point in direction (90)\n if <(ID) = [◎2]> then\n set [brightness v] effect to (100)\n else\n if <(ID) = [◎3]> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n end\n set [クローン用ローカル変数 v] to [10]\n switch costume to (◎ v)\n set size to (0) %\n if < (ID) contains [3]?> then\n repeat (25)\n if <[350] < (size)> then\n switch costume to (サイズハック v)\n end\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (1.2))\n change size by (クローン用ローカル変数)\n switch costume to (◎ v)\n end\n switch costume to (コスチューム1 v)\n clear graphic effects\n set [brightness v] effect to (10)\n start sound [Finger Snap v]\n wait (0.15) seconds\n go to [front v] layer\n set size to (100) %\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\n else\n repeat (40)\n if <[350] < (size)> then\n switch costume to (サイズハック v)\n end\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (1.2))\n change size by (クローン用ローカル変数)\n switch costume to (◎ v)\n end\n delete this clone\n end\nend\n\ndefine クローン:ID (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [next]> then\n set [brightness v] effect to (100)\n switch costume to (ねxt v)\n set size to (0) %\n go to x: (0) y: (0)\n repeat (25)\n change size by (((100) - (size)) / (3.8))\n go to [front v] layer\n end\n set [brightness v] effect to (-100)\n wait (0.15) seconds\n クローン:ID [q]\n クローン:ID [p]\n repeat (20)\n go to [front v] layer\n クローン:ID [残像]\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (ねxt v)\n end\n delete this clone\nend\nif <(ID) = [残像]> then\n change [ghost v] effect by (-10)\n switch costume to (ねxt2 v)\n repeat (5)\n change size by (-2)\n change [ghost v] effect by (18.5)\n end\n delete this clone\nend\nif <(ID) = [q]> then\n go [backward v] (2) layers\n wait (0.05) seconds\n set [brightness v] effect to (50)\n set size to (100) %\n switch costume to (コスチューム1 v)\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\nend\nif <(ID) = [p]> then\n go [backward v] (3) layers\n wait (0.1) seconds\n set [brightness v] effect to (100)\n set size to (100) %\n switch costume to (コスチューム1 v)\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (next色)\nend\n\nwhen I receive [次! v]\nbroadcast (NEXT\(goriraf0612作\) v)\n\n@経験値バー\n\nwhen I receive [次! v]\ngo to [back v] layer\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)\nhide\n\nwhen flag clicked\nshow\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 [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\ngo to [front v] layer\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen flag clicked\nshow\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@1\n\ngo to x: (0) y: (0)\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)\nhide\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@雪玉\n\nwhen flag clicked\nhide\nforever\n go to (キャラ v)\n if <([direction v] of [キャラ v]) = [90]> then\n switch costume to (snowball v)\n else\n switch costume to (snowball2 v)\n end\nend\n\nwhen I receive [次! v]\nhide\n\nwhen [space v] key pressed\nif <(動ける?) = [1]> then\n hide\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nshow\nset [x3 v] to [15]\nset [y3 v] to [1]\nif <([direction v] of [キャラ v]) = [90]> then\n repeat until <<<<touching (ゾンビ v)?> or <touching (スケルトン v)?>> or <<touching (地形 v)?> or <touching (マグマ v)?>>> or <touching (_edge_ v)?>>\n change x by (x3)\n change y by (y3)\n change [y3 v] by (-0.2)\n end\n hide\n delete this clone\nelse\n repeat until <<<<touching (ゾンビ v)?> or <touching (スケルトン v)?>> or <<touching (地形 v)?> or <touching (マグマ v)?>>> or <touching (_edge_ v)?>>\n change x by ((0) - (x3))\n change y by (y3)\n change [y3 v] by (-0.2)\n end\n delete this clone\nend\n\nwhen [z v] key pressed\nif <(動ける?) = [1]> then\n hide\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I receive [platformerスタート v]\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\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\ndefine ダメージ\nchange [ゾンビhp v] by (-1)\nif <(ゾンビHP) < [1]> then\n switch costume to (player2 v)\n wait until <not <touching (雪玉 v)?>>\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\nelse\n start sound (pick random (4) to (5))\n switch costume to (player2 v)\n wait until <not <touching (雪玉 v)?>>\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\nend\n\ndefine フットブ\nif <([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]\nelse\n set [x\[z\] v] to [-5]\n set [y\[z\] v] to [10]\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 [10]\nforever\n if <touching (雪玉 v)?> then\n フットブ\n ダメージ\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)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\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@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 (雪玉 v)?>>\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 (雪玉 v)?>>\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 [12]\nforever\n if <touching (雪玉 v)?> 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 (-0.1)\n point in direction (90)\n else\n change [x\[s\] v] by (0.1)\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 (2) to (5)) 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@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@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\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]\n\nwait (1) seconds\nset [#daylight cycle v] to [Sunset]\n\n@報告乱用に負けるな!\n\nwhen I start as a clone\nchange [☁ 報告した人 v] by (1)\nshow\ngo to x: (69) y: (62)\nglide (0) secs to x: (-172) y: (-25)\ncreate clone of (_myself_ v)\ndelete this clone\n\ndefine 検知 (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nswitch costume to (報告ボタン v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [485] [-210]\n if <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\n else\n set [報告 v] to [0]\n end\nend\n\nwhen [timer v] > (0)\nswitch costume to (報告ボタン v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [485] [-210]\n if <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\n else\n set [報告 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen [timer v] > (0)\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen this sprite clicked\nif <(username) = [k-44]> then\n\n@報告乱用に負けるな!2\n\nwhen I start as a clone\nchange [☁ 報告した人 v] by (1)\nshow\ngo to x: (69) y: (62)\nglide (0) secs to x: (-172) y: (-25)\ncreate clone of (_myself_ v)\ndelete this clone\n\ndefine 検知 (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen [timer v] > (0)\nswitch costume to (中を見る v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [720] [270]\n if <touching (mouse-pointer v)?> then\n forever\n create clone of (_myself_ v)\n end\n else\n set [報告 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen [timer v] > (0)\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (中を見る v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [720] [270]\n if <touching (mouse-pointer v)?> then\n forever\n create clone of (_myself_ v)\n end\n else\n set [報告 v] to [0]\n end\nend\n\nwhen this sprite clicked\nif <(username) = [k-44]> then\n\n@スプライト1\n\nwhen [timer v] > (0)\nforever\n if <(username) = [k-44]> then\nend\n\nwhen [timer v] > (0)\nshow\nwait (5) seconds\nhide\n\n
有名人がハートと星を押してくれてる!\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\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\nBGM@zyo-ka-da\nNEXT@goriraf0612\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
『拡散希望✨』5円玉 platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [流水と松 v] until done\nend\n\n@軽量用\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [pixelate v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [☁ ここにたどり着いた人数 v]\nhide variable [タイム v]\nstart sound [シーン切り替え2 v]\ngo to [front v] layer\nshow\nrepeat (10)\n change [pixelate v] effect by (20)\n wait (0.05) seconds\nend\nrepeat (10)\n change [pixelate v] effect by (-20)\n wait (0.05) seconds\nend\nwait (0.09) seconds\nclear graphic effects\nstop [all v]\n\n@最後の隠し用\n\nwhen flag clicked\nset [隠されたもの v] to [0]\ngo to x: (は) y: (は)\nforever\n if <(隠されたもの) = [1]> then\n show\n go [forward v] (1) layers\n if <touching (自分 v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n go to [back v] layer\n end\nend\n\nwhen I receive [隠しステージスタート! v]\nhide\ngo to [back v] layer\nstop [other scripts in sprite v]\n\nbroadcast (next v)\n\n@ネクスト\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [next v]\nswitch costume to (コスチューム2 v)\nstart sound [シーン切り替え1 v]\nstart sound [Rip v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-20)\nend\nbroadcast (リセット v)\nrepeat (10)\n change [ghost v] effect by (5)\nend\ngo to [back v] layer\nhide\n\n@針\n\nwhen flag clicked\nswitch costume to (0 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@自分\n\ndefine タヒるな!\nstart sound [crash v]\ngo to [front v] layer\nswitch costume to (タヒ! v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [自分: わあ〜 v] to (pick random (15) to (18))\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (自分: わあ〜) degrees\n change y by (自分: わあ〜)\n change [自分: わあ〜 v] by (-1)\nend\nhide\nswitch costume to (本体 v)\nwait (0.5) seconds\nset [自分: x v] to [0]\nset [自分: y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\nshow\nset rotation style [all around v]\n\nwhen I start as a clone\nrepeat (7)\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-1]>>> then\n switch costume to (しゃがむ v)\n else\n switch costume to (クローン v)\n end\n change [ghost v] effect by (7)\n change size by (-10)\nend\ndelete this clone\n\ndefine しゃがめ!\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-1]>>> then\n switch costume to (しゃがむ v)\nelse\n switch costume to (本体 v)\nend\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\nset [color v] effect to (0)\nshow\nset rotation style [all around v]\nswitch costume to (本体 v)\nset size to (90) %\nset [ghost v] effect to (0)\ngo to x: (-182) y: (0)\ngo [backward v] (1) layers\nforever\n if <(自分: 1234) = [0]> then\n 動け!\n しゃがめ!\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [リセット v]\ngo to x: (-182) y: (0)\n\ndefine 動け!\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n create clone of (_myself_ v)\n change [自分: x v] by (-1)\n turn left (10) degrees\nend\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n create clone of (_myself_ v)\n change [自分: x v] by (1.1)\n turn right (10) degrees\nend\nset [自分: x v] to ((自分: x) * (0.9))\nchange x by (自分: x)\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change 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 ((自分: x) * (-1))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n start sound [壁キック v]\n if <(自分: x) > [0]> then\n set [自分: x v] to [-7]\n else\n set [自分: x v] to [7]\n end\n set [自分: y v] to [14]\n else\n set [自分: x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n start sound [ニュッ v]\n set [自分: y v] to [14]\n end\nend\nchange y by (1)\nchange [自分: y v] by (-1)\nchange y by (自分: y)\nif <touching (地面 v)?> then\n change y by ((自分: y) * (-1))\n set [自分: y v] to [0]\nend\nif <(x position) > [230]> then\n broadcast (next v) and wait\nend\nif <touching (針 v)?> then\n start sound [crash v]\n タヒるな!\nend\nif <(y position) < [-180]> then\n タヒるな!\nend\n\npoint in direction (-90)\n\npoint in direction (90)\n\nwhen [r v] key pressed\nbroadcast (リセット v)\n\nwhen flag clicked\nforever\n if <touching (doyagaojyanken v)?> then\n broadcast (おめでとう v)\n end\nend\n\nwhen I receive [❤⭐ v]\nforever\n change [color v] effect by (3)\nend\n\n@タイム\n\nwhen flag clicked\nset [タイム v] to [0]\nshow variable [タイム v]\nhide variable [☁ 世界タイム v]\nforever\n change [タイム v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [終わり v]\nstop [other scripts in sprite v]\nshow variable [☁ 世界タイム v]\nif <(タイム) < (☁ 世界タイム)> then\n set [☁ 世界タイム v] to (タイム)\nend\n\n@ターボだめ!\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n set [ターボはだめ! v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(ターボはだめ!) > [10000]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [最後 v]\nstop [all v]\n\nwhen flag clicked\nset [ターボはだめ! v] to [0]\nforever\n change [ターボはだめ! v] by (10)\nend\n\n@地面\n\nwhen I receive [next v]\ngo to [front v] layer\nnext costume\nif <(costume [number v]) = [15]> then\n set [隠されたもの v] to [1]\nelse\n set [隠されたもの v] to [0]\nend\nif <(costume [number v]) = [16]> then\n broadcast (隠しステージスタート! v)\nend\nif <(costume [number v]) = [15]> then\n broadcast (終わり v)\nend\nif <(costume [number v]) = [16]> then\n hide variable [☁ 世界タイム v]\n hide variable [タイム v]\nend\nif <(costume [number v]) = [21]> then\n change [☁ ここにたどり着いた人数 v] by (1)\n show variable [☁ ここにたどり着いた人数 v]\nelse\n hide variable [☁ ここにたどり着いた人数 v]\nend\n\nwhen flag clicked\nhide variable [☁ ここにたどり着いた人数 v]\nswitch costume to (0 v)\ngo to [front v] layer\n\nset [☁ 世界タイム v] to [200]\n\nhide variable [☁ ここにたどり着いた人数 v]\n\n@confetti\n\nwhen I start as a clone\ngo to x: (0) y: (180)\nset [sp v] to (pick random (-3.1) to (-9.1))\nset [i v] to (pick random (-200) to (200))\nshow\nrepeat until <(y position) < [-170]>\n turn right (15) degrees\n set x to ((i) + (([cos v] of ((timer) * (100)) ) * (30)))\n change y by (sp)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nwhen I receive [おめでとう v]\nforever\n if <key (space v) pressed?> then\n repeat (pick random (10) to (20))\n create clone of (_myself_ v)\n wait (.01) seconds\n end\n end\nend\n\n@doyagaojyanken\n\nwhen flag clicked\nforever\n if <touching (自分 v)?> then\n broadcast (お年玉 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nshow variable [お年玉を拾った回数/number of times i picked up a new year's gift v]\nset [お年玉を拾った回数/number of times i picked up a new year's gift v] to [0]\n\nwhen I receive [お年玉 v]\nchange [お年玉を拾った回数/number of times i picked up a new year's gift v] by (1)\nstart sound [Coin v]\nhide\n\nwhen I receive [next v]\nshow\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\nnext costume\n\n@スプライト2\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (❤⭐ v)\n end\nend\n\nwhen flag clicked\nforever\n reset timer\n wait (0) seconds\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [お年玉 v]\ngo to [front v] layer\nshow\nforever\n go to (自分 v)\nend\n\n
@jinnrai2222 とのコラボ作品です!\njinnrai2222の作品⇓\n https://scratch.mit.edu/projects/937127518/\n皆さんあけましておめでとうございます!\n❤&⭐をぜひ押してね!押したら何かが起こります!\n\n日本語は下\nー ー ー ー ー ーEnglishー ー ー ー ー ー\nThis is a collaboration work with @jinnrai2222!\njinnrai2222's work⇓\n https://scratch.mit.edu/projects/937127518/\nHappy New Year everyone!\nBe sure to press ❤ & ⭐! Something happens when you press it!\n■Operate with arrow keys.\n■If you press the spacebar after hitting the offering box, something will happen!\nー ー ー ー ー ー日本語ー ー ー ー ー ー\n■矢印キーで操作します。\n■賽銭箱にあたったあとにスペースキーを押すと何かがが起きるよ!
~ONLINE~ stick man platformer 【Minecraft】〜オンライン〜 棒人間【マインクラフト】
@Stage\n\nwhen flag clicked\nswitch backdrop to (img_3 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\n@weight reduction\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 <not <(username) = [Vnjahdbvajhekfvbafhkbvaekhjvbaekuvygaeryfgcaerukyfgerwuytfgekurfgerukyfgeuykrwfgkabrkuvygbekuvygerg]>> 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)\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)\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\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: (5400) (0)\nsetup clone at x,y: (3022) (-110)\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 [Minecraft 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@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
  [操作方法等分からない人は説明必ず読んで]\n ~English is at the bottom~\nマイクラの棒人間オンラインゲームです!頑張って作ったので★と♥を押してね!原作者様に感謝感激雨アラレ\nどれぐらいかかったかをコメントしよう!\n【見つけたら凄い】スティーブ(最初以外)、ヘロブライン\nその他の文字等はメモ欄に書いてるよ!見つけてみてね!!あとサムネにもヘロブラインが隠れている…!?\n        [操作方法]\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        【English】\nI worked hard to make it, so press ★ and ♥! Also, I'm very grateful to the original author!\nLet's comment on how long it took!\n[It's amazing if you find it] Three MarioHat\n[Operation method]\n[Move] Arrow keys / A and D keys\n[Jump] Arrow key/W key\n[Crouching] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Squatting in a diagonal place + moving\n[Wall Kick] Move to the wall + jump\n[Glider] Space key after clearing\n[Emoji] E key/R key\n[Back to start] Q key + R key\n[See who is playing now] N key\n[Rainbow-colored stickman] The person with the fastest time\n\nこの作品が少しでも楽しいと思った方は❤️と⭐️を押していただくととっても嬉しいです!\nリミックスもどんどんしてね!
☁️Platformer for Scratchy☁️
@Stage\n\nwhen flag clicked\nset volume to (100) %\nshow list [achievements v]\nhide variable [☁ highscore v]\nshow list [projectlink v]\n\nwhen I receive [start game v]\nshow list [achievements v]\n\nwhen I receive [main menu v]\nshow list [projectlink v]\nshow list [achievements v]\nhide variable [strawberries v]\n\nwhen I receive [start game v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [GamePlay v] until done\nend\n\nwhen I receive [game over v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n hide variable [boss health v]\n play sound [Menu v] until done\nend\n\nwhen I receive [change scene v]\nwait until <(Level) = [-89]>\nstop all sounds\nstop [other scripts in sprite v]\nforever\n if <(Collected) = [0]> then\n play sound [Boss Battle v] until done\n else\n stop [this script v]\n end\nend\n\nwhen I receive [sound v]\nforever\n set volume to ([x position v] of [button of slider1 v]) %\nend\n\nwhen I receive [cutscene v]\nshow list [achievements v]\nhide variable [time v]\nhide variable [strawberries v]\nhide variable [lives v]\nhide variable [level v]\n\nwhen I receive [reset once again v]\nbroadcast (MUSIC v)\n\nwhen I receive [main menu v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Menu v] until done\nend\n\nwhen I receive [achievments v]\nhide list [achievements v]\n\nwhen flag clicked\ndelete all of [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\nadd [???] to [achievements v]\n\nwhen I receive [cutscene v]\nwait (0) seconds\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Cutscene v] until done\nend\n\nwhen I receive [night v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Night v] until done\nend\n\nwhen I receive [day v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [GamePlay v] until done\nend\n\nbroadcast (Wait v)\n\nwhen I receive [achievments v]\n\n@NO LAG\n\n@✨Scratchy✨\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 Colide X Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (steps))\n Check touching solid\n if <(Touching) > [0]> then\n Colide Y Ceiling or Floor?\n end\nend\n\ndefine Check touching solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <touching (jump trough v)?> then\n if <(Hit Costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\n end\n if <(Jump Trough) < [1]> then\n change y by (-6)\n if <(Hit Costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (jump trough v)?> then\n set [touching v] to [1]\n else\n set [jump trough v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump trough v] to [0]\nend\nswitch costume to (Hit Costume)\n\nwhen I receive [tick - player v]\nMoved - By Moving Platform\nControls - Up and Down\nControls - Left and Right\nMove-in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<(Stick Button) > [0]> or <(Stick Y) > [0]>> then\n if <<(Wall slide) > [0]> and <(Jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(Jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [speed x v] to [0]\n end\n if <<(Jumping) > [0]> and <(Jumping) < (Jump Duration)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(Wall slide) > [0]> then\n Check Can Wall Slide\n if <(Speed Y) < [0]> then\n set [speed y v] to ((Speed Y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(Long Jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (Stick X)\nif <([abs v] of (Key X) ) < [0.2]> then\n if <<(Falling) > [2]> and <(Wall slide) < [1]>> then\n set [speed x v] to ((Speed X) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Speed X) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((Key X) * (Acceleration))\n if <not <(direction) = ((Key X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((Key X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed X) * (Resistance))\n\ndefine Reset and Begin level\nset size to (50) %\nset [invunerable v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\npoint in direction (90)\nBegin scene number (Spawn Scene) go to x,y: (Spawn X) (Spawn Y)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (costume [number v]) to [my values to send v]\n add (direction) to [my values to send v]\n add (Level) to [my values to send v]\n broadcast (Cloud - Tick v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin scene number ((Level) + (1)) go to x,y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin scene number ((Level) + (-1)) go to x,y: [235] []\nend\nif <(y position) > [180]> then\n Begin scene number ((Level) + (100)) go to x,y: [] [-180]\nend\nif <(y position) < [-180]> then\n Begin scene number ((Level) + (-100)) go to x,y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lost life v)\nend\n\ndefine Begin scene number (scene number) go to x,y: (x) (y)\nset [level v] to (scene number)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nbroadcast (Exit Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix colission in direction [0]\nelse\n Fix colission in direction [90]\nend\nSet Costume\nbroadcast (Game loop v)\n\ndefine Fix colission in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (1000000000000000000000000000)\n Check touching solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(Speed Y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(Frame) > [8]> then\n switch costume to ((1) + ([floor v] of ((Frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check touching solid\n if <(Touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\nif <(SKIN CREEPER) = [0]> then\nend\n\ndefine Colide X Slope or Wall?\nchange y by (1)\nCheck Can Wall Slide\nCheck touching solid\nif <(Touching) > [0]> then\n Check touching solid\n if <(Touching) > [0]> then\n set x to (Last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((Speed X) * (0.75))\nend\nset [speed x v] to ((Speed X) * (0.75))\nSlip\n\ndefine Colide Y Ceiling or Floor?\nset y to (Last value)\nif <(Speed Y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(Falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((Speed Y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck touching solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck touching solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching solid\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lost life v]\nset [invunerable v] to [1]\nstop [other scripts in sprite v]\nset rotation style [all around v]\nstart sound [Lose A Life v]\nif <(Ouch) = [0]> then\n broadcast (Ouch. v)\n replace item (5) of [achievements v] with [Ouch.]\nend\nrepeat (10)\n turn right (15) degrees\n change size by (-5)\n wait (0.1) seconds\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nchange [ouch v] by (1)\nif <(Lives) > [0]> then\n Reset and Begin level\nelse\n if <(Full Defeat) = [0]> then\n broadcast (Full Defeat v)\n replace item (7) of [achievements v] with [Full Defeat]\n end\n broadcast (Game Over v)\n change [full defeat v] by (1)\nend\n\ndefine Moved - By Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck touching solid\nif <(Touching) > [0]> then\n Find Closest Space To (x position) (y position) max [20]\n if <(Touching) > [0]> then\n broadcast (Lost life v)\n end\nend\n\ndefine Find Closest Space To (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (Distance) steps\n Check touching solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\nwhen I receive [start game v]\nset volume to (100) %\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nset [jump duration v] to [6]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nReset and Begin level\n\nwhen flag clicked\nbroadcast (Cloud - Setup v) and wait\nbroadcast (Main Menu v)\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\nset [level v] to [10]\nbroadcast (Change Scene v)\n\nadd [Key 2] to [collected v]\n\nwhen I receive [player - bounce boss v]\nset [speed y v] to [15]\n\nwhen I receive [paper v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nwhen I receive [reset once again v]\nbroadcast (Cloud - Setup v) and wait\nbroadcast (Main Menu v)\n\nwhen flag clicked\nset [ouch v] to [0]\nset [full defeat v] to [0]\nset [nights v] to [0]\n\nwhen I receive [main menu v]\nset volume to (100) %\n\nwhen I receive [start game v]\nforever\n Idle\nend\n\ndefine Idle\n\nbroadcast (ITSELF v)\n\nwhen I receive [itself v]\n\n\n\nwhen flag clicked\nset [skin creeper v] to [0]\n\nset [jump force v] to [15]\n\n@"CLOUD" Scratchy\n\ndefine Write Number (val) To Encoded String\nset [val v] to (round (val))\nif <(Val) < [0]> then\n set [val v] to (join [0] ([abs v] of (Val) ))\nend\nset [encoded string v] to (join (Encoded String) (join (length of (Val)) (Val)))\n\ndefine Val = Read Number From "Encoded String"\nset [val v] to []\nrepeat (letter (Encoded IDX) of (Encoded String))\n change [encoded idx v] by (1)\n set [val v] to (join (Val) (letter (Encoded IDX) of (Encoded String)))\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (Val)) = [0]> then\n set [val v] to ((0) - (Val))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [cloud tick v] to [0]\ndelete all of [my values to send v]\ndelete all of [cloud values v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ Cloud 1)) to [cloud values v]\nadd (join [c] (☁ Cloud 2)) to [cloud values v]\nadd (join [c] (☁ Cloud 3)) to [cloud values v]\nadd (join [c] (☁ Cloud 4)) to [cloud values v]\nadd (join [c] (☁ Cloud 5)) to [cloud values v]\nadd (join [c] (☁ Cloud 6)) to [cloud values v]\nadd (join [c] (☁ Cloud 7)) to [cloud values v]\nadd (join [c] (☁ Cloud 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (9999999))\nset [player # v] to []\n\nwhen I receive [cloud - tick v]\nif <(Player #) > []> then\n Player Clone Tick\n stop [this script v]\nend\nchange [cloud tick v] by (1)\nProcess Cloud Item [1] Value (join [c] (☁ Cloud 1))\nProcess Cloud Item [2] Value (join [c] (☁ Cloud 2))\nProcess Cloud Item [3] Value (join [c] (☁ Cloud 3))\nProcess Cloud Item [4] Value (join [c] (☁ Cloud 4))\nProcess Cloud Item [5] Value (join [c] (☁ Cloud 5))\nProcess Cloud Item [6] Value (join [c] (☁ Cloud 6))\nProcess Cloud Item [7] Value (join [c] (☁ Cloud 7))\nProcess Cloud Item [8] Value (join [c] (☁ Cloud 8))\nSend My Cloud Data After [4] Ticks\n\ndefine Send My Cloud Data After (count) Ticks\nset [color v] effect to (10)\nif <((Cloud Tick) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nWrite Number (My Player UID) To Encoded String\nrepeat (length of [my values to send v])\n Write Number (item (1) of [my values to send v]) To Encoded String\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(My Channel) < [5]> then\n if <(My Channel) < [3]> then\n if <(My Channel) < [2]> then\n set [☁ cloud 1 v] to (Encoded String)\n else\n set [☁ cloud 2 v] to (Encoded String)\n end\n else\n if <(My Channel) < [4]> then\n set [☁ cloud 3 v] to (Encoded String)\n else\n set [☁ cloud 4 v] to (Encoded String)\n end\n end\nelse\n if <(My Channel) < [7]> then\n if <(My Channel) < [6]> then\n set [☁ cloud 5 v] to (Encoded String)\n else\n set [☁ cloud 6 v] to (Encoded String)\n end\n else\n if <(My Channel) < [8]> then\n set [☁ cloud 7 v] to (Encoded String)\n else\n set [☁ cloud 8 v] to (Encoded String)\n end\n end\nend\n\ndefine Process Cloud Item (which?) Value (new value)\nif <(new value) = (item (which?) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (which?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nVal = Read Number From "Encoded String"\nif <<(Val) < [1]> or <(Val) = (My Player UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (Val) in [player uids v])\nif <(Player #) = [0]> then\n set [player # v] to (item # of [] in [player uids v])\n if <(Player #) = [0]> then\n add (Val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (Player #) of [player uids v] with (Val)\n end\nend\nreplace item (Player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine Player Clone Tick\nif <(Encoded IDX) > (length of (Encoded String))> then\n Get Next Data Packet\n if <(Encoded String) = []> then\n change [inactive v] by (1)\n if <(Inactive) > [150]> then\n replace item (Player #) of [player uids v] with []\n hide\n end\n stop [this script v]\n end\nend\nset [inactive v] to [0]\nVal = Read Number From "Encoded String"\nset x to (Val)\nVal = Read Number From "Encoded String"\nset y to (Val)\nVal = Read Number From "Encoded String"\nswitch costume to (Val)\nVal = Read Number From "Encoded String"\npoint in direction (Val)\nVal = Read Number From "Encoded String"\nset [clone level v] to (Val)\nif <(Clone Level) = (Level)> then\n show\nelse\n hide\nend\n\ndefine Get Next Data Packet\nset [encoded string v] to (item (Player #) of [player data v])\nreplace item (Player #) of [player data v] with []\nset [encoded idx v] to [2]\nVal = Read Number From "Encoded String"\n\nbroadcast (Cloud - Setup v) and wait\nforever\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n broadcast (Cloud - Tick v)\nend\n\nwhen I receive [change scene v]\nif <(Player #) > []> then\n if <(Clone Level) = (Level)> then\n show\n else\n hide\n end\nend\n\n@Level\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Level))\ngo to x: (0) y: (20)\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nstamp\nchange y by (-20)\nclear graphic effects\n\nwhen I receive [change scene v]\n\nerase all\n\nchange y by (20)\n\nset [brightness v] effect to (-100)\n\nchange y by (3)\n\nchange y by (-3)\nclear graphic effects\n\nstamp\n\nchange y by (-3)\n\nchange y by (3)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\nforever\n set [distance from scratchy v] to (distance to [✨scratchy✨ v])\nend\n\nbroadcast (Change Scene v)\nset [level v] to [-101]\n\nset [level v] to [-89]\nbroadcast (Change Scene v)\n\nwhen I receive [start game v]\nreset timer\nforever\n set [time v] to (timer)\nend\n\nset [strawberries v] to [10]\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Level))\nif <(Level) = [0]> then\n forever\n set y to ((10) * ([sin v] of ((timer) * (100)) ))\n end\nend\nif <(Level) = [5]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (260)) ))\n end\nend\nif <(Level) = [3]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Level) = [2]> then\n forever\n set y to ((15) * ([sin v] of ((timer) * (60)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(Level) = [-01]> then\n Spawn [Key ???] at [63] [-105] dir [90] turn []\nend\nif <(Level) = [10]> then\n Spawn [Key Boss] at [11] [-75] dir [90] turn []\nend\nif <(Level) = [7]> then\n Spawn [Key 2] at [203] [83] dir [90] turn []\nend\nif <(Level) = [4]> then\n Spawn [Key 1] at [207] [93] dir [90] turn []\nend\nif <(Level) = [3]> then\n show\n Animate Platform\nend\nif <(Level) = [1]> then\n show\n Animate 2\nend\nif <(Level) = [0]> then\n Spawn [Platform Norm] at [90] [30] dir [90] turn [3]\n Spawn [Platform Rotating] at [-20] [30] dir [90] turn [2]\n Spawn [Platform Rotating] at [-120] [30] dir [90] turn [1]\nend\nif <(Level) = [110]> then\n Spawn [Platform Rotating] at [-20] [4] dir [90] turn [1]\n Spawn [Platform Rotating] at [-59] [64] dir [90] turn [2]\n Spawn [Platform Rotating] at [-116] [110] dir [90] turn [3]\nend\n\ndefine Animate Platform\ngo to x: (-40) y: (140)\nswitch costume to (platform norm v)\nforever\n glide (2) secs to x: (-40) y: (-3)\n glide (2) secs to x: (-40) y: (140)\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(Turn) > []> then\n change y by (4)\n if <touching (✨scratchy✨ v)?> then\n Rotation Maths CCW ((0) - (Turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (✨scratchy✨ v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to x: (194) y: (21)\nswitch costume to (smasher v)\nforever\n glide (2) secs to x: (194) y: (127)\n wait (1) seconds\n glide (1) secs to x: (194) y: (21)\n wait (0.5) seconds\nend\n\nwhen I receive [lost life v]\nstop [other scripts in sprite v]\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n if <not <(Level) = [10]>> then\n wait until <touching (✨scratchy✨ v)?>\n if <[collected v] contains (key name)?> then\n if <not <(costume [name v]) = [Key ???]>> then\n start sound [Open v]\n end\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n if <not <(costume [name v]) = [Key ???]>> then\n start sound [Open v]\n end\n repeat (24)\n change y by (-4)\n end\n if <not <(costume [name v]) = [Key ???]>> then\n start sound [Locked v]\n end\n else\n if <<(DOOR SMASHED) = [0]> and <not <(costume [name v]) = [Key ???]>>> then\n replace item (3) of [achievements v] with [KEY!!!!!!]\n broadcast (KEY!!!!!!! v)\n end\n change [door smashed v] by (1)\n if <not <(costume [name v]) = [Key ???]>> then\n start sound [Closed v]\n end\n end\n wait until <not <touching (✨scratchy✨ v)?>>\n else\n wait until <touching (✨scratchy✨ v)?>\n if <[collected v] contains (key name)?> then\n start sound [Open v]\n repeat (24)\n change x by (4)\n end\n wait (1) seconds\n start sound [Open v]\n repeat (24)\n change x by (-4)\n end\n start sound [Locked v]\n else\n start sound [Closed v]\n end\n wait until <not <touching (✨scratchy✨ v)?>>\n end\nend\n\ndefine Animate 0\nshow\npoint in direction (90)\nforever\n glide (1) secs to x: (x position) y: ((y position) - (60))\n wait (0) seconds\n glide (1) secs to x: (x position) y: ((y position) + (60))\n wait (0) seconds\nend\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key 1]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif < (costume [name v]) contains [Key 2]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif < (costume [name v]) contains [Key Boss]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif < (costume [name v]) contains [Key ???]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(Turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (Turn) degrees\n end\nend\nif <(Level) = [1]> then\n Animate 2\nend\nif <(Level) = [3]> then\n Animate Platform\nend\nif <(Level) = [0]> then\n Animate 0\nend\n\ngo to x: (-20) y: (50)\n\ndefine Rotation Maths CCW (ccw)\nif <<not <(Level) = [10]>> and <not <(Level) = [3]>>> then\n set [dx v] to (([x position v] of [✨scratchy✨ v]) - (x position))\n set [dy v] to (([x position v] of [✨scratchy✨ v]) - (y position))\n set [sin v] to ([sin v] of (ccw) )\n set [cos v] to ([cos v] of (ccw) )\n set [platform dx v] to ((((DX) * (cos)) - ((DY) * (sin))) - (DX))\n set [platform dy v] to ((((DX) * (sin)) + ((DY) * (cos))) - (DY))\nend\n\nwhen I receive [change scene v]\ndelete this clone\n\nwhen flag clicked\nset [door smashed v] to [0]\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\n@Chompie\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I start as a clone\nclear graphic effects\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left And Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(Invunerable) = [0]> and <touching (✨scratchy✨ v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (Speed Y)\nrepeat until <not <<touching (level v)?> or <<touching (platform v)?> or <touching (jump trough v)?>>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left And Right\nif <not <([direction v] of [✨scratchy✨ v]) = (direction)>> then\n move (4) steps\nelse\n move (2) steps\nend\nrepeat (4)\n if <not <<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (safe zones v)?> or <<touching (platform v)?> or <touching (jump trough v)?>>>>> then\n stop [this script v]\n end\n change y by (1)\nend\nchange y by (-4)\nif <not <([direction v] of [✨scratchy✨ v]) = (direction)>> then\n move (-4) steps\nelse\n move (-2) steps\nend\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [✨scratchy✨ v]) < [-3]> then\n broadcast (Player - Bounce v)\n broadcast (Squished! v)\n start sound [Death v]\n switch costume to (red squished v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lost life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [change scene v]\nif <(Level) = [1]> then\n Spawn [Red] at [0] [-77] dir [-90]\nend\nif <(Level) = [101]> then\n Spawn [Red] at [-182] [-56] dir [90]\nend\nif <(Level) = [10]> then\n Spawn [Red] at [0] [0] dir [-90]\nend\nif <(Level) = [109]> then\n Spawn [Red] at [-200] [-21] dir [90]\n Spawn [Red] at [-100] [-32] dir [90]\n Spawn [Red] at [0] [0] dir [90]\n Spawn [Red] at [50] [-32] dir [90]\n Spawn [Red] at [100] [-21] dir [90]\nend\nif <(Level) = [-89]> then\n wait (1) seconds\n Spawn [Red] at [0] [-21] dir [-90]\n wait (1.5) seconds\n Spawn [Red] at [0] [-32] dir [90]\nend\n\nwhen I receive [squished! v]\n\nwhen flag clicked\nset [squished? v] to [0]\n\nwhen I receive [change scene v]\nset [squished? v] to [0]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n play sound [Chomp v] until done\n end\nend\n\nwhen I receive [boss died v]\nstart sound [Death v]\nswitch costume to (red squished v)\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nSpawn [Worm] at [0] [-77] dir [-90]\n\n@Collectibles\n\nwhen I receive [change scene v]\ngo to [back v] layer\nif <(Level) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nrepeat until <touching (✨scratchy✨ v)?>\n change y by ((0.5) * ([sin v] of (Frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [+1]> then\n if <(Extra Healths) = [0]> then\n broadcast (Extra Health v)\n replace item (6) of [achievements v] with [Extra Health]\n end\n start sound [Toy Zing v]\n change [extra healths v] by (1)\n change [lives v] by (1)\nend\nif <(costume [name v]) = [Key Boss]> then\n start sound [Laugh v]\n add (costume [name v]) to [collected v]\nend\nif <(costume [name v]) = [strawberry-BIG]> then\n start sound [Chomp2 v]\n change [strawberries v] by (5)\n broadcast (Secret Loot! v)\n replace item (4) of [achievements v] with [Secret Loot!]\nend\nif <(costume [name v]) = [strawberry-a]> then\n if <(Collected Times 2) = [0]> then\n broadcast (Chomp! v)\n replace item (1) of [achievements v] with [Chomp!]\n end\n start sound [Chomp v]\n change [strawberries v] by (1)\n change [collected times 2 v] by (1)\nelse\n if <(costume [name v]) = [CheckPoint]> then\n if <(Collected Times) = [0]> then\n replace item (2) of [achievements v] with [CheckPointing]\n broadcast (CheckPointing v)\n end\n change [collected times v] by (1)\n start sound [CheckPoint v]\n set [spawn scene v] to (Level)\n set [spawn x v] to ([x position v] of [✨scratchy✨ v])\n set [spawn y v] to ([x position v] of [✨scratchy✨ v])\n else\n if <(costume [name v]) = [Key ???]> then\n broadcast (PAPER FALL v)\n end\n if << (costume [name v]) contains [Key]?> and <not <(costume [name v]) = [Key Boss]>>> then\n start sound [Key v]\n add (costume [name v]) to [collected v]\n end\n end\nend\nrepeat (20)\n change y by (2)\n change size by (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [strawberries v] to [0]\nhide\nPlace [+1] scene [-90] x y [0] [0]\nPlace [CheckPoint] scene [-89] x y [-200] [0]\nPlace [strawberry-BIG] scene [-1] x y [-98] [-17]\nPlace [Key ???] scene [100] x y [0] [0]\nPlace [+1] scene [-1] x y [100] [50]\nPlace [strawberry-a] scene [99] x y [1] [-9]\nPlace [strawberry-a] scene [99] x y [142] [45]\nPlace [strawberry-a] scene [1] x y [1] [-9]\nPlace [strawberry-a] scene [1] x y [197] [-5]\nPlace [strawberry-a] scene [101] x y [-144] [-11]\nPlace [strawberry-a] scene [101] x y [213] [118]\nPlace [Key 1] scene [101] x y [35] [91]\nPlace [strawberry-a] scene [2] x y [-71] [118]\nPlace [strawberry-a] scene [2] x y [122] [126]\nPlace [strawberry-a] scene [102] x y [182] [-73]\nPlace [strawberry-a] scene [102] x y [223] [89]\nPlace [strawberry-a] scene [3] x y [-146] [146]\nPlace [strawberry-a] scene [3] x y [207] [74]\nPlace [strawberry-a] scene [103] x y [144] [-74]\nPlace [strawberry-a] scene [103] x y [-83] [109]\nPlace [strawberry-a] scene [4] x y [166] [76]\nPlace [CheckPoint] scene [4] x y [-31] [131]\nPlace [strawberry-a] scene [104] x y [17] [86]\nPlace [strawberry-a] scene [104] x y [38] [-141]\nPlace [strawberry-a] scene [5] x y [97] [63]\nPlace [strawberry-a] scene [5] x y [217] [117]\nPlace [Key 2] scene [105] x y [46] [-39]\nPlace [CheckPoint] scene [105] x y [202] [101]\nPlace [strawberry-a] scene [105] x y [99] [108]\nPlace [strawberry-a] scene [6] x y [60] [50]\nPlace [strawberry-a] scene [6] x y [4] [117]\nPlace [strawberry-a] scene [106] x y [-128] [-8]\nPlace [strawberry-a] scene [106] x y [220] [31]\nPlace [strawberry-a] scene [7] x y [11] [109]\nPlace [strawberry-a] scene [7] x y [119] [-31]\nPlace [strawberry-a] scene [107] x y [-64] [41]\nPlace [strawberry-a] scene [107] x y [39] [-133]\nPlace [strawberry-a] scene [8] x y [-69] [33]\nPlace [strawberry-a] scene [8] x y [-93] [80]\nPlace [CheckPoint] scene [8] x y [190] [-31]\nPlace [strawberry-a] scene [108] x y [193] [-1]\nPlace [strawberry-a] scene [108] x y [-120] [-2]\nPlace [strawberry-a] scene [10] x y [147] [-29]\nPlace [strawberry-a] scene [10] x y [9] [9]\nPlace [strawberry-a] scene [109] x y [206] [0]\nPlace [strawberry-a] scene [109] x y [93] [29]\nPlace [Key Boss] scene [109] x y [-120] [29]\nPlace [CheckPoint] scene [110] x y [0] [0]\nPlace [strawberry-a] scene [110] x y [9] [9]\nPlace [strawberry-a] scene [110] x y [-216] [0]\nPlace [strawberry-a] scene [110] x y [-115] [157]\n\ndefine Place (costume name) scene (scene) x y (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nwhen flag clicked\nset [collected times v] to [0]\nset [collected times 2 v] to [0]\nset [extra healths v] to [0]\n\nwhen flag clicked\nset volume to (100) %\n\n@Screen Splash\n\nwhen I receive [game over v]\nswitch costume to (game over! v)\ngo to [front v] layer\nshow\nrepeat (9)\n change size by (10)\n change [ghost v] effect by (-15)\nend\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\ngo to x: (35) y: (9)\nset [ghost v] effect to (100)\nset size to (10) %\nhide\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (35) y: (10)\nset [ghost v] effect to (100)\nset size to (10) %\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\nrepeat (9)\n change size by (10)\n change [ghost v] effect by (-15)\nend\nforever\n repeat (15)\n turn right (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn right (0.1) degrees\n end\nend\n\nwhen I receive [reset once again v]\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (35) y: (10)\nset [ghost v] effect to (100)\nset size to (10) %\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\nrepeat (9)\n change size by (10)\n change [ghost v] effect by (-15)\nend\nforever\n repeat (15)\n turn right (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn right (0.1) degrees\n end\nend\n\n@Main Menu\n\nwhen I receive [main menu v]\nset size to (5) %\nset [h or s v] to [0]\npoint in direction (90)\nwait (2.5) seconds\ngo to [front v] layer\nswitch costume to (play v)\nshow\ngo to x: (150) y: (0)\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen this sprite clicked\nset size to (5) %\nhide\nbroadcast (Start Game v)\nstart sound [Connect v]\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nset size to (5) %\nset [h or s v] to [0]\nwait (2.5) seconds\ngo to [front v] layer\nswitch costume to (play v)\nshow\ngo to x: (150) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [how to play v]\nforever\n if <touching (how to play instruction v)?> then\n hide\n end\nend\n\nwhen I receive [settings v]\nforever\n if <touching (settings menu v)?> then\n hide\n end\nend\n\nwhen I receive [achievments v]\nforever\n if <touching (achievements menu v)?> then\n hide\n end\nend\n\nwait (2.5) seconds\n\nwhen I receive [more epic games v]\nforever\n if <touching (endscreen v)?> then\n hide\n end\nend\n\nwhen I receive [skins v]\nforever\n if <touching (skins menu v)?> then\n hide\n end\nend\n\nwhen I receive [credit v]\nforever\n if <touching (credit background v)?> then\n hide\n end\nend\n\n@Safe Zones\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene ] (Level))\n\n@detector\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Jump Trough\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Level))\ngo to x: (0) y: (20)\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nstamp\nchange y by (-20)\nclear graphic effects\n\nwhen I receive [change scene v]\n\nerase all\n\nchange y by (20)\n\nset [brightness v] effect to (-100)\n\nchange y by (3)\n\nchange y by (-3)\nclear graphic effects\n\nstamp\n\nchange y by (-3)\n\nchange y by (3)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Stick\n\ndefine Keyboard\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\ngo to (mouse-pointer v)\nswitch costume to (base active v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [brightness v] effect to (40)\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: (168) y: (-130)\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 [game over v]\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [cutscene v]\ngo to [back v] layer\n\nwhen I receive [main menu v]\nhide\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (20)\nset [range v] to ((size) / (2.5))\nforever\n set [brightness v] effect to (0)\n switch costume to (base v)\n go to x: (-168) y: (-130)\n repeat until <not <mouse down?>>\n Keyboard\n end\n repeat until <mouse down?>\n Keyboard\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\nend\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Mob?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(Mob?) = [1]> then\n show\n else\n hide\n end\nend\n\n@King Of Chompies\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I start as a clone\nclear graphic effects\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (king1 v)\n set rotation style [don't rotate v]\n Move - Left And Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(Invunerable) = [0]> and <touching (✨scratchy✨ v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (Speed Y)\nrepeat until <not <<touching (level v)?> or <<touching (platform v)?> or <touching (jump trough v)?>>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left And Right\nif <not <([x position v] of [✨scratchy✨ v]) = (direction)>> then\n move (3) steps\nelse\n move (4) steps\nend\nrepeat (4)\n if <not <<<touching (level v)?> or <touching (_edge_ v)?>> or <<touching (safe zones v)?> or <<touching (platform v)?> or <touching (jump trough v)?>>>>> then\n stop [this script v]\n end\n change y by (1)\nend\nchange y by (-4)\nif <not <([x position v] of [✨scratchy✨ v]) = (direction)>> then\n move (-4) steps\nelse\n move (-2) steps\nend\nturn right (180) degrees\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [change scene v]\nif <(Level) = [-89]> then\n if <(Enterned) = [0]> then\n broadcast (Fight Time v)\n replace item (9) of [achievements v] with [Fight Time]\n end\n change [enterned v] by (1)\n Spawn [King] at [0] [-77] dir [-90]\nend\n\nSpawn [Red] at [20] [-32] dir [90]\nSpawn [Red] at [-70] [-21] dir [90]\nSpawn [Red] at [-50] [-32] dir [90]\n\nwhen I receive [change scene v]\nset [squished? v] to [0]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n play sound [Crunch v] until done\n end\nend\n\nif <(Level) = [101]> then\n Spawn [Red] at [-182] [-56] dir [90]\nend\nif <(Level) = [10]> then\n Spawn [Red] at [0] [0] dir [-90]\nend\nif <(Level) = [109]> then\n Spawn [Red] at [-200] [-21] dir [90]\n Spawn [Red] at [-100] [-32] dir [90]\n Spawn [Red] at [0] [0] dir [90]\n Spawn [Red] at [50] [-32] dir [90]\n Spawn [Red] at [100] [-21] dir [90]\nend\n\nwhen I receive [change scene v]\nset [boss health v] to [5]\n\ndefine Touching Player\nif <([speed y v] of [no lag v]) < [-1]> then\n start sound [Hit v]\n broadcast (Player - Bounce Boss v)\n change [boss health v] by (-1)\n wait until <not <touching (✨scratchy✨ v)?>>\nend\nif <<touching (✨scratchy✨ v)?> and <not <([x position v] of [✨scratchy✨ v]) < [-1]>>> then\n broadcast (Lost life v)\nend\n\nwhen I start as a clone\nforever\n if <(Boss Health) = [0]> then\n broadcast (Player - Bounce Boss v)\n switch costume to (king squished v)\n start sound [Death v]\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Boss Died v)\n delete this clone\n end\nend\n\nbroadcast (Player - Bounce Boss v)\nswitch costume to (king squished v)\nstart sound [Death v]\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Boss Died v)\ndelete this clone\n\nchange [strawberries v] by (10)\n\nset [boss health v] to [0]\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nset [boss health v] to [5]\n\nwhen flag clicked\nset [enterned v] to [0]\n\n@Piece of paper\n\nwhen I receive [boss died v]\nforever\n repeat until <touching (level v)?>\n change y by (-2)\n end\n forever\n if <touching (✨scratchy✨ v)?> then\n set [collected v] to [1]\n broadcast (Paper v)\n hide\n end\n end\nend\n\nwhen I receive [change scene v]\ngo to x: (0) y: (126)\nhide\n\nwhen flag clicked\nforever\n if <<<(Boss Health) < [1]> and <not <(Boss Health) = [5]>>> and <(Collected) = [0]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [main menu v]\nset [collected v] to [0]\ngo to x: (0) y: (126)\nhide\n\n@Paper\n\nwhen flag clicked\nset [paper? v] to [0]\nhide\nset size to (10) %\n\nwhen I receive [paper v]\nset [paper? v] to [1]\nset size to (10) %\nclear graphic effects\nshow\nswitch costume to (page 1 v)\nstart sound [Page Turning v]\nrepeat (12)\n change size by (10)\nend\nwait until <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nstart sound [Page Turning v]\nswitch costume to (page 2 v)\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (1) seconds\nbroadcast (CUTSCENE v)\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\n@Darkness\n\nwhen I receive [start game v]\nset [night? v] to [0]\ngo to [front v] layer\nswitch backdrop to (day v)\nset [ghost v] effect to (100)\nforever\n wait (60) seconds\n if <(Nights) = [0]> then\n replace item (8) of [achievements v] with [Night!]\n broadcast (Night! v)\n end\n set [night? v] to [1]\n change [nights v] by (1)\n broadcast (Night v)\n repeat (60)\n change [ghost v] effect by (-1)\n end\n wait (60) seconds\n broadcast (Day v)\n set [night? v] to [0]\n repeat (60)\n change [ghost v] effect by (1)\n end\nend\n\nwhen I receive [night v]\nswitch backdrop to (night1 v)\nwait (0.1) seconds\nswitch backdrop to (night2 v)\nwait (0.1) seconds\nswitch backdrop to (night3 v)\nwait (0.1) seconds\nswitch backdrop to (night4 v)\nwait (0.1) seconds\nswitch backdrop to (night5 v)\n\nwait (0.5) seconds\n\nwhen I receive [day v]\nswitch backdrop to (night5 v)\nwait (0.1) seconds\nswitch backdrop to (night4 v)\nwait (0.1) seconds\nswitch backdrop to (night3 v)\nwait (0.1) seconds\nswitch backdrop to (night2 v)\nwait (0.1) seconds\nswitch backdrop to (night1 v)\nwait (0.1) seconds\nswitch backdrop to (day v)\n\nwhen flag clicked\nset [nights v] to [0]\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Score\n\nwhen flag clicked\nhide\ngo to x: (-7) y: (-79)\nset [index v] to [1]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <not <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join [Glow-] (letter (index) of (Strawberries)))\n set x to ((((index) - (0.5)) - ((length of (Score)) / (2))) * ((size) / (2)))\n else\n delete this clone\n end\nend\n\nwhen I receive [paper v]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [die v]\nhide\n\n@Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [boss died v]\ngo to x: (4) y: (90)\nwait (2) seconds\nshow\nforever\n if <not <(Boss Health) = [5]>> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n start sound [Small Cowbell v]\n end\nend\n\nwhen I receive [paper v]\nhide\n\nwhen I receive [boss died v]\nforever\n if <<<(Level) = [-89]> and <(Paper?) = [0]>> and <(Boss Health) < [1]>> then\n wait (2) seconds\n show\n else\n hide\n end\nend\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nwhen I receive [paper v]\nstop [other scripts in sprite v]\n\n@HealthBar Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nforever\n switch costume to ((Boss Health) + (1))\n if <<(Level) = [-89]> and <not <(Boss Health) < [1]>>> then\n show\n else\n wait (2) seconds\n hide\n end\nend\n\n@Slider2\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\nshow\nwait (0) seconds\ngo to [front v] layer\n\nwhen I receive [main menu v]\nhide\n\n@Cutscene\n\nwhen flag clicked\nset [hi-score v] to [0]\nset [ummm where am i v] to [0]\nhide\n\nwhen I receive [cutscene v]\nswitch costume to (1 v)\nshow\nforever\n if <<<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> or <key ((join [enter] []) v) pressed?>> then\n next costume\n wait (1) seconds\n end\nend\n\nwhen I receive [cutscene v]\nwait until <(costume [number v]) = [6]>\nstart sound [Door Opened v]\n\nwhen I receive [cutscene v]\nwait until <(costume [number v]) = [12]>\nstop [other scripts in sprite v]\nwait (3) seconds\nbroadcast (Reset Once Again v)\nif <(Ummm where am i) = [0]> then\n broadcast (Where Am I? v)\n replace item (11) of [achievements v] with [Where Am I?]\n change [ummm where am i v] by (1)\nend\nhide\n\n@How To Play Instruction\n\nwhen flag clicked\nhide\n\nwhen I receive [how to play v]\nstart sound [Page Turning v]\npoint in direction (90)\ngo to [front v] layer\nshow\nforever\n repeat (15)\n turn right (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn right (0.1) degrees\n end\nend\n\nwhen this sprite clicked\nstart sound [Page Turning v]\nbroadcast (Main Menu v)\nhide\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\n@Settings Button\n\nwhen I receive [main menu v]\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (button v)\nset size to (10) %\nshow\ngo to x: (-150) y: (110)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((60) - (size)))\n else\n change size by ((0.2) * ((50) - (size)))\n end\nend\n\nwhen I receive [main menu v]\npoint in direction (90)\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Settings v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [how to play v]\nhide\n\nwhen I receive [achievments v]\nhide\n\nwhen I receive [more epic games v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [credit v]\nhide\n\n@Achivement Button\n\nwhen I receive [main menu v]\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (button v)\nset size to (10) %\nshow\ngo to x: (-200) y: (70)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((60) - (size)))\n else\n change size by ((0.2) * ((50) - (size)))\n end\nend\n\nwhen I receive [main menu v]\npoint in direction (90)\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Achievments v)\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [settings v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [how to play v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [more epic games v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [credit v]\nhide\n\n@How To Play Button\n\nwhen I receive [main menu v]\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (button v)\nset size to (10) %\nshow\ngo to x: (-200) y: (110)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((60) - (size)))\n else\n change size by ((0.2) * ((50) - (size)))\n end\nend\n\nwhen I receive [main menu v]\npoint in direction (90)\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (How To Play v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [achievments v]\nhide\n\nwhen I receive [more epic games v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [credit v]\nhide\n\n@Scratchy Achievment\n\nwhen flag clicked\nhide\n\nwhen I receive [chomp! v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "Chomp!" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [fight time v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "Fight Time" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [full defeat v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\nwait (0) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "Full Defeat" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [ouch. v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "Ouch." Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [secret loot! v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "Secret Loot!" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [where am i? v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "Where Am I?" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [checkpointing v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "CheckPointing" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [key!!!!!!! v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "KEY!!!!!!!" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [extra health v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "Extra Health" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [night! v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "Night!" Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\nwhen I receive [first words.... v]\nswitch costume to (pick random (1) to (5))\nset y to (-176)\nset x to (pick random (-216) to (212))\ngo to [front v] layer\nshow\nrepeat (10)\n change y by (3)\nend\nsay [You Earned "First Words...." Achievement!] for (2) seconds\nrepeat (10)\n change y by (-3)\nend\nhide\n\n@Settings Menu\n\nwhen I receive [settings v]\nstart sound [Page Turning v]\npoint in direction (90)\ngo to [front v] layer\nshow\nforever\n repeat (15)\n turn right (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn right (0.1) degrees\n end\nend\n\nwhen this sprite clicked\nstart sound [Page Turning v]\nbroadcast (Main Menu v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\n@Slider1\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\nshow\nwait (0) seconds\ngo to [front v] layer\n\nwhen I receive [main menu v]\nhide\n\n@Button Of Slider1\n\nwhen flag clicked\nset y to (28)\nset x to (116)\nhide\n\nforever\n\nwhen I receive [settings v]\npoint in direction (90)\nshow\nwait (0.1) seconds\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(mouse x) > [-24]> and <(mouse x) < [117]>> then\n set x to (mouse x)\n end\n end\n broadcast (Sound v)\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\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n@Button Of Slider2\n\nwhen flag clicked\nset y to (-56)\nset x to (116)\nhide\n\nforever\n\nwhen I receive [settings v]\npoint in direction (90)\nshow\nwait (0.1) seconds\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(mouse x) > [-24]> and <(mouse x) < [117]>> then\n set x to (mouse x)\n end\n end\n broadcast (Sound2 v)\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\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n@Shop\n\nwhen I receive [change scene v]\nhide\ngo [backward v] (5) layers\nif <(Level) = [-102]> then\n show\nend\n\n@Achievements Menu\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nstart sound [Page Turning v]\nbroadcast (Main Menu v)\nhide\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nwhen I receive [achievments v]\nstart sound [Page Turning v]\npoint in direction (90)\ngo to [front v] layer\nshow\nforever\n repeat (15)\n turn right (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn left (0.1) degrees\n end\n repeat (15)\n turn right (0.1) degrees\n end\nend\n\n@Fireflies\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\ngo to [front v] layer\nshow\nforever\n repeat (10)\n change y by (0.5)\n turn right (3) degrees\n end\n repeat (10)\n change y by (-0.5)\n turn left (3) degrees\n end\n repeat (10)\n change y by (-0.5)\n turn left (3) degrees\n end\n repeat (10)\n change y by (0.5)\n turn right (3) degrees\n end\nend\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\nwhen I receive [night v]\nrepeat (15)\n point in direction (pick random (-90) to (90))\n create clone of (_myself_ v)\n set x to (pick random (200) to (-200))\n set y to (pick random (164) to (-78))\nend\n\nwhen I receive [cutscene v]\ngo to [back v] layer\nstop [other scripts in sprite v]\n\nwhen I receive [day v]\nhide\ndelete this clone\n\n@FAKE LEVEL\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Level))\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\n\nerase all\n\nchange y by (20)\n\nset [brightness v] effect to (-100)\n\nchange y by (3)\n\nchange y by (-3)\nclear graphic effects\n\nstamp\n\nchange y by (-3)\n\nchange y by (3)\n\nwhen flag clicked\n\nset [level v] to [-90]\nbroadcast (Change Scene v)\n\nset [strawberries v] to [11]\n\nwhen I receive [start game v]\nreset timer\nforever\n set [time v] to (timer)\nend\n\n@Piece of paper2\n\nwhen I receive [paper fall v]\nshow\nforever\n repeat until <touching (level v)?>\n change y by (-2)\n end\n forever\n if <touching (✨scratchy✨ v)?> then\n broadcast (THE SECRETS ARE HIDING v)\n hide\n end\n end\nend\n\nwhen I receive [change scene v]\ngo to x: (100) y: (126)\nhide\n\nwhen I receive [main menu v]\nset [collected v] to [0]\ngo to x: (100) y: (126)\nhide\n\n@NPC2\n\ndefine Say (text) Speed (spd) And Wait (seconds)\nif <not <(length of (text)) = [0]>> then\n delete all of [pause v]\n add [,] to [pause v]\n add [.] to [pause v]\n add [:] to [pause v]\n add [;] to [pause v]\n add [!] to [pause v]\n add [?] to [pause v]\n set [numbers v] to [0]\n set [text v] to []\n repeat (length of (text))\n change [numbers v] by (1)\n set [text v] to (join (Text) (letter (Numbers) of (text)))\n say (Text)\n if <not <(letter (Numbers) of (text)) = [ ]>> then\n start sound [Small Cowbell v]\n end\n if <not <(Numbers) = (length of (text))>> then\n if <[pause v] contains (letter (Numbers) of (text))?> then\n if <<(spd) < [1]> or <(spd) = []>> then\n wait (0.4) seconds\n else\n wait ((spd) / (2.5)) seconds\n end\n else\n wait ((spd) / (25)) seconds\n end\n end\n end\n set [text v] to []\n set [numbers v] to []\n wait (seconds) seconds\n say []\nend\n\nwait (0) seconds\nnext costume\n\nwhen I receive [change scene v]\nhide\nif <(Level) = [-103]> then\n show\n forever\n switch costume to (idle v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n end\nend\n\n\n\nwhen I receive [main menu v]\n\n\n\nwhen I receive [change scene v]\ngo to [back v] layer\nforever\n point towards (✨scratchy✨ v)\n if <<touching (✨scratchy✨ v)?> and <key (t v) pressed?>> then\n if <(First Talk?) = [0]> then\n replace item (10) of [achievements v] with [First Words....]\n broadcast (First Words.... v)\n end\n change [first talk? v] by (1)\n if <(Random sayings) = [1]> then\n Say [Wow! Congrats! it is a secret that was said in the paper "The secrets are hiding"] Speed [1] And Wait [5]\n set [random sayings v] to (pick random (1) to (5))\n stop [this script v]\n end\n if <(Random sayings) = [2]> then\n Say [Nights are calm.] Speed [1] And Wait [2]\n set [random sayings v] to (pick random (1) to (5))\n stop [this script v]\n end\n if <(Random sayings) = [3]> then\n Say [Chompies are patroling!] Speed [1] And Wait [2]\n set [random sayings v] to (pick random (1) to (5))\n stop [this script v]\n end\n if <(Random sayings) = [4]> then\n Say [There is a king to fight!] Speed [1] And Wait [2]\n set [random sayings v] to (pick random (1) to (5))\n stop [this script v]\n end\n if <(Random sayings) = [5]> then\n Say [Secrets are hiding even here!] Speed [1] And Wait [2]\n set [random sayings v] to (pick random (1) to (5))\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [hi v] to [0]\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nchange [lives v] by (2)\n\nchange [lives v] by (-2)\n\nwhen flag clicked\nset [first talk? v] to [0]\nset volume to (100) %\n\n@Paper2\n\nwhen flag clicked\nhide\nset size to (10) %\n\nwhen I receive [the secrets are hiding v]\nset size to (10) %\nclear graphic effects\nshow\nswitch costume to (hiding>>>> v)\nstart sound [Page Turning v]\nrepeat (12)\n change size by (10)\nend\nwait until <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nstart sound [Page Turning v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\n@NPC\n\ndefine Say (text) Speed (spd) And Wait (seconds)\nif <not <(length of (text)) = [0]>> then\n delete all of [pause v]\n add [,] to [pause v]\n add [.] to [pause v]\n add [:] to [pause v]\n add [;] to [pause v]\n add [!] to [pause v]\n add [?] to [pause v]\n set [numbers v] to [0]\n set [text v] to []\n repeat (length of (text))\n change [numbers v] by (1)\n set [text v] to (join (Text) (letter (Numbers) of (text)))\n say (Text)\n if <not <(letter (Numbers) of (text)) = [ ]>> then\n start sound [Pop v]\n end\n if <not <(Numbers) = (length of (text))>> then\n if <[pause v] contains (letter (Numbers) of (text))?> then\n if <<(spd) < [1]> or <(spd) = []>> then\n wait (0.4) seconds\n start sound [Голос v]\n else\n wait ((spd) / (2.5)) seconds\n end\n else\n wait ((spd) / (25)) seconds\n end\n end\n end\n set [text v] to []\n set [numbers v] to []\n wait (seconds) seconds\n say []\nend\n\nnext costume\n\nwhen I receive [change scene v]\nwait (0) seconds\nif <(Level) = [-101]> then\n show\n forever\n switch costume to (idle v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n point towards (✨scratchy✨ v)\n end\nend\n\n\n\nwhen I receive [main menu v]\n\n\n\nwhen I receive [change scene v]\nhide\nforever\n if <(Level) = [-101]> then\n if <<touching (✨scratchy✨ v)?> and <key (t v) pressed?>> then\n if <(First Talk?) = [0]> then\n replace item (10) of [achievements v] with [First Words....]\n broadcast (First Words.... v)\n end\n change [first talk? v] by (1)\n start sound [Pop v]\n if <<not <(Lives) > [4]>> and <<not <(Lives) < [2]>> and <(HI) > [0]>>> then\n switch costume to (waving v)\n repeat (8)\n wait (0) seconds\n next costume\n end\n Say [Hello Once Again!] Speed [1] And Wait [2]\n stop [this script v]\n end\n if <(HI) = [0]> then\n switch costume to (waving v)\n repeat (8)\n wait (0) seconds\n next costume\n change [hi v] by (1)\n end\n Say [Hi There!] Speed [1] And Wait [2]\n stop [this script v]\n end\n end\n if <(Lives) > [4]> then\n Say [Oooh YOU ARE BUFFED!] Speed [1] And Wait [2]\n stop [this script v]\n end\n if <(Lives) < [2]> then\n Say [Go to the left! You can buy +1 HP there!] Speed [1] And Wait [2]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [hi v] to [0]\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nchange [lives v] by (2)\n\nchange [lives v] by (-2)\n\nwhen I receive [change scene v]\nhide\n\nwhen flag clicked\nset volume to (100) %\n\n@ShopKeeper NPC\n\ndefine Say (text) Speed (spd) And Wait (seconds)\nif <not <(length of (text)) = [0]>> then\n delete all of [pause v]\n add [,] to [pause v]\n add [.] to [pause v]\n add [:] to [pause v]\n add [;] to [pause v]\n add [!] to [pause v]\n add [?] to [pause v]\n set [numbers v] to [0]\n set [text v] to []\n repeat (length of (text))\n change [numbers v] by (1)\n set [text v] to (join (Text) (letter (Numbers) of (text)))\n say (Text)\n if <not <(letter (Numbers) of (text)) = [ ]>> then\n start sound [Bell Cymbal v]\n end\n if <not <(Numbers) = (length of (text))>> then\n if <[pause v] contains (letter (Numbers) of (text))?> then\n if <<(spd) < [1]> or <(spd) = []>> then\n wait (0.4) seconds\n start sound [Голос v]\n else\n wait ((spd) / (2.5)) seconds\n end\n else\n wait ((spd) / (25)) seconds\n end\n end\n end\n set [text v] to []\n set [numbers v] to []\n wait (seconds) seconds\n say []\nend\n\nwhen I receive [change scene v]\nwait (0) seconds\ngo to [back v] layer\nhide\nif <(Level) = [-102]> then\n show\n forever\n switch costume to (idle v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n end\nend\n\nwhen I receive [change scene v]\nforever\n point towards (✨scratchy✨ v)\n if <<touching (✨scratchy✨ v)?> and <key (t v) pressed?>> then\n if <(First Talk?) = [0]> then\n replace item (10) of [achievements v] with [First Words....]\n broadcast (First Words.... v)\n end\n change [first talk? v] by (1)\n Say [Welcome! Wanna A Fresh +1? It Costs 5 strawberries.] Speed [0] And Wait [0]\n ask [Welcome! Wanna A Fresh +1? It Costs 5 strawberries.] and wait\n if <<(answer) = [yes]> or <(answer) = [Yes]>> then\n if <(Strawberries) > [4]> then\n Say [Great! There You Go!] Speed [1] And Wait [2]\n change [lives v] by (1)\n if <(Extra Healths) = [0]> then\n broadcast (Extra Health v)\n replace item (6) of [achievements v] with [Extra Health]\n end\n change [extra healths v] by (1)\n change [strawberries v] by (-5)\n start sound [Toy Zing v]\n else\n Say [Ahem. You Don't Have Enough Strawberries] Speed [1] And Wait [2]\n end\n end\n if <<(answer) = [no]> or <(answer) = [No]>> then\n Say [Ok........] Speed [1] And Wait [2]\n end\n if <(answer) = [sus]> then\n start sound [SUS v]\n Say [SUS] Speed [1] And Wait [3]\n end\n if <<<not <<(answer) = [no]> or <(answer) = [No]>>> and <not <<(answer) = [yes]> or <(answer) = [Yes]>>>> and <not <(answer) = [sus]>>> then\n Say [Ugh..... i didn't understand you] Speed [1] And Wait [3]\n end\n end\nend\n\nwhen I receive [sound2 v]\nforever\n set volume to ([x position v] of [button of slider2 v]) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\nif <(First Talk?) = [0]> then\n replace item (10) of [achievements v] with [First Words....]\n broadcast (First Words.... v)\nend\nchange [first talk? v] by (1)\n\n@Particles_Footsteps\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [main menu v]\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [start game v]\nforever\n if <not < ([costume name v] of [✨scratchy✨ v]) contains [stand]?>> then\n go to (✨scratchy✨ v)\n change y by (-15)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (100) %\npoint in direction (90)\nnext costume\ngo to [back v] layer\nshow\npoint in direction (pick random (-90) to (90))\nrepeat (25)\n change size by (10)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [change scene v]\ndelete this clone\n\nwait (1) seconds\n\nwhen I receive [lost life v]\ndelete this clone\n\n@decor\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene ] (Level))\n\n@SOME ART\n\n@Red Dust\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nset [ghost v] effect to (((y position) / (4)) * (-1))\nshow\nrepeat (50)\n change [color v] effect by (0.5)\n go to [front v] layer\n change [ghost v] effect by (2)\n change [brightness v] effect by (2)\n change x by (-1)\n change y by (1)\n move (1) steps\n turn left (5) degrees\nend\ndelete this clone\n\nwhen I receive [hide v]\nset [approachingscreen v] to [True]\n\nwhen I receive [fade2 v]\nhide\n\nwhen I receive [tutor time 4 toddlors! v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\nset [approachingscreen v] to [False]\nset size to (15) %\nforever\n if <(Level) = [3]> then\n go to x: (pick random (0) to (150)) y: (([y position v] of [danger v]) - (80))\n change [ghost v] effect by (-1)\n set size to (pick random (10) to (100)) %\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n next costume\n end\n if <(Level) = [0]> then\n go to x: (pick random (-180) to (130)) y: (([y position v] of [danger v]) - (60))\n change [ghost v] effect by (-1)\n set size to (pick random (10) to (100)) %\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n next costume\n go to x: (pick random (-180) to (130)) y: (([y position v] of [danger v]) - (60))\n change [ghost v] effect by (-1)\n set size to (pick random (10) to (100)) %\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n next costume\n end\n if <(Level) = [2]> then\n go to x: (pick random (-130) to (100)) y: (([y position v] of [danger v]) - (60))\n change [ghost v] effect by (-1)\n set size to (pick random (10) to (100)) %\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n next costume\n end\n if <(Level) = [5]> then\n go to x: (pick random (200) to (120)) y: (([y position v] of [danger v]) - (80))\n change [ghost v] effect by (-1)\n set size to (pick random (10) to (100)) %\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n next costume\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [game over v]\nset [level v] to [1]\n\n@EndScreen\n\ndefine [Game] Clone No. (cnum) Game No. (gnum) Link (link) X (x) Y (y)\nif <(CloneNum) = (cnum)> then\n switch costume to (join [Game] (gnum))\n go to x: (x) y: (y)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n replace item (1) of [projectlink v] with (link)\n if <(PopUpOpened?) = [0]> then\n set [prompt v] to [1]\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nhide\nset [delete v] to [0]\n\nwhen I receive [theend v]\nhide\nBuild [4] Start [0]\n\ndefine Build (num) Start (start)\nset [clonenum v] to (start)\nrepeat (num)\n change [clonenum v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(CloneNum) = [1]> then\n switch costume to (background v)\nend\nif <(CloneNum) = [2]> then\n switch costume to (popupclosed v)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(costume [name v]) = [PopUpClosed]> then\n switch costume to (popupopened v)\n set [popupopened? v] to [1]\n set [prompt v] to [0]\n hide list [projectlink v]\n else\n switch costume to (popupclosed v)\n set [popupopened? v] to [0]\n show list [projectlink v]\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n[Game] Clone No. [3] Game No. [1] Link [https://scratch.mit.edu/projects/60917032/] X [-100] Y [100]\n[Game] Clone No. [4] Game No. [2] Link [https://scratch.mit.edu/projects/915122508/] X [100] Y [100]\n\nwhen I start as a clone\nshow list [projectlink v]\nforever\n if <(Delete) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [theend v]\ndelete all of [projectlink v]\nadd [] to [projectlink v]\n\nwhen I receive [more epic games v]\nbroadcast (TheEnd v)\n\nwhen I start as a clone\nif <(CloneNum) = [2]> then\n forever\n if <(Prompt) = [1]> then\n clear graphic effects\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\n end\nend\n\n@Back Button\n\nwhen flag clicked\nhide\n\nwhen I receive [more epic games v]\npoint in direction (90)\nwait (0) seconds\ngo to [front v] layer\nshow\nforever\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nwhen this sprite clicked\nbroadcast (Main Menu v)\nhide\nset [delete v] to [1]\nwait (1) seconds\nset [delete v] to [0]\n\n@More Epic Games Button\n\nwhen I receive [main menu v]\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (10) %\nshow\ngo to x: (-150) y: (70)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((60) - (size)))\n else\n change size by ((0.2) * ((50) - (size)))\n end\nend\n\nwhen I receive [main menu v]\npoint in direction (90)\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (More Epic Games v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [achievments v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [credit v]\nhide\n\n@Strawberries\n\ndefine Smooth Size to (%) % at speed (s)\nrepeat until <(round (size)) = (round (%))>\n change size by (((round (%)) - (round (size))) / (s))\nend\nset size to (%) %\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo [backward v] (6) layers\nforever\n Change Costume To (join [Glow-] (letter (index) of (Strawberries)))\nend\n\nSmooth Size to (80) % at speed (7)\n\nwhen I receive [start game v]\nhide\ngo to x: (-120) y: (-150)\nset [index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by (40)\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)\nend\n\nwhen I receive [main menu v]\ndelete this clone\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (6) layers\n\n@Level2\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo [backward v] (6) layers\nforever\n Change Costume To (join [Glow-] (letter (index) of (Level)))\n Smooth Size to (100) % at speed (7)\nend\n\nwhen I receive [die v]\nhide\n\nwhen I receive [start game v]\nhide\ngo to x: (0) y: (-150)\nset [index v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change x by (40)\n change [index v] by (1)\nend\n\ndefine Smooth Size to (%) % at speed (s)\nrepeat until <(round (size)) = (round (%))>\n change size by (((round (%)) - (round (size))) / (s))\nend\nset size to (%) %\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\nSmooth Size to (1) % at speed (1)\n\nwhen I receive [main menu v]\ndelete this clone\n\n@Lives\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo [backward v] (6) layers\nforever\n set x to (((((index) - (0.5)) * ((size) / (2))) / (2)) - (-180))\n Change Costume To (join [Glow-] (letter (index) of (Lives)))\n Smooth Size to (100) % at speed (7)\nend\n\nwhen I receive [die v]\nhide\n\nwhen I receive [start game v]\nhide\ngo to x: (-200) y: (-150)\nset [index v] to [1]\nrepeat (1)\n create clone of (_myself_ v)\n change x by (40)\n change [index v] by (1)\nend\n\ndefine Smooth Size to (%) % at speed (s)\nrepeat until <(round (size)) = (round (%))>\n change size by (((round (%)) - (round (size))) / (s))\nend\nset size to (%) %\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 I receive [main menu v]\ndelete this clone\n\n@Time\n\ndefine Smooth Size to (%) % at speed (s)\nrepeat until <(round (size)) = (round (%))>\n change size by (((round (%)) - (round (size))) / (s))\nend\nset size to (%) %\n\nwhen I start as a clone\nshow\ngo [forward v] (50) layers\nforever\n Change Costume To (join [Glow-] (letter (index) of (Time!!)))\n set x to (((((index) - (0.5)) * ((size) / (2))) / (2)) - (200))\nend\n\nwhen I receive [die v]\nhide\n\nwhen I receive [start game v]\nTimer\n\ndefine Timer\nset [time!! v] to [0]\nwait (1.5) seconds\nrepeat until <not <([costume name v] of [✨scratchy✨ v]) = [stand]>>\n reset timer\nend\nwait until <not <([costume name v] of [✨scratchy✨ v]) = [stand]>>\nforever\n set [time!! v] to (timer)\nend\n\nwhen I receive [start game v]\nhide\ngo to x: (-220) y: (150)\nset [index v] to [1]\nrepeat (15)\n create clone of (_myself_ v)\n change x by (40)\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 (90) %\nend\n\nwhen I start as a clone\nforever\n Smooth Size to (70) % at speed (7)\nend\n\nwhen I receive [main menu v]\ndelete this clone\n\nbroadcast (Night v)\n\n@Moon/Sun\n\nset size to (100) %\ngo to x: (0) y: ((0) + (([sin v] of ((timer) * (150)) ) * (10)))\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nshow\nswitch costume to (sun v)\ngo to x: (-145) y: (86)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nwhen I receive [night v]\nstop [other scripts in sprite v]\nglide (7) secs to x: (-139) y: (-143)\nhide\nswitch costume to (moon v)\nshow\ngo to x: (145) y: (-143)\nglide (7) secs to x: (145) y: (86)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nwhen I receive [day v]\nstop [other scripts in sprite v]\nglide (7) secs to x: (145) y: (-143)\nhide\nswitch costume to (sun v)\nshow\ngo to x: (-139) y: (-143)\nglide (7) secs to x: (-145) y: (86)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nhide\n\nswitch costume to (moon v)\n\n@Maybe love fave follow?\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n wait (pick random (15) to (30)) seconds\n show\n glide (1) secs to x: (0) y: (-70)\n wait (1) seconds\n glide (1) secs to x: (0) y: (0)\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Wifi detector\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <not <(translate (timer) to (sl v)::translate) = []>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Mobile Or Not Menu\n\nwhen flag clicked\nshow\nwait (0) seconds\ngo to [front v] layer\nwait (1.2) seconds\ngo to [front v] layer\nwait (1.7) seconds\ngo to [front v] layer\n\nwhen I receive [hide v]\nhide\n\n@Mobile\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (button v)\nset size to (50) %\nshow\ngo to x: (-125) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((210) - (size)))\n else\n change size by ((0.2) * ((200) - (size)))\n end\nend\n\nwhen this sprite clicked\nbroadcast (Hide v)\nset [mob? v] to [1]\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [main menu v]\n\nwait (1) seconds\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\n@CPU\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Hide v)\nset [mob? v] to [0]\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (button v)\nset size to (50) %\nshow\ngo to x: (125) y: (50)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((210) - (size)))\n else\n change size by ((0.2) * ((200) - (size)))\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (15)\n turn right (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn left (0.5) degrees\n end\n repeat (15)\n turn right (0.5) degrees\n end\nend\n\n@STOP DETECTOR\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n switch costume to (detector v)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [sure? v] to [1]\n else\n set [sure? v] to [0]\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (are u sure? v)\nforever\n if <(Sure?) = [1]> then\n set [ghost v] effect to (20)\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@Shadow\n\nwhen flag clicked\nforever\n set size to ((75) - ((([y position v] of [✨scratchy✨ v]) - (y position)) / (2))) %\n go to (✨scratchy✨ v)\n D\n set [ghost v] effect to (80)\n go [backward v] (1) layers\nend\n\ndefine D\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n change y by (-1)\nend\n\nset [ghost v] effect to (0)\n\nif <touching (_edge_ v)?> then\n show\nelse\n hide\nend\n\n
midnight : A rolling platformer
@Stage\n\n@스프라이트 1\n\nwhen I receive [jump v]\nchange y by (10)\nset [나의 변수 v] to [6]\nrepeat (4)\n change [y v] by (나의 변수)\n change [나의 변수 v] by (-1)\nend\nset [나의 변수 v] to [0]\n\nwhen I receive [up v]\n\nwhen flag clicked\nbroadcast (start v)\nhide\nset volume to (100) %\nforever\n play sound [Emotional Piano v] until done\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nshow\nset [y v] to [0]\ngo to x: (-207) y: (-131)\nswitch backdrop to (배경 1 v)\nset size to (100) %\nclear graphic effects\nforever\n go to [front v] layer\n set [posx v] to (x position)\n set [posy v] to (y position)\n create clone of (desine v)\n change x by (x)\n if <[1] < (x)> then\n change [x v] by (-1)\n else\n if <(x) < [0]> then\n change [x v] by (1)\n else\n set [x v] to [0]\n end\n end\n if <[10] < (x)> then\n set [x v] to [10]\n else\n if <(x) < [-10]> then\n set [x v] to [-10]\n end\n end\n if <<(mc) = [1]> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <touching (level v)?> then\n change [x v] by (1.5)\n else\n change [x v] by (1.3)\n end\n end\n if <<(mc) = [-1]> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <touching (level v)?> then\n change [x v] by (-1.5)\n else\n change [x v] by (-1.3)\n end\n end\n change y by (2)\n if <touching (level v)?> then\n set [x v] to ((0) - (x))\n if <(PosX) > (x position)> then\n change x by (3)\n else\n change x by (-3)\n end\n change x by ((x) * (2))\n end\n change y by (-2)\n change y by (y)\n if <touching (level v)?> then\n set y to (PosY)\n if <<<(mc2) = [1]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(y) = [-2]>> then\n broadcast (jump v)\n end\n set [y v] to [-2]\n set [나의 변수 v] to [0]\n else\n change [y v] by (-1)\n end\n if <<touching (hazard v)?> or <key (r v) pressed?>> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (20)\n change size by (5)\n change [ghost v] effect by (5)\n end\n go to x: (-207) y: (-110)\n set [posx v] to (x position)\n set [posy v] to (y position)\n set size to (100) %\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n end\n if <(x position) > [239]> then\n set [x v] to [0]\n set [y v] to [0]\n change [level v] by (1)\n go to x: (-207) y: (-110)\n set [posx v] to (x position)\n set [posy v] to (y position)\n set size to (100) %\n clear graphic effects\n set [x v] to [0]\n set [y v] to [0]\n end\n turn right (x) degrees\n if <key (space v) pressed?> then\n set size to (80) %\n else\n set size to (100) %\n end\nend\n\nchange y by (0.5)\n\n@LEVEL\n\nwhen flag clicked\nset [level v] to [1]\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@hazard\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [back v] layer\n switch costume to (LEVEL)\nend\n\n@asdfjkl;\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to (스프라이트 1 v)\nend\n\n@스프라이트 2\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [mc v] to [-1]\n else\n if <(mc) = [-1]> then\n set [mc v] to [0]\n end\n end\n set [ghost v] effect to (30)\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@스프라이트 3\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [mc v] to [1]\n else\n if <(mc) = [1]> then\n set [mc v] to [0]\n end\n end\n set [ghost v] effect to (30)\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@스프라이트 4\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [mc2 v] to [1]\n else\n set [mc2 v] to [0]\n end\n set [ghost v] effect to (30)\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\nend\n\n
wow, 3800 veiws!!!! Thank you for all the support!!!\n\ninstrutions\nwasd and arrow keys to move.\ndont touch red.\ndont try to go to the left end of the screen.\nspace to togle mobile controls.\nhave fun.
⚡️ online⚡️Stickman Platformer【Newyear】棒人間【正月】モバイル対応!#game
@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 <(y position) < (mouse y)>>> 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 <(x position) < (mouse x)>>> 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 <(mouse x) < (x position)>>> 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) = [123123456789go]> or <(username) = [driveGOX]>> 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]\nelse\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until << or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (タイム))\n set [fastest v] to (join [Fastest: ] (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\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]> 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: (650) (78) typ [10] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (3300) (-50) typ [21] width [105] time [0] costume [4eyes] mul []\nsetup clone at x,y: (4000) (173) typ [4] width [105] time [0.7] 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: (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\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) (-35)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (3100) (-6)\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 [Sunset\(instrumental\) 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@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
https://scratch.mit.edu/projects/948874868/\nステージの絵は全部自作です!       作者39.6\n♡&⭐︎よろしく!             \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!
☁2024countdown platformer
@Stage\n\nwhen flag clicked\nrepeat until <<<(item (2) of [残り時間 v]) = [0]> and <(item (4) of [残り時間 v]) = [0]>> and <<(item (6) of [残り時間 v]) = [0]> and <(item (8) of [残り時間 v]) < [11]>>>\n play sound [414_BPM85 v] until done\nend\n\nwhen I receive [game loop v]\nset [chat 送信 v] to [0]\nforever\n wait until <key (t v) pressed?>\n hide list [chat/チャット v]\n ask [番号を入力してください。/ Please enter your number.] and wait\n if <<not <[] = (answer)>> or <<not <(length of [chat/チャット v]) < (answer)>> or <not < (answer) contains [-]?>>>> then\n set [chat 送信 v] to (answer)\n end\n broadcast (Tick-chat v)\n show list [chat/チャット v]\n wait until <not <key (t v) pressed?>>\nend\n\nwhen I receive [10秒前 v]\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nset volume to (100) %\nplay sound [361_BPM100 v] until done\n\n@軽量化用\n\n@プレイヤー//game\n\ndefine position set\ngo to x: ((round (*player X)) - (*cam X)) y: (([floor v] of (*player Y) ) - (*cam Y))\n\nwhen I receive [game loop v]\nclear graphic effects\nset [ghost v] effect to (0)\nforever\n if <[0] = (★クリア?)> then\n set [タイム v] to (timer)\n end\n broadcast (Tick-first v)\n broadcast (Tick-Level v)\n broadcast (Tick-Platforms v)\n broadcast (Tick-Player v)\n add (*player X) to [★送信用データ v]\n add ([floor v] of (*player Y) ) to [★送信用データ v]\n add (costume [number v]) to [★送信用データ v]\n add (direction) to [★送信用データ v]\n add (chat 送信) to [★送信用データ v]\n set [chat 送信 v] to [0]\n broadcast (Cloud - Tick v)\n broadcast (Tick-last v)\nend\n\ndefine ✅touch check\nif <<touching (ステージ//level v)?> or <touching (ステージ//platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(costume [name v]) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (ステージ//jump through v)?> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <(costume [name v]) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (ステージ//jump through v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\ndefine 地面 復帰\nif <(touching) > [0]> then\n 天井?床?\nend\n\ndefine position set Y (step)\nrepeat (step)\n change [*player y v] by ((*speed Y) / (step))\n position set\n ✅touch check\n 地面 復帰\nend\n\ndefine position set X (step)\nrepeat (step)\n change [*player x v] by ((*speed X) / (step))\n position set\n ✅touch check\n if <(touching) > [0]> then\n 壁?坂?\n end\nend\n\ndefine 壁?坂?\n壁 滑れる?\nset [壁 復帰//x 保存 v] to (*player X)\nchange y by (1)\nchange [*player y v] by (1)\n✅touch check\nif <(touching) > [0]> then\n change y by (1)\n change [*player y v] by (1)\n ✅touch check\n if <(touching) > [0]> then\n change y by (-2)\n change [*player y v] by (-2)\n position set\n if <[0] < (*speed X)> then\n set [壁 戻る方向 v] to [-1]\n else\n set [壁 戻る方向 v] to [1]\n end\n set [*speed x v] to [0]\n set [復帰 カウント v] to [0]\n repeat until <<(touching) = [0]> or <[20] < (復帰 カウント)>>\n change [復帰 カウント v] by (1)\n change [*player x v] by (壁 戻る方向)\n position set\n ✅touch check\n if <[20] < (復帰 カウント)> then\n broadcast (Lose life v)\n end\n end\n stop [this script v]\n end\n set [*speed x v] to ((*speed X) * (0.8))\nend\nset [*speed x v] to ((*speed X) * (0.95))\nSlip\n\ndefine Ycontrol\nif <<(★スティックボタン) > [0]> or <(★スティックY) = [1]>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [falling v] to [3]\n set [jumping v] to [1]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [*speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [falling v] to [3]\n set [jumping v] to [1]\n end\n if <<(jumping) > [0]> and <(jumping) < [6]>> then\n change [jumping v] by (1)\n set [*speed y v] to (@ジャンプ力)\n end\nelse\n set [jumping v] to [0]\nend\nchange [*speed y v] by (@重力)\nif <(wall slide) > [0]> then\n 壁 滑れる?\n if <(*speed Y) < [0]> then\n set [*speed y v] to ((*speed Y) * (0.6))\n end\nend\n\ndefine scroll\nchange [*cam x v] by (round (((*player X) - (*cam X)) / (2)))\nchange [*cam y v] by ([floor v] of (((*player Y) - (*cam Y)) / (2)) )\nif <(*cam Y) < [-170]> then\n set [*cam y v] to [-170]\nend\nposition set\n\nif <(*cam X) < [0]> then\n set [*cam x v] to [0]\nend\n\ndefine 天井?床?\nset [復帰 カウント v] to [0]\nrepeat until <<(touching) = [0]> or <[20] < (復帰 カウント)>>\n change [復帰 カウント v] by (1)\n if <[0] < (*speed Y)> then\n change [*player y v] by (-1)\n else\n change [*player y v] by (1)\n end\n position set\n ✅touch check\n if <[20] < (復帰 カウント)> then\n broadcast (Lose life v)\n end\nend\nif <(*speed Y) > [0]> then\n set [*speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [*speed y v] to ((*speed Y) * (0.8))\n\ndefine Slip\nchange [*player y v] by (-2)\nchange [*player x v] by (1)\nposition set\n✅touch check\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [*speed x v] by (1)\n stop [this script v]\nend\nchange [*player x v] by (-2)\nposition set\n✅touch check\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [*speed x v] by (-1)\n stop [this script v]\nend\nchange [*player y v] by (2)\nchange [*player x v] by (1)\nposition set\n\ndefine 初期化&次のステージ\nset [*speed x v] to [0]\nset [*speed y v] to [0]\nset [falling v] to [99]\nset [jumping v] to [0]\npoint in direction (90)\nBegin go to x: (SPAWN X) go to y: (SPAWN Y)\n\nwhen I receive [tick-player v]\nif <[-20] > (*speed Y)> then\n set [*speed y v] to [-20]\nend\nif <(item (2) of [残り時間 v]) = [0]> then\n if <(item (4) of [残り時間 v]) = [0]> then\n if <(item (6) of [残り時間 v]) = [0]> then\n if <(item (8) of [残り時間 v]) < [11]> then\n end\n end\n end\nend\nMoved - by Moving Platform\nchange [falling v] by (1)\nYcontrol\nXcontrol\nposition set X (([abs v] of (*speed X) ) + ([abs v] of (*speed Y) ))\nposition set Y (([abs v] of (*speed X) ) + ([abs v] of (*speed Y) ))\nset costume\n\nwhen I receive [tick-first v]\nchange [@timer v] by (1)\ndelete all of [z oeder v]\nbroadcast (order splits v)\nset rotation style [don't rotate v]\nswitch costume to (hitbox v2 v)\nset [*platform dx v] to []\nset [*platform dy v] to []\n\ndefine Xcontrol\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (★スティックX)\nif <([abs v] of (KEY X) ) < [0.3]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [*speed x v] to ((*speed X) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (*speed X) ) < [1]> then\n set [frame v] to [0]\n set [*speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [*speed x v] by ((KEY X) * (1.5))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [*speed x v] to ((*speed X) * (@抵抗))\n\ndefine 数値set\nset [@ジャンプ力 v] to [12]\nset [@抵抗 v] to [0.8]\nset [@重力 v] to [-1.3]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\n\ndefine 壁 滑れる?\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\n✅touch check\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Begin go to x: (x) go to y: (y)\nset [*player x v] to (x)\nset [*player y v] to (y)\nset [*cam x v] to (x)\nset [*cam y v] to (y)\nscroll\nbroadcast (Tick-Level v)\nwait () seconds\nposition set\nstop [other scripts in sprite v]\nwait (0) seconds\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nbroadcast (game loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n ✅touch check\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n change [*player x v] by (([sin v] of (direction) ) * (distance))\n change [*player y v] by (([cos v] of (direction) ) * (distance))\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [start game v]\nbroadcast (back-Setup v) and wait\nbroadcast (danger-Setup v) and wait\nbroadcast (Platform-Setup v) and wait\nbroadcast (Level-Setup v) and wait\nbroadcast (collect-Setup v) and wait\nbroadcast (背景-Setup v) and wait\nbroadcast (Cloud - Setup v) and wait\n数値set\n初期化&次のステージ\nset [★クリア? v] to [0]\nbroadcast (game loop v)\nreset timer\n\nwhen flag clicked\nbroadcast (start game v)\n\nwhen I receive [tick-last v]\nscroll\nif <touching (ステージ//danger v)?> then\n broadcast (Lose life v)\nend\nif <touching (_edge_ v)?> then\n broadcast (Lose life v)\nend\n\nwhen I receive [lose life v]\nstart sound [Lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\n初期化&次のステージ\n\ndefine Moved - by Moving Platform\nchange [*player x v] by (*PLATFORM DX)\nchange [*player y v] by (*PLATFORM DY)\nposition set\n✅touch check\nif <(touching) > [0]> then\n Find Closest Space to ((*player X) - (*cam X)) ((*player Y) - (*cam Y)) max [16]\n if <(touching) > [0]> then\n broadcast (Lose life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n ✅touch check\n if <(touching) < [1]> then\n point in direction (temp)\n set [*player x v] to ((x position) + (*cam X))\n set [*player y v] to ((y position) + (*cam Y))\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\nset [*player x v] to ((x) + (*cam X))\nset [*player y v] to ((y) + (*cam Y))\nposition set\npoint in direction (temp)\n\ndefine set costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n set [costume v] to [HangOn]\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(*speed Y) > [0]> then\n set [costume v] to [jump]\n switch costume to (jump01 v)\n else\n set [costume v] to [ran jump]\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n set [costume v] to ((1) + ([floor v] of ((frame) mod (16)) ))\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n set [costume v] to []\n switch costume to (hit angle 0 v)\n repeat (5)\n ✅touch check\n if <(touching) < [1]> then\n set [stand 角度 v] to (costume [number v])\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n set [stand 角度 v] to [0]\n switch costume to (stand v)\n stop [this script v]\nend\n\nwhen I receive [order splits v]\nOrder Sprite by [-30]\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [tick-chat v]\nsay (join (username) (join [:] (item (chat 送信) of [chat/チャット v]))) for (5) seconds\n\nwhen I receive [10秒前 v]\nset [spawn x v] to [10000]\nset [spawn y v] to [8000]\nstart sound [warp v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\nend\nwait (0.5) seconds\nset size to (40) %\n初期化&次のステージ\n\n@プレイヤー//Cloud Player\n\ndefine エンコードする)値: (値) →エンコード文字列\nset [値 v] to (round (値))\nif <(値) < [0]> then\n set [値 v] to (join [0] ([abs v] of (値) ))\nend\nset [エンコード文字列 v] to (join (エンコード文字列) (join (length of (値)) (値)))\n\ndefine 順番にデコードする)エンコード文字列→値// (メモ)\nset [値 v] to []\nrepeat (letter (エンコード文字の順番) of (エンコード文字列))\n change [エンコード文字の順番 v] by (1)\n set [値 v] to (join (値) (letter (エンコード文字の順番) of (エンコード文字列)))\nend\nchange [エンコード文字の順番 v] by (1)\nif <(letter (1) of (値)) = [0]> then\n set [値 v] to ((0) - (値))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [★クラウドティック v] to [0]\ndelete all of [★送信用データ v]\ndelete all of [★クラウドデータ v]\ndelete all of [★プレイヤーuid一覧 v]\ndelete all of [★プレイヤーデータ一覧 v]\nadd (join [c] (☁ CLOUD 1)) to [★クラウドデータ v]\nadd (join [c] (☁ CLOUD 2)) to [★クラウドデータ v]\nadd (join [c] (☁ CLOUD 3)) to [★クラウドデータ v]\nadd (join [c] (☁ CLOUD 4)) to [★クラウドデータ v]\nadd (join [c] (☁ CLOUD 5)) to [★クラウドデータ v]\nadd (join [c] (☁ CLOUD 6)) to [★クラウドデータ v]\nset [★自プレイヤーuid v] to (pick random (1) to (9999999))\nset [プレイヤー番号 v] to []\n\nwhen I receive [cloud - tick v]\nif <(プレイヤー番号) > []> then\n クローンティック\n stop [this script v]\nend\nchange [★クラウドティック v] by (1)\nクラウド変数を受信する)☁番号: [1] 更新データ: (join [c] (☁ CLOUD 1))\nクラウド変数を受信する)☁番号: [2] 更新データ: (join [c] (☁ CLOUD 2))\nクラウド変数を受信する)☁番号: [3] 更新データ: (join [c] (☁ CLOUD 3))\nクラウド変数を受信する)☁番号: [4] 更新データ: (join [c] (☁ CLOUD 4))\nクラウド変数を受信する)☁番号: [5] 更新データ: (join [c] (☁ CLOUD 5))\nクラウド変数を受信する)☁番号: [6] 更新データ: (join [c] (☁ CLOUD 6))\nクラウド変数を送信する)回数: [4] 回に1回\n\ndefine クラウド変数を送信する)回数: (回数) 回に1回\nif <((★クラウドティック) mod (回数)) > [0]> then\n stop [this script v]\nend\nset [エンコード文字列 v] to []\nエンコードする)値: (★自プレイヤーUID) →エンコード文字列\n文字列をエンコードする)文字列: (username) →エンコード文字列\nrepeat (length of [★送信用データ v])\n エンコードする)値: (item (1) of [★送信用データ v]) →エンコード文字列\n delete (1) of [★送信用データ v]\nend\nset [my channel v] to (pick random (1) to (length of [★クラウドデータ v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud 1 v] to (エンコード文字列)\n else\n set [☁ cloud 2 v] to (エンコード文字列)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud 3 v] to (エンコード文字列)\n else\n set [☁ cloud 4 v] to (エンコード文字列)\n end\n end\nelse\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud 5 v] to (エンコード文字列)\n else\n set [☁ cloud 6 v] to (エンコード文字列)\n end\nend\n\ndefine クラウド変数を受信する)☁番号: (☁番号) 更新データ: (更新データ)\nif <(更新データ) = (item (☁番号) of [★クラウドデータ v])> then\n stop [this script v]\nend\nreplace item (☁番号) of [★クラウドデータ v] with (更新データ)\nset [エンコード文字列 v] to (更新データ)\nset [エンコード文字の順番 v] to [2]\n順番にデコードする)エンコード文字列→値// [プレイヤーUID]\nif <<(値) < [1]> or <(値) = (★自プレイヤーUID)>> then\n stop [this script v]\nend\nset [プレイヤー番号 v] to (item # of (値) in [★プレイヤーuid一覧 v])\nif <(プレイヤー番号) = [0]> then\n set [プレイヤー番号 v] to (item # of [] in [★プレイヤーuid一覧 v])\n if <(プレイヤー番号) = [0]> then\n add (値) to [★プレイヤーuid一覧 v]\n add [] to [★プレイヤーデータ一覧 v]\n set [プレイヤー番号 v] to (length of [★プレイヤーデータ一覧 v])\n create clone of (_myself_ v)\n else\n replace item (プレイヤー番号) of [★プレイヤーデータ一覧 v] with (値)\n end\nend\nreplace item (プレイヤー番号) of [★プレイヤーデータ一覧 v] with (更新データ)\nset [プレイヤー番号 v] to []\n\ndefine クローンティック\nif <(エンコード文字の順番) > (length of (エンコード文字列))> then\n 次のプレイヤーデータを移す→エンコード文字列\n if <(エンコード文字列) = []> then\n change [inactive v] by (1)\n if <(inactive) > [150]> then\n replace item (プレイヤー番号) of [★プレイヤーuid一覧 v] with []\n hide\n end\n stop [this script v]\n end\n show\nend\nset [inactive v] to [0]\n順番にデコードする)エンコード文字列→値// [X座標]\nset [*cloud x v] to (値)\n順番にデコードする)エンコード文字列→値// [Y座標]\nset [*cloud y v] to (値)\n順番にデコードする)エンコード文字列→値// [コスチューム]\nset [cloud costume v] to (値)\n順番にデコードする)エンコード文字列→値// [向き]\nset [cloud dir v] to (値)\n順番にデコードする)エンコード文字列→値// [chat]\nset [cloud chat v] to (item (値) of [chat/チャット v])\nif <touching (mouse-pointer v)?> then\n say (クラウドプレイヤー名) for (0.5) seconds\nend\nif <not <(cloud chat) = [0]>> then\n say (join (join (クラウドプレイヤー名) [:]) (cloud chat)) for (5) seconds\nend\nif <(クラウドプレイヤー名) = [ryugen0719]> then\n set [color v] effect to (50)\nend\n\ndefine 次のプレイヤーデータを移す→エンコード文字列\nset [エンコード文字列 v] to (item (プレイヤー番号) of [★プレイヤーデータ一覧 v])\nreplace item (プレイヤー番号) of [★プレイヤーデータ一覧 v] with []\nset [エンコード文字の順番 v] to [2]\n順番にデコードする)エンコード文字列→値// [プレイヤーUID]\n文字列をデコードする)エンコード文字列→値// [ユーザー名]\nset [クラウドプレイヤー名 v] to (値)\n\nwhen I receive [tick-player v]\ngo to x: ((*cloud x) - (*cam X)) y: ((*cloud y) - (*cam Y))\nswitch costume to (cloud costume)\npoint in direction (cloud dir)\nset [ghost v] effect to (30)\n\ndelete all of [■文字一覧 v]\nadd [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~] to [■文字一覧 v]\nrepeat (length of (item (1) of [■文字一覧 v]))\n add (letter (length of [■文字一覧 v]) of (item (1) of [■文字一覧 v])) to [■文字一覧 v]\nend\ndelete (1) of [■文字一覧 v]\n\ndefine 文字列をエンコードする)文字列: (文字列) →エンコード文字列\nエンコードする)値: (length of (文字列)) →エンコード文字列\nset [値 v] to []\nset [_文字列インデックス v] to [1]\nrepeat (length of (文字列))\n set [文字一覧の何文字目か v] to (item # of (letter (_文字列インデックス) of (文字列)) in [■文字一覧 v])\n if <(文字一覧の何文字目か) < [10]> then\n set [文字一覧の何文字目か v] to (join [0] (文字一覧の何文字目か))\n end\n set [値 v] to (join (値) (文字一覧の何文字目か))\n change [_文字列インデックス v] by (1)\nend\nset [エンコード文字列 v] to (join (エンコード文字列) (値))\n\ndefine 文字列をデコードする)エンコード文字列→値// (メモ)\n順番にデコードする)エンコード文字列→値// [文字数]\nset [_文字数 v] to (値)\nset [値 v] to []\nrepeat (_文字数)\n set [文字一覧の何文字目か v] to (join (letter (エンコード文字の順番) of (エンコード文字列)) (letter ((エンコード文字の順番) + (1)) of (エンコード文字列)))\n set [値 v] to (join (値) (item (文字一覧の何文字目か) of [■文字一覧 v]))\n change [エンコード文字の順番 v] by (length of (文字一覧の何文字目か))\nend\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [order splits v]\nOrder Sprite by [-29]\n\n@ステージ//Platform\n\ndefine 🔨リスト作成 & クローン\n🔘リスト追加 クローン)costume: [1] x: [1900] y: [-150] move type: [2] dir: [90] turn: []\n🔘リスト追加 クローン)costume: [Key 1] x: [2480] y: [180] move type: [Key 1] dir: [90] turn: []\n🔘リスト追加 クローン)costume: [四角] x: [-250] y: [-120] move type: [turn] dir: [90] turn: [1]\n🔘リスト追加 クローン)costume: [円] x: [2940] y: [270] move type: [turn] dir: [90] turn: [1.5]\n🔘リスト追加 クローン)costume: [円] x: [3320] y: [340] move type: [turn] dir: [90] turn: [1.5]\n🔘リスト追加 クローン)costume: [1] x: [4300] y: [205] move type: [2] dir: [90] turn: []\n🔘リスト追加 クローン)costume: [1] x: [4370] y: [440] move type: [2] dir: [90] turn: []\n\nwhen I receive [order splits v]\nOrder Sprite by [13]\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\ndefine 🔘リスト追加 クローン)costume: (costume) x: (x) y: (y) move type: (type) dir: (dir) turn: (degrees)\nadd (x) to [💨clone x\(platform\) v]\nadd (y) to [💨clone y\(platform\) v]\nadd (costume) to [💨clone costume\(platform\) v]\nadd (type) to [💨clone type\(platform\) v]\nadd (dir) to [💨clone dir\(platform\) v]\nadd (degrees) to [💨clone turn\(platform\) v]\nchange [💨リスト カウント\(platform\) v] by (1)\nset [💨clone id \(platform\) v] to (💨リスト カウント\(Platform\))\nadd (💨リスト カウント\(Platform\)) to [💨clone 状況\(platform\) v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n変数位置セット\n変数移動 パターン (item (💨clone ID \(Platform\)) of [💨clone type\(platform\) v])\n\ndefine Tick (new x) (new y)\nif <(item (💨clone ID \(Platform\)) of [💨clone turn\(platform\) v]) > []> then\n change y by (4)\n if <touching (プレイヤー//game v)?> then\n Rotation Maths CCW ((0) - (item (💨clone ID \(Platform\)) of [💨clone turn\(platform\) v]))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to (((last y) - (*cam Y)) + (1))\n end\n if <touching (プレイヤー//game v)?> then\n set [*platform dx v] to ((new x) - (last x))\n set [*platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: ((new x) - (*cam X)) y: ((new y) - (*cam Y))\n\nwhen I receive [tick-platforms v]\nTick (💨move X\(Platform\)) (💨move Y\(Platform\))\nset [last x v] to (💨move X\(Platform\))\nset [last y v] to (💨move Y\(Platform\))\n\nwhen I receive [platform-setup v]\nhide\nset [💨リスト カウント\(platform\) v] to [0]\ndelete all of [💨clone costume\(platform\) v]\ndelete all of [💨clone x\(platform\) v]\ndelete all of [💨clone y\(platform\) v]\ndelete all of [💨clone 状況\(platform\) v]\ndelete all of [💨clone type\(platform\) v]\ndelete all of [💨clone dir\(platform\) v]\ndelete all of [💨clone turn\(platform\) v]\n🔨リスト作成 & クローン\n\ndefine 変数移動 パターン (パターン)\nif <(パターン) = [1]> then\n ↑↓Animate Platform (💨move Y\(Platform\))\nend\nif <(パターン) = [2]> then\n ←→Animate Platform (💨move X\(Platform\))\nend\nif < (パターン) contains [Key]?> then\n Door at (💨move X\(Platform\)) (💨move Y\(Platform\)) key (item (💨clone ID \(Platform\)) of [💨clone costume\(platform\) v])\nend\nif <(パターン) = [2024]> then\n 2024\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (blank v)\n go to x: ((💨move X\(Platform\)) - (*cam X)) y: ((💨move Y\(Platform\)) - (*cam Y))\n turn right (item (💨clone ID \(Platform\)) of [💨clone turn\(platform\) v]) degrees\n switch costume to (item (💨clone ID \(Platform\)) of [💨clone costume\(platform\) v])\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nforever\n wait until <touching (プレイヤー//game v)?>\n if <[collected v] contains (key name)?> then\n start sound [mixkit-futuristic-door-opening-906 v]\n repeat (24)\n change [💨move y\(platform\) v] by (4)\n end\n wait (1) seconds\n start sound [mixkit-futuristic-door-opening-2 v]\n repeat (24)\n change [💨move y\(platform\) v] by (-4)\n end\n start sound [Crunch v]\n wait (1) seconds\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (プレイヤー//game v)?>>\nend\n\ndefine 変数位置セット\nset [💨move x\(platform\) v] to (item (💨clone ID \(Platform\)) of [💨clone x\(platform\) v])\nset [💨move y\(platform\) v] to (item (💨clone ID \(Platform\)) of [💨clone y\(platform\) v])\npoint in direction (item (💨clone ID \(Platform\)) of [💨clone dir\(platform\) v])\n\ndefine ←→Animate Platform (x)\nforever\n repeat until <((x) + (100)) < (💨move X\(Platform\))>\n change [💨move x\(platform\) v] by (3)\n end\n repeat until <(💨move X\(Platform\)) < ((x) - (100))>\n change [💨move x\(platform\) v] by (-3)\n end\nend\n\ndefine ↑↓Animate Platform (y)\nforever\n repeat until <((y) - (100)) < (💨move Y\(Platform\))>\n change [💨move y\(platform\) v] by (3)\n end\n repeat until <(💨move Y\(Platform\)) < ((y) + (100))>\n change [💨move y\(platform\) v] by (-3)\n end\nend\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [プレイヤー//game v]) - (x position))\nset [dy v] to (([y position v] of [プレイヤー//game v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [*platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [*platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\nwhen I receive [10秒前 v]\nwait (1) seconds\n🔘リスト追加 クローン)costume: [2024] x: [4500] y: [100] move type: [2024] dir: [90] turn: []\n🔘リスト追加 クローン)costume: [2024] x: [6000] y: [100] move type: [2024] dir: [90] turn: []\n🔘リスト追加 クローン)costume: [2024] x: [7500] y: [100] move type: [2024] dir: [90] turn: []\n🔘リスト追加 クローン)costume: [2024] x: [9000] y: [100] move type: [2024] dir: [90] turn: []\n\ndefine 2024\nforever\n repeat until <[205] < (💨move Y\(Platform\))>\n change [💨move y\(platform\) v] by (2)\n end\n wait (3) seconds\n repeat until <[9200] < (💨move X\(Platform\))>\n change [💨move x\(platform\) v] by (6)\n end\n wait (3) seconds\n repeat until <(💨move Y\(Platform\)) < [5]>\n change [💨move y\(platform\) v] by (-2)\n end\n wait (3) seconds\n repeat until <(💨move X\(Platform\)) < [4400]>\n change [💨move x\(platform\) v] by (-6)\n end\n wait (3) seconds\nend\n\n@ステージ//danger\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\ndefine 🔨リスト作成\n🔘リスト追加 クローン [1] x [1600] y [-100] 揺れ []\n🔘リスト追加 クローン [2] x [760] y [-380] 揺れ [1]\n🔘リスト追加 クローン [2] x [1222] y [-380] 揺れ [1]\n🔘リスト追加 クローン [2] x [1900] y [-380] 揺れ [1]\n\ndefine 🔘リスト追加 クローン (コスチューム) x (x) y (y) 揺れ (揺れ\(1or0\))\nadd (x) to [🔥clone x\(danger\) v]\nadd (y) to [🔥clone y\(danger\) v]\nadd (コスチューム) to [🔥clone costume\(danger\) v]\nadd (揺れ\(1or0\)) to [clone shaking\(danger\) v]\n\ndefine 🔍クローン可能な物を探す\nset [🔥リスト カウント\(danger\) v] to [0]\nrepeat (length of [🔥clone x\(danger\) v])\n change [🔥リスト カウント\(danger\) v] by (1)\n if <([sqrt v] of ((((item (🔥リスト カウント\(danger\)) of [🔥clone x\(danger\) v]) - (*player X)) * ((item (🔥リスト カウント\(danger\)) of [🔥clone x\(danger\) v]) - (*player X))) + (((item (🔥リスト カウント\(danger\)) of [🔥clone y\(danger\) v]) - (*player Y)) * ((item (🔥リスト カウント\(danger\)) of [🔥clone y\(danger\) v]) - (*player Y)))) ) < [960]> then\n if <not <[🔥clone 状況\(danger\) v] contains (🔥リスト カウント\(danger\))?>> then\n set [clone id \(danger\) v] to (🔥リスト カウント\(danger\))\n add (🔥リスト カウント\(danger\)) to [🔥clone 状況\(danger\) v]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [tick-level v]\nif <(クローン識別) = []> then\n 🔍クローン可能な物を探す\nend\n\nwhen I start as a clone\nset [クローン識別 v] to [1]\nwait until <([sqrt v] of ((((item (clone ID \(danger\)) of [🔥clone x\(danger\) v]) - (*player X)) * ((item (clone ID \(danger\)) of [🔥clone x\(danger\) v]) - (*player X))) + (((item (clone ID \(danger\)) of [🔥clone y\(danger\) v]) - (*player Y)) * ((item (clone ID \(danger\)) of [🔥clone y\(danger\) v]) - (*player Y)))) ) > [960]>\ndelete (item # of (clone ID \(danger\)) in [🔥clone 状況\(danger\) v]) of [🔥clone 状況\(danger\) v]\nwait () seconds\ndelete this clone\n\nwhen I receive [order splits v]\nOrder Sprite by [20]\n\nwhen I receive [tick-level v]\nif <(クローン識別) = [1]> then\n show\n switch costume to (blank v)\n go to x: ((((item (clone ID \(danger\)) of [🔥clone x\(danger\) v]) + ((danger 揺れ) * (2))) - (10)) - (*cam X)) y: (((item (clone ID \(danger\)) of [🔥clone y\(danger\) v]) + (danger 揺れ)) - (*cam Y))\n if <(item (clone ID \(danger\)) of [clone shaking\(danger\) v]) = [1]> then\n set [danger 揺れ v] to ((3) * ([sin v] of ((timer) * (300)) ))\n else\n set [danger 揺れ v] to [0]\n end\n switch costume to (item (clone ID \(danger\)) of [🔥clone costume\(danger\) v])\nend\n\nwhen I receive [danger-setup v]\nhide\nset [クローン識別 v] to []\ndelete all of [🔥clone costume\(danger\) v]\ndelete all of [🔥clone x\(danger\) v]\ndelete all of [🔥clone y\(danger\) v]\ndelete all of [🔥clone 状況\(danger\) v]\ndelete all of [clone shaking\(danger\) v]\n🔨リスト作成\n\n@ステージ//background\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [tick-level v]\nif <(クローン識別) = []> then\n 🔍クローン可能な物を探す\nend\n\ndefine 🔘リスト追加 クローン (コスチューム) x (x) y (y)\nadd (x) to [🌳clone x\(背景\) v]\nadd (y) to [🌳clone y\(背景\) v]\nadd (コスチューム) to [🌳clone costume\(背景\) v]\n\ndefine 🔨リスト作成\n🔘リスト追加 クローン [5] x [1600] y [-100]\n🔘リスト追加 クローン [木1] x [1227] y [-182]\n🔘リスト追加 クローン [木3] x [763] y [-196]\n🔘リスト追加 クローン [ロープ] x [1900] y [-150]\n🔘リスト追加 クローン [柱] x [2940] y [0]\n🔘リスト追加 クローン [柱] x [3320] y [0]\n🔘リスト追加 クローン [2] x [3790] y [245]\n🔘リスト追加 クローン [ロープ] x [4280] y [205]\n🔘リスト追加 クローン [ロープ] x [4300] y [440]\n🔘リスト追加 クローン [木1] x [3740] y [466]\n🔘リスト追加 クローン [石] x [3808] y [466]\n🔘リスト追加 クローン [数字10] x (() + (10000)) y (((8000) / (13)) * (13))\n🔘リスト追加 クローン [数字9] x (() + (10000)) y (((8000) / (13)) * (12))\n🔘リスト追加 クローン [数字8] x (() + (10000)) y (((8000) / (13)) * (11))\n🔘リスト追加 クローン [数字7] x (() + (10000)) y (((8000) / (13)) * (10))\n🔘リスト追加 クローン [数字6] x (() + (10000)) y (((8000) / (13)) * (9))\n🔘リスト追加 クローン [数字5] x (() + (10000)) y (((8000) / (13)) * (8))\n🔘リスト追加 クローン [数字4] x (() + (10000)) y (((8000) / (13)) * (7))\n🔘リスト追加 クローン [数字3] x (() + (10000)) y (((8000) / (13)) * (6))\n🔘リスト追加 クローン [数字2] x (() + (10000)) y (((8000) / (13)) * (5))\n🔘リスト追加 クローン [数字1] x (() + (10000)) y (((8000) / (13)) * (4))\n🔘リスト追加 クローン [HAPPY] x (() + (10000)) y (((8000) / (13)) * (3))\n🔘リスト追加 クローン [NEW] x (() + (10000)) y (((8000) / (13)) * (2.5))\n🔘リスト追加 クローン [YEAR] x (() + (10000)) y (((8000) / (13)) * (2))\n🔘リスト追加 クローン [S2] x ((-200) + (10000)) y [35]\n🔘リスト追加 クローン [S1] x ((200) + (10000)) y [35]\n🔘リスト追加 クローン [S2] x ((-500) + (10000)) y [90]\n🔘リスト追加 クローン [S1] x ((500) + (10000)) y [90]\n\ndefine 🔍クローン可能な物を探す\nset [🌳リスト カウント\(背景\) v] to [0]\nrepeat (length of [🌳clone x\(背景\) v])\n change [🌳リスト カウント\(背景\) v] by (1)\n if <([sqrt v] of ((((item (🌳リスト カウント\(背景\)) of [🌳clone x\(背景\) v]) - (*player X)) * ((item (🌳リスト カウント\(背景\)) of [🌳clone x\(背景\) v]) - (*player X))) + (((item (🌳リスト カウント\(背景\)) of [🌳clone y\(背景\) v]) - (*player Y)) * ((item (🌳リスト カウント\(背景\)) of [🌳clone y\(背景\) v]) - (*player Y)))) ) < [960]> then\n if <not <[🌳clone 状況\(背景\) v] contains (🌳リスト カウント\(背景\))?>> then\n set [clone id \(背景\) v] to (🌳リスト カウント\(背景\))\n add (🌳リスト カウント\(背景\)) to [🌳clone 状況\(背景\) v]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [order splits v]\nOrder Sprite by [15]\n\nwhen I receive [tick-level v]\nswitch costume to (big v)\ngo to x: ((item (clone ID \(背景\)) of [🌳clone x\(背景\) v]) - (*cam X)) y: ((item (clone ID \(背景\)) of [🌳clone y\(背景\) v]) - (*cam Y))\nswitch costume to (item (clone ID \(背景\)) of [🌳clone costume\(背景\) v])\n\nwhen I receive [back-setup v]\nhide\nset [クローン識別 v] to []\ndelete all of [🌳clone 状況\(背景\) v]\ndelete all of [🌳clone costume\(背景\) v]\ndelete all of [🌳clone y\(背景\) v]\ndelete all of [🌳clone x\(背景\) v]\ndelete all of [z oeder v]\n🔨リスト作成\n\nwhen I start as a clone\nshow\nset [クローン識別 v] to [1]\nwait until <([sqrt v] of ((((item (clone ID \(背景\)) of [🌳clone x\(背景\) v]) - (*player X)) * ((item (clone ID \(背景\)) of [🌳clone x\(背景\) v]) - (*player X))) + (((item (clone ID \(背景\)) of [🌳clone y\(背景\) v]) - (*player Y)) * ((item (clone ID \(背景\)) of [🌳clone y\(背景\) v]) - (*player Y)))) ) > [960]>\ndelete (item # of (clone ID \(背景\)) in [🌳clone 状況\(背景\) v]) of [🌳clone 状況\(背景\) v]\nwait () seconds\ndelete this clone\n\n@ステージ//Jump Through\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [tick-level v]\nif <(クローン識別) = []> then\n 🔍クローン可能な物を探す\nend\n\ndefine 🔘リスト追加 クローン (コスチューム) x (x) y (y)\nadd (x) to [👻clone x\(through\) v]\nadd (y) to [👻clone y\(through\) v]\nadd (コスチューム) to [👻clone costume\(through\) v]\n\ndefine 🔨リスト作成\n\n🔘リスト追加 クローン [1] x [2150] y [15]\n\ndefine 🔍クローン可能な物を探す\nset [👻リスト カウント\(through\) v] to [0]\nrepeat (length of [👻clone x\(through\) v])\n change [👻リスト カウント\(through\) v] by (1)\n if <([sqrt v] of ((((item (👻リスト カウント\(through\)) of [👻clone x\(through\) v]) - (*player X)) * ((item (👻リスト カウント\(through\)) of [👻clone x\(through\) v]) - (*player X))) + (((item (👻リスト カウント\(through\)) of [👻clone y\(through\) v]) - (*player Y)) * ((item (👻リスト カウント\(through\)) of [👻clone y\(through\) v]) - (*player Y)))) ) < [960]> then\n if <not <[👻clone 状況\(through\) v] contains (👻リスト カウント\(through\))?>> then\n set [clone id\(through\) v] to (👻リスト カウント\(through\))\n add (👻リスト カウント\(through\)) to [👻clone 状況\(through\) v]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [order splits v]\nOrder Sprite by [14]\n\nwhen I receive [tick-level v]\nswitch costume to (big v)\ngo to x: ((item (clone ID\(through\)) of [👻clone x\(through\) v]) - (*cam X)) y: ((item (clone ID\(through\)) of [👻clone y\(through\) v]) - (*cam Y))\nswitch costume to (item (clone ID\(through\)) of [👻clone costume\(through\) v])\n\nwhen I receive [back-setup v]\nset [ghost v] effect to (40)\nhide\nset [クローン識別 v] to []\ndelete all of [👻clone 状況\(through\) v]\ndelete all of [👻clone costume\(through\) v]\ndelete all of [👻clone y\(through\) v]\ndelete all of [👻clone x\(through\) v]\ndelete all of [z oeder v]\n🔨リスト作成\n\nwhen I start as a clone\nshow\nset [クローン識別 v] to [1]\nwait until <([sqrt v] of ((((item (clone ID\(through\)) of [👻clone x\(through\) v]) - (*player X)) * ((item (clone ID\(through\)) of [👻clone x\(through\) v]) - (*player X))) + (((item (clone ID\(through\)) of [👻clone y\(through\) v]) - (*player Y)) * ((item (clone ID\(through\)) of [👻clone y\(through\) v]) - (*player Y)))) ) > [960]>\ndelete (item # of (clone ID\(through\)) in [👻clone 状況\(through\) v]) of [👻clone 状況\(through\) v]\nwait () seconds\ndelete this clone\n\n@ステージ//collectibles\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [tick-level v]\nif <(クローン識別) = []> then\n 🔍クローン可能な物を探す\nend\n\ndefine 🔘リスト追加 クローン (コスチューム) x (x) y (y)\nadd (x) to [💎clone x\(collect\) v]\nadd (y) to [💎clone y\(collect\) v]\nadd (コスチューム) to [💎clone costume\(collect\) v]\n\ndefine 🔨リスト作成\n🔘リスト追加 クローン [1] x [0] y [-100]\n🔘リスト追加 クローン [1] x [40] y [-100]\n🔘リスト追加 クローン [1] x [80] y [-100]\n🔘リスト追加 クローン [1] x [120] y [-100]\n🔘リスト追加 クローン [1] x [160] y [-100]\n🔘リスト追加 クローン [1] x [200] y [-100]\n🔘リスト追加 クローン [1] x [1500] y [-255]\n🔘リスト追加 クローン [1] x [1586] y [-255]\n🔘リスト追加 クローン [1] x [3656] y [255]\n🔘リスト追加 クローン [1] x [3696] y [255]\n🔘リスト追加 クローン [1] x [3736] y [255]\n🔘リスト追加 クローン [1] x [3776] y [255]\n🔘リスト追加 クローン [1] x [3816] y [255]\n🔘リスト追加 クローン [1] x [3856] y [255]\n🔘リスト追加 クローン [1] x [4230] y [255]\n🔘リスト追加 クローン [1] x [4270] y [255]\n🔘リスト追加 クローン [1] x [4310] y [255]\n🔘リスト追加 クローン [1] x [4350] y [255]\n🔘リスト追加 クローン [1] x [4390] y [255]\n🔘リスト追加 クローン [1] x [4280] y [480]\n🔘リスト追加 クローン [1] x [4320] y [480]\n🔘リスト追加 クローン [1] x [4360] y [480]\n🔘リスト追加 クローン [1] x [4400] y [480]\n🔘リスト追加 クローン [1] x [4440] y [480]\n🔘リスト追加 クローン [Key 1] x [1650] y [-255]\n🔘リスト追加 クローン [Green Flag] x [1547] y [272]\n🔘リスト追加 クローン [goal] x [4143] y [500]\n\nwhen I start as a clone\nshow\nwait until <<touching (プレイヤー//game v)?> and <not <(costume [name v]) = [BIG]>>>\nif <(costume [number v]) = [1]> then\n start sound [coin v]\n change [コイン/coin v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Green Flag v]\n set [spawn x v] to (item (clone ID \(collect\)) of [💎clone x\(collect\) v])\n set [spawn y v] to (item (clone ID \(collect\)) of [💎clone y\(collect\) v])\n else\n if <(costume [name v]) = [goal]> then\n start sound [Green Flag v]\n set [spawn x v] to (item (clone ID \(collect\)) of [💎clone x\(collect\) v])\n set [spawn y v] to (item (clone ID \(collect\)) of [💎clone y\(collect\) v])\n set [★クリア? v] to [1]\n else\n if <(costume [name v]) = [戻る]> then\n start sound [Green Flag v]\n set [spawn x v] to [-480]\n set [spawn y v] to [50]\n broadcast (Lose life v)\n else\n if <(costume [name v]) = [2024]> then\n start sound [Green Flag v]\n set [spawn x v] to [10000]\n set [spawn y v] to [152]\n broadcast (Lose life v)\n else\n start sound [key v]\n add (costume [name v]) to [collected v]\n end\n end\n end\n end\nend\nrepeat (20)\n replace item (clone ID \(collect\)) of [💎clone y\(collect\) v] with ((item (clone ID \(collect\)) of [💎clone y\(collect\) v]) + (2))\n change [ghost v] effect by (5)\nend\nreplace item (clone ID \(collect\)) of [💎clone costume\(collect\) v] with []\nreplace item (clone ID \(collect\)) of [💎clone x\(collect\) v] with []\nreplace item (clone ID \(collect\)) of [💎clone y\(collect\) v] with []\ndelete this clone\n\ndefine 🔍クローン可能な物を探す\nset [💎リスト カウント\(collect\) v] to [0]\nrepeat (length of [💎clone x\(collect\) v])\n change [💎リスト カウント\(collect\) v] by (1)\n if <([sqrt v] of ((((item (💎リスト カウント\(collect\)) of [💎clone x\(collect\) v]) - (*player X)) * ((item (💎リスト カウント\(collect\)) of [💎clone x\(collect\) v]) - (*player X))) + (((item (💎リスト カウント\(collect\)) of [💎clone y\(collect\) v]) - (*player Y)) * ((item (💎リスト カウント\(collect\)) of [💎clone y\(collect\) v]) - (*player Y)))) ) < [960]> then\n if <not <[💎clone 状況\(collect\) v] contains (💎リスト カウント\(collect\))?>> then\n set [clone id \(collect\) v] to (💎リスト カウント\(collect\))\n add (💎リスト カウント\(collect\)) to [💎clone 状況\(collect\) v]\n set [frame v] to (pick random (1) to (1000))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [order splits v]\nOrder Sprite by [0]\n\nwhen I receive [tick-level v]\nswitch costume to (big v)\ngo to x: ((item (clone ID \(collect\)) of [💎clone x\(collect\) v]) - (*cam X)) y: (((item (clone ID \(collect\)) of [💎clone y\(collect\) v]) + ((5) * ([sin v] of (frame) ))) - (*cam Y))\nswitch costume to (item (clone ID \(collect\)) of [💎clone costume\(collect\) v])\nchange [frame v] by (5)\n\nwhen I receive [collect-setup v]\nhide\nset [クローン識別 v] to []\nset [コイン/coin v] to [0]\ndelete all of [collected v]\ndelete all of [💎clone 状況\(collect\) v]\ndelete all of [💎clone costume\(collect\) v]\ndelete all of [💎clone y\(collect\) v]\ndelete all of [💎clone x\(collect\) v]\ndelete all of [z oeder v]\n🔨リスト作成\n\nwhen I start as a clone\nset [クローン識別 v] to [1]\nwait until <([sqrt v] of ((((item (clone ID \(collect\)) of [💎clone x\(collect\) v]) - (*player X)) * ((item (clone ID \(collect\)) of [💎clone x\(collect\) v]) - (*player X))) + (((item (clone ID \(collect\)) of [💎clone y\(collect\) v]) - (*player Y)) * ((item (clone ID \(collect\)) of [💎clone y\(collect\) v]) - (*player Y)))) ) > [960]>\ndelete (item # of (clone ID \(collect\)) in [💎clone 状況\(collect\) v]) of [💎clone 状況\(collect\) v]\nwait () seconds\ndelete this clone\n\n@ステージ//Level\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [tick-level v]\nif <(クローン識別) = []> then\n 🔍クローン可能な物を探す\nend\n\ndefine 🔘リスト追加 クローン (コスチューム) x (x) y (y)\nadd (x) to [🖼️clone x\(level\) v]\nadd (y) to [🖼️clone y\(level\) v]\nadd (コスチューム) to [🖼️clone costume\(level\) v]\n\ndefine 🔨リスト作成\n🔘リスト追加 クローン [1] x [500] y [-100]\n🔘リスト追加 クローン [2] x [0] y [-100]\n🔘リスト追加 クローン [3] x [-560] y [-100]\n🔘リスト追加 クローン [4] x [1130] y [-100]\n🔘リスト追加 クローン [5] x [1600] y [-100]\n🔘リスト追加 クローン [6] x [2200] y [-100]\n🔘リスト追加 クローン [7] x [1500] y [256]\n🔘リスト追加 クローン [8] x [2600] y [120]\n🔘リスト追加 クローン [9] x [3800] y [350]\n🔘リスト追加 クローン [2024] x (() + (10000)) y [0]\n🔘リスト追加 クローン [2024] x ((-480) + (10000)) y [50]\n🔘リスト追加 クローン [2024] x ((480) + (10000)) y [50]\n🔘リスト追加 クローン [Taco] x ((-520) + (10000)) y [50]\n🔘リスト追加 クローン [Taco] x ((520) + (10000)) y [50]\n\ndefine 🔍クローン可能な物を探す\nset [🖼️リスト カウント\(level\) v] to [0]\nrepeat (length of [🖼️clone x\(level\) v])\n change [🖼️リスト カウント\(level\) v] by (1)\n if <([sqrt v] of ((((item (🖼️リスト カウント\(Level\)) of [🖼️clone x\(level\) v]) - (*player X)) * ((item (🖼️リスト カウント\(Level\)) of [🖼️clone x\(level\) v]) - (*player X))) + (((item (🖼️リスト カウント\(Level\)) of [🖼️clone y\(level\) v]) - (*player Y)) * ((item (🖼️リスト カウント\(Level\)) of [🖼️clone y\(level\) v]) - (*player Y)))) ) < [960]> then\n if <not <[🖼️clone 状況\(level\) v] contains (🖼️リスト カウント\(Level\))?>> then\n set [clone id \(level\) v] to (🖼️リスト カウント\(Level\))\n add (🖼️リスト カウント\(Level\)) to [🖼️clone 状況\(level\) v]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [order splits v]\nOrder Sprite by [10]\n\nwhen I receive [tick-level v]\nswitch costume to (big v)\ngo to x: ((item (clone ID \(Level\)) of [🖼️clone x\(level\) v]) - (*cam X)) y: ((item (clone ID \(Level\)) of [🖼️clone y\(level\) v]) - (*cam Y))\nswitch costume to (item (clone ID \(Level\)) of [🖼️clone costume\(level\) v])\n\nwhen I receive [level-setup v]\nhide\nset [クローン識別 v] to []\ndelete all of [🖼️clone 状況\(level\) v]\ndelete all of [🖼️clone costume\(level\) v]\ndelete all of [🖼️clone y\(level\) v]\ndelete all of [🖼️clone x\(level\) v]\ndelete all of [z oeder v]\n🔨リスト作成\n\nwhen I start as a clone\nshow\nset [クローン識別 v] to [1]\nwait until <([sqrt v] of ((((item (clone ID \(Level\)) of [🖼️clone x\(level\) v]) - (*player X)) * ((item (clone ID \(Level\)) of [🖼️clone x\(level\) v]) - (*player X))) + (((item (clone ID \(Level\)) of [🖼️clone y\(level\) v]) - (*player Y)) * ((item (clone ID \(Level\)) of [🖼️clone y\(level\) v]) - (*player Y)))) ) > [960]>\ndelete (item # of (clone ID \(Level\)) in [🖼️clone 状況\(level\) v]) of [🖼️clone 状況\(level\) v]\nwait () seconds\ndelete this clone\n\n@ステージ//背景\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [order splits v]\nif <(costume [number v]) = [2]> then\n Order Sprite by [95]\nelse\n if <(costume [number v]) = [1]> then\n Order Sprite by [100]\n else\n Order Sprite by [90]\n end\nend\n\nwhen I receive [tick-level v]\nif <(costume [number v]) = [1]> then\n set [brightness v] effect to ((item (current [hour v]) of [💡明るさ 数値 v]) - (100))\n set [ghost v] effect to (((() - (item (current [hour v]) of [💡明るさ 数値 v])) + (1)) * (50))\nelse\n set [brightness v] effect to (((item (current [hour v]) of [💡明るさ 数値 v]) - (10)) - (100))\n set [ghost v] effect to (((() - (item (current [hour v]) of [💡明るさ 数値 v])) + (80)) / (3))\n go to x: ((雲 X) - ((*cam X) / ((costume [number v]) * (1.5)))) y: ((雲 Y) - ((*cam Y) / ((costume [number v]) * (1.5))))\nend\nif <(costume [number v]) = [2]> then\n go to x: (100) y: (-100)\n point in direction ((timer) * (1.5))\n set [brightness v] effect to (() - (item (current [hour v]) of [💡明るさ 数値 v]))\n set [ghost v] effect to (item (current [hour v]) of [💡明るさ 数値 v])\nend\nchange [雲 x v] by ((costume [number v]) / (50))\nif <[750] < (雲 X)> then\n set [雲 x v] to [-750]\nend\n\ndefine clone x (x) y (y)\nnext costume\nset [雲 x v] to ((x) * (1.5))\nset [雲 y v] to (((y) * (1.5)) - (100))\ncreate clone of (_myself_ v)\n\nwhen I receive [背景-setup v]\npoint in direction (90)\nswitch costume to (星2 v)\nclone x [0] y [0]\nclone x [455] y [324]\nclone x [254] y [63]\nclone x [308] y [206]\nclone x [-115] y [119]\nclone x [3] y [76]\nclone x [192] y [106]\nclone x [-495] y [389]\nclone x [223] y [211]\nclone x [-229] y [432]\nclone x [120] y [8]\nclone x [-120] y [43]\nclone x [358] y [276]\nclone x [-219] y [90]\ngo to x: (0) y: (0)\nset [雲 x v] to (x position)\nset [雲 y v] to (y position)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset [雲 x v] to (x position)\nset [雲 y v] to (y position)\nswitch costume to (空 v)\n\nwhen I receive [10秒前 v]\ndelete this clone\n\nwhen I receive [10秒前 v]\nwait (0.1) seconds\nbroadcast (背景-Setup v)\nhide variable [タイム v]\n\n@ステージ//背景(山)\n\nwhen I receive [tick-level v]\ngo to x: ((((X) - ((*cam X) / (((5) - (index)) * (2)))) mod ((480) * (2))) - (480)) y: ((Y) - (((*cam Y) / ((5) - (index))) / (4)))\nset [brightness v] effect to ((-5) * (index))\n\ndefine setting background\nshow\nset [index v] to [0]\nrepeat (4)\n set [x v] to ((index) * (145))\n change [index v] by (1)\n switch costume to (1 v)\n set [y v] to [-50]\n repeat (2)\n create clone of (_myself_ v)\n change [x v] by (480)\n next costume\n end\nend\nhide\n\nwhen I receive [start game v]\nsetting background\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [order splits v]\nOrder Sprite by [80]\n\n@カウントダウン//back\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [order splits v]\nOrder Sprite by [-900]\n\nwhen I receive [10秒前 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@カウントダウン//単位\n\ndefine 表示:X: (x) Y: (y) size: (size) 文字列: (文字列)\ngo to x: (x) y: (y)\nset size to (size) %\nset [表示 : i v] to [1]\nswitch costume to (文字列)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n表示:X: [-180] Y: [135] size: [20] 文字列: [days]\n表示:X: [-80] Y: [135] size: [20] 文字列: [hours]\n表示:X: [30] Y: [135] size: [20] 文字列: [minutes]\n表示:X: [160] Y: [135] size: [20] 文字列: [seconds]\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [order splits v]\nOrder Sprite by [-1000]\n\nwhen I receive [10秒前 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@カウントダウン//数字\n\nwhen flag clicked\nset y to (160)\nhide\nset size to (45) %\nclone 種類: [days] 個: [2]\nclone 種類: [hours] 個: [2]\nclone 種類: [minutes] 個: [2]\nclone 種類: [seconds] 個: [5]\n\nwhen I start as a clone\nshow\nif <(クローン 役割) = [days]> then\n set [clone x v] to [-180]\nend\nif <(クローン 役割) = [hours]> then\n set [clone x v] to [-80]\nend\nif <(クローン 役割) = [minutes]> then\n set [clone x v] to [30]\nend\nif <(クローン 役割) = [seconds]> then\n set [clone x v] to [200]\nend\nchange [clone x v] by (20)\nif <[2] < (clone ID)> then\n set size to (20) %\nend\nforever\n set [変更検知 v] to (clone 担当文字)\n set [clone 担当文字 v] to (item ((item # of (クローン 役割) in [残り時間 v]) + (1)) of [残り時間 v])\n if <not <(clone 担当文字) = (変更検知)>> then\n if <not <(クローン 役割) = [seconds]>> then\n set size to (60) %\n end\n end\n コスチューム セット\n x座標 セット\n サイズ 縮小\nend\n\ndefine clone 種類: (種類) 個: (個)\nset [クローン 役割 v] to (種類)\nset [clone id v] to [0]\nrepeat (個)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\ndefine x座標 セット\nif <(クローン 役割) = [seconds]> then\n set x to (((((clone ID) - (0.5)) - (((length of (round (clone 担当文字))) + (3)) / (2))) * ((size) / (1.7))) + (clone X))\nelse\n set x to (((((clone ID) - (0.5)) - ((length of (clone 担当文字)) / (2))) * ((size) / (1.7))) + (clone X))\nend\n\ndefine コスチューム セット\nswitch costume to (空 v)\nswitch costume to (letter ((clone ID) + (1)) of (clone 担当文字))\n\ndefine サイズ 縮小\nchange size by ((0.2) * ((45) - (size)))\n\ndefine Order Sprite by (z position)\nset [order i v] to [1]\nrepeat until <not <(z position) < (item (order i) of [z oeder v])>>\n change [order i v] by (1)\nend\ninsert (z position) at (order i) of [z oeder v] \ngo [forward v] ((order i) - (1)) layers\n\nwhen I receive [order splits v]\nOrder Sprite by [-1000]\n\nwhen I receive [10秒前 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@カウントダウン//あと何分\n\nwhen flag clicked\ndelete all of [残り時間 v]\nadd [days] to [残り時間 v]\nadd [] to [残り時間 v]\nadd [hours] to [残り時間 v]\nadd [] to [残り時間 v]\nadd [minutes] to [残り時間 v]\nadd [] to [残り時間 v]\nadd [seconds] to [残り時間 v]\nadd [] to [残り時間 v]\nforever\n replace item (2) of [残り時間 v] with [0]\n replace item (4) of [残り時間 v] with [0]\n replace item (6) of [残り時間 v] with [0]\n replace item (8) of [残り時間 v] with [0]\nend\n\nwhen flag clicked\nwait until <(item (2) of [残り時間 v]) = [0]>\nwait until <(item (4) of [残り時間 v]) = [0]>\nwait until <(item (6) of [残り時間 v]) = [0]>\nwait until <(item (8) of [残り時間 v]) = [10]>\nbroadcast (10秒前 v)\n\n@カウントダウン//現在時刻\n\nwhen flag clicked\nset [2000年からの日数 v] to (days since 2000)\n(days since 2000) を日,分,秒に分解する\nset [■utf+ v] to ((((current [date v]) - (#日)) * (24)) + ((current [hour v]) - (#時)))\nwait () seconds\nforever\n set [2000年からの日数 v] to ((days since 2000) + ((■UTF+) / (24)))\n ((days since 2000) + ((■UTF+) / (24))) を日,分,秒に分解する\n 現在の年計算\n 現在の月計算\nend\n\ndefine 現在の年計算\nset [現在の年計算 v] to ([floor v] of () )\nset [時間計算 : i v] to [0]\nrepeat until <([floor v] of (days since 2000) ) < (時間計算 : i)>\n うるう年:判定\n if <(うるう年:判定\(1.うるう年 0.平年\)) = [1]> then\n change [時間計算 : i v] by (366)\n change [現在の年計算 v] by (1)\n else\n change [時間計算 : i v] by (365)\n change [現在の年計算 v] by (1)\n end\nend\nset [#年 v] to ((現在の年計算) - (1))\n\ndefine (2000年からの日数) を日,分,秒に分解する\nset [#時 v] to ([floor v] of (((2000年からの日数) - ([floor v] of (2000年からの日数) )) * (24)) )\nset [#分 v] to ([floor v] of (((((2000年からの日数) - ([floor v] of (2000年からの日数) )) * (24)) - ([floor v] of (((2000年からの日数) - ([floor v] of (2000年からの日数) )) * (24)) )) * (60)) )\nset [#秒 v] to (([ceiling v] of ((((((((2000年からの日数) - ([floor v] of (2000年からの日数) )) * (24)) - ([floor v] of (((2000年からの日数) - ([floor v] of (2000年からの日数) )) * (24)) )) * (60)) - ([floor v] of (((((2000年からの日数) - ([floor v] of (2000年からの日数) )) * (24)) - ([floor v] of (((2000年からの日数) - ([floor v] of (2000年からの日数) )) * (24)) )) * (60)) )) * (60)) * (100)) ) / (100))\n\ndefine うるう年:判定\nif <((現在の年計算) mod (4)) = [0]> then\n if <((現在の年計算) mod (100)) = [0]> then\n if <((現在の年計算) mod (400)) = [0]> then\n set [うるう年:判定\(1.うるう年 0.平年\) v] to [1]\n end\n else\n set [うるう年:判定\(1.うるう年 0.平年\) v] to [1]\n end\nelse\n set [うるう年:判定\(1.うるう年 0.平年\) v] to [0]\nend\n\ndefine 現在の日計算\nset [#日 v] to ((xxxx年からの日数) - ((現在の月調べる) - (1)))\n\ndefine 現在の月計算\nうるう年:判定\nif <(うるう年:判定\(1.うるう年 0.平年\)) = [1]> then\n set [時間計算 : i v] to ((時間計算 : i) - (366))\nelse\n set [時間計算 : i v] to ((時間計算 : i) - (365))\nend\nset [xxxx年からの日数 v] to (([floor v] of (days since 2000) ) - (時間計算 : i))\nset [現在の月調べる v] to [0]\nset [時間計算 : i v] to [0]\nrepeat until <(xxxx年からの日数) < (現在の月調べる)>\n change [時間計算 : i v] by (1)\n if <(うるう年:判定\(1.うるう年 0.平年\)) = [1]> then\n change [現在の月調べる v] by (item (時間計算 : i) of [月,日数\(うるう年\) v])\n else\n change [現在の月調べる v] by (item (時間計算 : i) of [月,日数\(平年\) v])\n end\nend\nset [#月 v] to (時間計算 : i)\nif <(うるう年:判定\(1.うるう年 0.平年\)) = [1]> then\n change [現在の月調べる v] by (() - (item (時間計算 : i) of [月,日数\(うるう年\) v]))\nelse\n change [現在の月調べる v] by (() - (item (時間計算 : i) of [月,日数\(平年\) v]))\nend\n現在の日計算\n\n@UI//タボフィー\n\nwhen flag clicked\nforever\n set [out v] to [0]\n wait (0.001) seconds\n if <[1] < (Out)> then\n go to [front v] layer\n show\n play sound [mixkit-alert-alarm-1005 v] until done\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [out v] by (1)\nend\n\n@ツール//座標表示\n\nwhen flag clicked\nset [ghost v] effect to (40)\nforever\n go to (mouse-pointer v)\n if <key (0 v) pressed?> then\n show\n think (join (join [X:] ((*cam X) + (mouse x))) (join [ ] (join [Y:] ((*cam Y) + (mouse y)))))\n else\n hide\n think []\n end\nend\n\n@スティック\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [可動域 v] to ((size) / (2.5))\nset [有効範囲 v] to ((size) * (1.5))\nforever\n switch costume to (ベース v)\n go to x: (-162) y: (-100)\n repeat until <not <mouse down?>>\n _キー操作を検知する\n end\n repeat until <mouse down?>\n _キー操作を検知する\n end\n if <(distance to [mouse-pointer v]) < (有効範囲)> then\n スティックを有効化する\n end\nend\n\ndefine _キー操作を検知する\nset [★スティックx v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [★スティックx v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [★スティックy v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [★スティックy v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [★スティックボタン v] by (1)\nelse\n set [★スティックボタン v] to []\nend\n\ndefine スティックを有効化する\ngo to (mouse-pointer v)\nswitch costume to (待機中 v)\ncreate clone of (_myself_ v)\nswitch costume to (スティック v)\ncreate clone of (_myself_ v)\nswitch costume to (ベース有効状態 v)\nset [★スティックボタン v] to []\nrepeat until <(distance to [mouse-pointer v]) > (有効範囲)>\n _スティック操作を検知する\n _タップを検知する\nend\nbroadcast (スティックを無効化します v)\n\ndefine _スティック操作を検知する\nset [★スティックx v] to (((mouse x) - (x position)) / (可動域))\nset [★スティックy v] to (((mouse y) - (y position)) / (可動域))\nif <([abs v] of (★スティックX) ) > [1]> then\n set [★スティックx v] to ((★スティックX) / ([abs v] of (★スティックX) ))\nend\nif <([abs v] of (★スティックY) ) > [1]> then\n set [★スティックy v] to ((★スティックY) / ([abs v] of (★スティックY) ))\nend\n\ndefine _タップを検知する\nif <mouse down?> then\n if <(★スティックボタン) > []> then\n change [★スティックボタン v] by (1)\n end\nelse\n set [★スティックボタン v] to [0]\nend\n\nwhen I receive [スティックを無効化します v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [スティック]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (スティック v)\n change x by ((★スティックX) * (可動域))\n change y by ((★スティックY) * (可動域))\n end\nend\ngo to x: (162) y: (-100)\nwait until <not <mouse down?>>\nswitch costume to (ベース有効状態 v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n
みんなで年越しを盛り上げよう!!(≧◇≦)\nEnglish              日本語は↓\n--- How to operate ---\n~~~PC~~~\nJump with up and W keys\nRight, D key to move right\nLeft, press A key to move left\nChat with T key!\n~~~mobile~~~\nMove by moving the stick left and right\nMove the stick up or press the button on the right to jump!\nChat is not possible on mobile.\n\n日本語\nーーー操作方法ーーーーー\n~~~PC~~~\n上、Wキーでジャンプ\n右、Dキーで右に移動\n左、Aキーで左に移動\nTキーでチャット!\n~~~mobile~~~\nスティックを左右に動かして移動\nスティックを上にするか、右にあるボタンを押してジャンプ!\nモバイルでチャットは出来ません。
【拡散希望】上にのぼる!?Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nswitch backdrop to (平地 v)\nwait (3.5) seconds\nforever\n set volume to (20) %\n play sound [Treenan v] until done\nend\n\nswitch backdrop to (地獄 v)\n\nwhen I receive [背景変更 v]\nnext backdrop\n\n@platformer\n\nwhen I receive [メッセージ1 v]\nswitch costume to (前 v)\ngo to x: (-210) y: (-90)\nshow\nset size to (20) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (0) y: (152)\ngo to x: (0) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n create clone of (_myself_ v)\n switch costume to (コスチューム1 v)\n change [x2 v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (cat-a v)\n create clone of (_myself_ v)\n change [x2 v] by (0.8)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (前 v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1.0)\n if <touching (地面 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ2 v]\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (地面 v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(y position) > [175]> then\n broadcast (次 v)\n change [ステージ v] by (1)\n hide\n set [x2 v] to [0]\n wait (2.5) seconds\n go to x: (0) y: (-60)\n show\n end\n if <<touching (針 v)?> or <(y position) < [-174]>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [crashed oof v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (0) y: (-60)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nturn right (1) degrees\n\nwhen flag clicked\nhide\n\nturn left (10) degrees\n\nrepeat (5)\n\nrepeat (5)\n\nrepeat (5)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (8)\n change [ghost v] effect by (-1)\n change size by (-1.8)\nend\ndelete this clone\n\nwait (0.1) seconds\n\n@地面\n\nwhen I receive [メッセージ1 v]\nshow\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (コスチューム12 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム13 v)\n end\n if <(ステージ) = [14]> then\n switch costume to (コスチューム14 v)\n end\n if <(ステージ) = [15]> then\n switch costume to (コスチューム15 v)\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム16 v)\n end\n if <(ステージ) = [17]> then\n switch costume to (コスチューム17 v)\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム18 v)\n end\n if <(ステージ) = [19]> then\n switch costume to (コスチューム19 v)\n end\n if <(ステージ) = [20]> then\n switch costume to (コスチューム20 v)\n end\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nhide variable [タイム v]\nforever\n repeat until <(costume [number v]) = [15]>\n wait (1) seconds\n change [タイム v] by (1)\n end\n show variable [タイム v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージ変更 v]\n\nwhen I receive [ステージ変更2 v]\n\nwait (3) seconds\nbroadcast (フラッシュ! v)\nbroadcast (背景変更 v)\nwait (3) seconds\nbroadcast (フラッシュ2 v)\nbroadcast (背景変更 v)\n\nswitch costume to (コスチューム2 v)\n\nswitch costume to (コスチューム3 v)\n\ngo to x: (32) y: (35)\n\ngo to x: (32) y: (35)\n\n@針\n\nwhen I receive [メッセージ1 v]\nshow\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (コスチューム12 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム13 v)\n end\n if <(ステージ) = [14]> then\n switch costume to (コスチューム14 v)\n end\n if <(ステージ) = [15]> then\n switch costume to (コスチューム15 v)\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム16 v)\n end\n if <(ステージ) = [17]> then\n switch costume to (コスチューム17 v)\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム18 v)\n end\n if <(ステージ) = [19]> then\n switch costume to (コスチューム19 v)\n end\n if <(ステージ) = [20]> then\n switch costume to (コスチューム20 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (サムネ v)\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (メッセージ1 v)\n\ngo to x: (-10) y: (0)\n\ngo to [front v] layer\n\n@next by HAYAAKI\n\nwhen I receive [次 v]\nhide\nstart sound [Rip v]\nclone [] []\nwait (0.1) seconds\nclone [] [100]\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [] [100]\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [1] []\nwait (0.1) seconds\nclone [2] []\nwait (0.1) seconds\nclone [3] []\nwait (0.1) seconds\nclone [4] []\nwait (3.5) seconds\nbroadcast (NEXT end v)\n\nwhen I start as a clone\nif <(costume [name v]) = []> then\n show\n go to [front v] layer\n go to x: (480) y: (0)\n repeat until <(x position) < [-19]>\n change x by (((-20) - (x position)) / (7))\n end\n wait (1.2) seconds\n repeat until <[490] < (x position)>\n change x by (((550) - (x position)) / (7))\n end\n delete this clone\nend\n\ndefine clone (costume) (color)\nclear graphic effects\nset [brightness v] effect to (color)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [1]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [-150] [] [100]\nend\n\ndefine 移動 (x) (y) (s)\nrepeat until <[99] < (size)>\n change x by (((x) - (x position)) / (7))\n change y by (((y) - (y position)) / (7))\n change size by (((s) - (size)) / (7))\nend\nwait (1) seconds\nrepeat until <[240] < (x position)>\n change x by (((250) - (x position)) / (4))\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [2]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [-50] [] [100]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [3]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [50] [] [100]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [150] [] [100]\nend\n\n
新作公開!絶対見て! ↓\nhttps://scratch.mit.edu/projects/957177925/\n「立場が逆!?Platformer」\n\n\n皆さんのおかげで傾向乗れました!傾向1pありがとうございます!\n本当にありがとうございます!\n\n(English is below↓)\n\n《日本語》\n今回は「上にのぼる!?プラットフォーマー」というプラットフォーマーを作ってみました。\nもうすぐ春なので桜の木を入れてみました。\n制作期間1週間くらい?\n傾向まで頑張ってみようかな\n\n【宣伝】⭕←お願いします。\n【拡散】⭕←お願いします。\n\n矢印キーで操作します。\nモバイル対応\n上に登っていくプラットフォーマーです。\n岩または針に当たるとやられます。(のぼれる岩もあるので)\n結構簡単だと思うので頑張って下さい!\n\n《English》\nOperate with arrow keys.\nMobile compatible\nIt's a platformer where you climb up.\nIf you hit a rock or a needle, you will be killed. (There is also a rock that you can climb)\nI think it's pretty easy, so please do your best!\n\n【Advertisement】⭕\n【Diffusion】⭕\n\n前回\n「激むず!?Platformer」↓\nhttps://scratch.mit.edu/projects/971999195/\n前回の作品も見て下さい!\n\n#PLATFORMER #platformer #GAME #game \n\n\n
【拡散希望】Flash Platformer【コラボ】
@Stage\n\nwhen flag clicked\nswitch backdrop to (春 v)\nwait (3.5) seconds\nforever\n set volume to (15) %\nend\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [Sunset\(instrumental\) v] until done\nend\n\nwhen I receive [チェンジ v]\nnext backdrop\n\nwhen flag clicked\nhide variable [ステージ v]\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (メッセージ1 v)\n\nhide\ngo to [back v] layer\n\n@platformer\n\nwhen I receive [メッセージ1 v]\nswitch costume to (前 v)\ngo to x: (-210) y: (-90)\nshow\nset size to (20) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (コスチューム1 v)\n change [x2 v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (cat-a v)\n change [x2 v] by (0.8)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (前 v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <<touching (ステージ1 v)?> or <<touching (ステージ2 v)?> or <<touching (ステージ3 v)?> or <<touching (ステージ4 v)?> or <<touching (ステージ5 v)?> or <<touching (ステージ6 v)?> or <<touching (ステージ7 v)?> or <<touching (ステージ8 v)?> or <<touching (ステージ9 v)?> or <<touching (ステージ10 v)?> or <<touching (ステージ11 v)?> or <<touching (ステージ12 v)?> or <<touching (ステージ13 v)?> or <<touching (ステージ14 v)?> or <touching (ステージ15 v)?>>>>>>>>>>>>>>> then\n change y by (1)\n if <<touching (ステージ1 v)?> or <<touching (ステージ2 v)?> or <<touching (ステージ3 v)?> or <<touching (ステージ4 v)?> or <<touching (ステージ5 v)?> or <<touching (ステージ6 v)?> or <<touching (ステージ7 v)?> or <<touching (ステージ8 v)?> or <<touching (ステージ9 v)?> or <<touching (ステージ10 v)?> or <<touching (ステージ11 v)?> or <<touching (ステージ12 v)?> or <<touching (ステージ13 v)?> or <<touching (ステージ14 v)?> or <touching (ステージ15 v)?>>>>>>>>>>>>>>> then\n change y by (1)\n if <<touching (ステージ1 v)?> or <<touching (ステージ2 v)?> or <<touching (ステージ3 v)?> or <<touching (ステージ4 v)?> or <<touching (ステージ5 v)?> or <<touching (ステージ6 v)?> or <<touching (ステージ7 v)?> or <<touching (ステージ8 v)?> or <<touching (ステージ9 v)?> or <<touching (ステージ10 v)?> or <<touching (ステージ11 v)?> or <<touching (ステージ12 v)?> or <<touching (ステージ13 v)?> or <<touching (ステージ14 v)?> or <touching (ステージ15 v)?>>>>>>>>>>>>>>> then\n change y by (1)\n if <<touching (ステージ1 v)?> or <<touching (ステージ2 v)?> or <<touching (ステージ3 v)?> or <<touching (ステージ4 v)?> or <<touching (ステージ5 v)?> or <<touching (ステージ6 v)?> or <<touching (ステージ7 v)?> or <<touching (ステージ8 v)?> or <<touching (ステージ9 v)?> or <<touching (ステージ10 v)?> or <<touching (ステージ11 v)?> or <<touching (ステージ12 v)?> or <<touching (ステージ13 v)?> or <<touching (ステージ14 v)?> or <touching (ステージ15 v)?>>>>>>>>>>>>>>> then\n change y by (1)\n if <<touching (ステージ1 v)?> or <<touching (ステージ2 v)?> or <<touching (ステージ3 v)?> or <<touching (ステージ4 v)?> or <<touching (ステージ5 v)?> or <<touching (ステージ6 v)?> or <<touching (ステージ7 v)?> or <<touching (ステージ8 v)?> or <<touching (ステージ9 v)?> or <<touching (ステージ10 v)?> or <<touching (ステージ11 v)?> or <<touching (ステージ12 v)?> or <<touching (ステージ13 v)?> or <<touching (ステージ14 v)?> or <touching (ステージ15 v)?>>>>>>>>>>>>>>> then\n change y by (1.0)\n if <<touching (ステージ1 v)?> or <<touching (ステージ2 v)?> or <<touching (ステージ3 v)?> or <<touching (ステージ4 v)?> or <<touching (ステージ5 v)?> or <<touching (ステージ6 v)?> or <<touching (ステージ7 v)?> or <<touching (ステージ8 v)?> or <<touching (ステージ9 v)?> or <<touching (ステージ10 v)?> or <<touching (ステージ11 v)?> or <<touching (ステージ12 v)?> or <<touching (ステージ13 v)?> or <<touching (ステージ14 v)?> or <touching (ステージ15 v)?>>>>>>>>>>>>>>> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ2 v]\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\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1 v)?> or <<touching (ステージ2 v)?> or <<touching (ステージ3 v)?> or <<touching (ステージ4 v)?> or <<touching (ステージ5 v)?> or <<touching (ステージ6 v)?> or <<touching (ステージ7 v)?> or <<touching (ステージ8 v)?> or <<touching (ステージ9 v)?> or <<touching (ステージ10 v)?> or <<touching (ステージ11 v)?> or <<touching (ステージ12 v)?> or <<touching (ステージ13 v)?> or <<touching (ステージ14 v)?> or <touching (ステージ15 v)?>>>>>>>>>>>>>>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching (ステージ1 v)?> or <<touching (ステージ2 v)?> or <<touching (ステージ3 v)?> or <<touching (ステージ4 v)?> or <<touching (ステージ5 v)?> or <<touching (ステージ6 v)?> or <<touching (ステージ7 v)?> or <<touching (ステージ8 v)?> or <<touching (ステージ9 v)?> or <<touching (ステージ10 v)?> or <<touching (ステージ11 v)?> or <<touching (ステージ12 v)?> or <<touching (ステージ13 v)?> or <<touching (ステージ14 v)?> or <touching (ステージ15 v)?>>>>>>>>>>>>>>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n broadcast (次 v)\n hide\n set [x2 v] to [0]\n wait (2.5) seconds\n go to x: (-201) y: (-60)\n show\n end\n if <<touching (針 v)?> or <(y position) < [-174]>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [crashed oof v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-60)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [リセット v]\nset [x2 v] to [0]\nset [y2 v] to [0]\nstart sound [crashed oof v]\nrepeat (20)\n change [ghost v] effect by (20)\nend\ngo to x: (-201) y: (-60)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\n@針\n\nwhen I receive [ステージ1 v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ステージ2-1 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [ステージ2-2 v]\nswitch costume to (コスチューム3 v)\n\nwhen I receive [ステージ3-1 v]\nswitch costume to (コスチューム4 v)\n\nwhen I receive [ステージ3-2 v]\nswitch costume to (コスチューム5 v)\n\nwhen I receive [ステージ3-3 v]\nswitch costume to (コスチューム6 v)\n\nwhen flag clicked\nset [タイム v] to [0]\nhide variable [タイム v]\nhide variable [ステージ v]\n\nwhen I receive [ステージ4-1 v]\nswitch costume to (コスチューム5 v)\n\nwhen I receive [ステージ4-2 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ステージ5-1 v]\nswitch costume to (コスチューム9 v)\n\nwhen I receive [ステージ5-2 v]\nswitch costume to (コスチューム10 v)\n\nwhen I receive [ステージ6-1 v]\nswitch costume to (コスチューム11 v)\n\nwhen I receive [ステージ6-2 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ステージ7-1 v]\nswitch costume to (コスチューム17 v)\n\nwhen I receive [ステージ7-2 v]\nswitch costume to (コスチューム12 v)\n\nwhen I receive [ステージ8-1 v]\nswitch costume to (コスチューム14 v)\n\nwhen I receive [ステージ8-2 v]\nswitch costume to (コスチューム13 v)\n\nwhen I receive [ステージ9-1 v]\nswitch costume to (コスチューム15 v)\n\nwhen I receive [ステージ9-2 v]\nswitch costume to (コスチューム16 v)\n\nwhen I receive [ステージ10-1 v]\nswitch costume to (コスチューム18 v)\n\nwhen I receive [ステージ12-2 v]\nswitch costume to (コスチューム19 v)\n\nwhen I receive [ステージ12-1 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ステージ13-1 v]\nswitch costume to (コスチューム20 v)\n\nwhen I receive [ステージ13-2 v]\nswitch costume to (コスチューム21 v)\n\nwhen I receive [ステージ14-1 v]\nswitch costume to (コスチューム22 v)\n\nwhen I receive [ステージ14-2 v]\nswitch costume to (コスチューム23 v)\n\nwhen I receive [ステージ15-1 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ステージ15-2 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ステージ11-1 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ステージ11-2 v]\nswitch costume to (コスチューム1 v)\n\n@フラッシュ\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [メッセージ1 v]\nset [ghost v] effect to (100)\nhide\ngo to [back v] layer\n\nwhen I receive [チェンジ v]\ngo [forward v] (13) layers\nset [ghost v] effect to (0)\nshow\nrepeat (30)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to [back v] layer\nhide\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 show variable [ステージ v]\n show variable [タイム v]\n broadcast (再開 v)\n delete this clone\nend\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I receive [次 v]\nhide\nhide variable [タイム v]\nhide variable [ステージ v]\nstart sound [High Whoosh v]\nクローン [1]\nwait (0.15) seconds\nクローン [2]\nwait (0.15) seconds\nクローン [3]\nwait (0.15) seconds\nクローン [next]\nwait (0.75) seconds\nクローン [5]\nwait (0.15) seconds\nクローン [6]\nstart sound [Finger Snap v]\nwait (0.15) seconds\nクローン [7]\nクローン [☆]\nクローン [♡]\nクローン [👤]\nchange [color v] effect by (15)\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\ngo to [front v] layer\n\n@ステージ1\n\nwhen I receive [メッセージ1 v]\nshow\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n broadcast (ステージ1 v)\n end\n if <(ステージ) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@ステージ2\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [2]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ2-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ2-2 v)\n end\n end\n if <(ステージ) = [3]> then\n hide\n end\nend\n\n@ステージ3\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム4 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [3]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ3-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ3-2 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (ステージ3-3 v)\n end\n end\n if <(ステージ) = [4]> then\n hide\n end\nend\n\n@ステージ4\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム7 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [4]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ4-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ4-2 v)\n end\n end\n if <(ステージ) = [5]> then\n hide\n end\nend\n\n@ステージ5\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム10 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [5]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ5-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ5-2 v)\n end\n end\n if <(ステージ) = [6]> then\n hide\n end\nend\n\n@ステージ6\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [6]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ6-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ6-2 v)\n end\n end\n if <(ステージ) = [7]> then\n hide\n end\nend\n\n@ステージ7\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [7]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ7-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ7-2 v)\n end\n end\n if <(ステージ) = [8]> then\n hide\n end\nend\n\n@ステージ8\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [8]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ8-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ8-2 v)\n end\n end\n if <(ステージ) = [9]> then\n hide\n end\nend\n\n@ステージ9\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [9]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ9-2 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ9-1 v)\n end\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\n@ステージ10\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [10]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ10-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ10-2 v)\n end\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\n@ステージ11\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [11]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ11-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ11-2 v)\n end\n end\n if <(ステージ) = [12]> then\n hide\n end\nend\n\n@ステージ12\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [12]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ12-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ12-2 v)\n end\n end\n if <(ステージ) = [13]> then\n hide\n end\nend\n\n@ステージ13\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [13]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ13-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ13-2 v)\n end\n end\n if <(ステージ) = [14]> then\n hide\n end\nend\n\n@ステージ14\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [14]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ14-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ14-2 v)\n end\n end\n if <(ステージ) = [15]> then\n hide\n end\nend\n\n@ステージ15\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nforever\n hide variable [ステージ v]\n if <(ステージ) = [15]> then\n show\n wait (3) seconds\n next costume\n broadcast (チェンジ v)\n if <(costume [number v]) = [1]> then\n broadcast (ステージ15-1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (ステージ15-2 v)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow variable [タイム v]\nhide variable [ステージ v]\nforever\n repeat until <(ステージ) = [15]>\n wait (1) seconds\n change [タイム v] by (1)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (180) y: (-150)\nswitch costume to (コスチューム1 v)\nset size to (100) %\n\nwhen I receive [メッセージ1 v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n if <mouse down?> then\n broadcast (リセット v)\n repeat (2)\n change size by (8)\n end\n repeat (2)\n change size by (-8)\n end\n wait (0.2) seconds\n end\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [次 v]\nhide\n\nwhen I receive [再開 v]\nshow\n\n
傾向1p2位ありがとうございます!\n\n※必ず読んで下さい\n\n【操作方法】\n矢印キーで操作or画面タッチ\n\n【アップデート】\n4/17 タイムがクリアしても止まらないというバグがあったようなので直しました。\n\n【説明】\n3秒ごとにフラッシュしていきます\n背景にも注目してください\nあえて壁に埋まるのもありです\n※壁に埋まることがあるので埋まった場合、スペース      キーを押して下さい\nステージ数 15\n@-Mwinter-と@OTAKUGAMER009のフォローよろしくお願いします。\n@OTAKUGAMER009はコメント欄にコメントしたらフォロバしてくれます。\n二人で何度も話あって内容をまとめ、完成させました\n\n【タグ】\n#PLATFORMER #platformer #GAMES #games #GAME #game #-Mwinter- #OTAKUGAMER009 #collaboration \n#Flash #jump
☁Multiplayer roblox platformer v1.0
@Stage\n\ndefine Player - Data\ndelete all of [player - data v]\nif <(-Welc..) = [1]> then\n add [✨WELCOME✨] to [player - data v]\nelse\n add [⭐WELCOME⭐] to [player - data v]\nend\nadd [] to [player - data v]\nif <(-Welc..) = [1]> then\n add [-----✨Informations✨-----] to [player - data v]\nelse\n add [-----⭐Informations⭐-----] to [player - data v]\nend\nadd (join [Player UID: ] (MY PLAYER UID)) to [player - data v]\nadd (join [Player x : ] (round ([x position v] of [game v]))) to [player - data v]\nadd (join [Player y : ] (round ([y position v] of [game v]))) to [player - data v]\nadd (join [Costume: ] ([costume name v] of [player v])) to [player - data v]\nif <([direction v] of [game v]) = [90]> then\n add [Direction: ➡] to [player - data v]\nelse\n add [Direction: ⬅] to [player - data v]\nend\nadd (join [Dealths: ] (Dealths)) to [player - data v]\nadd (join [Level: ] (level)) to [player - data v]\nadd [---------------------------------] to [player - data v]\nadd [] to [player - data v]\nif <(-Welc..) = [1]> then\n add [-----✨The contest✨----] to [player - data v]\nelse\n add [-----⭐The contest⭐----] to [player - data v]\nend\nadd (join [Stars: ] (Stars:)) to [player - data v]\nadd (join [Time left: ] (Time left:)) to [player - data v]\nif <[0] < (Flag)> then\n add [Flag1 : ✔] to [player - data v]\nelse\n add [Flag1 : ✖] to [player - data v]\nend\nif <[1] < (Flag)> then\n add [Flag2 : ✔] to [player - data v]\nelse\n add [Flag2 : ✖] to [player - data v]\nend\nadd [---------------------------------] to [player - data v]\nadd [] to [player - data v]\nif <(-Welc..) = [1]> then\n add [----✨Flying mode✨----] to [player - data v]\nelse\n add [----⭐Flying mode⭐----] to [player - data v]\nend\nif <(Level of player) = [1]> then\n add [You're the creator :\)] to [player - data v]\n if <(Flying mode) = [1]> then\n add [Flying mode: ✔] to [player - data v]\n else\n add [Flying mode: ✖] to [player - data v]\n end\nelse\n add [You aren't the creator :\(] to [player - data v]\nend\nadd [---------------------------------] to [player - data v]\n\nwhen I receive [data - hide v]\nshow list [player - data v]\n\nwhen I receive [data - show v]\nhide list [player - data v]\n\nwhen I receive [start v]\nset [time left: v] to [60]\nshow list [player - data v]\nforever\n set [-welc.. v] to [0]\n wait (1) seconds\n set [-welc.. v] to [1]\n wait (1) seconds\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [1]> then\n switch backdrop to (respawn v)\n else\n if <(level) = [6]> then\n switch backdrop to (party v)\n stop all sounds\n repeat until <(level) = [1]>\n play sound [party v] until done\n end\n else\n switch backdrop to (normal v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n Player - Data\n if <(Time) = [1]> then\n set [brightness v] effect to (-90)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nset volume to (100) %\nrepeat until <(level) = [6]>\n play sound [Music v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow variable [active players v]\nbroadcast (Start v)\ngo to x: (-467) y: (0)\nforever\n set [------------------t v] to (timer)\n go to [front v] layer\n set [ghost v] effect to (100)\n active players\nend\n\ndefine active players\nset [active players v] to [1]\nset [@ v] to [1]\nrepeat (length of (Player UIDs))\n if <not <(item (@) of [player uids v]) = []>> then\n change [active players v] by (1)\n end\n change [@ v] by (1)\nend\n\nwhen [timer v] > (------------------T)\nbroadcast (Fin v)\ngo to x: (-467) y: (0)\nforever\n switch costume to (costume1 v)\n go to [front v] layer\n set x to ((x position) / (1.1))\nend\n\n@Player\n\nwhen I receive [set the platyer cxyd v]\nif <(Time) = [1]> then\n set [brightness v] effect to (-50)\nelse\n set [brightness v] effect to (0)\nend\npoint in direction (([direction v] of [game v]) - (180))\ngo to (game v)\nif <(Speed y) > [0.1]> then\n switch costume to (jump1 v)\nelse\n if <[0] > (Speed y)> then\n switch costume to (jump2 v)\n else\n if <<(Speed x) > [-1]> and <(Speed x) < [1]>> then\n set [walking v] to [0]\n else\n set [walking v] to [1]\n end\n end\nend\n\nwhen I receive [flag 2 ✔ v]\nforever\n broadcast (Flag 2 ✔ v)\nend\n\nwhen I receive [flag 2 ✔ v]\nchange [color v] effect by (5)\nchange [@color v] by (5)\n\nwhen I receive [start v]\ngo to [front v] layer\nbroadcast (Cloud - Setup v)\nforever\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (direction) to [my values to send v]\n add (costume [number v]) to [my values to send v]\n add (@Color) to [my values to send v]\n add (level) to [my values to send v]\n add (Level of player) to [my values to send v]\n broadcast (Cloud - Tick v)\nend\n\nwhen I receive [start v]\nclear graphic effects\nset [@color v] to [0]\nforever\n if <(Walking) = [1]> then\n if <(Speed y) = [0]> then\n switch costume to (run1 v)\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n wait (0.01) seconds\n end\n else\n if <(Flying mode) = [0]> then\n if <key (1 v) pressed?> then\n repeat until <<<key (any v) pressed?> and <not <key (1 v) pressed?>>> and <not <((Speed x) + (Speed y)) = [0]>>>\n switch costume to (dance v)\n repeat (2)\n wait (0.01) seconds\n next costume\n end\n wait (0.01) seconds\n end\n else\n if <key (down arrow v) pressed?> then\n switch costume to (sit down v)\n else\n if <key (2 v) pressed?> then\n switch costume to (nénéné v)\n else\n if <key (3 v) pressed?> then\n switch costume to (sad v)\n else\n switch costume to (stand v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <(Flying mode) = [1]> then\n switch costume to (flying v)\n wait (0.1) seconds\n switch costume to (flying2 v)\n wait (0.1) seconds\n end\nend\n\nwhen [a v] key pressed\nif <(Level of player) = [1]> then\n broadcast (Record v)\n hide\nend\n\n@Cloud players\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] (☁ CLOUD1)) to [cloud values v]\nadd (join [c] (☁ CLOUD2)) to [cloud values v]\nadd (join [c] (☁ CLOUD3)) to [cloud values v]\nadd (join [c] (☁ CLOUD4)) to [cloud values v]\nadd (join [c] (☁ CLOUD5)) to [cloud values v]\nadd (join [c] (☁ CLOUD6)) to [cloud values v]\nadd (join [c] (☁ CLOUD7)) to [cloud values v]\nadd (join [c] (☁ CLOUD8)) 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] (☁ CLOUD1))\nProcess Cloud item [2] value (join [c] (☁ CLOUD2))\nProcess Cloud item [3] value (join [c] (☁ CLOUD3))\nProcess Cloud item [4] value (join [c] (☁ CLOUD4))\nProcess Cloud item [5] value (join [c] (☁ CLOUD5))\nProcess Cloud item [6] value (join [c] (☁ CLOUD6))\nProcess Cloud item [7] value (join [c] (☁ CLOUD7))\nProcess Cloud item [8] value (join [c] (☁ CLOUD8))\nSent my Cloud data after [4] Ticks\n\ndefine Sent my Cloud data after (count) Ticks\nif <((CLOUD TICK) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nWrite number (MY PLAYER UID) to encoded string\nrepeat (length of [my values to send v])\n Write number (item (1) of [my values to send v]) to encoded string\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud1 v] to (Encoded string)\n else\n set [☁ cloud2 v] to (Encoded string)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud3 v] to (Encoded string)\n else\n set [☁ cloud4 v] to (Encoded string)\n end\n end\nelse\n if <(MY CHANNEL) < [7]> then\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud5 v] to (Encoded string)\n else\n set [☁ cloud6 v] to (Encoded string)\n end\n else\n if <(MY CHANNEL) < [8]> then\n set [☁ cloud7 v] to (Encoded string)\n else\n set [☁ cloud8 v] to (Encoded string)\n end\n end\nend\n\ndefine Process Cloud item (witch?) value (new value)\nif <(new value) = (item (witch?) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (witch?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nVAL= Read number from "encoded string"\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(player #) = [0]> then\n set [player # v] to (item # of [] in [player uids v])\n if <(player #) = [0]> then\n add (val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (player #) of [player uids v] with (val)\n end\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine Player clone tick\nif <(Encoded Idx) > (length of (Encoded string))> then\n Get next data packet\n if <(Encoded string) = []> then\n change [inactive v] by (1)\n if <(Inactive) > [150]> then\n replace item (player #) of [player uids v] with []\n hide\n switch costume to (n v)\n end\n stop [this script v]\n end\nend\nset [inactive v] to [0]\nVAL= Read number from "encoded string"\nset x to (val)\nVAL= Read number from "encoded string"\nset y to (val)\nVAL= Read number from "encoded string"\npoint in direction (val)\nVAL= Read number from "encoded string"\nswitch costume to (val)\nVAL= Read number from "encoded string"\nset [color v] effect to (val)\nVAL= Read number from "encoded string"\nset [clone scene # v] to (val)\nif <(clone scene #) = (level)> then\n show\nelse\n hide\nend\nVAL= Read number from "encoded string"\nif <(val) > [0]> then\n if <(val) = [1]> then\n say [⭐Creator: @yassir-hadiri]\n else\n say (join [⭐member: @] (item (val) of [✨mrp team✨ v]))\n end\nend\n\ndefine Get next data packet\nset [encoded string v] to (item (player #) of [player data v])\nreplace item (player #) of [player data v] with []\nset [encoded idx v] to [2]\nVAL= Read number from "encoded string"\n\nwhen I receive [scene - change v]\nif <(player #) > []> then\n if <(clone scene #) = (level)> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(Time) = [1]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nset [time v] to [0]\nswitch costume to (n v)\n\n@Game\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [speed y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [speed x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [speed x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [speed x v] to ((Speed x) * (friction))\nchange x by (Speed x)\nrepeat (8)\n change y by <touching (level v)?>\nend\nif <touching (level v)?> then\n change x by ((0) - (Speed x))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [speed y v] to ((jump height) - (3))\n set [speed x v] to ((5) - ((14) * <[0] < (Speed x)>))\n end\nend\nchange y by (Speed y)\nif <touching (level v)?> then\n change y by ((Speed y) * (-1))\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (level v)?> then\n set [speed y v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [player - tick v]\nif <(Flying mode) = [0]> then\n if <(Key) = [0]> then\n Speed (@Speed) Friction [0.89] Gravity [-1] Jump height (@Jump force)\n if <<(y position) < [-194]> or <touching (shots v)?>> then\n change [dealths v] by (1)\n set [key v] to [1]\n set rotation style [all around v]\n set [speed y v] to [10]\n start sound [Crunch v]\n set [key v] to [0]\n reset X (SPAWN X) Y [100]\n end\n if <touching (high y v)?> then\n set [speed y v] to [15]\n broadcast (Bounce v)\n end\n end\nelse\n if <key (up arrow v) pressed?> then\n change y by (10)\n end\n if <key (down arrow v) pressed?> then\n change y by (-10)\n end\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n broadcast (Flying v)\nend\n\nwhen I receive [next level? v]\nif <<[239] < (x position)> and <not <(level) = [6]>>> then\n if <<not <(level) = [5]>> or <<(level) = [5]> and <(Stars:) = [15]>>> then\n broadcast (Scene - Change v)\n start sound [Wood Tap v]\n set [spawn x v] to [-220]\n change [level v] by (1)\n reset X (SPAWN X) Y (y position)\n end\nend\nif <<(x position) < [-239]> and <<not <(level) = [6]>> and <not <(level) = [1]>>>> then\n broadcast (Scene - Change v)\n start sound [Wood Tap v]\n set [spawn x v] to [220]\n change [level v] by (-1)\n reset X (SPAWN X) Y (y position)\nend\n\nwhen I receive [start v]\nforever\n if <(Level of player) = [0]> then\n set [@jump force v] to [15]\n set [@speed v] to [1]\n else\n if <key (y v) pressed?> then\n set [@jump force v] to [15]\n set [@speed v] to [1]\n else\n set [@jump force v] to [18]\n set [@speed v] to [3]\n end\n end\nend\n\nwhen I receive [start v]\nset [flying mode v] to [0]\nif <(username) = [yassir-hadiri]> then\n forever\n wait until <key (space v) pressed?>\n set [flying mode v] to [1]\n wait (1) seconds\n wait until <key (space v) pressed?>\n set [flying mode v] to [0]\n wait (1) seconds\n end\nelse\n forever\n if <(Flying mode) = [1]> then\n set [flying mode v] to [0]\n end\n end\nend\n\nwhen I receive [start v]\nshow\nset [spawn x v] to [-200]\nreset X (SPAWN X) Y [100]\nset [key v] to [0]\nset [level v] to [1]\nforever\n set [ghost v] effect to (100)\n broadcast (Set the platyer CXYD v)\n broadcast (Player - Tick v)\n broadcast (Next level? v)\nend\n\nwhen I receive [start v]\nset [dealths v] to [0]\nforever\n if <[✨mrp team✨ v] contains (username)?> then\n set [level of player v] to (item # of (username) in [✨mrp team✨ v])\n else\n set [level of player v] to [0]\n end\nend\n\n@Level\n\nwhen I receive [start v]\nif <(Level of player) = [1]> then\n repeat until <key (a v) pressed?>\n if <(level) = [5]> then\n if <(Stars:) = [15]> then\n switch costume to (l5m v)\n hide variable [stars: v]\n hide variable [time left: v]\n else\n switch costume to (l5 v)\n end\n else\n switch costume to (join [L] (level))\n end\n if <(Time) = [1]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\n end\n forever\n switch costume to (-Level R)\n end\nelse\n forever\n if <(level) = [5]> then\n if <(Stars:) = [15]> then\n switch costume to (l5m v)\n hide variable [stars: v]\n hide variable [time left: v]\n else\n switch costume to (l5 v)\n end\n else\n switch costume to (join [L] (level))\n end\n if <(Time) = [1]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Flags\n\nwhen I start as a clone\nclear graphic effects\nforever\n set size to (50) %\n switch costume to (flag v)\n if <(Id) = [1]> then\n if <(level) = [5]> then\n change [color v] effect by (1)\n show\n go to x: (190) y: (38)\n if <touching (game v)?> then\n broadcast (Flag1 ✔ v)\n Flag\n delete this clone\n end\n else\n hide\n end\n else\n if <(level) = [1]> then\n change [color v] effect by (25)\n show\n go to x: (-90) y: (-23)\n if <touching (game v)?> then\n broadcast (Flag 2 ✔ v)\n Flag\n delete this clone\n end\n else\n hide\n end\n end\nend\n\ndefine Flag\nstart sound [Chekpoint v]\nrepeat (50)\n change y by (2)\n change size by (2)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [flag1 ✔ v]\nset [flag v] to [1]\nif <(costume [name v]) = [N]> then\n set [id v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I receive [flag 2 ✔ v]\nset [flag v] to [2]\n\nwhen I receive [start v]\nhide\nswitch costume to (n v)\nset [flag v] to [0]\nset [id v] to [1]\ncreate clone of (_myself_ v)\n\n@Like, Love and Follow\n\nwhen I receive [start v]\nhide\nif <not <(username) = [yassir-hadiri]>> then\n forever\n wait (pick random (15) to (30)) seconds\n switch costume to (like, love and follow v)\n go to x: (70) y: (100)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (3) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\nend\n\n@Shots\n\nwhen I receive [start v]\nif <(Level of player) = [1]> then\n repeat until <key (a v) pressed?>\n switch costume to (join [L] (level))\n go to (level v)\n if <(level) = [6]> then\n hide\n else\n show\n end\n end\n forever\n switch costume to (join [L] (-Level R))\n go to (level v)\n if <(-Level R) = [6]> then\n hide\n else\n show\n end\n end\nelse\n forever\n switch costume to (join [L] (level))\n go to (level v)\n if <(level) = [6]> then\n hide\n else\n show\n end\n end\nend\n\n@Stars\n\ndefine Create clone of myself: x (x) y (y) Level (level)\nset [-x v] to (x)\nset [-y v] to (y)\nset [-l v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(Time) = [1]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\n turn right (1) degrees\n go to x: (-x) y: (-y)\n set size to ((75) + ((10) * ([cos v] of (((timer) - (2)) * (200)) ))) %\n if <(level) = (-l)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [flag 2 ✔ v]\nswitch costume to (star2 v)\n\nwhen I start as a clone\nset size to (75) %\nforever\n if <touching (game v)?> then\n broadcast (Star v)\n start sound [collect v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (2)\n end\n hide\n \n end\nend\n\nwhen I receive [star v]\nchange [stars: v] by (0.0625)\n\nwhen I receive [l v]\ndelete this clone\n\nwhen I receive [start v]\nswitch costume to (star v)\nhide\nhide variable [stars: v]\nhide variable [time left: v]\nset [stars: v] to [0]\nforever\n if <(costume [number v]) = [2]> then\n show variable [time left: v]\n show variable [stars: v]\n set [time left: v] to [60]\n Create clone of myself: x [7] y [103] Level [1]\n Create clone of myself: x [21] y [-56] Level [1]\n Create clone of myself: x [155] y [6] Level [1]\n Create clone of myself: x [-40] y [53] Level [2]\n Create clone of myself: x [220] y [-58] Level [2]\n Create clone of myself: x [-152] y [28] Level [3]\n Create clone of myself: x [-26] y [17] Level [3]\n Create clone of myself: x [162] y [-58] Level [3]\n Create clone of myself: x [-175] y [117] Level [4]\n Create clone of myself: x [-36] y [34] Level [4]\n Create clone of myself: x [80] y [-56] Level [4]\n Create clone of myself: x [152] y [115] Level [4]\n Create clone of myself: x [122] y [-51] Level [5]\n Create clone of myself: x [6] y [99] Level [5]\n Create clone of myself: x [184] y [136] Level [5]\n repeat (60)\n wait (1) seconds\n change [time left: v] by (-1)\n end\n wait until <(costume [number v]) = [1]>\n end\nend\n\n@Messages\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nwait (1) seconds\nset [ghost v] effect to (50)\nshow\nif <(username) = []> then\n switch costume to (sign in v)\nelse\n forever\n if <(Active players) = [1]> then\n show\n switch costume to (alone v)\n else\n hide\n end\n end\nend\n\n@Message\n\nwhen I receive [flag 2 ✔ v]\nset [@@@ v] to [1]\n\nwhen I receive [flag1 ✔ v]\nswitch costume to (a v)\n\nwhen I receive [start v]\nforever\n if <(@@@) = [1]> then\n hide\n wait (0.1) seconds\n wait until <<(Stars:) = [15]> or <(Time left:) = [0]>>\n wait (0.1) seconds\n if <(Time left:) > [0]> then\n broadcast (Next levels v)\n switch costume to (arrow v)\n else\n switch costume to (:\( v)\n end\n hide variable [time left: v]\n hide variable [stars: v]\n show\n \n end\nend\n\nwhen I receive [start v]\nshow\nset [@@@ v] to [0]\nswitch costume to (b2 v)\nforever\n if <(costume [name v]) = [:\(]> then\n broadcast (L v)\n hide variable [time left: v]\n hide variable [stars: v]\n end\n go to x: (192) y: (-34)\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Food\n\nwhen I receive [food - lol v]\nswitch costume to (☁ Food)\ngo to [back v] layer\nshow\nforever\n go to x: (-38) y: (-50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n if <(Time) = [1]> then\n set [brightness v] effect to (-40)\n else\n set [brightness v] effect to (0)\n end\n end\n if <(☁ Food) > [3]> then\n set [☁ food v] to [1]\n end\n if <not <(costume [number v]) = (☁ Food)>> then\n switch costume to (☁ Food)\n start sound [pop v]\n end\nend\n\nwhen this sprite clicked\nchange [☁ food v] by (1)\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n broadcast (Food - Lol v)\n else\n hide\n end\nend\n\n@Buttons\n\nwhen I start as a clone\nset [-clicked v] to [0]\nforever\n show\n if <(costume [number v]) = [1]> then\n go to x: (214) y: (-159)\n else\n if <(costume [number v]) = [2]> then\n go to x: (160) y: (-159)\n else\n go to x: (105) y: (-159)\n end\n end\n if <<touching (mouse-pointer v)?> and <(-Clicked) = [0]>> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n if <(-Clicked) = [1]> then\n set [brightness v] effect to (-20)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <(-Clicked) = [0]> then\n broadcast (Data - Show v)\n set [-clicked v] to [1]\n else\n broadcast (Data - Hide v)\n set [-clicked v] to [0]\n end\nelse\n if <(costume [number v]) = [2]> then\n if <(-Clicked) = [0]> then\n set [-clicked v] to [1]\n set [time v] to [1]\n else\n set [-clicked v] to [0]\n set [time v] to [0]\n end\n else\n if <(-Clicked) = [0]> then\n set [-clicked v] to [1]\n hide list [✨mrp team✨ v]\n else\n set [-clicked v] to [0]\n show list [✨mrp team✨ v]\n end\n end\nend\n\ndefine Create clones (#)\nrepeat (#)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (data v)\nswitch costume to ((costume [number v]) - (1))\nCreate clones [3]\n\nwhen I receive [start v]\ndelete this clone\n\n@Team\n\ndefine Add (data) To "Letters"\ndelete all of [letters v]\nrepeat (length of (data))\n add (letter ((length of [letters v]) - (-1)) of (data)) to [letters v]\nend\n\ndefine Uncode (name)\nset [--uncoded v] to []\nset [--idx v] to [1]\nrepeat (length of (name))\n set [--uncoded v] to (join (--Uncoded) (join (length of (item # of (letter (--Idx) of (name)) in [letters v])) (item # of (letter (--Idx) of (name)) in [letters v])))\n change [--idx v] by (1)\nend\n\nUncode []\nadd (--Uncoded) to [team \(uncoded\) v]\n\ndefine Decode (name)\nset [--idx v] to [1]\nset [--name \(decode\) v] to []\nforever\n if <(letter (--Idx) of (name)) = []> then\n stop [this script v]\n else\n if <(letter (--Idx) of (name)) = [1]> then\n set [--name \(decode\) v] to (join (--Name \(Decode\)) (item (letter ((--Idx) + (1)) of (name)) of [letters v]))\n change [--idx v] by (2)\n else\n set [--name \(decode\) v] to (join (--Name \(Decode\)) (item (join (letter ((--Idx) + (1)) of (name)) (letter ((--Idx) + (2)) of (name))) of [letters v]))\n change [--idx v] by (3)\n end\n end\nend\n\ndefine Decoding the list\ndelete all of [✨mrp team✨ v]\nset [---idx2 v] to [1]\nrepeat (length of [team \(uncoded\) v])\n Decode (item (---Idx2) of [team \(uncoded\) v])\n add (--Name \(Decode\)) to [✨mrp team✨ v]\n change [---idx2 v] by (1)\nend\n\ndefine MRP Team\ndelete all of [team \(uncoded\) v]\nadd [22511219219192182631811141921819] to [team \(uncoded\) v]\nadd [2261119142631811141921819255253255256] to [team \(uncoded\) v]\nadd [172151122026415218218215218256] to [team \(uncoded\) v]\nadd [1521619132201815213215214211] to [team \(uncoded\) v]\nadd [220181526313215215212263219220191321121311214] to [team \(uncoded\) v]\nadd [152122132152201815219151321521414] to [team \(uncoded\) v]\nadd [11213152121911254261256255] to [team \(uncoded\) v]\nadd [21215215258259258259258259258259] to [team \(uncoded\) v]\nadd [22018152641721815152142121921417] to [team \(uncoded\) v]\nadd [1411132152152122111914257260] to [team \(uncoded\) v]\nadd [1922622622521319212212225] to [team \(uncoded\) v]\nDecoding the list\n\nwhen flag clicked\nforever\n show list [✨mrp team✨ v]\n if <(username) = [yassir-hadiri]> then\n show list [team \(uncoded\) v]\n end\n wait (0.5) seconds\n wait until <key (f v) pressed?>\n hide list [✨mrp team✨ v]\n if <(username) = [yassir-hadiri]> then\n hide list [team \(uncoded\) v]\n end\n wait (0.5) seconds\n wait until <key (f v) pressed?>\nend\n\nwhen flag clicked\nset [--uncoded v] to []\nset [--name \(decode\) v] to []\nAdd [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_] To "Letters"\nMRP Team\n\nwhen flag clicked\ndelete all of [black team >:\( v]\nadd [PIKACHU-THE-1ST/] to [black team >:\( v]\nadd [PIKACHU-THE-2ND] to [black team >:\( v]\nadd [PT1-OS_ANAMATIONS] to [black team >:\( v]\nif <[black team >:\( v] contains (username)?> then\n stop [all v]\nend\n\n@MRP message\n\nwhen I receive [join - yes v]\nif <(costume [number v]) = [3]> then\n show\n hide variable [active players v]\n show list [✨mrp team✨ v]\n show list [player - data v]\nend\n\nwhen I receive [join - no v]\nif <(costume [number v]) = [3]> then\n hide\n show variable [active players v]\nend\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (10)\n switch costume to (form v)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n hide\n show variable [active players v]\nend\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nforever\n show\n go to x: (18) y: (-159)\n if <(Level of player) = [0]> then\n switch costume to (you can join v)\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (30)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Join - Yes v)\n wait (0.5) seconds\n wait until <mouse down?>\n set [color v] effect to (0)\n broadcast (Join - No v)\n wait (0.5) seconds\n end\n else\n set [color v] effect to (0)\n end\n else\n switch costume to (member v)\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Record\n\nwhen flag clicked\ndelete all of [record v]\nhide\nif <(Level of player) = [1]> then\n set [-level r v] to [1]\n repeat until <key (a v) pressed?>\n add ([x position v] of [player v]) to [record v]\n add ([y position v] of [player v]) to [record v]\n add ([direction v] of [player v]) to [record v]\n add ([costume # v] of [player v]) to [record v]\n add (level) to [record v]\n add (Color) to [record v]\n end\n set [--idx v] to [0]\n show\n repeat ((length of [record v]) / (6))\n change [--idx v] by (1)\n set x to (item (--Idx) of [record v])\n change [--idx v] by (1)\n set y to (item (--Idx) of [record v])\n change [--idx v] by (1)\n point in direction (item (--Idx) of [record v])\n change [--idx v] by (1)\n switch costume to (item (--Idx) of [record v])\n change [--idx v] by (1)\n set [-level r v] to (item (--Idx) of [record v])\n change [--idx v] by (1)\n set [color v] effect to (item (--Idx) of [record v])\n end\n stop [all v]\nend\n\n@High Y\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nif <(Level of player) = [1]> then\n repeat until <key (a v) pressed?>\n switch costume to (join [L] (level))\n show\n end\n forever\n switch costume to (join [L] (-Level R))\n show\n end\nelse\n forever\n switch costume to (join [L] (level))\n show\n end\nend\n\nwhen I receive [bounce v]\nstart sound [Bounce v]\nrepeat (5)\n set [speed x v] to [0]\n change y by (-1)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Time) = [1]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Effect\n\nwhen flag clicked\nhide\n\nwhen I receive [fin v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\n
Hey guys!!!\nI made my 2nd multiplayer game!!\n☁☁☁☁☁☁☁☁☁☁☁☁☁☁☁☁\nTop loved!?\n\nGoal: ⭐ 100\n\nControls:\nArrows keys - move\nDown arrow - site down\nClick 1,2 and 3 to emote\n\nGoal:\nGo to the last level and collect the flag and go to the level1 and you will find a flag! Collect it and you will be raimbow! After you will see the stars! Collect all and go to the level 6 (party level)\n\nIf you see a Flying player, it is me! ;D\nIf you see a speedy player, it's a member of MRP team!\n\nPlease ❤️+⭐️ and follow!!!\n\n\nMRP team:\n\n@yassir-hadiri\n@zaid-hadiri2023\n@goat_error3\n@epicthemonk\n@the-cool-stickman\n@elmothesecond\n@amelia1832\n@leo56565656\n@the_greenling\n@dacoolkid47\n@izzymilly
Night Sky Platformer
@Stage\n\n@player\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch backdrop to (backdrop2 v)\nset [gravity \(all\) v] to [-0.85]\nset [speed y v] to [0]\ngo to x: (-200) y: (50)\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(falling) < [5]> then\n set [speed y v] to [12]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [speed x v] by (1.5)\n end\n set [speed x v] to ((speed x) * (0.85))\n change [speed y v] by (gravity \(all\))\n moving (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine moving (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching (ground v)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching (ground v)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [233]> then\n next backdrop\n go to x: (-226) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes & lava v)?> then\n go to x: (-226) y: (-90)\n end\nend\n\nwhen flag clicked\nplay sound [Elektronomia - Sky High \[NCS Release\] v] until done\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop13 v]\nset [gravity \(all\) v] to [-0.5]\n\nwhen backdrop switches to [backdrop14 v]\nset [gravity \(all\) v] to [-0.85]\n\n@ground\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume11 v)\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume12 v)\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (costume14 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@spikes & lava\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume11 v)\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\nswitch costume to (costume12 v)\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (costume13 v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nforever\n change [ghost v] effect by (5)\nend\n\n@water\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [backdrop12 v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (367) y: (-219)\nshow\nset [ghost v] effect to (50)\n\nwhen backdrop switches to [backdrop13 v]\ngo to [front v] layer\nswitch costume to (costume2 v)\ngo to x: (10) y: (0)\n\nwhen backdrop switches to [backdrop14 v]\ngo to [front v] layer\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (36) y: (200)\nset [ghost v] effect to (100)\nforever\n wait (pick random (20) to (30)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n glide (0.5) secs to x: (36) y: (-6)\n wait (2) seconds\n glide (1) secs to x: (36) y: (200)\n change [ghost v] effect by (10)\n repeat (9)\n change [ghost v] effect by (10)\n end\nend\n\n
PART 2 OUT NOW\nhttps://scratch.mit.edu/projects/947168276/\n\nanother generic platformer by me.\nUse arrow keys or WASD to play \nMobile support added!\nNone of the levels are impossible\nTurn the volume on\n\n\nedit: why is everyone seeing this.. this is one of my worst projects o_o
Classic Platformer v0.1
@Stage\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\n@blank\n\nwhen flag clicked\nset volume to (0) %\n\nwhen I receive [level complete v]\nset volume to (0) %\n\nwhen I receive [start game v]\nset volume to (100) %\nforever\n play sound [Music v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (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 Check Touching Solid\n if <(touching?) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching?) > [0]> then\n Collide Y - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n set [touching? v] to [1]\nelse\n set [touching? v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved by Moving Platform\nJump\nMove Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Jump\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<(wallslide?) > [0]> and <(jumping?) = [0]>> then\n start sound [Jump v]\n set [jumping? v] to [1]\n set [falling? v] to [3]\n set [wallslide? v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling?) < [3]> and <(jumping?) = [0]>> then\n start sound [Jump v]\n set [jumping? v] to [1]\n set [falling? v] to [3]\n end\n if <<(jumping?) > [0]> and <(jumping?) < (Jump Duration)>> then\n change [jumping? v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping? v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(wallslide?) > [0]> then\n Check Can Wallslide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Move Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> - <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>>)\nif <(Key x) = [0]> then\n if <<(falling?) > [2]> and <(wallslide?) < [1]>> then\n set [speed x v] to ((speed x) * (0.95))\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n stop [this script v]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((Key x) * (Acceleration))\n if <not <(direction) = ((Key x) * (90))>> then\n set [wallslide? v] to [0]\n end\n point in direction ((Key x) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (Resistance))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling? v] to [99]\nset [wallslide? v] to [0]\nset [jumping? v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (Spawn Scene) Go to x: (Spawn x) y: (Spawn y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Moving Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) Go to x: [-235] y: []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) Go to x: [235] y: []\nend\nif <not <(Scene #) = [15]>> then\n if <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) Go to x: [] y: [-160]\n end\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene #) + (-100)) Go to x: [] y: [180]\nend\nif <<touching (spikes v)?> or <touching (lava v)?>> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x: (x) y: (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction: [0]\nelse\n Fix Collision in Direction: [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction: (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching?) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wallslide?) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling?) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching?) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wallslide\nchange y by (1)\nCheck Touching Solid\nif <(touching?) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching?) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor?\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling?) > [0]> then\n set [falling? v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching?) < [1]> then\n set [falling? v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching?) < [1]> then\n set [falling? v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wallslide\nif <(falling?) < [2]> then\n set [wallslide? v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wallslide? v] to (touching?)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Crunch v]\nrepeat (10)\n change y by (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nstart sound [Revive v]\nReset and Begin Level\n\ndefine Moved by Moving Platform\nchange x by (Platform dx)\nchange y by (Platform dy)\nCheck Touching Solid\nif <(touching?) > [0]> then\n Find closest space to: x: (x position) y: (y position) max: [16]\n if <(touching?) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find closest space to: x: (x) y: (y) max: (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching?) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [player - bounce v]\nset [speed y v] to [15]\n\nwhen I receive [start game v]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [50]\nset [jump force v] to [12]\nset [resistance v] to [0.8]\nset [jump duration v] to [5.5]\nset [acceleration v] to [2]\nset [gravity v] to [-1]\ndelete all of [inventory v]\nbroadcast (Setup v) and wait\nReset and Begin Level\n\nwhen I receive [player - spring bounce v]\nif < ([costume name v] of [springs v]) contains [Green]?> then\n if <([direction v] of [springs v]) = [0]> then\n change [speed y v] by (4.5)\n end\n if <([direction v] of [springs v]) = [180]> then\n change [speed y v] by (4.5)\n end\n if <([direction v] of [springs v]) = [90]> then\n change [speed x v] by (15.5)\n end\n if <([direction v] of [springs v]) = [-90]> then\n change [speed x v] by (-15.5)\n end\nelse\n if < ([costume name v] of [springs v]) contains [Red]?> then\n if <([direction v] of [springs v]) = [0]> then\n set [speed y v] to [20]\n end\n if <([direction v] of [springs v]) = [180]> then\n set [speed y v] to [-20]\n end\n if <([direction v] of [springs v]) = [90]> then\n change [speed x v] by (30.5)\n end\n if <([direction v] of [springs v]) = [-90]> then\n change [speed x v] by (-30.5)\n end\n end\nend\n\nwhen I receive [level complete v]\nstop [other scripts in sprite v]\n\nBegin Scene # [15] Go to x: [] y: []\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\nStamp Outline\nStamp Shadow\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [about to change scene v]\nerase all\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [14]>> then\n go to x: (0) y: (0)\nend\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [change scene v]\nforever\n if <(costume [name v]) = [Scene14]> then\n go to x: (0) y: (-100)\n glide (0.5) secs to x: (0) y: (-140)\n wait (0.55) seconds\n glide (0.5) secs to x: (0) y: (-100)\n wait (0.55) seconds\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\n@Collectibles\n\nwhen I start as a clone\nset [clone? v] to [yes]\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Apple]> then\n start sound [Chomp v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Checkpoint]> then\n start sound [Checkpoint v]\n set [spawn scene v] to (Scene #)\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n else\n start sound [Collect v]\n add (costume [name v]) to [inventory v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nif <(Clone?) = [yes]> then\n delete this clone\nend\nif <(Clone?) = [no]> then\n wait (0) seconds\n set [frame v] to [0]\n set [apples v] to [0]\n hide\n Place [Apple] at scene: [1] x: [45] y: [2]\n Place [Apple] at scene: [2] x: [76] y: [-70]\n Place [Apple] at scene: [2] x: [150] y: [-70]\n Place [Apple] at scene: [3] x: [87] y: [10]\n Place [Apple] at scene: [3] x: [-14] y: [56]\n Place [Apple] at scene: [203] x: [167] y: [115]\n Place [Apple] at scene: [204] x: [12] y: [55]\n Place [Apple] at scene: [4] x: [70] y: [-24]\n Place [Apple] at scene: [5] x: [8] y: [-5]\n Place [Apple] at scene: [6] x: [44] y: [-76]\n Place [Apple] at scene: [110] x: [-82] y: [0]\n Place [Apple] at scene: [110] x: [-40] y: [0]\n Place [Apple] at scene: [110] x: [-82] y: [43]\n Place [Apple] at scene: [110] x: [-40] y: [43]\n Place [Apple] at scene: [110] x: [0] y: [0]\n Place [Apple] at scene: [110] x: [40] y: [0]\n Place [Apple] at scene: [110] x: [0] y: [43]\n Place [Apple] at scene: [110] x: [40] y: [43]\n Place [Apple] at scene: [102] x: [93] y: [-54]\n Place [Apple] at scene: [102] x: [200] y: [-54]\n Place [Apple] at scene: [102] x: [-202] y: [-9]\n Place [Apple] at scene: [109] x: [-14] y: [-37]\n Place [Apple] at scene: [109] x: [-160] y: [-37]\n Place [Apple] at scene: [11] x: [-166] y: [-22]\n Place [Apple] at scene: [12] x: [4] y: [-7]\n Place [Apple] at scene: [205] x: [0] y: [90]\n Place [Apple] at scene: [13] x: [52] y: [-88]\n Place [Apple] at scene: [14] x: [11] y: [-14]\n Place [Key 1] at scene: [203] x: [-132] y: [2]\n Place [Key 1] at scene: [109] x: [205] y: [41]\n Place [Checkpoint] at scene: [206] x: [3] y: [15]\n Place [Checkpoint] at scene: [5] x: [-189] y: [-76]\n Place [Checkpoint] at scene: [8] x: [8] y: [-82]\n Place [Checkpoint] at scene: [10] x: [62] y: [-82]\n Place [Checkpoint] at scene: [13] x: [-194] y: [-80]\n Place [Checkpoint] at scene: [103] x: [-64] y: [-10]\nend\n\ndefine Place (costume name) at scene: (scene #) x: (x) y: (y)\nset [my scene v] to (scene #)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen flag clicked\nset [clone? v] to [no]\n\n@Moving Platform\n\nwhen I receive [change scene v]\nhide\nif <(Scene #) = [10]> then\n Door at: x: [-53] y: [-51] key: [Key 1]\nend\nif <(Scene #) = [4]> then\n switch costume to (normal platform v)\n show\n Animate Moving Platforms\nend\nif <(Scene #) = [5]> then\n switch costume to (big crusher v)\n show\n Animate Crushing Platforms\nend\nif <(Scene #) = [15]> then\n switch costume to (end lift v)\n show\n Animate End Lift\nend\n\ndefine Animate Moving Platforms\ngo to x: (-45) y: (-60)\nforever\n glide (2) secs to x: (126) y: (-60)\n wait (1) seconds\n glide (2) secs to x: (-45) y: (-60)\n wait (1) seconds\nend\n\nwhen I receive [tick - moving platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ngo to x: (-39) y: (-107)\nforever\n glide (2) secs to x: (-48) y: (68)\n wait (1) seconds\n glide (2) secs to x: (-48) y: (-107)\n wait (1) seconds\nend\n\ndefine Animate Crushing Platforms\ngo to x: (-16) y: (123)\nforever\n glide (1) secs to x: (-16) y: (-80)\n wait (1) seconds\n glide (1) secs to x: (-16) y: (123)\n wait (1) seconds\nend\n\ndefine Door at: x: (x) y: (y) key: (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[inventory v] contains (key name)?> then\n start sound [Open Door v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Open Door v]\n repeat (24)\n change y by (-4)\n end\n start sound [Door Ground thing v]\n else\n start sound [Locked Door v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [about to change scene v]\nerase all\n\ndefine Animate End Lift\ngo to x: (125) y: (-100)\nforever\n glide (2) secs to x: (125) y: (121)\n wait (1) seconds\n glide (2) secs to x: (125) y: (-100)\n wait (1) seconds\nend\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n Spawn [Red] at x: [130] y: [-105] direction: [-90]\nend\nif <(Scene #) = [203]> then\n Spawn [Red] at x: [-140] y: [-7] direction: [90]\nend\nif <(Scene #) = [109]> then\n Spawn [Red] at x: [-75] y: [-32] direction: [-90]\nend\nif <(Scene #) = [206]> then\n Spawn [Red] at x: [-103] y: [15] direction: [90]\n Spawn [Red] at x: [134] y: [15] direction: [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nforever\n if < (costume [name v]) contains [Red]?> then\n switch costume to (red v)\n else\n if < (costume [name v]) contains [Spring]?> then\n switch costume to (spring v)\n end\n end\n set rotation style [don't rotate v]\n Move Left or Right\n Move Up and Down\n change [frame v] by (0.33)\n if < (costume [name v]) contains [Red]?> then\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n else\n if < (costume [name v]) contains [Spring]?> then\n switch costume to ((6) + (([floor v] of (frame) ) mod (4)))\n end\n end\n set rotation style [left-right v]\n if <<(Invulnerable) = [0]> and <<touching (player v)?> or <<touching (lava v)?> or <touching (spikes v)?>>>> then\n Touching Danger\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move Up and Down\nchange [speed y v] by (Gravity)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n if < (costume [name v]) contains [Red]?> then\n set [speed y v] to [0]\n else\n if < (costume [name v]) contains [Spring]?> then\n if <(pick random (1) to (pick random (1) to (6))) = [1]> then\n set [speed y v] to [14]\n else\n set [speed y v] to [0]\n end\n end\n end\nend\n\ndefine Move Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <<touching (_edge_ v)?> or <touching (spikes v)?>>>> then\n if <not <<touching (safe zones v)?> or <<touching (moving platform v)?> or <touching color (#5ce664)?>>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Danger\nif <<([speed y v] of [player v]) < [-3]> or <<touching (spikes v)?> or <touching (lava v)?>>> then\n if <not <<touching (spikes v)?> or <touching (lava v)?>>> then\n broadcast (Player - Bounce v)\n end\n if < (costume [name v]) contains [Red]?> then\n switch costume to (redsquished v)\n else\n if < (costume [name v]) contains [Spring]?> then\n switch costume to (springsquished v)\n end\n end\n start sound [Squish Pop v]\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change y by (4)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at x: (x) y: (y) direction: (dir)\nswitch costume to (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Springs\n\nwhen I start as a clone\nset [clone? v] to [yes]\nforever\n if <touching (player v)?> then\n broadcast (Player - Spring Bounce v)\n if < (costume [name v]) contains [Green]?> then\n switch costume to (greensq v)\n wait (0.25) seconds\n switch costume to (green v)\n else\n if < (costume [name v]) contains [Red]?> then\n switch costume to (redsq v)\n wait (0.25) seconds\n switch costume to (red v)\n end\n end\n end\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I receive [start game v]\ngo to [back v] layer\nif <(Clone?) = [yes]> then\n delete this clone\nend\nif <(Clone?) = [no]> then\n wait (0) seconds\n hide\n Place [Green] at scene: [11] x: [-66] y: [-125] direction: [0]\n Place [Red] at scene: [13] x: [0] y: [-105] direction: [0]\n Place [Red] at scene: [13] x: [-100] y: [-105] direction: [0]\n Place [Red] at scene: [13] x: [110] y: [-105] direction: [0]\nend\n\ndefine Place (costume name) at scene: (scene #) x: (x) y: (y) direction: (dir)\nset [my scene v] to (scene #)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen flag clicked\nset [clone? v] to [no]\n\n@Menu\n\nwhen I start as a clone\nif <(cloneID) = [5]> then\n forever\n if <touching color (#000000)?> then\n set [speed y v] to [0]\n else\n change [speed y v] by (-1)\n end\n end\nend\n\ndefine Build (num) Start (start)\nset [cloneid v] to (start)\nrepeat (num)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset volume to (45) %\nif <(cloneID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (bg v)\n forever\n play sound [Pixelland v] until done\n end\nend\nif <(cloneID) = [2]> then\n switch costume to (text v)\n go to x: (0) y: (50)\n forever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (100)) ) * (5)))\n end\nend\nif <(cloneID) = [3]> then\n switch costume to (play1 v)\n go to x: (0) y: (-65)\n forever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (100)) ) * (4)))\n if <touching (mouse-pointer v)?> then\n switch costume to (play2 v)\n change size by (((120) - (size)) * (0.5))\n else\n switch costume to (play1 v)\n change size by (((100) - (size)) * (0.5))\n end\n end\nend\nif <(cloneID) = [4]> then\n switch costume to (v v)\n go to x: (60) y: (65)\n forever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (100)) ) * (5)))\n end\nend\nif <(cloneID) = [5]> then\n switch costume to (run-01 v)\n set size to (70) %\n go to x: (-163) y: (-87)\n forever\n if <(pick random (1) to (70)) = [1]> then\n if <touching color (#000000)?> then\n switch costume to (jump01 v)\n set [speed y v] to [12]\n end\n else\n if <touching color (#000000)?> then\n switch costume to ((6) + ([floor v] of ((frame) mod (16)) ))\n change [frame v] by (1)\n end\n end\n change y by (speed y)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [3]> then\n forever\n if <<touching (mouse-pointer v)?> or <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (Start Transition v)\n end\n end\n end\nend\n\nwhen I receive [start game v]\nset [deleteallclones? v] to [1]\nwait (0.0001) seconds\nset [deleteallclones? v] to [0]\n\nwhen I start as a clone\nforever\n if <(DeleteAllClones?) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [7]> then\n\nwhen I receive [main menu v]\nhide\nBuild [5] Start [0]\n\n@Counter\n\ndefine text: (text) size: (size) go to x: (x) y: (y) spacing: (spacing) centered? (centered) textID: (textid)\nif <(centered) = [true]> then\n go to x: ((((length of (text)) * ((spacing) * (size))) * (-0.5)) + (((spacing) * (size)) / (2))) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset size to (size) %\nset [idx v] to [1]\nrepeat (length of (text))\n switch costume to (letter (idx) of (text))\n set [cloneid v] to (textid)\n create clone of (_myself_ v)\n change [idx v] by (1)\n change x by ((spacing) * (size))\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nclear graphic effects\nset [brightness v] effect to (100)\nset [clone x v] to (x position)\nset [clone y v] to (y position)\nif <(CloneID) = [1]> then\n change y by (10)\nend\nforever\n change x by (((clone x) - (x position)) / (5))\n change y by (((clone y) - (y position)) / (5))\nend\n\nwhen I receive [delete number clones v]\ndelete this clone\n\nwhen I receive [start game v]\nset [updatecounter v] to ((Apples) + (1))\nhide\nforever\n if <not <(updateCounter) = (Apples)>> then\n broadcast (Delete number clones v)\n text: (Apples) size: [150] go to x: [-210] y: [147] spacing: [0.10] centered? [false] textID: [1]\n set [updatecounter v] to (Apples)\n end\nend\n\nwhen I receive [level complete v]\nbroadcast (Delete number clones v)\n\n@Transition\n\nwhen I receive [start transition v]\ngo to [front v] layer\nbroadcast (Start Game v)\n\nwhen I receive [start transition v]\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset size to (100) %\nshow\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #1 v)\n turn right (1) degrees\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #2 v)\n turn right (2) degrees\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #3 v)\n turn right (2) degrees\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #4 v)\n turn right (1) degrees\nend\nrepeat (5)\n set size to ((size) * (1.2)) %\n switch costume to (mask #5 v)\n switch costume to (mini v)\n turn right (1) degrees\nend\nhide\n\nwhen I receive [main menu v]\nhide\ngo to [back v] layer\n\n@Safe Zones\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n@End Detector\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nset [touching end detector? v] to [0]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n if <<touching (player v)?> and <not <(touching end detector?) = [1]>>> then\n set [touching end detector? v] to [1]\n broadcast (Level Complete v) and wait\n end\nend\n\n@End Screen\n\nwhen I receive [main menu v]\ngo to [back v] layer\nhide variable [also apples v]\nhide\n\nwhen I receive [level complete v]\ngo to [front v] layer\nswitch costume to (pick random (1) to (8))\nshow variable [also apples v]\nshow\n\nwhen I receive [start game v]\nforever\n set [also apples v] to (Apples)\nend\n\nwhen I receive [level complete v]\nwait (0.05) seconds\nplay sound [BeepBox-Song \(2\) v] until done\n\nwhen I receive [level complete v]\nstop all sounds\n\n
ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ᴍᴏꜱᴛ ᴀᴅᴠᴀɴᴄᴇᴅ ɢᴀᴍᴇ ʙʏ ꜰᴀʀ!\n1000+ ʙʟᴏᴄᴋꜱ :O 3+ ᴍᴏɴᴛʜꜱ ᴏꜰ ᴡᴏʀᴋ :O\n\nꜱʜᴏᴜᴛᴏᴜᴛꜱ: @AstroCoder05 @ASH__WING\nɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ:\n⋄ ᴡᴀꜱᴅ, ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴏʀ ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟꜱ\n⋄ ᴊᴜᴍᴘ ᴏɴ ᴇɴᴇᴍɪᴇꜱ ᴛᴏ ᴅᴇꜰᴇᴀᴛ ᴛʜᴇᴍ\n⋄ ᴄᴏʟʟᴇᴄᴛ ᴛʜᴇ ᴀᴘᴘʟᴇꜱ\n⋄ ᴀᴠᴏɪᴅ ᴛʜᴇ ꜱᴘɪᴋᴇꜱ ᴀɴᴅ ʟᴀᴠᴀ\n⋄ ᴄᴏʟʟᴇᴄᴛ ᴛʜᴇ ɢʀᴇᴇɴ ꜰʟᴀɢꜱ ꜰᴏʀ ᴄʜᴇᴄᴋᴘᴏɪɴᴛꜱ\n⋄ ᴊᴜᴍᴘ ᴏɴ ᴘᴀᴅꜱ ᴛᴏ ʙᴏᴜɴᴄᴇ\n\nʜᴏᴡ ʏᴏᴜ ᴄᴀɴ ʜᴇʟᴘ ᴍᴇ:\nꜱᴛᴇᴘ 1: ɢᴏ ᴛᴏ ᴛʜɪꜱ ꜱᴛᴜᴅɪᴏ:\nhttps://scratch.mit.edu/studios/28715018\nꜱᴛᴇᴘ 2: ɢᴏ ᴛᴏ ᴛʜᴇ ᴄᴏᴍᴍᴇɴᴛ ꜱᴇᴄᴛɪᴏɴ ᴀɴᴅ ᴘᴀꜱᴛᴇ ᴛʜᴇ ʟɪɴᴋ ᴛᴏ ᴛʜɪꜱ ᴘʀᴏᴊᴇᴄᴛ ᴛʜᴇʀᴇ\n\nᴛʜᴀɴᴋꜱ :)
Scratch Platformer!
@Stage\n\nwhen flag clicked\nplay sound [Pokémon Sword & Shield - Slumbering Weald Theme v] until done\nplay sound [Xmas Carol2 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@Playerspikes2\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\nhide\nwait (0.10) seconds\nshow\nwait (0.10) seconds\nhide\nwait (0.10) seconds\nshow\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 (glitch v)?>> or <<touching (lava v)?> or <touching (moving spikes 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\nwhen I receive [skip v]\ngo to x: (250) y: (50)\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <(timer ⏱️) < (☁ world record)> then\n set [☁ world record v] to (timer ⏱️)\n end\n end\nend\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@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\nforever\n wait (9) seconds\n go to [front v] layer\n show\n go to x: (33) y: (153)\n set y to (202)\n repeat (10)\n change y by (-3)\n end\n repeat (10)\n change y by (-1.5)\n end\n repeat (10)\n change y by (-0.5)\n end\n wait (2) seconds\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n broadcast (back v)\n repeat (10)\n change y by (3)\n end\n repeat (10)\n change y by (1.5)\n end\n repeat (10)\n change y by (0.5)\n end\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@glitch\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\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@coins\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (2) y: (121)\nset [candy v] to [0]\nset [special/sweet v] to [0]\ngo to [front v] layer\nforever\n if <touching (playerspikes2 v)?> then\n hide\n set size to (50) %\n glide (0.1) secs to (playerspikes2 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: (10) y: (130)\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@coin 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@moving spikes\n\nwhen flag clicked\nforever\n forever\n repeat (5)\n change y by (3)\n wait (0.05) seconds\n end\n repeat (5)\n change y by (-3)\n wait (0.05) seconds\n end\n end\nend\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@Sprite1\n\nwhen this sprite clicked\nbroadcast (Skip v)\nchange [timer ⏱️ v] by (23)\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n end\nend\n\nwhen flag clicked\nshow\n\n@lagggg\n\nwhen flag clicked\nforever\n if <(L_eve_l) = [1]> then\n go to (glitch v)\n hide\n wait (0.1) seconds\n next costume\n show\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 go to (glitch v)\n hide\n wait (0.1) seconds\n next costume\n show\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\nforever\n\n@lightning\n\nwhen flag clicked\nset size to (100) %\nforever\n set size to (100) %\n go to (coins v)\n change y by (0)\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@thumbnaill\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 v)\nset size to (500) %\nswitch costume to ( 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 v)\n change size by (() - ((size) / (10)))\n switch costume to ( v)\n change [brightness v] effect by (-8)\n change [pixelate v] effect by (-8)\nend\nrepeat (10)\n switch costume to (size v)\n change size by (() - ((size) / (10)))\n switch costume to ( v)\nend\n\ngo to [front v] layer\n\n
Arow keys to move or wads either one! collect the coins! and beat this platformer! dodge lava spikes and the glitches... those black bad glitches!!\ncredits to @Katana_Gaming- \n(50 ❤️&⭐ = New game!)\n@chocolateicecreamyay is WR holder with 41.8!\n
✨Touch grass platformer :)✨#all #games #art #music #stories #trending #popular #recent #platformer
@Stage\n\n@player\n\nwhen flag clicked\nset [house v] to [1]\nset [☁ time v] to [0]\n\nwhen flag clicked\nswitch costume to (costume3 v)\nforever\n if <key (z v) pressed?> then\n set [crawl v] to [1]\n switch costume to (costume9 v)\n end\n if <key (x v) pressed?> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#000000)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\nset [☁ time v] to [0]\nset [timer v] to [0]\nrepeat until <(timer) = [1]>\n change [☁ time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (3) seconds\nswitch backdrop to (backdrop2 v)\nwait (0.1) seconds\nswitch backdrop to (backdrop3 v)\nwait (0.1) seconds\nswitch backdrop to (backdrop4 v)\nwait (0.1) seconds\nswitch backdrop to (backdrop5 v)\nwait (0.1) seconds\nswitch backdrop to (backdrop6 v)\nwait (0.1) seconds\nswitch backdrop to (backdrop7 v)\nwait (1) seconds\nswitch backdrop to (backdrop8 v)\nset voice to (alto v)::tts\nspeak [Son, what are you doing on the computer again, you've been on there for 7 hours]::tts\nswitch backdrop to (backdrop9 v)\nwait (1) seconds\nset voice to (squeak v)::tts\nspeak [I'm watching a YouTube video. ]::tts\nswitch backdrop to (backdrop8 v)\nwait (1) seconds\nset voice to (alto v)::tts\nspeak [Why don't you go play outside and touch some grass]::tts\nswitch backdrop to (backdrop11 v)\nwait (1) seconds\nset voice to (squeak v)::tts\nspeak [Ugh fine whatever.]::tts\nbroadcast (Done1 v)\n\nwhen I receive [message1 v]\nset size to (100) %\nforever\n if <key (a v) pressed?> then\n walk [-7]\n end\n if <key (d v) pressed?> then\n walk [7]\n end\n if <<key (w v) pressed?> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <key (left arrow v) pressed?> then\n walk [-7]\n end\n if <key (right arrow v) pressed?> then\n walk [7]\n end\n if <<key (up arrow v) pressed?> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <<(x position) = [224]> or <[224] < (x position)>> then\n go to x: (-216) y: (103)\n next backdrop\n end\n if <<<(x position) = [224]> or <[224] < (x position)>> and <(9) = [9]>> then\n go to x: (-216) y: (0)\n next backdrop\n end\n if <touching (poop v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite5 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (danger guy v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite2 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite4 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite3 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite8 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite9 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite17 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite18 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite14 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite12 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (sprite2 v)?> then\n go to x: (-216) y: (0)\n start sound [roblox-death-sound_1 v]\n end\nend\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-106) y: (0)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y vel)\n change [in air? v] by (1)\n handle ground <[0] < (Y vel)>\nend\n\nwhen I receive [message1 v]\nstop all sounds\nplay sound [The Kid LAROI - ABOUT YOU \(Official Audio\) \(192 kbps\)2 v] until done\n\nplay sound [Sugarcrash clean v] until done\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop12 v)\n\nwhen backdrop switches to [backdrop26 v]\nshow\n\nshow\n\nshow\n\nwhen backdrop switches to [backdrop26 v]\nshow\n\nwhen backdrop switches to [backdrop21 v]\nstop all sounds\nplay sound [Kid Laroi - BEST FOR ME v] until done\n\nplay sound [Reminds Me Of You v] until done\nplay sound [The Kid LAROI - Over You \(Clean - Lyrics\)3 v] until done\nplay sound [The Kid LAROI - Over You \(Clean - Lyrics\)2 v] until done\n\nwhen backdrop switches to [backdrop27 v]\nset [house v] to [1]\n\nwhen backdrop switches to [backdrop12 v]\nset [house v] to [0]\nrepeat until <(house) = [1]>\n wait (1) seconds\n change [☁ time v] by (1)\nend\n\n@Sprite20\n\nwhen flag clicked\nstart sound [pop v]\nshow\nwait (1) seconds\nswitch backdrop to (backdrop1 v)\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\n\nswitch backdrop to (backdrop11 v)\nwait (1) seconds\n\nset voice to (tenor v)::tts\nspeak [Hey kids, im just gonna go get some milk]::tts\nspeak [I'll be back in 15 mins ok?]::tts\nwait (1) seconds\nswitch backdrop to (backdrop12 v)\nset voice to (squeak v)::tts\nspeak [Ok!]::tts\nswitch backdrop to (backdrop13 v)\nwait (0.5) seconds\nswitch backdrop to (backdrop14 v)\nwait (0.5) seconds\n\nswitch backdrop to (backdrop11 v)\n\nwait (1) seconds\n\nwhen I receive [done1 v]\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nbroadcast (message1 v)\nwait (1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\n\n@Poop\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite1\n\n@danger guy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (-72) y: (-50)\nforever\n switch costume to (costume2 v)\n glide (2) secs to x: (260) y: (-50)\n wait (0.5) seconds\n switch costume to (costume4 v)\n glide (2) secs to x: (-72) y: (-50)\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen flag clicked\ngo to x: (-324) y: (-41)\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (costume3 v)\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nswitch costume to (costume4 v)\nshow\n\nwhen backdrop switches to [backdrop18 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop21 v]\nswitch costume to (costume5 v)\nshow\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop23 v]\nswitch costume to (costume6 v)\nshow\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\nwhen backdrop switches to [backdrop26 v]\nswitch costume to (costume8 v)\nshow\ngo to x: (71) y: (-89)\nforever\n wait (2) seconds\n glide (0.5) secs to x: (-370) y: (-62)\n wait (2) seconds\n glide (0.5) secs to x: (71) y: (-89)\nend\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\n@Sprite3\n\nwhen backdrop switches to [backdrop18 v]\nshow\ngo to x: (-72) y: (-85)\nforever\n switch costume to (costume5 v)\n glide (7) secs to x: (260) y: (-85)\n wait (0.5) seconds\n switch costume to (costume3 v)\n glide (7) secs to x: (-72) y: (-85)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@Sprite5\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\ngo to x: (-72) y: (-85)\nforever\n switch costume to (costume3 v)\n glide (7) secs to x: (-72) y: (-85)\n wait (0.5) seconds\n switch costume to (costume5 v)\n glide (7) secs to x: (260) y: (-85)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\n@Sprite7\n\n@Sprite8\n\nwhen backdrop switches to [backdrop21 v]\nshow\ngo to x: (279) y: (36)\nforever\n switch costume to (costume1 v)\n glide (13) secs to x: (-73) y: (36)\n wait (0.5) seconds\n switch costume to (costume2 v)\n glide (13) secs to x: (279) y: (36)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite9\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop21 v]\nshow\ngo to x: (-70) y: (38)\nforever\n switch costume to (costume2 v)\n glide (16) secs to x: (260) y: (38)\n wait (0.5) seconds\n switch costume to (costume1 v)\n glide (16) secs to x: (-70) y: (38)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sprite10\n\n@Sprite11\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop22 v]\nshow\ngo to x: (-70) y: (38)\nforever\n switch costume to (costume2 v)\n glide (16) secs to x: (260) y: (38)\n wait (0.5) seconds\n switch costume to (costume1 v)\n glide (16) secs to x: (-70) y: (38)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop23 v]\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [backdrop24 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop26 v]\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\n@Sprite14\n\n@紙吹雪・改\n\ndefine 紙吹雪 (大きさ)\nset [color v] effect to (pick random (0) to (199))\nset [ghost v] effect to (pick random (5) to ((125) - (大きさ)))\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) < [-179]>\n change x by (pick random ((大きさ) / (-30)) to ((大きさ) / (30)))\n change y by (pick random ((大きさ) / (30)) to ((大きさ) / (-5)))\n turn right (pick random (-30) to (30)) degrees\n set size to (pick random ((大きさ) - (30)) to ((大きさ) + (30))) %\n set [brightness v] effect to (pick random ((大きさ) / (-2)) to ((大きさ) / (3)))\n change [ghost v] effect by (pick random (1) to (-1))\nend\n\nwhen I start as a clone\nshow\n紙吹雪 ((pick random (50) to (100)) - (pick random (0) to (15)))\ndelete this clone\n\nwhen backdrop switches to [backdrop27 v]\nhide\nforever\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\n@Sprite13\n\nwhen backdrop switches to [backdrop27 v]\nshow\nforever\n switch costume to (costume2 v)\n wait (0.3) seconds\n switch costume to (costume1 v)\n wait (0.3) seconds\n switch costume to (costume3 v)\n wait (0.3) seconds\n switch costume to (costume1 v)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sprite15\n\nwhen backdrop switches to [backdrop27 v]\nshow\nforever\n switch costume to (costume2 v)\n wait (0.3) seconds\n switch costume to (costume1 v)\n wait (0.3) seconds\n switch costume to (costume3 v)\n wait (0.3) seconds\n switch costume to (costume1 v)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sprite16\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@skip\n\nwhen this sprite clicked\nnext backdrop\nchange [☁ time v] by (15)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\n@Sprite24\n\nwhen flag clicked\ngo to x: (13) y: (102)\nhide\n\nwhen backdrop switches to [backdrop19 v]\nwait (1) seconds\nshow\nglide (1) secs to x: (13) y: (34)\nwait (2) seconds\nglide (1) secs to x: (13) y: (102)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nwait (1) seconds\nshow\nglide (1) secs to x: (13) y: (34)\nwait (2) seconds\nglide (1) secs to x: (13) y: (102)\nhide\n\nwhen backdrop switches to [backdrop22 v]\nwait (1) seconds\nshow\nglide (1) secs to x: (13) y: (34)\nwait (2) seconds\nglide (1) secs to x: (13) y: (102)\nhide\n\nwhen backdrop switches to [backdrop15 v]\nwait (1) seconds\nshow\nglide (1) secs to x: (13) y: (34)\nwait (2) seconds\nglide (1) secs to x: (13) y: (102)\nhide\n\n
✨Touch grass platformer :)✨\n========================================\n: ̗̀➛My last platformer before i become less active \n\n: ̗̀➛I'm seriously running out of ideas ok?\n: ̗̀➛It's fun tho trust me :D\n\n✨=======STORY=======✨\n: ̗̀➛Basically, u go on a mission to touch grass :)\n\n✨=======CREDITS=======✨\n: ̗̀➛ The person who invented the meme\n: ̗̀➛ @Sammycheez for the code on his yt \n: ̗̀➛https://scratch.mit.edu/projects/561452554/ for the confetti\n: ̗̀➛ Songs: \nKid Laroi: About You (clean)\nKid Laroi: Best for me (clean)\nBtw ik the music is bad quality :/ i'm not allowed to download songs anymore \n\n\n✨===Tags===✨ (don't bother commenting about this you'll simply be wasting ur time and idc xD)\n\n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games \n#art #art #art #art #art #art #art #art #art #art #art #art \n #music #music #music #music #music #music #music \n#stories #stories #stories #stories #stories #stories #stories #stories #stories #stories #stories #stories \n#trending #trending #trending #trending #trending #trending #trending #trending #trending #trending\n#popular #popular #popular #popular #popular \n#recent #recent #recent #recent #recent #recent \n#da_coding_noob #da_coding_noob #da_coding_noob \n#platformer #platformer #platformer #platformer \n#platformers #platformers #platformers #platformers \n
PLATFORMER GAME #platformer #trending #games #all
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-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 (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spikes v)?> or <<touching (waves v)?> and <not <([costume # v] of [ground v]) = [11]>>>> then\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set size to (100) %\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n broadcast (Underwater v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Undertale Undyne Fight Theme \( Spear Of Justice \) v] until done\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <[Level 11] = (costume [name v])> then\n broadcast (No Cloudy v)\n end\nend\n\nwhen flag clicked\nforever\n if <[Level 11] = (costume [name v])> then\n broadcast (Stop Time v)\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@notif\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (50)\nhide\nwait (pick random (2) to (3)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [play v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Clouds2\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\nset size to (pick random (50) to (75)) %\ngo to x: (-175) y: (pick random (74) to (0))\nrepeat (15)\n change x by (5)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (5)\nend\nrepeat (30)\n change x by (5)\nend\ndelete this clone\n\nwhen I receive [no cloudy v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (No Cloudy v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
Hi, this is my First Game, I hope you like it\nThis took me about 1 day.\n\nFeel free to leave a ❤️ or ⭐️ and remember to ꩜!\nDon't Advertise\n\n\nLaggy, Try This- https://turbowarp.org/947034429/\n\nHere are the INSTRUCTIONS.\n- Move with WASD and Arrow Keys\n- Move with also Mobile Friendly\n- Don't Touch Spike \n- Do wall jumping \n- Escape\n\nJan 5th: Shared\nJan 16th: Added clouds to the game.\nJan 17th: Added a Timer, Removed clouds at end level.\nJan 18th: Stop the timer when it ends.\nJan 19th: Got Unshared but Shared again\nJan 25th: Got Unshared but Shared again
Dash - Demo (Platformer) v0.3
@Stage\n\nwhen I receive [next level v]\nrepeat until <(Level) = [3]>\n broadcast (Tick v)\nend\n\nwhen I receive [next level v]\nrepeat (10)\n change volume by (-10)\nend\nset [song v] to (join [Level] (Level))\nstop all sounds\nwait (1) seconds\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\nrepeat until <not <(Song) = (join [Level] (Level))>>\n play sound (Song) until done\nend\n\nwhen flag clicked\nset volume to (100) %\n\nbroadcast (Click to continue v)\n\nwhen flag clicked\n\nstart sound [Level1 v]\n\n@blank\n\n@Fellah\n\nset [ghost v] effect to (0)\nset size to (400) %\nswitch costume to (dasheffect v)\nset rotation style [all around v]\nset [x v] to (ScrollX)\nset [y v] to (ScrollY)\nset [yspeed v] to [0]\nturn right (180) degrees\nturn right (pick random (-45) to (45)) degrees\nchange [x v] by (([cos v] of ((90) - (direction)) ) * (20))\nchange [y v] by (([sin v] of ((90) - (direction)) ) * (20))\nchange [xspeed v] by (([cos v] of ((90) - (direction)) ) * (1))\nchange [yspeed v] by (([sin v] of ((90) - (direction)) ) * (1))\nrepeat (20)\n go to x: (((X) - (ScrollX)) + (Xspeed)) y: (((Y) - (ScrollY)) + (Yspeed))\n change [x v] by (Xspeed)\n change [y v] by (Yspeed)\n change size by (-20)\n change [ghost v] effect by (5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [5]> then\n forever\n go to x: ((X) - (ScrollX)) y: ((Y) - (ScrollY))\n end\nend\n\nrepeat until <not <touching (collisions v)?>>\n Move // X: [] Y: []\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching (death triggers v)?> then\n set [playerhealth v] to [0]\n broadcast (PlayerHurt v)\n wait until <not <touching (death triggers v)?>>\n wait (1) seconds\n end\nend\n\nbroadcast (Transition v) and wait\nbroadcast (Next Level v) and wait\n\nset [yspeed v] to [10]\n\nwhen I receive [next level v]\n\nwait (1) seconds\n\nwhen flag clicked\n\nwait until <(Level) = [0]>\n\nif <<(X) > [930]> and <(EnemyCount) = [0]>> then\n\nwhen I receive [next level v]\n\nstop [all v]\n\nwait until <<(X) > [930]> or <not <(Level) = [1]>>>\nchange [level v] by (1)\nbroadcast (Transition v) and wait\nbroadcast (Next Level v) and wait\n\nwait (1) seconds\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n wait until <<<(X) > [930]> and <(EnemyCount) = [0]>> or <not <(Level) = [0]>>>\n change [level v] by (1)\n broadcast (Transition v) and wait\n broadcast (Next Level v)\n wait (2) seconds\n end\n if <(Level) = [1]> then\n wait until <<(X) > [900]> or <not <(Level) = [1]>>>\n change [level v] by (1)\n broadcast (Transition v) and wait\n broadcast (Next Level v)\n wait (2) seconds\n end\n if <(Level) = [2]> then\n wait until <<(X) > [900]> or <not <(Level) = [2]>>>\n change [level v] by (1)\n broadcast (Transition v) and wait\n broadcast (Next Level v)\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nset [x v] to [-615]\nset [y v] to [-200]\nMove // X: [0] Y: [0]\nshow\nset [level v] to [0]\n\nwhen I receive [tick v]\nif <(ID) = [3]> then\n Controller // Speed: [0.6]\n Animation //\n Camera // Speed: [0.9]\nend\n\ndefine Controller // Speed: (speed)\nset rotation style [don't rotate v]\nswitch costume to (hitbox v)\nif <key (a v) pressed?> then\n change [xspeed v] by ((speed) * (-1))\nend\nif <key (d v) pressed?> then\n change [xspeed v] by (speed)\nend\nset [xspeed v] to ((Xspeed) * (0.9))\nchange [yspeed v] by (-1)\nchange [floating v] by (1)\nMove // X: [] Y: (Yspeed)\nif <touching (collisions v)?> then\n Move // X: [] Y: ((0) - (Yspeed))\n if <not <(Yspeed) = [0]>> then\n if <(Yspeed) > [0]> then\n set [jump v] to [0]\n else\n set [jump v] to [1]\n end\n set [floating v] to [0]\n set [yspeed v] to [0]\n end\nend\nMove // X: (Xspeed) Y: []\nset [slope v] to [0]\nif <<<key (w v) pressed?> or <key (space v) pressed?>> and <<(floating) < [5]> and <(Jump) = [1]>>> then\n change [yspeed v] by (10)\n set [jump v] to [0]\n set [floating v] to [0]\nend\nrepeat until <<(Slope) = [8]> or <not <touching (collisions v)?>>>\n change [slope v] by (1)\n Move // X: [] Y: [1]\nend\nif <(Slope) > [7]> then\n set [jump v] to [0]\n if <(canplaysound) = [1]> then\n start sound (pick random (2) to (3))\n broadcast (soundplayed v)\n set [canplaysound v] to [0]\n end\n Move // X: [] Y: ((Slope) * (-1))\n if <(Xspeed) > [0]> then\n Move // X: (((Xspeed) + (0.2)) * (-1)) Y: []\n end\n if <(Xspeed) < [0]> then\n Move // X: (((Xspeed) + (-0.2)) * (-1)) Y: []\n end\n set [xspeed v] to ((Xspeed) * (-1))\n if <<(Xspeed) < [0.5]> and <(Xspeed) > [-0.5]>> then\n if <<(Xspeed) < [0.5]> and <(Xspeed) > [0]>> then\n set [xspeed v] to [0]\n end\n if <<(Xspeed) < [0]> and <(Xspeed) > [-0.5]>> then\n set [xspeed v] to [0]\n end\n end\nend\nif <touching (_edge_ v)?> then\n Move // X: ((0) - (Xspeed)) Y: []\nend\nif <(Yspeed) < [-30]> then\n set [yspeed v] to [-30]\nend\npoint towards (mouse-pointer v)\nset rotation style [left-right v]\nswitch costume to (Costume)\n\ndefine Move // X: (x) Y: (y)\ngo to x: (((X) - (ScrollX)) + (x)) y: (((Y) - (ScrollY)) + (y))\nchange [x v] by (x)\nchange [y v] by (y)\n\ndefine Animation //\nif <([abs v] of (Xspeed) ) > [0.1]> then\n Animate // [4] [4] (([abs v] of (Xspeed) ) / (12))\nelse\n Animate // [2] [2] [0.1]\nend\n\ndefine Animate // (start costume) (maxcostumes) (speed)\nswitch costume to (walk2 v)\nswitch costume to ([floor v] of ((start costume) + ((Costume) mod (maxcostumes))) )\nchange [costume v] by (speed)\nif <(Costume) > [100]> then\n set [costume v] to [0]\nend\n\ndefine Camera // Speed: (speed)\nif <<(X) > [-717]> and <(X) < [717]>> then\n set [scrollx v] to (X)\nend\nset [scrolly v] to ((Y) + (10))\n\nwhen I start as a clone\nif <(ID) = [1]> then\n go to [front v] layer\n forever\n if <(DashCharge) > [1]> then\n show\n else\n hide\n end\n set size to (400) %\n set rotation style [all around v]\n go to (fellah v)\n point towards (mouse-pointer v)\n end\nelse\n if <(ID) = [2]> then\n go to [front v] layer\n forever\n if <(DashCharge) > [1]> then\n show\n else\n hide\n end\n set size to (400) %\n go to (fellah v)\n change y by (15)\n point towards (mouse-pointer v)\n switch costume to (join [Charge] ([floor v] of (DashCharge) ))\n end\n else\n if <(ID) = [4]> then\n set [ghost v] effect to (0)\n set size to (400) %\n switch costume to (dasheffect v)\n set rotation style [all around v]\n set [yspeed v] to [0]\n set [xspeed v] to [0]\n turn right (180) degrees\n turn right (pick random (-45) to (45)) degrees\n change [x v] by (([cos v] of ((90) - (direction)) ) * (20))\n change [y v] by (([sin v] of ((90) - (direction)) ) * (20))\n change [xspeed v] by (([cos v] of ((90) - (direction)) ) * (1))\n change [yspeed v] by (([sin v] of ((90) - (direction)) ) * (1))\n repeat (20)\n go to x: (((X) - (ScrollX)) + (Xspeed)) y: (((Y) - (ScrollY)) + (Yspeed))\n change [x v] by (Xspeed)\n change [y v] by (Yspeed)\n change size by (-20)\n change [ghost v] effect by (5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\n else\n if <(ID) = [5]> then\n switch costume to (dasheffectf1 v)\n repeat (3)\n set rotation style [all around v]\n wait (0.05) seconds\n next costume\n end\n repeat (2)\n wait (0.1) seconds\n change [ghost v] effect by (50)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (e v) pressed?> and <(Cooldown) = [0]>> and <(Stamina) > [0]>> then\n repeat until <<<not <key (e v) pressed?>> or <(DashCharge) > [8]>> or <(Stamina) < [0.1]>>\n change [dashcharge v] by (0.2)\n change [stamina v] by (-0.4)\n if <(Stamina) < [0.1]> then\n set [stamina v] to [0]\n end\n end\n set volume to ((DashCharge) * (12)) %\n start sound [Dash v]\n set [id v] to [5]\n create clone of (_myself_ v)\n set [id v] to [4]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n set [id v] to [3]\n set [yspeed v] to [0]\n change [xspeed v] by (([cos v] of ((90) - (direction)) ) * ((DashCharge) * (2.8)))\n change [yspeed v] by (([sin v] of ((90) - (direction)) ) * ((DashCharge) * (2.8)))\n set [cooldown v] to [20]\n set [dashcharge v] to [1]\n set volume to (100) %\n end\n if <(Cooldown) > [0]> then\n change [cooldown v] by (-1)\n end\n if <<(Stamina) < [50]> and <([abs v] of (Xspeed) ) < [0.5]>> then\n change [stamina v] by (0.05)\n end\nend\n\nif <(Xspeed) > [0]> then\n repeat until <not <touching (collisions v)?>>\n set [xspeed v] to [0]\n Move // X: [-1] Y: []\n end\nelse\n repeat until <not <touching (collisions v)?>>\n set [xspeed v] to [0]\n Move // X: [1] Y: [0]\n end\nend\n\nwhen I receive [next level v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nset size to (400) %\nif <[1] = [1]> then\n delete this clone\nend\nset [playerhealth v] to [50]\nset [stamina v] to [50]\nset [id v] to [1]\nswitch costume to (arrow v)\ncreate clone of (_myself_ v)\nset [id v] to [2]\nswitch costume to (charge1 v)\ncreate clone of (_myself_ v)\nset [id v] to [3]\nswitch costume to (hitbox v)\nset [floating v] to [0]\nset [dashcharge v] to [1]\nset [cooldown v] to [0]\nset [xspeed v] to [0]\nset [yspeed v] to [0]\nset [slope v] to [0]\nset [costume v] to [1]\nif <(Level) = [0]> then\n set [x v] to [-615]\n set [y v] to [-200]\n set [scrollx v] to [-615]\n set [scrolly v] to [-200]\nelse\n set [x v] to [-800]\n set [y v] to [-200]\n set [scrollx v] to [-700]\n set [scrolly v] to [-200]\nend\n\nwhen I receive [playerhurt v]\nif <(ID) = [3]> then\n set [brightness v] effect to (100)\n set [xspeed v] to ((Xspeed) * (-1))\n if <(PlayerHealth) < [1]> then\n set volume to (100) %\n start sound [Death v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n broadcast (Transition v) and wait\n broadcast (Next Level v)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (0)\nend\n\n@Collisions\n\nwhen I receive [tick v]\nforever\n switch costume to (costume3 v)\n go to x: ((X) - (ScrollX)) y: ((Y) - (ScrollY))\n switch costume to (Costume)\nend\n\ngo to (fellah v)\n\nwhen I receive [next level v]\nswitch costume to (costume2 v)\nset size to (400) %\nset [costume v] to (join [Collisions] (Level))\nswitch costume to (join [Collisions] (Level))\nset [x v] to [0]\nset [y v] to [0]\n\nswitch costume to (collisions-1 v)\n\n@Background\n\ngo to (fellah v)\n\ngo to [back v] layer\n\nwhen I receive [next level v]\nswitch costume to (costume2 v)\nset size to (400) %\nset [costume v] to (join [Background] (Level))\nswitch costume to (join [Background] (Level))\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [tick v]\nforever\n switch costume to (costume3 v)\n go to x: ((X) - (ScrollX)) y: ((Y) - (ScrollY))\n switch costume to (Costume)\nend\n\ngo [backward v] (1) layers\n\n@UI\n\nwhen I start as a clone\nif <(ID) = [1]> then\n forever\n if <(Level) = [0]> then\n if <(ScrollX) > [-500]> then\n switch costume to (message1 v)\n go to x: (0) y: (240)\n set [ghost v] effect to (100)\n show\n change [speed v] by (-8)\n repeat (20)\n change y by (Speed)\n change [ghost v] effect by (-10)\n set [speed v] to ((Speed) * (0.8))\n end\n set [speed v] to [0]\n wait until <(ScrollX) > [-240]>\n set [ghost v] effect to (0)\n show\n change [speed v] by (8)\n repeat (20)\n change y by (Speed)\n change [ghost v] effect by (10)\n set [speed v] to ((Speed) * (0.8))\n end\n set [speed v] to [0]\n wait until <(ScrollX) > [100]>\n switch costume to (message2 v)\n go to x: (0) y: (240)\n set [ghost v] effect to (100)\n show\n change [speed v] by (-8)\n repeat (20)\n change y by (Speed)\n change [ghost v] effect by (-10)\n set [speed v] to ((Speed) * (0.8))\n end\n set [speed v] to [0]\n wait until <(ScrollX) > [340]>\n set [ghost v] effect to (0)\n show\n change [speed v] by (8)\n repeat (20)\n change y by (Speed)\n change [ghost v] effect by (10)\n set [speed v] to ((Speed) * (0.8))\n end\n set [speed v] to [0]\n wait until <(ScrollX) > [400]>\n switch costume to (message3 v)\n go to x: (0) y: (240)\n set [ghost v] effect to (100)\n show\n change [speed v] by (-8)\n repeat (20)\n change y by (Speed)\n change [ghost v] effect by (-10)\n set [speed v] to ((Speed) * (0.8))\n end\n set [speed v] to [0]\n wait until <(EnemyCount) = [0]>\n set [ghost v] effect to (0)\n show\n change [speed v] by (8)\n repeat (20)\n change y by (Speed)\n change [ghost v] effect by (10)\n set [speed v] to ((Speed) * (0.8))\n end\n set [speed v] to [0]\n wait until <(EnemyCount) = [0]>\n wait (1) seconds\n switch costume to (message4 v)\n go to x: (0) y: (240)\n set [ghost v] effect to (100)\n show\n change [speed v] by (-8)\n repeat (20)\n change y by (Speed)\n change [ghost v] effect by (-10)\n set [speed v] to ((Speed) * (0.8))\n end\n set [speed v] to [0]\n wait until <(Level) = [1]>\n set [ghost v] effect to (0)\n show\n change [speed v] by (8)\n repeat (20)\n change y by (Speed)\n change [ghost v] effect by (10)\n set [speed v] to ((Speed) * (0.8))\n end\n set [speed v] to [0]\n wait until <(ScrollX) > [710]>\n end\n end\n end\nend\n\nwait (1) seconds\n\nwhen I receive [next level v]\nif <[1] = [1]> then\n delete this clone\nend\nset size to (100) %\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\n\n\n\ndelete this clone\n\n\n\n@Enemy\n\nwhen I receive [tick v]\nif <(ID) = [1]> then\n Movement // Speed: [0.5]\n Animation //\nend\nif <(ID) = [2]> then\n Movement // Speed: [0.3]\n Animation //\nend\n\ndefine Movement // Speed: (speed)\nset rotation style [don't rotate v]\nswitch costume to (hitbox v)\nif <<([x v] of [fellah v]) < (X)> and <(distance to [fellah v]) < [200]>> then\n change [xspeed v] by ((speed) * (-1))\nend\nif <<([x v] of [fellah v]) > (X)> and <(distance to [fellah v]) < [200]>> then\n change [xspeed v] by (speed)\nend\nset [xspeed v] to ((Xspeed) * (0.9))\nif <not <touching (_edge_ v)?>> then\n change [yspeed v] by (-1)\n Move // X: [] Y: (Yspeed)\nend\nif <(Yspeed) > [0]> then\n repeat until <not <touching (collisions v)?>>\n set [yspeed v] to [0]\n Move // X: [] Y: [-1]\n set [jump v] to [0]\n end\nelse\n repeat until <not <touching (collisions v)?>>\n set [yspeed v] to [0]\n Move // X: [] Y: [1]\n set [jump v] to [1]\n end\nend\nMove // X: (Xspeed) Y: []\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (collisions v)?>>>\n change [slope v] by (1)\n Move // X: [] Y: [1]\nend\nif <(Slope) > [7]> then\n Move // X: (((Xspeed) * (-1)) - (Xspeed)) Y: ((0) - (Slope))\n set [xspeed v] to ((Xspeed) * (-1))\n if <(Jump) = [1]> then\n change [yspeed v] by (10)\n set [jump v] to [0]\n end\nend\nif <(Yspeed) < [-30]> then\n set [yspeed v] to [-30]\nend\npoint towards (fellah v)\nset rotation style [left-right v]\nswitch costume to (Costume)\n\n\n\nwhen I start as a clone\nif <(ID) = [1]> then\n show\n set [health v] to [15]\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set [slope v] to [0]\n set [costume v] to [1]\nend\nif <(ID) = [2]> then\n show\n set [health v] to [30]\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set [slope v] to [0]\n set [costume v] to [1]\nend\n\nset [x v] to [-615]\nset [y v] to [-200]\n\ndefine Move // X: (x) Y: (y)\nswitch costume to (size v)\ngo to x: (((X) - (ScrollX)) + (x)) y: (((Y) - (ScrollY)) + (y))\nswitch costume to (hitbox v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nstart sound [pop v]\n\nset [y v] to [0]\n\nforever\n\ndefine Animation //\nif <(ID) = [1]> then\n if <([abs v] of (Xspeed) ) > [0.1]> then\n Animate // [4] [4] (([abs v] of (Xspeed) ) / (12))\n else\n Animate // [2] [2] [0.1]\n end\nelse\n if <(ID) = [2]> then\n if <([abs v] of (Xspeed) ) > [0.1]> then\n Animate // [10] [4] (([abs v] of (Xspeed) ) / (12))\n else\n Animate // [8] [2] [0.1]\n end\n end\nend\n\ndefine Animate // (startcostume) (maxcostume) (speed)\nswitch costume to (walk2 v)\nswitch costume to ([floor v] of ((startcostume) + ((Costume) mod (maxcostume))) )\nchange [costume v] by (speed)\nif <(Costume) > [100]> then\n set [costume v] to [0]\nend\n\nwhen I start as a clone\nif <<(ID) = [1]> or <(ID) = [2]>> then\n change [enemycount v] by (1)\n wait (1) seconds\n forever\n change [cooldown v] by (-1)\n if <touching (hitbox v)?> then\n if <([cooldown v] of [fellah v]) > [10]> then\n set [xspeed v] to (([xspeed v] of [fellah v]) * (0.5))\n set [brightness v] effect to (100)\n change [health v] by ((([abs v] of ([xspeed v] of [fellah v]) ) + ([abs v] of ([yspeed v] of [fellah v]) )) * (-0.8))\n wait (0.1) seconds\n if <<(Health) < [0]> or <(Health) = [0]>> then\n start sound [Death v]\n set [id v] to [3]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n set [id v] to [1]\n repeat (5)\n change [ghost v] effect by (20)\n end\n change [enemycount v] by (-1)\n delete this clone\n else\n start sound [Hit v]\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n else\n if <(Cooldown) < [1]> then\n change [playerhealth v] by (-10)\n start sound [Hit v]\n broadcast (PlayerHurt v)\n set [cooldown v] to [50]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n point in direction (pick random (-179) to (180))\n set [ghost v] effect to (0)\n set size to (400) %\n switch costume to (dasheffect v)\n set rotation style [all around v]\n change [xspeed v] by (([cos v] of ((90) - (direction)) ) * (0.5))\n change [yspeed v] by (([sin v] of ((90) - (direction)) ) * (0.5))\n repeat (20)\n go to x: (((X) - (ScrollX)) + (Xspeed)) y: (((Y) - (ScrollY)) + (Yspeed))\n change [x v] by (Xspeed)\n change [y v] by (Yspeed)\n change size by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nchange [color v] effect by (1)\n\nsay (Health)\n\nwhen I receive [next level v]\nwait (0) seconds\nif <[1] = [1]> then\n set [enemycount v] to [0]\n delete this clone\nend\nswitch costume to (hitbox v)\nif <(Level) = [0]> then\n set [id v] to [1]\n set [x v] to [615]\n set [y v] to [-200]\n create clone of (_myself_ v)\n set [id v] to [0]\n hide\nend\nif <(Level) = [1]> then\n set [id v] to [2]\n set [x v] to [-550]\n set [y v] to [-200]\n create clone of (_myself_ v)\n set [x v] to [550]\n set [y v] to [-200]\n create clone of (_myself_ v)\n set [id v] to [1]\n set [x v] to [650]\n set [y v] to [-200]\n create clone of (_myself_ v)\n set [id v] to [0]\n hide\nend\n\nwait (1) seconds\n\nwhen flag clicked\nset [enemycount v] to [0]\n\n@Hitbox\n\nwhen flag clicked\nshow\n\nwhen I receive [tick v]\ngo to (fellah v)\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen flag clicked\nset [level v] to [0]\nshow\ngo to x: (0) y: (0)\nset [id v] to [1]\nswitch costume to (demo v)\ncreate clone of (_myself_ v)\nset [id v] to [2]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nset [id v] to [3]\nswitch costume to (click to continue v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\nset [id v] to [0]\n\nwhen I start as a clone\nif <(ID) = [3]> then\n hide\nend\nif <(ID) = [2]> then\n set size to (800) %\nelse\n set size to (200) %\nend\ngo to x: (0) y: (210)\nchange [yspeed v] by (-40)\ngo to [front v] layer\nstart sound [Icon v]\nrepeat (40)\n change y by (Yspeed)\n set [yspeed v] to ((Yspeed) * (0.8))\nend\nif <(ID) = [1]> then\n start sound [Demo v]\n change [yspeed v] by (-5)\n repeat (20)\n change y by (Yspeed)\n set [yspeed v] to ((Yspeed) * (0.8))\n end\n broadcast (Click to continue v)\nelse\n change [yspeed v] by (5)\n repeat (20)\n change y by (Yspeed)\n set [yspeed v] to ((Yspeed) * (0.8))\n end\nend\n\nwhen I receive [transition v]\nif <(ID) < [4]> then\n wait (1) seconds\n hide\n if <[1] = [1]> then\n delete this clone\n end\n broadcast (Next Level v)\nend\nset [id v] to [4]\n\nwhen I receive [click to continue v]\nif <(ID) = [3]> then\n go to x: (0) y: (-100)\n show\n set [ghost v] effect to (100)\n repeat until <mouse down?>\n repeat (20)\n change [ghost v] effect by (-5)\n if <mouse down?> then\n broadcast (Transition v)\n stop [this script v]\n end\n end\n end\n broadcast (Transition v)\nend\n\n@Screen\n\nwhen flag clicked\nswitch costume to (screen0 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nif <(ID) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (join [Screen] (Level))\n if <(Level) = [2]> then\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [1]\n end\n set [brightness v] effect to (100)\n show\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (0)\nend\n\nwhen I receive [transition v]\nif <(ID) = [1]> then\n set [brightness v] effect to (100)\n switch costume to (screen0 v)\n show\n set [ghost v] effect to (100)\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I receive [playerhurt v]\nif <(ID) = [1]> then\n set [brightness v] effect to (100)\n switch costume to (screen0 v)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (20)\n end\n hide\n set [ghost v] effect to (0)\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n switch costume to (coming soon :\) v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen I receive [tick v]\nforever\n go to [back v] layer\n switch costume to (costume1 v)\n if <(ID) = [0]> then\n go to x: (((X) - (ScrollX)) * (0.2)) y: (((Y) - (ScrollY)) * (0.1))\n else\n go to x: (((X) - (ScrollX)) * (0.1)) y: (((Y) - (ScrollY)) * (0.8))\n end\n switch costume to (join [backdrop] (ID))\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(ID) = [0]> then\n switch costume to (backdrop0 v)\n set size to (200) %\n set [y v] to (pick random (500) to (1000))\nend\nif <(ID) = [1]> then\n switch costume to (costume2 v)\n set size to (400) %\n switch costume to (backdrop1 v)\nend\n\nwhen I receive [next level v]\nif <[1] = [1]> then\n delete this clone\nend\nset rotation style [left-right v]\nshow\nset [id v] to (Level)\nif <(ID) = [0]> then\n set [x v] to [-1500]\n change [x v] by (pick random (1) to (1000))\n point in direction (pick random (90) to (-90))\n create clone of (_myself_ v)\n change [x v] by (pick random (600) to (1500))\n point in direction (pick random (90) to (-90))\n create clone of (_myself_ v)\n change [x v] by (pick random (600) to (1500))\n point in direction (pick random (90) to (-90))\n create clone of (_myself_ v)\n set [id v] to [N/A]\nend\nif <(ID) = [1]> then\n point in direction (90)\n set [x v] to [0]\n set [y v] to [50]\n create clone of (_myself_ v)\nend\nhide\n\n@Death Triggers\n\nwhen I receive [tick v]\nforever\n switch costume to (costume3 v)\n go to x: ((X) - (ScrollX)) y: ((Y) - (ScrollY))\n switch costume to (Costume)\nend\n\nwhen I receive [next level v]\nhide\nwait (0) seconds\nshow\nswitch costume to (costume2 v)\nset size to (400) %\nset [costume v] to (join [Death] (Level))\nswitch costume to (join [Death] (Level))\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to [back v] layer\nset [ghost v] effect to (100)\n\n@Bars\n\nwhen flag clicked\nswitch costume to (health v)\ngo to x: (0) y: (-110)\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)\n\nwhen I start as a clone\nif <(ID) = [1]> then\n switch costume to (health2 v)\n go [forward v] (3) layers\n go to x: (0) y: (-110)\n forever\n if <(PlayerHealth) > [25]> then\n switch costume to (health2 v)\n change x by (((((64) * ((PlayerHealth) / (50))) - (64)) - (x position)) * (0.8))\n else\n switch costume to (health3 v)\n change x by (((((64) * ((PlayerHealth) / (50))) - (32)) - (x position)) * (0.8))\n end\n end\nelse\n if <(ID) = [2]> then\n switch costume to (stamina2 v)\n go [forward v] (1) layers\n go to x: (0) y: (-130)\n forever\n if <(Stamina) > [25]> then\n switch costume to (stamina2 v)\n change x by (((((64) * ((Stamina) / (50))) - (64)) - (x position)) * (0.8))\n else\n switch costume to (stamina3 v)\n change x by (((((64) * ((Stamina) / (50))) - (32)) - (x position)) * (0.8))\n end\n end\n else\n switch costume to (stamina v)\n go to x: (0) y: (-130)\n end\nend\n\n@Dash Orbs\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [id v] to [0]\nhide\n\nwhen I receive [next level v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(ID) = [0]> then\n set [id v] to [0]\n Create [4] Clones\n set [id v] to [0]\nend\n\ndefine Create (clones) Clones\nrepeat (clones)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (8) layers\nif <(Level) = [0]> then\n switch costume to (dashorb1/3 v)\n if <(ID) = [1]> then\n set [x v] to [-120]\n set [y v] to [-200]\n end\n if <(ID) = [2]> then\n set [x v] to [220]\n set [y v] to [-200]\n end\n if <(ID) = [3]> then\n set [x v] to [400]\n set [y v] to [-50]\n end\n if <(ID) = [4]> then\n set [x v] to [750]\n set [y v] to [-200]\n end\n forever\n switch costume to (dashorb1/3 v)\n wait (0.1) seconds\n switch costume to (dashorb2/3 v)\n wait (0.1) seconds\n switch costume to (dashorb3/3 v)\n wait (0.1) seconds\n switch costume to (dashorb3/3 v)\n wait (0.1) seconds\n switch costume to (dashorb2/3 v)\n wait (0.1) seconds\n switch costume to (dashorb1/3 v)\n wait (0.1) seconds\n end\nend\nif <(Level) = [1]> then\n switch costume to (dashorb1/3 v)\n if <(ID) = [1]> then\n set [x v] to [-560]\n set [y v] to [-200]\n end\n if <(ID) = [2]> then\n set [x v] to [-340]\n set [y v] to [-80]\n end\n if <(ID) = [3]> then\n set [x v] to [10]\n set [y v] to [44]\n end\n if <(ID) = [4]> then\n set [x v] to [820]\n set [y v] to [-80]\n end\n forever\n switch costume to (dashorb1/3 v)\n wait (0.1) seconds\n switch costume to (dashorb2/3 v)\n wait (0.1) seconds\n switch costume to (dashorb3/3 v)\n wait (0.1) seconds\n switch costume to (dashorb3/3 v)\n wait (0.1) seconds\n switch costume to (dashorb2/3 v)\n wait (0.1) seconds\n switch costume to (dashorb1/3 v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [tick v]\nforever\n set [costume v] to (costume [number v])\n switch costume to (costume1 v)\n go to x: ((X) - (ScrollX)) y: ((Y) - (ScrollY))\n switch costume to (Costume)\nend\n\nwhen I start as a clone\nforever\n if <touching (hitbox v)?> then\n change [stamina v] by (25)\n if <(Stamina) > [50]> then\n set [stamina v] to [50]\n end\n start sound [Collect v]\n delete this clone\n end\nend\n\n
☁︎ONLINE☁︎攻撃できる!?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2 v)\n else\n switch backdrop to (夜 v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [2 v] until done\nend\n\n@軽量\n\n@スプライト1\n\nwhen I receive [play v]\nset [player v] to [0]\nwait until <(プレイヤー) = [1]>\nset [player v] to [0]\nrepeat until <not <(Player) = [0]>>\n if <(☁ 1p) = [0]> then\n set [player v] to [1]\n else\n if <(☁ 2p) = [0]> then\n set [player v] to [2]\n else\n if <(☁ 3p) = [0]> then\n set [player v] to [3]\n end\n end\n end\nend\nwait until <(読み込み) = [12]>\nset [番号 v] to [0]\nrepeat (3)\n change [番号 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n set size to (80) %\n if <(番号) = [1]> then\n if <(Player) = (番号)> then\n set [☁ 1p v] to (join (join (join (join ((エックス) + (2000)) ((ワイ) + (2000))) (timer)) (爆弾発生)) (join (ぼやかし) (join (毒) (join (殺されたやつ) (beam)))))\n else\n if <(☁ 1p) = [0]> then\n hide\n else\n go to x: (((join (join (letter (1) of (☁ 1p)) (join (letter (2) of (☁ 1p)) (letter (3) of (☁ 1p)))) (letter (4) of (☁ 1p))) - (2000)) - (scroll x)) y: (((join (join (letter (5) of (☁ 1p)) (join (letter (6) of (☁ 1p)) (letter (7) of (☁ 1p)))) (letter (8) of (☁ 1p))) - (2000)) - (scroll y))\n if <touching (_edge_ v)?> then\n hide\n else\n show\n if <(item (1) of [毒 v]) = [1]> then\n if <touching (プレイヤー v)?> then\n set [殺されたやつ v] to [1]\n end\n switch costume to (2 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n end\n if <(番号) = [2]> then\n if <(Player) = (番号)> then\n set [☁ 2p v] to (join (join (join (join ((エックス) + (2000)) ((ワイ) + (2000))) (timer)) (爆弾発生)) (join (ぼやかし) (join (毒) (join (殺されたやつ) (beam)))))\n else\n if <(☁ 2p) = [0]> then\n hide\n else\n go to x: (((join (join (letter (1) of (☁ 2p)) (join (letter (2) of (☁ 2p)) (letter (3) of (☁ 2p)))) (letter (4) of (☁ 2p))) - (2000)) - (scroll x)) y: (((join (join (letter (5) of (☁ 2p)) (join (letter (6) of (☁ 2p)) (letter (7) of (☁ 2p)))) (letter (8) of (☁ 2p))) - (2000)) - (scroll y))\n if <touching (_edge_ v)?> then\n hide\n else\n show\n if <(item (2) of [毒 v]) = [1]> then\n if <touching (プレイヤー v)?> then\n set [殺されたやつ v] to [2]\n end\n switch costume to (2 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n end\n if <(番号) = [3]> then\n if <(Player) = (番号)> then\n set [☁ 3p v] to (join (join (join (join ((エックス) + (2000)) ((ワイ) + (2000))) (timer)) (爆弾発生)) (join (ぼやかし) (join (毒) (join (殺されたやつ) (beam)))))\n else\n if <(☁ 3p) = [0]> then\n hide\n else\n go to x: (((join (join (letter (1) of (☁ 3p)) (join (letter (2) of (☁ 3p)) (letter (3) of (☁ 3p)))) (letter (4) of (☁ 3p))) - (2000)) - (scroll x)) y: (((join (join (letter (5) of (☁ 3p)) (join (letter (6) of (☁ 3p)) (letter (7) of (☁ 3p)))) (letter (8) of (☁ 3p))) - (2000)) - (scroll y))\n if <touching (_edge_ v)?> then\n hide\n else\n show\n if <(item (3) of [毒 v]) = [1]> then\n if <touching (プレイヤー v)?> then\n set [殺されたやつ v] to [3]\n end\n switch costume to (2 v)\n else\n switch costume to (0 v)\n end\n end\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 (3)\n change [timer v] by (1)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [オンライン確認 v]\ndelete all of [online v]\nrepeat (3)\n add [] to [online v]\nend\nforever\n replace item (1) of [online v] with (☁ 1p)\n replace item (2) of [online v] with (☁ 2p)\n replace item (3) of [online v] with (☁ 3p)\n wait (1) seconds\n if <<(item (1) of [online v]) = (☁ 1p)> or <(item (1) of [online v]) = [0]>> then\n set [☁ 1p v] to [0]\n end\n if <<(item (2) of [online v]) = (☁ 2p)> or <(item (2) of [online v]) = [0]>> then\n set [☁ 2p v] to [0]\n end\n if <<(item (3) of [online v]) = (☁ 3p)> or <(item (3) of [online v]) = [0]>> then\n set [☁ 3p v] to [0]\n end\nend\n\nwhen flag clicked\nset [プレイヤー v] to [0]\nbroadcast (オンライン確認 v)\nbroadcast (play v)\nbroadcast (LOWDING v) and wait\nbroadcast (メッセージ1 v)\n\nwhen I receive [メッセージ1 v]\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n@Cat\n\nwhen I receive [メッセージ1 v]\n\ngo to x: (0) y: (0)\nforever\n show\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <key (up arrow v) pressed?> then\n change y by (10)\n end\n if <key (up arrow v) pressed?> then\n change y by (-10)\n end\nend\n\nwhen I receive [メッセージ1 v]\n\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\n@プレイヤー\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [0]\nhide\n\ndefine prayer\nif <(!) = [0]> then\n if <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n switch costume to (中央 v)\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (2)\n switch costume to (プレイヤー右 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-2)\n switch costume to (プレイヤー左 v)\n end\n set [x v] to ((x) * (0.77))\n change x by (round (x))\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (ステージ v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (ステージ v)?> then\n 床\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [20]\n start sound [Low Whoosh v]\n end\n change y by (1)\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not >))\n if <[3000] < (scroll x)> then\n set [scroll x v] to [3000]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * (1)))\n if then\n set y to (-150)\n change [y v] by (2)\n end\nend\n\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\n\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\n\ndefine 初期化\nstart sound [Rip v]\nhide\nif <(切りをつけよう) = [0]> then\n set [xx v] to [0]\n set [yy v] to [100]\nelse\n set [xx v] to [2008]\n set [yy v] to [164]\nend\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nchange y by (-4)\nset [? v] to [0]\nrepeat until <<[100] < (?)> or <not <touching (ステージ v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [20]\n start sound [Low Whoosh v]\n set [x v] to ((-10) * ((x) / ([abs v] of (x) )))\nelse\n set [x v] to [0]\nend\n\ndefine 床\nset [? v] to [0]\nrepeat until <<[100] < (?)> or <not <touching (ステージ v)?>>>\n change [? v] by (1)\n change y by ((-1) * ((y) / ([abs v] of (y) )))\nend\nset [y v] to [0]\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [100]\ngo to x: (0) y: (50)\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(タイマー) < [0.01]>\n prayer\nend\n\nwhen I receive [start v]\nforever\n set size to (80) %\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (プレイヤー右 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (プレイヤー左 v)\n end\nend\n\nwhen I receive [start v]\nset [殺されたやつ v] to [0]\nset [! v] to [0]\nwait (4) seconds\nrepeat until <(タイマー) = [0]>\n if <<(scroll y) < [-800]> or <<touching color (#3500ff)?> or <touching (針 v)?>>> then\n broadcast (gameover v)\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen I receive [クリア v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n set [エックス v] to (round (scroll x))\n set [ワイ v] to (round (scroll y))\nend\n\nwhen I receive [メッセージ1 v]\n初期化\nbroadcast (START v)\n\nwhen flag clicked\nset [殺されたやつ v] to [0]\n\n@ステージ\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((0) + (3))\n if <<(item (3) of [ぼかし v]) = [1]> or <<(item (2) of [ぼかし v]) = [1]> or <(item (1) of [ぼかし v]) = [1]>>> then\n set [ghost v] effect to (100)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\n配置 [4850] [100] [14]\n\nwhen I receive [メッセージ1 v]\nhide\n配置 [0] [0] [1]\n配置 [400] [0] [2]\n配置 [800] [0] [3]\n配置 [1200] [0] [4]\n配置 [1600] [0] [5]\n配置 [2000] [0] [6]\n\n@2\n\nwhen flag clicked\n\nwhen I receive [メッセージ1 v]\n\nset [爆弾発生 v] to [0]\nforever\n if then\n wait until <not <key (space v) pressed?>>\n set [爆弾発生 v] to [1]\n hide\n wait (0.5) seconds\n set [爆弾発生 v] to [0]\n wait (2) seconds\n end\n hide\nend\n\nwhen I start as a clone\nset size to (100) %\nif <(爆弾発生させたやつ) = [1]> then\n set [爆弾x v] to ((join (join (letter (1) of (☁ 1p)) (join (letter (2) of (☁ 1p)) (letter (3) of (☁ 1p)))) (letter (4) of (☁ 1p))) - (2000))\n set [爆弾y v] to ((join (join (letter (5) of (☁ 1p)) (join (letter (6) of (☁ 1p)) (letter (7) of (☁ 1p)))) (letter (8) of (☁ 1p))) - (2000))\n show\n start sound [とけい v]\n repeat (15)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n end\n start sound [とけい2 v]\n repeat (15)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n end\n switch costume to (コスチューム1 v)\n set size to (0) %\n show\n repeat (100)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n change size by (2)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [1]>> then\n set [殺されたやつ v] to (爆弾発生させたやつ)\n end\n end\n end\n delete this clone\nelse\n if <(爆弾発生させたやつ) = [2]> then\n set [爆弾x v] to ((join (join (letter (1) of (☁ 2p)) (join (letter (2) of (☁ 2p)) (letter (3) of (☁ 2p)))) (letter (4) of (☁ 2p))) - (2000))\n set [爆弾y v] to ((join (join (letter (5) of (☁ 2p)) (join (letter (6) of (☁ 2p)) (letter (7) of (☁ 2p)))) (letter (8) of (☁ 2p))) - (2000))\n show\n start sound [とけい v]\n repeat (15)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n end\n start sound [とけい2 v]\n repeat (15)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n end\n set size to (0) %\n switch costume to (コスチューム1 v)\n show\n repeat (100)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n change size by (2)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [2]>> then\n set [殺されたやつ v] to (爆弾発生させたやつ)\n end\n end\n end\n delete this clone\n else\n if <(爆弾発生させたやつ) = [3]> then\n set [爆弾x v] to ((join (join (letter (1) of (☁ 3p)) (join (letter (2) of (☁ 3p)) (letter (3) of (☁ 3p)))) (letter (4) of (☁ 3p))) - (2000))\n set [爆弾y v] to ((join (join (letter (5) of (☁ 3p)) (join (letter (6) of (☁ 3p)) (letter (7) of (☁ 3p)))) (letter (8) of (☁ 3p))) - (2000))\n show\n start sound [とけい v]\n repeat (15)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n end\n start sound [とけい2 v]\n repeat (15)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n end\n switch costume to (コスチューム1 v)\n set size to (0) %\n show\n repeat (100)\n go to x: ((爆弾x) - (scroll x)) y: ((爆弾y) - (scroll y))\n change size by (2)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [3]>> then\n set [殺されたやつ v] to (爆弾発生させたやつ)\n end\n end\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\ndelete all of [爆弾 v]\nrepeat (3)\n add [] to [爆弾 v]\nend\nforever\n replace item (1) of [爆弾 v] with (letter (10) of (☁ 1p))\n replace item (2) of [爆弾 v] with (letter (10) of (☁ 2p))\n replace item (3) of [爆弾 v] with (letter (10) of (☁ 3p))\n if <(item (1) of [爆弾 v]) = [1]> then\n create clone of (_myself_ v)\n set [爆弾発生させたやつ v] to [1]\n end\n if <(item (2) of [爆弾 v]) = [1]> then\n create clone of (_myself_ v)\n set [爆弾発生させたやつ v] to [2]\n end\n if <(item (3) of [爆弾 v]) = [1]> then\n create clone of (_myself_ v)\n set [爆弾発生させたやつ v] to [3]\n end\n wait (0.5) seconds\nend\n\nshow\nrepeat (30)\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\nend\nrepeat (30)\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\nend\n\nshow\nrepeat (30)\n start sound [とけい v]\nend\nrepeat (30)\n start sound [とけい2 v]\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\nend\n\nset [殺されたやつ v] to (爆弾発生させたやつ)\n\n@スプライト6\n\nwhen I receive [lowding v]\nswitch costume to (1 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 (0.05) to (0.2)) seconds\nend\nset [プレイヤー v] to [1]\nwait until <not <(Player) = [0]>>\nerase all\nset size to (100) %\nswitch costume to (12 v)\nchange [読み込み v] by (1)\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 (0.1) seconds\nerase all\n\nbroadcast (LOWDING後 v)\n\nwhen flag clicked\nset [プレイヤー v] to [0]\nhide\nerase all\n\ngo to x: (550) y: (50)\n\n@タイマー2\n\nwhen I receive [スタート v]\nset [タイマー長さ v] to [4]\n数字配置\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n クローン表示 ((round ((タイマー) * (100))) / (100))\nend\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\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 ((タイマー) * (100))) / (100))\nwait (1) seconds\nclear graphic effects\ngo to x: (-75) y: (5)\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 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 (25)\nend\n\ndefine クローン表示 (タイマー)\ngo to [front v] layer\nshow\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 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 (タイマー) (タイマー長さ)\n\n数字 [] [2]\n\nwhen I receive [スタート v]\nset [タイマー v] to [60]\ngo to [front v] layer\nset [stop v] to [0]\nrepeat until <<(タイマー) < [11]> or <<(stop) = [1]> or <(stop) = [2]>>>\n change [タイマー v] by (-1)\n wait (1) seconds\nend\nrepeat until <<(タイマー) < [0.01]> or <<(stop) = [1]> or <(stop) = [2]>>>\n change [タイマー v] by (-0.032999999)\nend\nbroadcast (クリア v)\n\nif <<(stop) = [1]> or <(stop) = [2]>> then\n\nif <(タイマー) < [0.01]> then\n stop all sounds\n set [タイマー v] to [0]\n play sound [gameover v] until done\n broadcast (gameover v)\nelse\n if <(stop) = [2]> then\n stop all sounds\n play sound [gameover v] until done\n play sound [不正解 v] until done\n wait (0.1) seconds\n broadcast (gameover v)\n else\n stop all sounds\n play sound [gameover v] until done\n play sound [全問正解 v] until done\n broadcast (のなすにち v)\n end\nend\n\nset [タイマー長さ v] to [4]\n数字配置\n\nwhen I receive [メッセージ1 v]\nbroadcast (スタート v)\n\n@スプライト3\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nplay sound [Crunch v] until done\nset [殺されたやつ v] to [0]\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nplay sound [Magic Spell v] until done\ngo to [front v] layer\nstop [all v]\n\n@スプライト4\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\n@スプライト7\n\nwhen I receive [メッセージ1 v]\nset [爆弾発生 v] to [0]\nforever\n go to x: (-7) y: (-155)\n go to [front v] layer\n show\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (2 v) pressed?>> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [爆弾発生 v] to [1]\n wait (0.5) seconds\n set [爆弾発生 v] to [0]\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n go to [front v] layer\nend\n\n@スプライト8\n\nwhen I receive [メッセージ1 v]\nset [ぼやかし v] to [0]\nforever\n go to x: (150) y: (-155)\n go to [front v] layer\n show\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (3 v) pressed?>> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [ぼやかし v] to [1]\n wait (5) seconds\n set [ぼやかし v] to [0]\n go to [front v] layer\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset [ぼやかし v] to [0]\nforever\n go to [front v] layer\nend\n\n@スプライト9\n\nwhen I receive [メッセージ1 v]\ndelete all of [ぼかし v]\nrepeat (3)\n add [] to [ぼかし v]\nend\nforever\n hide\n replace item (1) of [ぼかし v] with (letter (11) of (☁ 1p))\n replace item (2) of [ぼかし v] with (letter (11) of (☁ 2p))\n replace item (3) of [ぼかし v] with (letter (11) of (☁ 3p))\nend\n\nif <<(item (3) of [ぼかし v]) = [1]> or <<(item (2) of [ぼかし v]) = [1]> or <(item (1) of [ぼかし v]) = [1]>>> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@スプライト10\n\nwhen I receive [メッセージ1 v]\nset [毒 v] to [0]\nforever\n go to x: (-150) y: (-155)\n go to [front v] layer\n show\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (1 v) pressed?>> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [毒 v] to [1]\n wait (5) seconds\n set [毒 v] to [0]\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ndelete all of [毒 v]\nrepeat (3)\n add [] to [毒 v]\nend\nforever\n replace item (1) of [毒 v] with (letter (12) of (☁ 1p))\n replace item (2) of [毒 v] with (letter (12) of (☁ 2p))\n replace item (3) of [毒 v] with (letter (12) of (☁ 3p))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n go to [front v] layer\nend\n\n@スプライト11\n\nwhen I receive [メッセージ1 v]\nset [毒 v] to [0]\nforever\n go to x: (-150) y: (150)\n go to [front v] layer\n if <(毒) = [1]> then\n show\n end\n if <(毒) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Cat2\n\nwhen I receive [メッセージ1 v]\n\ngo to x: (0) y: (0)\nforever\n show\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <key (up arrow v) pressed?> then\n change y by (10)\n end\n if <key (up arrow v) pressed?> then\n change y by (-10)\n end\nend\n\nwhen I receive [メッセージ1 v]\n\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\n@スプライト12\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ndelete all of [切る v]\nrepeat (3)\n add [] to [切る v]\nend\nforever\n replace item (1) of [切る v] with (letter (13) of (☁ 1p))\n replace item (2) of [切る v] with (letter (13) of (☁ 2p))\n replace item (3) of [切る v] with (letter (13) of (☁ 3p))\nend\n\nwhen I receive [メッセージ1 v]\nset [切る回数 v] to [0]\nforever\n if <(item (1) of [切る v]) = (Player)> then\n go to x: (0) y: (0)\n show\n change [切る回数 v] by (1)\n wait (4) seconds\n hide\n end\n if <(item (2) of [切る v]) = (Player)> then\n go to x: (0) y: (0)\n show\n change [切る回数 v] by (1)\n wait (4) seconds\n hide\n end\n if <(item (3) of [切る v]) = (Player)> then\n go to x: (0) y: (0)\n show\n change [切る回数 v] by (1)\n wait (4) seconds\n hide\n end\nend\n\n@スプライト13\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset [切る回数 v] to [0]\nforever\n show\n go to x: (218) y: (65)\n go to [front v] layer\n switch costume to (切る回数)\nend\n\n@スプライト14\n\nwhen I receive [メッセージ1 v]\nset [beam v] to [0]\nforever\n go to x: (276) y: (-153)\n go to [front v] layer\n show\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (4 v) pressed?>> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [beam v] to (pick random (1) to (2))\n wait (0.5) seconds\n set [beam v] to [0]\n go to [front v] layer\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nset [beam v] to [0]\nforever\n go to [front v] layer\nend\n\n@3\n\nwhen flag clicked\n\nwhen I receive [メッセージ1 v]\n\nset [爆弾発生 v] to [0]\nforever\n if then\n wait until <not <key (space v) pressed?>>\n set [爆弾発生 v] to [1]\n hide\n wait (0.5) seconds\n set [爆弾発生 v] to [0]\n wait (2) seconds\n end\n hide\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nstart sound [8 v]\nif <(ビーム発生人) = [1]> then\n set [ビームx v] to ((join (join (letter (1) of (☁ 1p)) (join (letter (2) of (☁ 1p)) (letter (3) of (☁ 1p)))) (letter (4) of (☁ 1p))) - (2000))\n set [びーむy v] to ((join (join (letter (5) of (☁ 1p)) (join (letter (6) of (☁ 1p)) (letter (7) of (☁ 1p)))) (letter (8) of (☁ 1p))) - (2000))\n set [ghost v] effect to (100)\n show\n if <(むき) = [1]> then\n repeat until <not <touching (プレイヤー v)?>>\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (20)\n end\n clear graphic effects\n show\n repeat (50)\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (20)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [1]>> then\n set [殺されたやつ v] to (ビーム発生人)\n end\n end\n end\n delete this clone\n else\n set [ghost v] effect to (100)\n show\n repeat until <not <touching (プレイヤー v)?>>\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (-20)\n end\n clear graphic effects\n repeat (50)\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (-20)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [1]>> then\n set [殺されたやつ v] to (ビーム発生人)\n end\n end\n end\n delete this clone\n end\nelse\n if <(ビーム発生人) = [2]> then\n set [ビームx v] to ((join (join (letter (1) of (☁ 2p)) (join (letter (2) of (☁ 2p)) (letter (3) of (☁ 2p)))) (letter (4) of (☁ 2p))) - (2000))\n set [びーむy v] to ((join (join (letter (5) of (☁ 2p)) (join (letter (6) of (☁ 2p)) (letter (7) of (☁ 2p)))) (letter (8) of (☁ 2p))) - (2000))\n set [ghost v] effect to (100)\n show\n if <(むき) = [1]> then\n repeat until <not <touching (プレイヤー v)?>>\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (20)\n end\n clear graphic effects\n repeat (50)\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (20)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [2]>> then\n set [殺されたやつ v] to (ビーム発生人)\n end\n end\n end\n delete this clone\n else\n set [ghost v] effect to (100)\n show\n repeat until <not <touching (プレイヤー v)?>>\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (-20)\n end\n clear graphic effects\n repeat (50)\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (-20)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [2]>> then\n set [殺されたやつ v] to (ビーム発生人)\n end\n end\n end\n delete this clone\n end\n else\n if <(ビーム発生人) = [3]> then\n set [ビームx v] to ((join (join (letter (1) of (☁ 3p)) (join (letter (2) of (☁ 3p)) (letter (3) of (☁ 3p)))) (letter (4) of (☁ 3p))) - (2000))\n set [びーむy v] to ((join (join (letter (5) of (☁ 3p)) (join (letter (6) of (☁ 3p)) (letter (7) of (☁ 3p)))) (letter (8) of (☁ 3p))) - (2000))\n set [ghost v] effect to (100)\n show\n if <(むき) = [1]> then\n set [ghost v] effect to (100)\n show\n repeat until <not <touching (プレイヤー v)?>>\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (20)\n end\n clear graphic effects\n repeat (50)\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (20)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [3]>> then\n set [殺されたやつ v] to (ビーム発生人)\n end\n end\n end\n delete this clone\n else\n set [ghost v] effect to (100)\n show\n repeat until <not <touching (プレイヤー v)?>>\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (-20)\n end\n clear graphic effects\n repeat (50)\n go to x: ((ビームx) - (scroll x)) y: ((びーむY) - (scroll y))\n change [ビームx v] by (-20)\n if <touching (プレイヤー v)?> then\n if <not <(Player) = [3]>> then\n set [殺されたやつ v] to (ビーム発生人)\n end\n end\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\ndelete all of [ビーム v]\nrepeat (3)\n add [] to [ビーム v]\nend\nforever\n replace item (1) of [ビーム v] with (letter (14) of (☁ 1p))\n replace item (2) of [ビーム v] with (letter (14) of (☁ 2p))\n replace item (3) of [ビーム v] with (letter (14) of (☁ 3p))\n if <<(item (1) of [ビーム v]) = [1]> or <(item (1) of [ビーム v]) = [2]>> then\n create clone of (_myself_ v)\n set [むき v] to (letter (14) of (☁ 1p))\n set [ビーム発生人 v] to [1]\n end\n if <<(item (2) of [ビーム v]) = [1]> or <(item (2) of [ビーム v]) = [2]>> then\n create clone of (_myself_ v)\n set [むき v] to (letter (14) of (☁ 2p))\n set [ビーム発生人 v] to [2]\n end\n if <<(item (3) of [ビーム v]) = [1]> or <(item (3) of [ビーム v]) = [2]>> then\n create clone of (_myself_ v)\n set [むき v] to (letter (14) of (☁ 3p))\n set [ビーム発生人 v] to [3]\n end\n wait (0.5) seconds\nend\n\nshow\nrepeat (30)\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\nend\nrepeat (30)\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\nend\n\nif <not <(Player) = [1]>> then\n\n@スプライト15\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n set [人数 v] to [0]\n if <not <(☁ 1p) = [0]>> then\n change [人数 v] by (1)\n end\n if <not <(☁ 2p) = [0]>> then\n change [人数 v] by (1)\n end\n if <not <(☁ 3p) = [0]>> then\n change [人数 v] by (1)\n end\n set [表示人数 v] to (人数)\n show\n go to x: (218) y: (0)\n go to [front v] layer\n switch costume to (表示人数)\nend\n\n@スプライト16\n\nwhen I receive [メッセージ1 v]\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n
日本語\n上下左右キーまたはタップで操作。\nスペースキーまたは爆弾ボタンで爆弾。\n60秒死ななければクリア。\n落ちたり、爆弾に当たった場合は死んでしまいます。\n爆弾は2秒に1回できます。(タップまたは2キー)\n毒で自分が毒になり、相手にあてて、殺すことができます。(タップまたは1キー)\n透明は、地面が透明になります。(タップまたは3キー)\nEnglish\nOperate using the up/down/left/right keys or tap.\nBomb with spacebar or bomb button.\nClear if you don't die for 60 seconds.\nIf you fall or get hit by a bomb, you will die.\nA bomb can be fired once every 2 seconds. (Tap or 2 keys)\nPoison turns you into a poison, which you can then apply to your opponent and kill them. (tap or 1 key)\nTransparent makes the ground transparent. (Tap or 3 keys)
下へ行く プラットフォーマー!Go down platformer!
@Stage\n\nwhen flag clicked\n\nswitch backdrop to (背景2 v)\n\nwhen I receive [イントロ完 v]\n\nswitch backdrop to (背景1 v)\n\nwhen I receive [イントロ完 v]\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nbroadcast (イントロ完 v)\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\n\nwhen flag clicked\nswitch costume to (player v)\n\nhide\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\nforever\n\ngo to x: (-210) y: (10)\n\nbroadcast (スターーと v)\n\nwhen I receive [イントロ完 v]\nshow\nset size to (60) %\ngo to x: (-220) y: (-30)\ngo to [back v] layer\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)?> or <touching (spike3 v)?>> then\n if <not <<(★) = [1]> or <(♥) = [1]>>> then\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (0) y: (150)\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 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 (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 if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> 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 [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 (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 (15)\n wait until <key (up arrow v) pressed?>\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 <(y position) = [-183]> then\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n broadcast (次のステージ v)\n start sound [Rip v]\n broadcast (あ v)\n go to x: (0) y: (150)\n if <([costume # v] of [ステージ v]) = [1]> then\n switch backdrop to (背景3 v)\n end\n end\n if <touching (spike4 v)?> then\n set [xのやつ v] to [-20]\n end\nend\n\nstart sound [ニュッ v]\n\nwhen I receive [za v]\n\nwait (3.7) seconds\n\ngo to x: (-210) y: (10)\n\ngo to x: (-220) y: (-55)\n\nforever\n\nset [yだー v] to [0]\n\nwait (0.1) seconds\nplay sound [ニュッ v] until done\n\nbroadcast (za v)\n\ngo to x: (0) y: (150)\n\nwhen I receive [♥と★ v]\nswitch costume to (コスチューム1 \(15\) v)\n\n@ステージ\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム13 v)\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) = [10]> then\n broadcast (aaaaaaaaaaaa v)\n end\n if <(ステージ数) = [2]> then\n broadcast (暗い v)\n end\nend\n\nwhen I receive [イントロ完 v]\nshow\n\nwhen [timer v] > (0)\n\nhide variable [time v]\n\nwhen I receive [次のステージ v]\nchange [ステージ数 v] by (1)\n\nset [ステージ数 v] to [10]\n\nwait (1) seconds\n\n@スプライト1\n\n@spike\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ数)\nend\n\nwait (1) seconds\n\nwhen I receive [イントロ完 v]\nshow\n\nshow\nset [spike v] to [0]\nchange [spike v] by (1)\n\ngo to x: (0) y: (0)\n\n@spike2\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ数)\nend\n\nwait (1) seconds\n\nwhen I receive [イントロ完 v]\nshow\n\nshow\nset [spike v] to [0]\nchange [spike v] by (1)\n\n@spike3\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ数)\n if <<([costume # v] of [ステージ v]) = [6]> or <([costume # v] of [ステージ v]) = [10]>> then\n go to x: (-100) y: (0)\n switch costume to (ステージ数)\n show\n forever\n repeat (20)\n move (5) steps\n end\n repeat (20)\n move (-5) steps\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [イントロ完 v]\n\nshow\nset [spike v] to [0]\nchange [spike v] by (1)\n\nmove (-10) steps\n\nmove (-10) steps\n\nrepeat (10)\n move (10) steps\nend\n\ngo to x: (115) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) 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 \(1\) v]\nglide (0.4) secs to x: (0) y: (0)\n\n@spike4\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ数)\n if <([costume # v] of [ステージ v]) = [8]> then\n show\n else\n hide\n end\nend\n\nswitch costume to (ステージ数)\n\nforever\nend\n\nrepeat (20)\n move (5) steps\nend\nrepeat (20)\n move (-5) steps\nend\n\nwhen I receive [イントロ完 v]\n\nshow\nset [spike v] to [0]\nchange [spike v] by (1)\n\nmove (-10) steps\n\nmove (-10) steps\n\nrepeat (10)\n move (10) steps\nend\n\ngo to x: (115) y: (0)\n\ngo to x: (-100) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\n\n@スプライト5\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\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) = [11]> 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2\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [暗い v]\nshow\nforever\n go to (player v)\nend\n\nwhen [timer v] > ((停止) + (0.1))\nhide\n\n@spike5\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ数)\n if <<([costume # v] of [ステージ v]) = [9]> or <([costume # v] of [ステージ v]) = [10]>> then\n show\n else\n hide\n end\nend\n\nswitch costume to (ステージ数)\n\nforever\n\nrepeat (20)\n move (5) steps\nend\nrepeat (20)\n move (-5) steps\nend\n\nwhen I receive [イントロ完 v]\n\nshow\nset [spike v] to [0]\nchange [spike v] by (1)\n\nmove (-10) steps\n\nmove (-10) steps\n\nrepeat (10)\n move (10) steps\nend\n\ngo to x: (115) y: (0)\n\ngo to x: (-100) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (ステージ数)\nend\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\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\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
♥と★200になったらアップデート版出します!\n-_Kinakomochi_-をフォローして(((\n日本語は下\nMove arrow keys/A and D keys\nJump arrow key/W key\nWall kick Move to wall + jump\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~ stick man platformer 【Platformer】〜オンライン〜 棒人間【プラットフォーマー】
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景 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\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 (針2 v)?> or <touching (針 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 <not <(username) = [Nrbeuvreinhbufbyivbwvbnifuwbnvifubnvifuevbiyfewvgyeyiewrvyeurbvyurevġ467gr47856g4578fgryuverugbgv348f8347fg378fgruyfgueryuyfgeruyfyerge]>> 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 <touching (じん v)?> then\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\nglide (0.1) secs to (rqqqlevel2 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 change [color v] effect by (0)\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\nif <touching color (#fbff00)?> then\n change [brightness v] effect by (50)\n stop [this script v]\nend\n\nchange [brightness v] effect by (25)\n\nif <[] = [50]> then\n\nwhen I receive [game loop tick v]\n\nif <(username) = <touching (謎丸 v)?>> then\n set [color v] effect to (15)\nend\n\nif <<(username) = ([last fastest v] of [game v])> = [suno00]> then\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) = [suno00]> 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@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@針\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\nif <(showing) = [0]> then\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 receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\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\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@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@じん\n\nwhen I receive [setup level v]\nsetup\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\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\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\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\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\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: (5000) (100)\nsetup clone at x,y: (3300) (100)\nsetup clone at x,y: (1595) (-15)\nsetup clone at x,y: (600) (60)\n\nset [showing v] to [-1]\n\n@針2\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\nif <(showing) = [0]> then\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 receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\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 flag clicked\n\n
  [操作方法等分からない人は説明必ず読んで]\n ~English is at the bottom~\n新感覚!プラットフォーマーの棒人間オンラインゲームです!奇跡の棒人間とプラットフォーマーの合体!頑張って作ったので★と♥を押してね!\nどれぐらいかかったかをコメントしてね!\n【見つけたら凄い】喜んでるプラットフォーマー3匹\n見つけてみてね!!\n        [操作方法]\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        【English】\nI worked hard to make it, so press ★ and ♥! Also, I'm very grateful to the original author!\nLet's comment on how long it took!\n[It's amazing if you find it] Three Platformer\n[Operation method]\n[Move] Arrow keys / A and D keys\n[Jump] Arrow key/W key\n[Crouching] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Squatting in a diagonal place + moving\n[Wall Kick] Move to the wall + jump\n[Glider] Space key after clearing\n[Emoji] E key/R key\n[Back to start] Q key + R key\n[See who is playing now] N key\n[Rainbow-colored stickman] The person with the fastest time\n\nこの作品が少しでも楽しいと思った方は❤️と⭐️を押していただくととっても嬉しいです!\nリミックスもどんどんしてね!
☁️online カンけり‼︎☁️ #game #platformer Ver2.0
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat-Xenogenesi v] until done\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset volume to (100) %\nif <(鬼?) = [1]> then\n forever\n play sound (pick random (6) to (8)) until done\n end\nelse\n forever\n play sound (pick random (1) to (4)) until done\n end\nend\n\nwhen flag clicked\nset [無敵 v] to [1]\nhide list [user v]\n\nwhen I receive [キャラ設定終了 v]\nshow list [user v]\n\nwhen [timer v] > (time)\nshow list [user v]\n\n@軽量化\n\n@プレイヤー\n\nwhen flag clicked\ngo to [front v] layer\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\npoint in direction (90)\nif <(!) = [0]> then\n if <not <(username) = []>> then\n if <(chat) = []> then\n say (join (costume [name v]) (username))\n else\n say (join (join (username) (item (鬼?) of [n?o? v])) (join [:] (item (chat) of [chat v])))\n end\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(item (鬼?) of [n?o? v]) = [逃げ]> then\n if <(スピードアップ) = [1]> then\n change [x v] by (3.5)\n else\n change [x v] by (1.29)\n end\n else\n change [x v] by (1.1)\n end\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(item (鬼?) of [n?o? v]) = [逃げ]> then\n if <(スピードアップ) = [1]> then\n change [x v] by (-3.5)\n else\n change [x v] by (-1.29)\n end\n else\n change [x v] by (-1.1)\n end\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (ステージ v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (ステージ v)?> then\n 床\n end\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[5650] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[5650] < (scroll x)> then\n set [scroll x v] to [5650]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [0]>>))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\npoint in direction ((90) + (round (x)))\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (ステージ v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n start sound [壁キック v]\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (ステージ v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <(item (鬼?) of [n?o? v]) = [逃げ]> then\n if <(ジャンプアップ) = [1]> then\n set [y v] to [30]\n else\n set [y v] to [21]\n end\n else\n set [y v] to [18]\n end\n start sound [JUMP v]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [場所設定 v]\nif <(username) = [k-44]> then\n if <(鬼?) = [1]> then\n show\n set [! v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [25]\n go to x: (0) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n else\n show\n set [! v] to [0]\n set [scroll x v] to [4115]\n set [scroll y v] to [260]\n go to x: (0) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nelse\n if <<(costume [name v]) = [N;]> or <(costume [name v]) = []>> then\n show\n set [! v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [25]\n go to x: (0) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(costume [name v]) = [O;]> then\n show\n set [! v] to [0]\n set [scroll x v] to [4115]\n set [scroll y v] to [260]\n go to x: (0) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n if <(username) = [k-44]> then\n switch costume to (\[作者\] v)\n else\n if <(透明化) = [1]> then\n switch costume to ( v)\n else\n switch costume to ([costume # v] of [キャラ設定 v])\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <(chat) = []> then\n if <<(costume [name v]) = [N;]> and <touching color (#ff0000)?>> then\n change [☁ 得点2 v] by (1)\n start sound [Rip v]\n set [! v] to [1]\n broadcast (場所設定 v)\n set [! v] to [0]\n end\n if <<(costume [name v]) = [O;]> and <touching (バリア v)?>> then\n change [☁ 得点1 v] by (1)\n start sound [Rip v]\n set [! v] to [1]\n broadcast (場所設定 v)\n set [! v] to [0]\n end\n if <<(y position) < [-179]> or <touching (障害物 v)?>> then\n start sound [Rip v]\n set [! v] to [1]\n broadcast (場所設定 v)\n set [! v] to [0]\n end\n else\n if <<(costume [name v]) = [N;]> and <touching color (#ff0000)?>> then\n change [☁ 得点2 v] by (1)\n start sound [Rip v]\n set [! v] to [1]\n broadcast (場所設定 v)\n set [! v] to [0]\n end\n if <<(costume [name v]) = [O;]> and <touching (バリア v)?>> then\n change [☁ 得点1 v] by (1)\n start sound [Rip v]\n set [! v] to [1]\n broadcast (場所設定 v)\n set [! v] to [0]\n end\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n start sound [Rip v]\n set [! v] to [1]\n broadcast (場所設定 v)\n set [! v] to [0]\n end\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [start v]\nbroadcast (場所設定 v)\n\nwhen flag clicked\ndelete all of [n?o? v]\nadd [逃げ] to [n?o? v]\nadd [鬼] to [n?o? v]\n\nwhen I receive [start v]\nバネ\n\ndefine バネ\nforever\n if <touching (バネ v)?> then\n set [y v] to [27]\n end\nend\n\nwhen I receive [カンを蹴った‼︎ v]\nbroadcast (初期化 v)\n\nwhen flag clicked\nset [ジャンプアップ v] to [0]\nset [スピードアップ v] to [0]\nset [透明化 v] to [0]\nset [無敵 v] to [0]\n\nif <(無敵) = [0]> then\n\n@プレーヤー2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (8)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll x)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll y))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (join (letter (57) of (item (prayer2) of [n?o?2 v])) (item (prayer2) of [user v]))\n else\n say (join (join (letter (57) of (item (prayer2) of [n?o?2 v])) (item (prayer2) of [user v])) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [chat v])))\n end\nend\n\ndefine xy (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x position) = (x)> and <(y position) = (y)>>> then\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ndelete all of [n?o?2 v]\nrepeat (10)\n add [] to [n?o?2 v]\nend\nforever\n if <(letter (57) of (☁ p1)) = [2]> then\n replace item (1) of [n?o?2 v] with [☆]\n else\n replace item (1) of [n?o?2 v] with []\n end\n if <(letter (57) of (☁ p2)) = [2]> then\n replace item (2) of [n?o?2 v] with [☆]\n else\n replace item (2) of [n?o?2 v] with []\n end\n if <(letter (57) of (☁ p3)) = [2]> then\n replace item (3) of [n?o?2 v] with [☆]\n else\n replace item (3) of [n?o?2 v] with []\n end\n if <(letter (57) of (☁ p4)) = [2]> then\n replace item (4) of [n?o?2 v] with [☆]\n else\n replace item (4) of [n?o?2 v] with []\n end\n if <(letter (57) of (☁ p5)) = [2]> then\n replace item (5) of [n?o?2 v] with [☆]\n else\n replace item (5) of [n?o?2 v] with []\n end\n if <(letter (57) of (☁ p6)) = [2]> then\n replace item (6) of [n?o?2 v] with [☆]\n else\n replace item (6) of [n?o?2 v] with []\n end\n if <(letter (57) of (☁ p7)) = [2]> then\n replace item (7) of [n?o?2 v] with [☆]\n else\n replace item (7) of [n?o?2 v] with []\n end\n if <(letter (57) of (☁ p8)) = [2]> then\n replace item (8) of [n?o?2 v] with [☆]\n else\n replace item (8) of [n?o?2 v] with []\n end\nend\n\n@ステージ\n\nwhen flag clicked\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\nset [scroll x v] to [4000]\nset [scroll y v] to [200]\n\nwhen I receive [オフライン v]\n\nwhen I receive [start v]\nset [chat v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1850)) [250] [10]\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\nwait (1) seconds\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレイヤー v]))) (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (join (join (!) ([direction v] of [プレイヤー v])) ([costume # v] of [プレイヤー v])) (通知)))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレイヤー v]))) (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (join (join (!) ([direction v] of [プレイヤー v])) ([costume # v] of [プレイヤー v])) (通知)))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレイヤー v]))) (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (join (join (!) ([direction v] of [プレイヤー v])) ([costume # v] of [プレイヤー v])) (通知)))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレイヤー v]))) (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (join (join (!) ([direction v] of [プレイヤー v])) ([costume # v] of [プレイヤー v])) (通知)))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレイヤー v]))) (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (join (join (!) ([direction v] of [プレイヤー v])) ([costume # v] of [プレイヤー v])) (通知)))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレイヤー v]))) (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (join (join (!) ([direction v] of [プレイヤー v])) ([costume # v] of [プレイヤー v])) (通知)))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレイヤー v]))) (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (join (join (!) ([direction v] of [プレイヤー v])) ([costume # v] of [プレイヤー v])) (通知)))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (プレーヤー2) (join (join ((1500) + ((スクロールx) + ([x position v] of [プレイヤー v]))) (((スクロールy) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((チャット) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (join (join (!) ([direction v] of [プレイヤー v])) ([costume # v] of [プレイヤー v])) (通知)))))))\n end\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [プレーヤー v] to [0]\nset [プレーヤー2 v] to []\nrepeat (length of (username))\n change [プレーヤー v] by (1)\n switch costume to (letter (プレーヤー) of (username))\n set [プレーヤー2 v] to (join (プレーヤー2) (costume [number v]))\nend\nrepeat ((40) - (length of (プレーヤー2)))\n set [プレーヤー2 v] to (join (プレーヤー2) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [〜 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((〜) + (1)) of (item (%) of [p1〜10 v])) (letter ((〜) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [〜 v] by (2)\n switch costume to (join (letter ((〜) - (1)) of (item (%) of [p1〜10 v])) (letter (〜) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ p1) to [1〜10 2 v]\n add (☁ p2) to [1〜10 2 v]\n add (☁ p3) to [1〜10 2 v]\n add (☁ p4) to [1〜10 2 v]\n add (☁ p5) to [1〜10 2 v]\n add (☁ p6) to [1〜10 2 v]\n add (☁ p7) to [1〜10 2 v]\n add (☁ p8) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ p1 v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ p2 v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ p3 v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ p4 v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ p5 v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ p6 v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ p7 v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ p8 v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ p9 v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\nwhen I receive [カンを蹴った‼︎ v]\nset [通知 v] to [1]\nwait (1.2) seconds\nset [通知 v] to [0]\n\nwhen flag clicked\nset [通知 v] to [0]\n\n@バネ\n\nwhen flag clicked\n\nhide\n配置 [1940] [-30] [1]\n配置 [2180] [285] [1]\n配置 [2747] [265] [1]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen I start as a clone\n\nforever\n if <touching (プレイヤー v)?> then\n start sound [ボヨン v]\n switch costume to (2 v)\n wait (0.03) seconds\n switch costume to (3 v)\n wait (0.03) seconds\n switch costume to (4 v)\n wait (0.03) seconds\n switch costume to (5 v)\n wait (0.1) seconds\n switch costume to (4 v)\n wait (0.03) seconds\n switch costume to (3 v)\n wait (0.03) seconds\n switch costume to (2 v)\n wait (0.03) seconds\n switch costume to (1 v)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (time)\nshow\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (10))\nend\n\n@障害物\n\nwhen flag clicked\n\nset [警察? v] to []\nhide\n配置 [630] [-150] [1]\n配置 [950] [-40] [2]\n配置 [3040] [-55] [6]\n配置 [3737] [-150] [11]\n配置 [3940] [-40] [2]\n配置 [780] [500] [11]\n配置 [1915] [820] [13]\n配置 [3600] [880] [14]\n\ndefine 配置 (1) (2) (3)\n\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\npoint in direction (90)\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen I start as a clone\n\nif <(3) = [7]> then\n forever\n turn right (5) degrees\n end\nend\n\nwhen I start as a clone\n\nif <(3) = [11]> then\n forever\n turn left (4) degrees\n end\nend\n\nwhen I start as a clone\n\nif <(3) = [14]> then\n forever\n repeat (18)\n change [2 v] by (-3)\n end\n wait (0.5) seconds\n repeat (9)\n change [2 v] by (6)\n end\n end\nend\n\nset [スクロールy v] to [1090]\nset [スクロールx v] to [1850]\n\nwhen I start as a clone\n\nif <(3) = [15]> then\n forever\n turn left (4) degrees\n end\nend\n\n@背景\n\nwhen flag clicked\nhide\nclone [10]\n\ndefine clone (あれ)\nset [コス v] to [9]\nrepeat ((コス) - (1))\n set [\\(^o^\)/ v] to [0]\n change [コス v] by (-1)\n repeat (あれ)\n switch costume to (コス)\n create clone of (_myself_ v)\n change [\\(^o^\)/ v] by (1)\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nforever\n go to x: (((\\(^o^\)/) * (480)) - (((スクロールx) * (2)) / ((コス) * (1.5)))) y: (0)\nend\n\n@矢印\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-70) y: (-85)\nset size to (0) %\nforever\n change size by (((100) - (size)) / (10))\nend\n\nwhen this sprite clicked\nbroadcast (次2 v)\nswitch costume to (コスチューム2 v)\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [キャラ設定終了 v]\nhide\n\nwhen I receive [オフライン v]\nhide\n\n@キャラ設定\n\nwhen flag clicked\nset [鬼? v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (-85)\nset size to (0) %\nforever\n change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [キャラ設定動き v]\nset size to (0) %\nrepeat (50)\n change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [キャラ設定終了 v]\nhide\n\nwhen I receive [次 v]\nbroadcast (キャラ設定動き v)\nstart sound [Suction Cup v]\nwait (0.01) seconds\nnext costume\nset [鬼? v] to (costume [name v])\n\nwhen I receive [次2 v]\nbroadcast (キャラ設定動き v)\nstart sound [Suction Cup v]\nwait (0.01) seconds\nswitch costume to ((0) - ((costume [number v]) + (1)))\nset [鬼? v] to (costume [name v])\n\nwait (0.1) seconds\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [キャラ設定終了 v]\nhide\n\nwhen I receive [オフライン v]\nhide\n\n@矢印2\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (70) y: (-85)\nset size to (0) %\nforever\n change size by (((100) - (size)) / (10))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (次 v)\nswitch costume to (コスチューム2 v)\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [キャラ設定終了 v]\nhide\n\nwhen I receive [オフライン v]\nhide\n\n@OK\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-155)\nset size to (0) %\nforever\n change size by (((100) - (size)) / (10))\nend\n\nwhen [timer v] > (time)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (キャラ設定終了 v)\nhide\n\nwhen I receive [キャラ設定終了 v]\nbroadcast (START v)\n\n@カン\n\nwhen flag clicked\nset [チャット v] to []\nhide\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\nrepeat (2)\n create clone of (_myself_ v)\nend\n\nset [スクロールx v] to [4000]\nset [スクロールy v] to [200]\n\nwhen I receive [キャラ設定終了 v]\nwait (1) seconds\n配置 [3450] [356] []\n\nwhen I receive [カンを蹴った‼︎ v]\nchange [☁ 得点1 v] by (1)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (1 v)\nend\n\nwhen I start as a clone\nforever\n if <<touching (プレイヤー v)?> and <(鬼?) = [1]>> then\n broadcast (カンを蹴った‼︎ v)\n end\nend\n\n@チャット\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (5) seconds\n set [chat v] to []\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-180) y: (150)\n set [ghost v] effect to (30)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (50)\n set [チャット表示 v] to [1]\n ask [] and wait\n set [チャット表示 v] to [0]\n if <<[0] < (answer)> and <(answer) < [11]>> then\n set [chat v] to (answer)\n broadcast (チャット v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n if <(チャット表示) = [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n forever\n hide\n wait (pick random (10) to (15)) seconds\n show\n glide (0.1) secs to x: (160) y: (150)\n wait (3) seconds\n glide (0.1) secs to x: (160) y: (200)\n end\nend\n\nwhen I receive [start v]\nset [チャット表示 v] to [0]\nshow\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@通知\n\nwhen I receive [カンを蹴った‼︎ v]\nrepeat (10)\n if <(letter (58) of (item (1) of [p1〜10 v])) = [1]> then\n 通知 [1]\n else\n if <(letter (58) of (item (2) of [p1〜10 v])) = [1]> then\n 通知 [1]\n else\n if <(letter (58) of (item (3) of [p1〜10 v])) = [1]> then\n 通知 [1]\n else\n if <(letter (58) of (item (4) of [p1〜10 v])) = [1]> then\n 通知 [1]\n else\n if <(letter (58) of (item (5) of [p1〜10 v])) = [1]> then\n 通知 [1]\n else\n if <(letter (58) of (item (6) of [p1〜10 v])) = [1]> then\n 通知 [1]\n else\n if <(letter (58) of (item (7) of [p1〜10 v])) = [1]> then\n 通知 [1]\n else\n if <(letter (58) of (item (8) of [p1〜10 v])) = [1]> then\n 通知 [1]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 通知 ()\ngo to [front v] layer\nswitch costume to ()\ngo to x: (400) y: (-140)\nshow\nrepeat (70)\n change x by (((70) - (x position)) / (5))\nend\nrepeat (17)\n change x by (((400) - (x position)) / (5))\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (タイム)\nhide\n\nwhen I receive [そのアイテムはとれ真せ v]\n\n通知 [4]\n\n@タイトル\n\nwhen flag clicked\nshow\nset x to (0)\nforever\n change [タイマー v] by (10)\n set y to (((([sin v] of (タイマー) ) / (5)) * (50)) + (20))\nend\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [キャラ設定終了 v]\nhide\n\nwhen I receive [オフライン v]\nhide\n\n@点数[逃げ]\n\nwhen I start as a clone\ngo to [front v] layer\nset [ナンバー保存用 v] to (ナンバー)\nshow\nforever\n if <(ナンバー保存用) > (length of (☁ 得点1))> then\n hide\n else\n show\n switch costume to (letter ((length of (☁ 得点1)) - ((ナンバー保存用) - (1))) of (☁ 得点1))\n end\nend\n\ndefine セット\nset size to (170) %\nset [ナンバー v] to [0]\ngo to x: (-100) y: (120)\nrepeat (3)\n change [ナンバー v] by (1)\n create clone of (_myself_ v)\n change x by (-50)\nend\n\nwhen I receive [start v]\nwait (0.2) seconds\nset [ナンバー v] to [0]\nset [クローン数 v] to [3]\nセット\n\nwhen I receive [start v]\nhide\nforever\n wait until <(クローン数) < (length of (☁ 得点1))>\n change [ナンバー v] by (1)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\nset [☁ 得点1 v] to [0]\nset [☁ 得点2 v] to [0]\n\n@点数[鬼]\n\nwhen I start as a clone\ngo to [front v] layer\nset [ナンバー保存用 v] to (ナンバー)\nshow\nforever\n if <(ナンバー保存用) > (length of (☁ 得点2))> then\n hide\n else\n show\n switch costume to (letter ((length of (☁ 得点2)) - ((ナンバー保存用) - (1))) of (☁ 得点2))\n end\nend\n\ndefine セット\nset size to (170) %\nset [ナンバー v] to [0]\ngo to x: (100) y: (120)\nrepeat (3)\n change [ナンバー v] by (1)\n create clone of (_myself_ v)\n change x by (-50)\nend\n\nwhen I receive [start v]\nwait (0.3) seconds\nset [ナンバー v] to [0]\nset [クローン数 v] to [3]\nセット\n\nwhen I receive [start v]\nhide\nforever\n wait until <(クローン数) < (length of (☁ 得点2))>\n change [ナンバー v] by (1)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\n@ロボット?\n\nwhen flag clicked\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nset [スクロールx v] to [4000]\nset [スクロールy v] to [200]\n\nwhen I receive [start v]\nset [チャット v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1850)) [250] [10]\n\n@アイテム\n\nwhen flag clicked\nset [クローン排除 v] to [0]\nhide\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\nwhen I receive [start v]\n配置 [600] [220] (pick random (1) to (3))\n\nwhen I start as a clone\nforever\n if <<<(3) = [2]> and <touching (プレイヤー v)?>> and <(鬼?) = [1]>> then\n broadcast (スピードアップ v)\n broadcast (くろーん排除 v)\n repeat (32)\n change [ghost v] effect by (3)\n end\n delete this clone\n else\n if <<<(3) = [3]> and <touching (プレイヤー v)?>> and <(鬼?) = [1]>> then\n broadcast (ジャンプアップ v)\n broadcast (くろーん排除 v)\n repeat (32)\n change [ghost v] effect by (3)\n end\n delete this clone\n else\n if <<<(3) = [4]> and <touching (プレイヤー v)?>> and <(鬼?) = [1]>> then\n broadcast (透明化 v)\n broadcast (くろーん排除 v)\n repeat (32)\n change [ghost v] effect by (3)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [クローン作成 v]\nwait until <(クローン排除) = [1]>\nwait (pick random (20) to (25)) seconds\n配置 [600] [220] (pick random (1) to (3))\nset [クローン排除 v] to [0]\nif <(クローン排除) = [0]> then\n broadcast (クローン作成 v)\nend\n\nwhen I receive [start v]\nbroadcast (クローン作成 v)\n\nwhen I receive [くろーん排除 v]\nset [クローン排除 v] to [1]\n\nwhen I receive [スピードアップ v]\nwait (1) seconds\nset [スピードアップ v] to [1]\nwait (25) seconds\nset [スピードアップ v] to [0]\n\nwhen I receive [ジャンプアップ v]\nwait (1) seconds\nset [ジャンプアップ v] to [1]\nwait (25) seconds\nset [ジャンプアップ v] to [0]\n\nwhen I start as a clone\nrepeat (30)\n go to [front v] layer\nend\n\nwhen I receive [透明化 v]\nwait (1) seconds\nset [透明化 v] to [1]\nwait (25) seconds\nset [透明化 v] to [0]\n\n@バリア\n\nwhen flag clicked\nset [chat v] to []\nhide\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nset [scroll x v] to [4000]\nset [scroll y v] to [200]\n\nwhen I receive [キャラ設定終了 v]\n配置 [0] [0] [1]\n配置 [0] [0] [2]\n配置 [530] [240] [3]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\nset [☁ 得点1 v] to [0]\nset [☁ 得点2 v] to [0]\n\n
イタズラで[また]非共有にされてました。本当に申し訳ありませんm(_ _)m(やったのリア友)←怒鳴りました\n\nフォロー推奨→ @katsuo777 @zyo-ka-da @kazusc\nバグを直してくださった(協力してくださった)\n@panda_8_1様 @Rhythm-Flare様 @kazusc様ありがとうございますm(_ _)m\n【使い方】(必ず下まで読んで下さい)↓ーーーーーーーー\nオンラインカンけりへようこそ!\nこのゲームは、鬼と逃げに分かれて競うゲームです。\n\n遊び方は普通のカンけりと同じように\n逃げはカンをけって、鬼はカンを守らなければなりません。\nなお、逃げの場合は看板にそって進めばカンがあります。\n\n\n[操作方法について]\n矢印キーで操作\nカンに触れるとカンをけれます。(逃げ)\n敵に触れると捕まえれます。(鬼)\n\n[注意事項]\n1人の時は遊べません。\n全員逃げ、または鬼の場合も遊べません。\nもちろんサインインしていない方、New scratcherの方\nも遊べません(T ^ T)\n8人までプレイできます。\n[チャット]\n1〜9キーで話せます。\n\n[得点]\n黒が逃げ、赤が鬼の得点です。\n\n[通知]\nカンをけった時などに通知がきます。\n\n[メニュー]\n逃げか鬼かを選べます。\n\nーーーーーーーーーーーーーーーーーーーーーーーーー\n\n【制作時間】ーーーーーーーーーーーーーーーーーーー\n1週間\nーーーーーーーーーーーーーーーーーーーーーーーーー\n\n【クレジット】ーーーーーーーーーーーーーーーーーー\nプログラム @katsuo777 @zyo-ka-da\n背景 @YY-H\n動く背景 @kangaru-nounko\n数値表示プログラム @zohsama\n音楽 TheFatRat @-xaf-\nクレジットが欠けている場合はお知らせください。\nーーーーーーーーーーーーーーーーーーーーーーーーー\n\n\nタグーーーーーーーーーーーーーーーーーーーーーーー\n#games #game #k-44 #platformer #all\n#games #game #k-44 #platformer #all\nーーーーーーーーーーーーーーーーーーーーーーーーー\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n@katsuo777 @zyo-ka-da 様に本当に感謝m(_ _)m\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nよっしゃあああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああ
-Pixel Platformer-
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [nextlevel v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Risk v] until done\nend\n\nwhen I receive [gameoverr v]\nswitch backdrop to (backdrop4 v)\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (45) y: (-117)\nforever\n glide (1) secs to x: (45) y: (-172)\n glide (1) secs to x: (45) y: (-117)\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Sprite5\n\nwhen flag clicked\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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((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 (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [dieeffectt v]\nrepeat (10)\n wait (0.02) seconds\n change [ghost v] effect by (25)\nend\nrepeat (10)\n wait (0.02) seconds\n change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-152)\n\nwhen I receive [dieeffectt v]\nglide (0.2) secs to x: (-200) y: (-152)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-200) y: (-152)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-200) y: (-152)\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n wait (0.5) seconds\n broadcast (DieEffectt v)\n broadcast (LoseALife v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite16 v)?> then\n wait (0.5) seconds\n broadcast (DieEffectt v)\n broadcast (LoseALife v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite15 v)?> then\n wait (0.5) seconds\n broadcast (DieEffectt v)\n broadcast (LoseALife v)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-200) y: (-152)\n\nwhen flag clicked\nforever\n if <touching (sprite19 v)?> then\n wait (0.5) seconds\n broadcast (DieEffectt v)\n broadcast (LoseALife v)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-200) y: (-152)\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Sprite6\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-209) y: (-31)\nforever\n glide (1.5) secs to x: (-77) y: (-31)\n glide (1.5) secs to x: (-209) y: (-31)\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (81) y: (12)\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n hide\n play sound [Boop v] until done\n end\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Sprite2\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume1 v)\n\nwhen I receive [openchest v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [2]> and <touching (sprite5 v)?>> then\n wait (0.5) seconds\n broadcast (NextLevel v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (58) y: (12)\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n hide\n play sound [Boop v] until done\n end\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-161) y: (-117)\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n hide\n play sound [Boop v] until done\n end\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-181) y: (-118)\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n hide\n play sound [Boop v] until done\n end\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Sprite10\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [losealife v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (gameoverr v)\n hide\n end\nend\n\n@Sprite11\n\n@Sprite12\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite5 v)?> then\n broadcast (OpenChest v)\n repeat (10)\n wait (0.02) seconds\n change [ghost v] effect by (25)\n end\n clear graphic effects\n hide\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Sprite13\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\ngo to x: (-8) y: (-26)\nforever\n glide (1) secs to x: (121) y: (-26)\n glide (1) secs to x: (-8) y: (-26)\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite14\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite5 v)?> then\n broadcast (OpenChest v)\n repeat (10)\n wait (0.02) seconds\n change [ghost v] effect by (25)\n end\n clear graphic effects\n hide\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite15\n\nwhen flag clicked\ngo to x: (208) y: (-20)\nforever\n glide (1.5) secs to x: (208) y: (-134)\n glide (1.5) secs to x: (208) y: (-20)\nend\n\nglide (1.5) secs to x: (-77) y: (-31)\nglide (1.5) secs to x: (-209) y: (-31)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite16\n\nwhen flag clicked\ngo to x: (-23) y: (-113)\nforever\n glide (1) secs to x: (-23) y: (-59)\n glide (1) secs to x: (-23) y: (-113)\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite17\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite5 v)?> then\n broadcast (OpenChest v)\n repeat (10)\n wait (0.02) seconds\n change [ghost v] effect by (25)\n end\n clear graphic effects\n hide\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-172) y: (70)\nforever\n glide (1) secs to x: (105) y: (70)\n glide (1) secs to x: (-172) y: (70)\nend\n\n@Sprite18\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\ngo to x: (-8) y: (-26)\nforever\n glide (1) secs to x: (121) y: (-26)\n glide (1) secs to x: (-8) y: (-26)\nend\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-172) y: (52)\nforever\n glide (1) secs to x: (101) y: (52)\n glide (1) secs to x: (-172) y: (52)\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Sprite19\n\nwhen flag clicked\ngo to x: (-50) y: (-156)\nforever\n glide (1) secs to x: (-50) y: (-42)\n glide (1) secs to x: (-50) y: (-156)\nend\n\nglide (1.5) secs to x: (-77) y: (-31)\nglide (1.5) secs to x: (-209) y: (-31)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\ngo to x: (208) y: (-20)\nforever\n glide (1.5) secs to x: (208) y: (-134)\n glide (1.5) secs to x: (208) y: (-20)\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Sprite20\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (42) y: (-113)\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n hide\n play sound [Boop v] until done\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite21\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (67) y: (-112)\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n hide\n play sound [Boop v] until done\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite22\n\n@Sprite23\n\n@Sprite24\n\n@Sprite25\n\n@costume1\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite26\n\n
Ty for all the loves!! <33 And also thanks to everyone for almost 500 followers! :"DD\n\n\nPLEASE NOTE THAT THERE IS ONLY 3 LEVELS SO FAR!\n\n **MORE WILL BE COMING SOON**\n-Welcome to Pixel Platformer-\nCOLLECT coins\nCOLLECT keys\nAVOID birds\nAVOID frogs\nGet to the treasure chest, but make sure you've collected the key for it!\nUse the up, down, left, and right keys to move about. \n
Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@ \n\nwhen flag clicked\nset [stage v] to [1]\nforever\n switch costume to (Stage)\nend\n\n@ \n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ 2\n\nwhen flag clicked\nset [stage v] to [1]\nforever\n switch costume to (Stage)\nend\n\n@ 3\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (3 v)\n change [x2 v] by (-0.9)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (2 v)\n change [x2 v] by (0.9)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (1 v)\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 (1)\n if <touching ( 2 v)?> then\n change y by (1)\n if <touching ( 2 v)?> then\n change y by (1)\n if <touching ( 2 v)?> then\n change y by (1)\n if <touching ( 2 v)?> then\n change y by (1.0)\n if <touching ( 2 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching ( 2 v)?> or <<touching ( 2 v)?> or <touching (動く地面 v)?>>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [JUMP v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching ( 2 v)?> or <touching ( 2 v)?>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n change [stage v] by (1)\n broadcast (次 v)\n hide\n set [x2 v] to [0]\n go to x: (-201) y: (-100)\n show\n end\n if <<<touching (  v)?> or <touching ( 8 v)?>> or <(y position) < [-174]>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-100)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\n if <<touching ( 4 v)?> or <<touching ( 5 v)?> or <<touching ( 6 v)?> or <touching ( 7 v)?>>>> then\n set [y2 v] to [20]\n end\nend\n\n@ 4\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [6]> then\n show\n end\n if <(Stage) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching ( 3 v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwait (0.005) seconds\n\nwait (0.005) seconds\n\n@ 5\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [7]> then\n show\n end\n if <(Stage) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching ( 3 v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwait (0.005) seconds\n\nwait (0.005) seconds\n\n@ 6\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [7]> then\n show\n end\n if <(Stage) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching ( 3 v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwait (0.005) seconds\n\nwait (0.005) seconds\n\n@ 7\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [7]> then\n show\n end\n if <(Stage) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching ( 3 v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwait (0.005) seconds\n\nwait (0.005) seconds\n\n@ 8\n\nwhen flag clicked\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [8]> then\n show\n end\n if <(Stage) = [9]> then\n hide\n end\nend\n\n@ 9\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [11]> then\n show\n end\n if <(Stage) = [12]> then\n show\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching ( v)?> then\n change [ghost v] effect by (25)\n wait (0.01) seconds\n else\n change [ghost v] effect by (-25)\n wait (0.01) seconds\n end\nend\n\n@ 10\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [11]> then\n show\n end\n if <(Stage) = [12]> then\n show\n hide\n end\nend\n\n
Arrow keys
Platformer Clicker 2! #game #all
@Stage\n\nwhen I receive [start v]\nforever\n if <(the number of platform) < [1]> then\n set [the number of platform v] to [1]\n end\n if <(auto of platform) < [0]> then\n set [auto of platform v] to [0]\n end\n if <(click) < [0]> then\n set [click v] to [0]\n end\nend\n\nwhen I receive [start v]\nset [auto of platform v] to [0]\nset [the number of platform v] to [1]\nforever\n change [click v] by (auto of platform)\n wait (1) seconds\nend\n\nwhen I receive [start v]\nif <(Needle:Lv.) = [20]> then\n if <(Clickneedle:Lv.) = [20]> then\n if <(Present:Lv.) = [20]> then\n if <(Magnet:Lv.) = [20]> then\n if <(Bomb:Lv.) = [20]> then\n if <(Timer:Lv.) = [20]> then\n if <(Smoke:Lv.) = [20]> then\n if <(Mouce:Lv.) = [20]> then\n if <(Cat:Lv.) = [20]> then\n if <(Cloudy0260:Lv.) = [20]> then\n play sound [Schoolhouse Trouble! v] until done\n forever\n play sound [Schoolhouse Trouble!2 v] until done\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\n else\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\n end\nelse\n set volume to (80) %\n forever\n play sound [Xylo4 v] until done\n end\nend\n\nwhen I receive [win v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nset [pitch v] effect to (0)\nif <(難易度) = [5]> then\n forever\n if <[1000000000] < (click)> then\n set [pitch v] effect to (105)\n else\n if <[100000000] < (click)> then\n set [pitch v] effect to (90)\n else\n if <[10000000] < (click)> then\n set [pitch v] effect to (75)\n else\n if <[1000000] < (click)> then\n set [pitch v] effect to (60)\n else\n if <[100000] < (click)> then\n set [pitch v] effect to (45)\n else\n if <[10000] < (click)> then\n set [pitch v] effect to (30)\n else\n if <[1000] < (click)> then\n set [pitch v] effect to (15)\n else\n set [pitch v] effect to (0)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@スプライト1\n\nwhen I start as a clone\ngo to [front v] layer\nif <(Clone) = [1]> then\n go to x: (-215) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (1) of (タイマー))\n else\n hide\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [2]> then\n go to x: (-185) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (2) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (1) of (タイマー))\n else\n hide\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [3]> then\n go to x: (-155) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (3) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (2) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (1) of (タイマー))\n else\n hide\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [4]> then\n go to x: (-125) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (4) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (3) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (2) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (1) of (タイマー))\n else\n hide\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [5]> then\n go to x: (-95) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (5) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (4) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (3) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (2) of (タイマー))\n else\n if <[10000] < (タイマー)> then\n switch costume to (letter (1) of (タイマー))\n else\n hide\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [6]> then\n go to x: (-65) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (6) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (5) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (4) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (3) of (タイマー))\n else\n if <[10000] < (タイマー)> then\n switch costume to (letter (2) of (タイマー))\n else\n if <[1000] < (タイマー)> then\n switch costume to (letter (1) of (タイマー))\n else\n hide\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [7]> then\n go to x: (-35) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (7) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (6) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (5) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (4) of (タイマー))\n else\n if <[10000] < (タイマー)> then\n switch costume to (letter (3) of (タイマー))\n else\n if <[1000] < (タイマー)> then\n switch costume to (letter (2) of (タイマー))\n else\n if <[100] < (タイマー)> then\n switch costume to (letter (1) of (タイマー))\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [8]> then\n go to x: (-5) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (8) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (7) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (6) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (5) of (タイマー))\n else\n if <[10000] < (タイマー)> then\n switch costume to (letter (4) of (タイマー))\n else\n if <[1000] < (タイマー)> then\n switch costume to (letter (3) of (タイマー))\n else\n if <[100] < (タイマー)> then\n switch costume to (letter (2) of (タイマー))\n else\n if <[10] < (タイマー)> then\n switch costume to (letter (1) of (タイマー))\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [9]> then\n go to x: (25) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (9) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (8) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (7) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (6) of (タイマー))\n else\n if <[10000] < (タイマー)> then\n switch costume to (letter (5) of (タイマー))\n else\n if <[1000] < (タイマー)> then\n switch costume to (letter (4) of (タイマー))\n else\n if <[100] < (タイマー)> then\n switch costume to (letter (3) of (タイマー))\n else\n if <[10] < (タイマー)> then\n switch costume to (letter (2) of (タイマー))\n else\n switch costume to (letter (1) of (タイマー))\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [10]> then\n go to x: (65) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (11) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (10) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (9) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (8) of (タイマー))\n else\n if <[10000] < (タイマー)> then\n switch costume to (letter (7) of (タイマー))\n else\n if <[1000] < (タイマー)> then\n switch costume to (letter (6) of (タイマー))\n else\n if <[100] < (タイマー)> then\n switch costume to (letter (5) of (タイマー))\n else\n if <[10] < (タイマー)> then\n switch costume to (letter (4) of (タイマー))\n else\n switch costume to (letter (3) of (タイマー))\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [11]> then\n go to x: (95) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (13) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (12) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (11) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (10) of (タイマー))\n else\n if <[10000] < (タイマー)> then\n switch costume to (letter (9) of (タイマー))\n else\n if <[1000] < (タイマー)> then\n switch costume to (letter (8) of (タイマー))\n else\n if <[100] < (タイマー)> then\n switch costume to (letter (7) of (タイマー))\n else\n if <[10] < (タイマー)> then\n switch costume to (letter (6) of (タイマー))\n else\n switch costume to (letter (5) of (タイマー))\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [12]> then\n go to x: (125) y: (-161)\n forever\n if <(score/time) = [time]> then\n show\n if <[100000000] < (タイマー)> then\n switch costume to (letter (12) of (タイマー))\n else\n if <[10000000] < (タイマー)> then\n switch costume to (letter (11) of (タイマー))\n else\n if <[1000000] < (タイマー)> then\n switch costume to (letter (10) of (タイマー))\n else\n if <[100000] < (タイマー)> then\n switch costume to (letter (9) of (タイマー))\n else\n if <[10000] < (タイマー)> then\n switch costume to (letter (8) of (タイマー))\n else\n if <[1000] < (タイマー)> then\n switch costume to (letter (7) of (タイマー))\n else\n if <[100] < (タイマー)> then\n switch costume to (letter (6) of (タイマー))\n else\n if <[10] < (タイマー)> then\n switch costume to (letter (5) of (タイマー))\n else\n switch costume to (letter (4) of (タイマー))\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(Clone) = [13]> then\n go to x: (-215) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [14]> then\n go to x: (-185) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (2) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [15]> then\n go to x: (-155) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (3) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (2) of (click))\n else\n if <[9999999] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [16]> then\n go to x: (-125) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (4) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (3) of (click))\n else\n if <[9999999] < (click)> then\n switch costume to (letter (2) of (click))\n else\n if <[999999] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [17]> then\n go to x: (-95) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (5) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (4) of (click))\n else\n if <[9999999] < (click)> then\n switch costume to (letter (3) of (click))\n else\n if <[999999] < (click)> then\n switch costume to (letter (2) of (click))\n else\n if <[99999] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [18]> then\n go to x: (-65) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (6) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (5) of (click))\n else\n if <[9999999] < (click)> then\n switch costume to (letter (4) of (click))\n else\n if <[999999] < (click)> then\n switch costume to (letter (3) of (click))\n else\n if <[99999] < (click)> then\n switch costume to (letter (2) of (click))\n else\n if <[9999] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [19]> then\n go to x: (-35) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (7) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (6) of (click))\n else\n if <[9999999] < (click)> then\n switch costume to (letter (5) of (click))\n else\n if <[999999] < (click)> then\n switch costume to (letter (4) of (click))\n else\n if <[99999] < (click)> then\n switch costume to (letter (3) of (click))\n else\n if <[9999] < (click)> then\n switch costume to (letter (2) of (click))\n else\n if <[999] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [20]> then\n go to x: (-5) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (8) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (7) of (click))\n else\n if <[9999999] < (click)> then\n switch costume to (letter (6) of (click))\n else\n if <[999999] < (click)> then\n switch costume to (letter (5) of (click))\n else\n if <[99999] < (click)> then\n switch costume to (letter (4) of (click))\n else\n if <[9999] < (click)> then\n switch costume to (letter (3) of (click))\n else\n if <[999] < (click)> then\n switch costume to (letter (2) of (click))\n else\n if <[99] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [21]> then\n go to x: (25) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (9) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (8) of (click))\n else\n if <[9999999] < (click)> then\n switch costume to (letter (7) of (click))\n else\n if <[999999] < (click)> then\n switch costume to (letter (6) of (click))\n else\n if <[99999] < (click)> then\n switch costume to (letter (5) of (click))\n else\n if <[9999] < (click)> then\n switch costume to (letter (4) of (click))\n else\n if <[999] < (click)> then\n switch costume to (letter (3) of (click))\n else\n if <[99] < (click)> then\n switch costume to (letter (2) of (click))\n else\n if <[9] < (click)> then\n switch costume to (letter (1) of (click))\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone) = [22]> then\n go to x: (55) y: (-161)\n forever\n if <(score/time) = [score]> then\n show\n if <[999999999] < (click)> then\n switch costume to (letter (10) of (click))\n else\n if <[99999999] < (click)> then\n switch costume to (letter (9) of (click))\n else\n if <[9999999] < (click)> then\n switch costume to (letter (8) of (click))\n else\n if <[999999] < (click)> then\n switch costume to (letter (7) of (click))\n else\n if <[99999] < (click)> then\n switch costume to (letter (6) of (click))\n else\n if <[9999] < (click)> then\n switch costume to (letter (5) of (click))\n else\n if <[999] < (click)> then\n switch costume to (letter (4) of (click))\n else\n if <[99] < (click)> then\n switch costume to (letter (3) of (click))\n else\n if <[9] < (click)> then\n switch costume to (letter (2) of (click))\n else\n switch costume to (letter (1) of (click))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n end\nend\n\ndefine clone\nset [click v] to [0]\nset [clone v] to [0]\nrepeat (22)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nreset timer\nset [timer v] to [0]\nclone\nforever\n set [タイマー v] to ((timer) + (timer))\nend\n\nwhen I receive [smoke v]\nrepeat (100)\n change [ghost v] effect by (0.5)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [ghost v] effect by (-0.5)\n change [brightness v] effect by (1)\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト2\n\nwhen I receive [start v]\nset [報告濫用 v] to [0]\nclone\n\ndefine clone\nset [報告濫用 v] to [0]\nset [clone.2 v] to [0]\nrepeat (2)\n change [clone.2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (タイマー v)\n set [score/time v] to [time]\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (スコア v)\n set [score/time v] to [score]\n else\n if <(costume [number v]) = [3]> then\n cloudy0260\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (clone.2)> then\n go to x: (0) y: (0)\n show\n switch costume to (スコア v)\n point in direction (90)\n set [score/time v] to [score]\nend\nif <[2] = (clone.2)> then\n switch costume to (報告 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n point in direction (90)\nend\n\ndefine 乱数 (1) (2)\nif <(pick random (1) to (2)) = (pick random (1) to (2))> then\n broadcast (報告濫用 v)\nelse\n change [報告濫用 v] by (1)\nend\n\ndefine 報告 (1) (2) (3) (4) (5) (6) (7) (8)\nif <(報告濫用) = [0]> then\n 乱数 (1) (2)\nelse\n if <(報告濫用) = [1]> then\n 乱数 (3) (4)\n else\n if <(報告濫用) = [2]> then\n 乱数 (5) (6)\n else\n if <(報告濫用) = [3]> then\n 乱数 (7) (8)\n else\n broadcast (報告濫用 v)\n end\n end\n end\nend\n\ndefine cloudy0260\nstart sound [Low Boing v]\nif <<(Cloudy0260:Lv.) = [0]> or <(Cloudy0260:Lv.) = [1]>> then\n 報告 [1] [10] [1] [10] [1] [10] [1] [10]\nelse\n if <(Cloudy0260:Lv.) = [2]> then\n 報告 [1] [10] [1] [10] [1] [10] [2] [10]\n else\n if <(Cloudy0260:Lv.) = [3]> then\n 報告 [1] [10] [1] [10] [2] [10] [2] [9]\n else\n if <(Cloudy0260:Lv.) = [4]> then\n 報告 [1] [10] [2] [10] [2] [9] [3] [9]\n else\n if <(Cloudy0260:Lv.) = [5]> then\n 報告 [1] [10] [2] [9] [3] [9] [4] [9]\n else\n if <(Cloudy0260:Lv.) = [6]> then\n 報告 [1] [9] [3] [9] [4] [9] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [7]> then\n 報告 [1] [9] [3] [9] [5] [9] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [8]> then\n 報告 [2] [9] [4] [9] [6] [9] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [9]> then\n 報告 [2] [9] [4] [9] [7] [9] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [10]> then\n 報告 [2] [9] [5] [9] [7] [9] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [11]> then\n 報告 [3] [9] [5] [9] [1] [1] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [12]> then\n 報告 [3] [9] [5] [9] [1] [1] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [13]> then\n 報告 [4] [9] [5] [9] [1] [1] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [14]> then\n 報告 [4] [9] [6] [9] [1] [1] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [15]> then\n 報告 [4] [8] [6] [8] [1] [1] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [16]> then\n 報告 [4] [8] [1] [1] [1] [1] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [17]> then\n 報告 [5] [8] [1] [1] [1] [1] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [18]> then\n 報告 [5] [8] [1] [1] [1] [1] [1] [1]\n else\n if <(Cloudy0260:Lv.) = [19]> then\n 報告 [6] [7] [1] [1] [1] [1] [1] [1]\n else\n 報告 [1] [1] [1] [1] [1] [1] [1] [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\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nif <(Cloudy0260:Lv.) = [0]> then\n\nwhen I start as a clone\nif <(clone.2) = [3]> then\n show\n go to [front v] layer\n go to x: (-255) y: (-151)\n switch costume to (cloudy0260 v)\n Lv [1] 回数 [27] x [1.6852]\n Lv [2] 回数 [26] x [1.75]\n Lv [3] 回数 [25] x [1.82]\n Lv [4] 回数 [24] x [1.8958]\n Lv [5] 回数 [23] x [1.9872]\n Lv [6] 回数 [22] x [2.0682]\n Lv [7] 回数 [21] x [2.166]\n Lv [8] 回数 [20] x [2.275]\n Lv [9] 回数 [19] x [2.3947]\n Lv [10] 回数 [18] x [2.5278]\n Lv [11] 回数 [17] x [2.6764]\n Lv [12] 回数 [16] x [2.84375]\n Lv [13] 回数 [15] x [3.033]\n Lv [14] 回数 [14] x [3.25]\n Lv [15] 回数 [13] x [3.5]\n Lv [16] 回数 [12] x [3.792]\n Lv [17] 回数 [11] x [4.136]\n Lv [18] 回数 [10] x [4.55]\n Lv [19] 回数 [9] x [5.055555555555555]\n Lv [20] 回数 [7] x [6.5]\n go to x: (200) y: (-151)\n repeat (4)\n switch costume to (cloudy7 v)\n start sound [doing v]\n repeat (5)\n go to [front v] layer\n next costume\n end\n repeat (5)\n go to [front v] layer\n switch costume to ((costume [number v]) - (1))\n end\n end\n cloudy0260\n switch costume to (cloudy0260 v)\n repeat (5)\n go to [front v] layer\n next costume\n change x by (5.5)\n end\n repeat (5)\n go to [front v] layer\n switch costume to ((costume [number v]) - (1))\n change x by (5.5)\n end\n delete this clone\nend\n\ndefine 回数 (回数) x (x)\nrepeat (回数)\n start sound [walk v]\n repeat (5)\n go to [front v] layer\n next costume\n change x by (x)\n end\n repeat (5)\n go to [front v] layer\n switch costume to ((costume [number v]) - (1))\n change x by (x)\n end\nend\n\ndefine Lv (lv) 回数 (回数) x (x)\nif <(Cloudy0260:Lv.) = (lv)> then\n 回数 (回数) x (x)\nend\n\nwhen I start as a clone\nif <(clone.2) = [0]> then\n show\n switch costume to (コスチューム1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen this sprite clicked\nif <<[3] < (costume [number v])> and <(costume [number v]) < [10]>> then\n set [clone.2 v] to [0]\n create clone of (_myself_ v)\n delete this clone\nend\n\ndelete this clone\n\nwhen I receive [報告濫用 v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (www v)\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (100)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [brightness v] effect by (1)\nend\n\nwhen I start as a clone\nif <(smoke) = [1]> then\n set [brightness v] effect to (-100)\nelse\n clear graphic effects\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone.2) = [3]> then\n set y to (-151)\nend\n\n@スプライト3\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [Finger Snap v]\n change [click v] by (the number of platform)\n if <(smoke) = [0]> then\n repeat (3)\n set [ghost v] effect to (50)\n set [brightness v] effect to (50)\n end\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\ndefine 回転\nchange [変数 v] by (9)\nturn right (([sin v] of (変数) ) * (3)) degrees\n\nwhen I receive [start v]\nset [the number of platform v] to [1]\nshow\nswitch costume to (通常 v)\npoint in direction (71)\nset [大きさ v] to [0]\nset size to (0) %\ngo to x: (0) y: (50)\nrepeat (18)\n change [大きさ v] by (12)\n change size by (([sin v] of (大きさ) ) * (12))\nend\nset size to (100) %\nset [変数 v] to [0]\nforever\n change [変数 v] by (9)\n turn right (([sin v] of (変数) ) * (3)) degrees\n forever\n 回転\n if <(distance to [mouse-pointer v]) < [65]> then\n set [大きさ v] to [0]\n repeat until <[134] = (size)>\n change [大きさ v] by (10)\n change size by (([sin v] of (大きさ) ) * (3))\n 回転\n end\n repeat until <[64] < (distance to [mouse-pointer v])>\n 回転\n end\n repeat until <[103] = (size)>\n change [大きさ v] by (-10)\n change size by (([sin v] of (大きさ) ) * (-3))\n 回転\n end\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (100)\n change [ghost v] effect by (0.5)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [ghost v] effect by (-0.5)\n change [brightness v] effect by (1)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト4\n\ndefine the number (コスチューム) (number) (click) (-)\nif <(costume [number v]) = (コスチューム)> then\n if <(click) < (click)> then\n start sound [Magic Spell v]\n change [the number of platform v] by (number)\n change [click v] by (-)\n else\n start sound [Clang v]\n end\nend\n\nwhen I start as a clone\nshow\nif <(Clone) = [1]> then\n go to x: (-186) y: (-101)\n forever\n コスチューム [1] [5] [9] [49] [4999] [19999999]\n end\nend\nif <(Clone) = [2]> then\n go to x: (-86) y: (-101)\n forever\n コスチューム [2] [6] [10] [99] [124999] [149999999]\n end\nend\nif <(Clone) = [3]> then\n go to x: (14) y: (-101)\n forever\n コスチューム [3] [7] [11] [499] [999999] [399999999]\n end\nend\nif <(Clone) = [4]> then\n go to x: (114) y: (-101)\n forever\n コスチューム [4] [8] [12] [999] [4999999] [4999999999]\n end\nend\nif <(Clone) = [5]> then\n go to x: (200) y: (-101)\n switch costume to (コスチューム6 v)\n forever\n if <touching (mouse-pointer v)?> then\n turn right (15) degrees\n set size to (120) %\n else\n point in direction (90)\n set size to (100) %\n end\n end\nend\n\ndefine コスチューム (1) (2) (3) (c1) (c2) (c3)\nif <(Reset) = [1]> then\n switch costume to (1)\n if <(c1) < (click)> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-35)\n end\nelse\n if <(Reset) = [2]> then\n switch costume to (2)\n if <(c2) < (click)> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-35)\n end\n else\n switch costume to (3)\n if <(c3) < (click)> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-35)\n end\n end\nend\n\ndefine 明るさ (コスチューム) (click)\nif <(costume [number v]) = (コスチューム)> then\n forever\n if <(click) < (click)> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-35)\n end\n end\nend\n\ndefine auto (コスチューム) (auto) (click) (-)\nif <(costume [number v]) = (コスチューム)> then\n if <(click) < (click)> then\n start sound [Magic Spell v]\n change [auto of platform v] by (auto)\n change [click v] by (-)\n else\n start sound [Clang v]\n end\nend\n\nwhen this sprite clicked\nthe number [1] [1] [49] [-50]\nthe number [3] [10] [499] [-500]\nthe number [5] [100] [4999] [-5000]\nthe number [7] [13000] [999999] [-1000000]\nthe number [9] [300000] [19999999] [-20000000]\nthe number [10] [5000000] [149999999] [-150000000]\nthe number [12] [15000000] [4999999999] [-5000000000]\nauto [2] [1] [99] [-100]\nauto [4] [50] [999] [-1000]\nauto [6] [1000] [124999] [-125000]\nauto [8] [20000] [4999999] [-5000000]\nauto [11] [2000000] [399999999] [-400000000]\nif <(costume [number v]) = [18]> then\n if <(回転) = [0]> then\n change [reset v] by (1)\n if <(Reset) = [4]> then\n set [reset v] to [1]\n end\n broadcast (回転 v)\n end\nend\n\nwhen I receive [start v]\nclone\nset [reset v] to [1]\n\ndefine clone\nset [clone v] to [0]\nrepeat (5)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [回転 v]\nif <not <(costume [number v]) = [18]>> then\n stop [other scripts in sprite v]\n コス\n forever\n reset\n end\nend\n\nwhen I receive [回転 2 v]\nif <not <(costume [number v]) = [18]>> then\n stop [other scripts in sprite v]\n set [回転 v] to [1]\n repeat ((Bomb:Lv.) * (3))\n コス\n end\n set [回転 v] to [0]\n forever\n reset\n end\nend\n\ndefine コス\nstart sound [Zoop v]\nrepeat (1)\n switch costume to (コスチューム15 v)\nend\nrepeat (4)\n next costume\nend\n\ndefine 処理\nif <[1] = (Bomb:Lv.)> then\n change [timer v] by (5)\nelse\n if <[2] = (Bomb:Lv.)> then\n change [timer v] by (10)\n else\n if <[3] = (Bomb:Lv.)> then\n change [timer v] by (15)\n else\n if <[4] = (Bomb:Lv.)> then\n change [timer v] by (20)\n else\n if <[5] = (Bomb:Lv.)> then\n change [timer v] by (25)\n else\n if <[6] = (Bomb:Lv.)> then\n change [timer v] by (30)\n else\n if <[7] = (Bomb:Lv.)> then\n change [timer v] by (35)\n else\n if <[8] = (Bomb:Lv.)> then\n change [timer v] by (40)\n else\n if <[9] = (Bomb:Lv.)> then\n change [timer v] by (45)\n else\n if <[10] = (Bomb:Lv.)> then\n change [timer v] by (50)\n else\n if <[11] = (Bomb:Lv.)> then\n change [timer v] by (55)\n else\n if <[12] = (Bomb:Lv.)> then\n change [timer v] by (60)\n else\n if <[13] = (Bomb:Lv.)> then\n change [timer v] by (65)\n else\n if <[14] = (Bomb:Lv.)> then\n change [timer v] by (70)\n else\n if <[15] = (Bomb:Lv.)> then\n change [timer v] by (75)\n else\n if <[16] = (Bomb:Lv.)> then\n change [timer v] by (80)\n else\n if <[17] = (Bomb:Lv.)> then\n change [timer v] by (85)\n else\n if <[18] = (Bomb:Lv.)> then\n change [timer v] by (90)\n else\n if <[19] = (Bomb:Lv.)> then\n change [timer v] by (95)\n else\n change [timer v] by (100)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine reset\nif <(x position) = [-186]> then\n コスチューム [1] [5] [9] [49] [4999] [19999999]\nend\nif <(x position) = [-86]> then\n コスチューム [2] [6] [10] [99] [124999] [149999999]\nend\nif <(x position) = [14]> then\n コスチューム [3] [7] [11] [499] [999999] [399999999]\nend\nif <(x position) = [114]> then\n コスチューム [4] [8] [12] [999] [4999999] [4999999999]\nend\n\nwhen I receive [start v]\nset [auto of platform v] to [0]\nforever\n wait (1) seconds\n change [click v] by (auto of platform)\nend\n\nwhen flag clicked\nset [回転 v] to [0]\nclear graphic effects\n\nwhen I receive [clean v]\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (-0.5)\nend\n\nwhen I receive [smoke v]\nrepeat (100)\n change [brightness v] effect by (-1)\n change [ghost v] effect by (-0.5)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト6\n\nwhen I receive [砂嵐 v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nclear graphic effects\nrepeat (91)\n set [砂嵐 v] to [1]\n go to [front v] layer\n change [mosaic v] effect by (10)\nend\nset [砂嵐 v] to [0]\n\nwhen I receive [砂嵐 v]\nplay sound [Dance Around v] until done\nhide\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n set [猫 v] to (pick random (1) to (5))\n if <(猫) = [1]> then\n if <not <[cat v] contains [-190]?>> then\n 入力 [-190]\n else\n set [猫 v] to (pick random (2) to (5))\n if <(猫) = [2]> then\n if <not <[cat v] contains [-94]?>> then\n 入力 [-94]\n else\n set [猫 v] to (pick random (3) to (5))\n if <(猫) = [3]> then\n 入力 [0]\n else\n if <(猫) = [4]> then\n 入力 [95]\n else\n 入力 [188]\n end\n end\n end\n else\n if <(猫) = [3]> then\n if <not <[cat v] contains [0]?>> then\n 入力 [0]\n else\n set [猫 v] to (pick random (3) to (5))\n if <(猫) = [3]> then\n set [猫 v] to [2]\n end\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [4]> then\n 入力 [95]\n else\n 入力 [188]\n end\n end\n end\n else\n if <(猫) = [4]> then\n if <not <[cat v] contains [95]?>> then\n 入力 [95]\n else\n set [猫 v] to (pick random (2) to (4))\n if <(猫) = [4]> then\n set [猫 v] to [5]\n end\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [3]> then\n 入力 [0]\n else\n 入力 [188]\n end\n end\n end\n else\n if <not <[cat v] contains [188]?>> then\n 入力 [188]\n else\n set [猫 v] to (pick random (2) to (4))\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [3]> then\n 入力 [0]\n else\n 入力 [95]\n end\n end\n end\n end\n end\n end\n end\n else\n if <(猫) = [2]> then\n if <not <[cat v] contains [-94]?>> then\n 入力 [-94]\n else\n set [猫 v] to (pick random (2) to (5))\n if <(猫) = [2]> then\n set [猫 v] to [1]\n end\n if <(猫) = [1]> then\n if <not <[cat v] contains [-190]?>> then\n 入力 [-190]\n else\n set [猫 v] to (pick random (3) to (5))\n if <(猫) = [3]> then\n 入力 [0]\n else\n if <(猫) = [4]> then\n 入力 [95]\n else\n 入力 [188]\n end\n end\n end\n else\n if <(猫) = [3]> then\n if <not <[cat v] contains [0]?>> then\n 入力 [0]\n else\n set [猫 v] to (pick random (3) to (5))\n if <(猫) = [3]> then\n set [猫 v] to [1]\n end\n if <(猫) = [1]> then\n 入力 [-190]\n else\n if <(猫) = [4]> then\n 入力 [95]\n else\n 入力 [188]\n end\n end\n end\n else\n if <(猫) = [4]> then\n if <not <[cat v] contains [95]?>> then\n 入力 [95]\n else\n repeat until <<not <(猫) = [2]>> and <not <(猫) = [4]>>>\n set [猫 v] to (pick random (1) to (5))\n end\n if <(猫) = [1]> then\n 入力 [-190]\n else\n if <(猫) = [3]> then\n 入力 [0]\n else\n 入力 [188]\n end\n end\n end\n else\n if <not <[cat v] contains [188]?>> then\n 入力 [188]\n else\n set [猫 v] to (pick random (2) to (4))\n if <(猫) = [2]> then\n set [猫 v] to [1]\n end\n if <(猫) = [1]> then\n 入力 [-190]\n else\n if <(猫) = [3]> then\n 入力 [0]\n else\n 入力 [95]\n end\n end\n end\n end\n end\n end\n end\n else\n if <(猫) = [3]> then\n if <not <[cat v] contains [0]?>> then\n 入力 [0]\n else\n repeat until <not <(猫) = [3]>>\n set [猫 v] to (pick random (1) to (5))\n end\n if <(猫) = [2]> then\n if <not <[cat v] contains [-94]?>> then\n 入力 [-94]\n else\n set [猫 v] to (pick random (3) to (5))\n if <(猫) = [3]> then\n set [猫 v] to [1]\n end\n if <(猫) = [1]> then\n 入力 [-190]\n else\n if <(猫) = [4]> then\n 入力 [95]\n else\n 入力 [188]\n end\n end\n end\n else\n if <(猫) = [1]> then\n if <not <[cat v] contains [0]?>> then\n 入力 [0]\n else\n set [猫 v] to (pick random (3) to (5))\n if <(猫) = [3]> then\n set [猫 v] to [2]\n end\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [4]> then\n 入力 [95]\n else\n 入力 [188]\n end\n end\n end\n else\n if <(猫) = [4]> then\n if <not <[cat v] contains [95]?>> then\n 入力 [95]\n else\n set [猫 v] to (pick random (1) to (3))\n if <(猫) = [3]> then\n set [猫 v] to [5]\n end\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [1]> then\n 入力 [-190]\n else\n 入力 [188]\n end\n end\n end\n else\n if <not <[cat v] contains [188]?>> then\n 入力 [188]\n else\n set [猫 v] to (pick random (1) to (3))\n if <(猫) = [3]> then\n set [猫 v] to [4]\n end\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [1]> then\n 入力 [-190]\n else\n 入力 [95]\n end\n end\n end\n end\n end\n end\n end\n else\n if <(猫) = [4]> then\n if <not <[cat v] contains [95]?>> then\n 入力 [95]\n else\n repeat until <not <(猫) = [4]>>\n set [猫 v] to (pick random (1) to (5))\n end\n if <(猫) = [2]> then\n if <not <[cat v] contains [-94]?>> then\n 入力 [-94]\n else\n repeat until <<not <(猫) = [4]>> and <not <(猫) = [2]>>>\n set [猫 v] to (pick random (1) to (5))\n end\n if <(猫) = [3]> then\n 入力 [0]\n else\n if <(猫) = [1]> then\n 入力 [-190]\n else\n 入力 [188]\n end\n end\n end\n else\n if <(猫) = [3]> then\n if <not <[cat v] contains [0]?>> then\n 入力 [0]\n else\n set [猫 v] to (pick random (1) to (3))\n if <(猫) = [3]> then\n set [猫 v] to [5]\n end\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [1]> then\n 入力 [-190]\n else\n 入力 [188]\n end\n end\n end\n else\n if <(猫) = [1]> then\n if <not <[cat v] contains [-190]?>> then\n 入力 [-190]\n else\n set [猫 v] to (pick random (2) to (4))\n if <(猫) = [4]> then\n set [猫 v] to [5]\n end\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [3]> then\n 入力 [0]\n else\n 入力 [188]\n end\n end\n end\n else\n if <not <[cat v] contains [188]?>> then\n 入力 [188]\n else\n set [猫 v] to (pick random (2) to (4))\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [3]> then\n 入力 [0]\n else\n 入力 [95]\n end\n end\n end\n end\n end\n end\n end\n else\n if <not <[cat v] contains [188]?>> then\n 入力 [188]\n else\n set [猫 v] to (pick random (1) to (4))\n if <(猫) = [2]> then\n if <not <[cat v] contains [-94]?>> then\n 入力 [-94]\n else\n repeat until <not <(猫) = [2]>>\n set [猫 v] to (pick random (1) to (4))\n end\n if <(猫) = [3]> then\n 入力 [0]\n else\n if <(猫) = [4]> then\n 入力 [95]\n else\n 入力 [-190]\n end\n end\n end\n else\n if <(猫) = [3]> then\n if <not <[cat v] contains [0]?>> then\n 入力 [0]\n else\n set [猫 v] to (pick random (1) to (3))\n if <(猫) = [3]> then\n set [猫 v] to [4]\n end\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [4]> then\n 入力 [95]\n else\n 入力 [-190]\n end\n end\n end\n else\n if <(猫) = [4]> then\n if <not <[cat v] contains [95]?>> then\n 入力 [95]\n else\n set [猫 v] to (pick random (1) to (3))\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [3]> then\n 入力 [0]\n else\n 入力 [-190]\n end\n end\n end\n else\n if <not <[cat v] contains [-190]?>> then\n 入力 [-190]\n else\n set [猫 v] to (pick random (2) to (4))\n if <(猫) = [2]> then\n 入力 [-94]\n else\n if <(猫) = [3]> then\n 入力 [0]\n else\n 入力 [95]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set y to (-50)\n show\n set [mosaic v] effect to (0)\n switch costume to (コスチューム1 v)\n if <(smoke) = [1]> then\n set [brightness v] effect to (100)\n go to [back v] layer\n go [forward v] (5) layers\n end\n repeat (5)\n next costume\n 最背面\n end\n start sound [Meow v]\n repeat (12)\n next costume\n 最背面\n end\n if <(Cat:Lv.) = [20]> then\n repeat (5)\n repeat (3)\n next costume\n 最背面\n end\n wait (0.3) seconds\n repeat (1)\n next costume\n 最背面\n end\n repeat (1)\n switch costume to (cat-a3 v)\n 最背面\n end\n wait (0.3) seconds\n end\n else\n repeat (10)\n repeat (3)\n next costume\n 最背面\n end\n wait (0.3) seconds\n repeat (1)\n next costume\n 最背面\n end\n repeat (1)\n switch costume to (cat-a3 v)\n 最背面\n end\n wait (0.3) seconds\n end\n end\n go to x: (0) y: (0)\n clear graphic effects\n start sound [Meow3 v]\n repeat (1)\n switch costume to (cat-a28 v)\n end\n repeat (9)\n next costume\n go to [front v] layer\n end\n broadcast (砂嵐 v)\n hide\n jumpscare\n 削除\n delete this clone\nend\n\nwhen I receive [start v]\ndelete all of [cat v]\nif <(Cat:Lv.) = [0]> then\n\ndefine 入力 (入力)\nadd (入力) to [cat v]\nset x to (入力)\n\ndefine 削除\nif <(x position) = [-190]> then\n delete (item # of [-190] in [cat v]) of [cat v]\nelse\n if <(x position) = [-94]> then\n delete (item # of [-94] in [cat v]) of [cat v]\n else\n if <(x position) = [0]> then\n delete (item # of [0] in [cat v]) of [cat v]\n else\n if <(x position) = [95]> then\n delete (item # of [95] in [cat v]) of [cat v]\n else\n delete (item # of [188] in [cat v]) of [cat v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n show\n switch costume to (cat-a3 v)\n repeat (16)\n switch costume to ((costume [number v]) - (1))\n end\n 削除\n delete this clone\nend\n\ndefine jumpscare\nif <(Cat:Lv.) = [1]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.95)) )\nelse\n if <(Cat:Lv.) = [2]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.9)) )\n else\n if <(Cat:Lv.) = [3]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.85)) )\n else\n if <(Cat:Lv.) = [4]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.8)) )\n else\n if <(Cat:Lv.) = [5]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.75)) )\n else\n if <(Cat:Lv.) = [6]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.7)) )\n else\n if <(Cat:Lv.) = [7]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.65)) )\n else\n if <(Cat:Lv.) = [8]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.6)) )\n else\n if <(Cat:Lv.) = [9]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.55)) )\n else\n if <(Cat:Lv.) = [10]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.5)) )\n else\n if <(Cat:Lv.) = [11]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.45)) )\n else\n if <(Cat:Lv.) = [12]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.4)) )\n else\n if <(Cat:Lv.) = [13]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.35)) )\n else\n if <(Cat:Lv.) = [14]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.3)) )\n else\n if <(Cat:Lv.) = [15]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.25)) )\n else\n if <(Cat:Lv.) = [16]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.2)) )\n else\n if <(Cat:Lv.) = [17]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.15)) )\n else\n if <(Cat:Lv.) = [18]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.1)) )\n else\n if <(Cat:Lv.) = [19]> then\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0.05)) )\n else\n set [auto of platform v] to ([ceiling v] of ((auto of platform) * (0)) )\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<[17] < (costume [number v])> and <(costume [number v]) < [23]>> then\n set [clone v] to [2]\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen flag clicked\nset [砂嵐 v] to [0]\nhide\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (10)\n go to [back v] layer\nend\n\ndefine 最背面\nif <(smoke) = [0]> then\n go to [back v] layer\n clear graphic effects\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Present:Lv.) = [20]> then\n wait (pick random (8) to (12)) seconds\n set [clone v] to [1]\n create clone of (_myself_ v)\n else\n wait (pick random (40) to (60)) seconds\n set [clone v] to [1]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nclone [1] コスチューム [1] 角度 [5] x [270] move x [3] y (pick random (-40) to (160)) 回数 [180] 大きさ [100]\n\ndefine 回転 (コスチューム) (角度) (x)\nswitch costume to (a v)\nturn right (角度) degrees\nchange x by (x)\nswitch costume to (コスチューム)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [Tada v]\n set [clone v] to [2]\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n point in direction (90)\n if <<(Present:Lv.) = [0]> or <(Present:Lv.) = [1]>> then\n surprise\n else\n if <(Present:Lv.) = [2]> then\n if <(pick random (1) to (20)) = (pick random (1) to (20))> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n surprise\n end\n else\n if <(Present:Lv.) = [3]> then\n if <(pick random (1) to (19)) = (pick random (1) to (19))> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n surprise\n end\n else\n if <(Present:Lv.) = [4]> then\n if <(pick random (1) to (18)) = (pick random (1) to (18))> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n surprise\n end\n else\n if <(Present:Lv.) = [5]> then\n if <(pick random (1) to (17)) = (pick random (1) to (17))> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n surprise\n end\n else\n if <(Present:Lv.) = [6]> then\n if <(pick random (1) to (20)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (20)) = [20]> then\n コスチューム [-1%] 割合 [0.99]\n else\n surprise\n end\n end\n else\n if <(Present:Lv.) = [7]> then\n if <(pick random (2) to (19)) = [2]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (2) to (19)) = [19]> then\n コスチューム [-1%] 割合 [0.99]\n else\n surprise\n end\n end\n else\n if <(Present:Lv.) = [8]> then\n if <(pick random (2) to (19)) = [2]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (2) to (19)) = [19]> then\n コスチューム [-1%] 割合 [0.99]\n else\n surprise\n end\n end\n else\n if <(Present:Lv.) = [9]> then\n if <(pick random (3) to (18)) = [3]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (3) to (18)) = [18]> then\n コスチューム [-1%] 割合 [0.99]\n else\n surprise\n end\n end\n else\n if <(Present:Lv.) = [10]> then\n if <(pick random (1) to (15)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (15)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (15)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n surprise\n end\n end\n end\n else\n if <(Present:Lv.) = [11]> then\n if <(pick random (1) to (14)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (14)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (14)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n surprise\n end\n end\n end\n else\n if <(Present:Lv.) = [12]> then\n if <(pick random (1) to (13)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (13)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (13)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n surprise\n end\n end\n end\n else\n if <(Present:Lv.) = [13]> then\n if <(pick random (1) to (12)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (12)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (12)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n surprise\n end\n end\n end\n else\n if <(Present:Lv.) = [14]> then\n if <(pick random (1) to (12)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (12)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (12)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n if <(pick random (1) to (12)) = [4]> then\n コスチューム [-25%] 割合 [0.75]\n else\n surprise\n end\n end\n end\n end\n else\n if <(Present:Lv.) = [15]> then\n if <(pick random (1) to (11)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (11)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (11)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n if <(pick random (1) to (11)) = [4]> then\n コスチューム [-25%] 割合 [0.75]\n else\n surprise\n end\n end\n end\n end\n else\n if <(Present:Lv.) = [16]> then\n if <(pick random (1) to (10)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (10)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (10)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n if <(pick random (1) to (10)) = [4]> then\n コスチューム [-25%] 割合 [0.75]\n else\n surprise\n end\n end\n end\n end\n else\n if <(Present:Lv.) = [17]> then\n if <(pick random (1) to (10)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (10)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (10)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n if <(pick random (1) to (10)) = [4]> then\n コスチューム [-25%] 割合 [0.75]\n else\n if <(pick random (1) to (10)) = [5]> then\n コスチューム [-50%] 割合 [0.5]\n else\n if <(pick random (1) to (10)) = [6]> then\n コスチューム [-75%] 割合 [0.25]\n else\n surprise\n end\n end\n end\n end\n end\n end\n else\n if <(Present:Lv.) = [18]> then\n if <(pick random (1) to (9)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (9)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (9)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n if <(pick random (1) to (9)) = [4]> then\n コスチューム [-25%] 割合 [0.75]\n else\n if <(pick random (1) to (9)) = [5]> then\n コスチューム [-50%] 割合 [0.5]\n else\n if <(pick random (1) to (9)) = [6]> then\n コスチューム [-75%] 割合 [0.25]\n else\n surprise\n end\n end\n end\n end\n end\n end\n else\n if <(Present:Lv.) = [19]> then\n if <(pick random (1) to (8)) = [1]> then\n コスチューム [-0.1%] 割合 [0.995]\n else\n if <(pick random (1) to (8)) = [2]> then\n コスチューム [-1%] 割合 [0.99]\n else\n if <(pick random (1) to (8)) = [3]> then\n コスチューム [-10%] 割合 [0.9]\n else\n if <(pick random (1) to (8)) = [4]> then\n コスチューム [-25%] 割合 [0.75]\n else\n if <(pick random (1) to (8)) = [5]> then\n コスチューム [-50%] 割合 [0.5]\n else\n if <(pick random (1) to (8)) = [6]> then\n コスチューム [-75%] 割合 [0.25]\n else\n surprise\n end\n end\n end\n end\n end\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n コスチューム [-100%] 割合 [0]\n else\n if <(pick random (1) to (2)) = [2]> then\n コスチューム [-100%] 割合 [0]\n else\n if <(pick random (4) to (3)) = [3]> then\n コスチューム [-100%] 割合 [0]\n else\n if <(pick random (4) to (5)) = [4]> then\n コスチューム [-100%] 割合 [0]\n else\n if <(pick random (4) to (5)) = [5]> then\n コスチューム [-100%] 割合 [0]\n else\n if <(pick random (7) to (6)) = [6]> then\n コスチューム [-75%] 割合 [0.25]\n else\n if <(pick random (7) to (8)) = [7]> then\n コスチューム [-50%] 割合 [0.5]\n else\n if <(pick random (9) to (8)) = [8]> then\n コスチューム [-25%] 割合 [0.75]\n else\n if <(pick random (8) to (9)) = [9]> then\n コスチューム [-10%] 割合 [0.9]\n else\n surprise\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n repeat (15)\n change y by (1)\n go to [back v] layer\n end\n delete this clone\nend\n\ndefine コスチューム (コスチューム) 割合 (割合)\nswitch costume to (コスチューム)\nset [the number of platform v] to ([ceiling v] of ((the number of platform) * (割合)) )\n\ndefine 秒 (秒) clone (clone)\nwait (秒) seconds\nset [clone v] to (clone)\ncreate clone of (_myself_ v)\n\ndefine click (秒) (clone)\nforever\n wait (秒) seconds\n set [clone v] to (clone)\n create clone of (_myself_ v)\nend\n\ndefine clone (clone) コスチューム (コスチューム) 角度 (角度) x (x) move x (move x) y (y) 回数 (回数) 大きさ (大きさ)\nif <(Clone) = (clone)> then\n set size to (大きさ) %\n point in direction (90)\n switch costume to (a v)\n if <(pick random (1) to (2)) = [1]> then\n go to x: (x) y: (y)\n repeat (回数)\n 回転 (コスチューム) ((角度) * (-1)) ((move x) * (-1))\n go to [back v] layer\n end\n else\n go to x: ((x) * (-1)) y: (y)\n repeat (回数)\n 回転 (コスチューム) (角度) (move x)\n go to [back v] layer\n end\n if <[25] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0.09)) )\n end\n if <[26] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0.9)) )\n end\n if <[27] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0.75)) )\n end\n if <[28] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0.5)) )\n end\n if <[29] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0)) )\n end\n end\n delete this clone\nend\n\ndefine surprise\nif <[1000000] < (the number of platform)> then\n switch costume to (10 m v)\n change [click v] by (10000000)\nelse\n if <[100000] < (the number of platform)> then\n switch costume to (1 m v)\n change [click v] by (1000000)\n else\n if <[10000] < (the number of platform)> then\n switch costume to (100 k v)\n change [click v] by (100000)\n else\n if <[1000] < (the number of platform)> then\n switch costume to (10 k v)\n change [click v] by (10000)\n else\n if <[100] < (the number of platform)> then\n switch costume to (1 k v)\n change [click v] by (1000)\n else\n switch costume to (100 v)\n change [click v] by (100)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト8\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nclone [2] コスチューム [15] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [3] コスチューム [16] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [4] コスチューム [17] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [5] コスチューム [18] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [6] コスチューム [19] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [7] コスチューム [20] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [8] コスチューム [21] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [9] コスチューム [22] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [10] コスチューム [23] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\nclone [11] コスチューム [24] 角度 [5] x [270] move x [3] y (pick random (-40) to (200)) 回数 [180] 大きさ [80]\n\ndefine 回転 (コスチューム) (角度) (x)\nset [ghost v] effect to (100)\nswitch costume to (a v)\nturn right (角度) degrees\nchange x by (x)\nset [ghost v] effect to (0)\nswitch costume to (コスチューム)\n\nwhen this sprite clicked\ndecrease [15] [-10]\ndecrease [16] [-100]\ndecrease [17] [-1000]\ndecrease [18] [-10000]\ndecrease [19] [-100000]\ndecrease [20] [-1000000]\ndecrease [21] [-10000000]\ndecrease [22] [-100000000]\ndecrease [23] [-1000000000]\ndecrease [24] [-9000000000]\n\ndefine decrease (コスチューム) (number)\nif <(costume [number v]) = (コスチューム)> then\n start sound [Crunch v]\n change [click v] by (number)\nend\n\nwhen I receive [start v]\nif <[0] = (Needle:Lv.)> then\n\ndefine clone (clone) コスチューム (コスチューム) 角度 (角度) x (x) move x (move x) y (y) 回数 (回数) 大きさ (大きさ)\nif <(Clone) = (clone)> then\n go to [front v] layer\n set size to (大きさ) %\n point in direction (90)\n switch costume to (a v)\n if <(pick random (1) to (2)) = [1]> then\n go to x: (x) y: (y)\n repeat (回数)\n 回転 (コスチューム) ((角度) * (-1)) ((move x) * (-1))\n end\n else\n go to x: ((x) * (-1)) y: (y)\n repeat (回数)\n 回転 (コスチューム) (角度) (move x)\n end\n end\n delete this clone\nend\n\ndefine 秒 (秒) clone (clone)\nwait (秒) seconds\nset [clone v] to (clone)\ncreate clone of (_myself_ v)\n\ndefine (秒1) (秒2) (秒3) (秒4) (秒5) (秒6) (秒7) (秒8) (秒9) (c1) (c2) (c3) (c4) (c5) (c6) (c7) (c8) (c9)\nrepeat until <[100] < (click)>\n 秒 (秒1) clone (pick random (2) to (c1))\nend\nrepeat until <[1000] < (click)>\n 秒 (秒2) clone (pick random (2) to (c2))\nend\nrepeat until <[10000] < (click)>\n 秒 (秒3) clone (pick random (2) to (c3))\nend\nrepeat until <[100000] < (click)>\n 秒 (秒4) clone (pick random (2) to (c4))\nend\nrepeat until <[1000000] < (click)>\n 秒 (秒5) clone (pick random (2) to (c5))\nend\nrepeat until <[10000000] < (click)>\n 秒 (秒6) clone (pick random (2) to (c6))\nend\nrepeat until <[100000000] < (click)>\n 秒 (秒7) clone (pick random (2) to (c6))\nend\nrepeat until <[1000000000] < (click)>\n 秒 (秒8) clone (pick random (2) to (c8))\nend\nforever\n 秒 (秒9) clone (pick random (2) to (c9))\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (100)\n change [brightness v] effect by (-1)\n change [ghost v] effect by (0.5)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (-0.5)\nend\n\nwhen I start as a clone\nif <(smoke) = [1]> then\n set [brightness v] effect to (-100)\nelse\n clear graphic effects\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト10\n\nwhen flag clicked\nhide\n\nwhen I receive [timer v]\nforever\n if <(故障) = [0]> then\n switch costume to (0 v)\n repeat (15)\n wait (1) seconds\n next costume\n end\n wait (1) seconds\n else\n broadcast (broken v)\n repeat (100)\n switch costume to (broken v)\n wait (0.02) seconds\n switch costume to (broken2 v)\n wait (0.02) seconds\n if <(故障) = [0]> then\n broadcast (timer v)\n stop [this script v]\n end\n end\n change [auto of platform v] by (-10000)\n create clone of (_myself_ v)\n go to [back v] layer\n set [故障 v] to [0]\n set [耐久力 v] to [0]\n end\nend\n\nwhen I start as a clone\nstart sound [Ricochet v]\nshow\nset size to (50) %\nswitch costume to (爆発 v)\nrepeat (12)\n next costume\nend\ndelete this clone\n\nwhen I receive [start v]\nbroadcast (timer v)\nset [故障 v] to [0]\ngo to [back v] layer\nshow\nforever\n if <(Timer:Lv.) = [0]> then\nend\n\ndefine 秒 (秒)\nwait (秒) seconds\nif <(pick random (1) to (2)) = [1]> then\n set [故障 v] to [1]\n set [耐久力 v] to [5]\nend\n\nwhen this sprite clicked\nif <<(costume [number v]) < [19]> and <[16] < (costume [number v])>> then\n if <(耐久力) = [1]> then\n change [耐久力 v] by (-1)\n set [故障 v] to [0]\n else\n change [耐久力 v] by (-1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(故障) = [0]> then\n play sound [Clock Ticking v] until done\n else\n stop [this script v]\n end\nend\n\nwhen I receive [broken v]\nrepeat until <(故障) = [0]>\n play sound [Telephone Ring v] until done\nend\nforever\n if <(故障) = [0]> then\n play sound [Clock Ticking v] until done\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (100)\n change [brightness v] effect by (1)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト9\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nclone [12] コスチューム [25] 角度 [5] x [270] move x [2] y (pick random (-40) to (200)) 回数 [270] 大きさ [80]\nclone [13] コスチューム [26] 角度 [5] x [270] move x [2] y (pick random (-40) to (200)) 回数 [270] 大きさ [80]\nclone [14] コスチューム [27] 角度 [5] x [270] move x [2] y (pick random (-40) to (200)) 回数 [270] 大きさ [80]\nclone [15] コスチューム [28] 角度 [5] x [270] move x [2] y (pick random (-40) to (200)) 回数 [270] 大きさ [80]\nclone [16] コスチューム [29] 角度 [5] x [270] move x [2] y (pick random (-40) to (200)) 回数 [270] 大きさ [80]\n\ndefine 回転 (コスチューム) (角度) (x)\nswitch costume to (a v)\nturn right (角度) degrees\nchange x by (x)\nswitch costume to (コスチューム)\n\nwhen this sprite clicked\n\n[25] [0.99]\n[26] [0.9]\n[27] [0.75]\n[28] [0.5]\n[29] [0]\n\ndefine コスチューム (コスチューム) 割合 (割合)\nswitch costume to (コスチューム)\nset [the number of platform v] to ([ceiling v] of ((the number of platform) * (割合)) )\n\ndefine clone (clone) コスチューム (コスチューム) 角度 (角度) x (x) move x (move x) y (y) 回数 (回数) 大きさ (大きさ)\nif <(Clone) = (clone)> then\n go to [front v] layer\n set size to (大きさ) %\n point in direction (90)\n switch costume to (a v)\n if <(pick random (1) to (2)) = [1]> then\n go to x: (x) y: (y)\n repeat (回数)\n 回転 (コスチューム) ((角度) * (-1)) ((move x) * (-1))\n end\n else\n go to x: ((x) * (-1)) y: (y)\n go to [front v] layer\n repeat (回数)\n 回転 (コスチューム) (角度) (move x)\n end\n if <[25] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0.99)) )\n end\n if <[26] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0.9)) )\n end\n if <[27] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0.75)) )\n end\n if <[28] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0.5)) )\n end\n if <[29] = (costume [number v])> then\n start sound [Squish Pop v]\n set [click v] to ([ceiling v] of ((click) * (0)) )\n end\n end\n delete this clone\nend\n\ndefine 秒 (秒) clone (clone)\nwait (秒) seconds\nset [clone v] to (clone)\ncreate clone of (_myself_ v)\n\nwhen this sprite clicked\nキャンセル [25]\nキャンセル [26]\nキャンセル [27]\nキャンセル [28]\nキャンセル [29]\n\nwhen I receive [start v]\nif <[0] = (Clickneedle:Lv.)> then\n\ndefine click (秒) (clone)\nforever\n wait (秒) seconds\n set [clone v] to (pick random (12) to (clone))\n create clone of (_myself_ v)\nend\n\ndefine キャンセル (コスチューム)\nif <(コスチューム) = (costume [number v])> then\n start sound [Bite v]\n repeat (8)\n change size by (-10)\n end\n delete this clone\nend\n\ndefine (コスチューム) (割合)\nif <(costume [number v]) = (コスチューム)> then\n set [click v] to ((click) * (割合))\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (100)\n change [brightness v] effect by (-1)\n change [ghost v] effect by (0.5)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [brightness v] effect by (1)\nend\n\nwhen I start as a clone\nforever\n if <(smoke) = [1]> then\n set [brightness v] effect to (-100)\n end\nend\n\nwhen I start as a clone\nif <(smoke) = [0]> then\n clear graphic effects\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト5\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (0)\ngo to [front v] layer\nクローン [101] x [-5] y [50] コスチューム [100] speed x [-1] 角度 [-5]\nクローン [102] x [-55] y [50] コスチューム [100] speed x [1] 角度 [5]\nクローン [103] x [-30] y [31] コスチューム [200] speed x [-0.5] 角度 [-5]\nクローン [104] x [-3] y [28] コスチューム [1100] speed x [-2] 角度 [-5]\nクローン [105] x [-55] y [28] コスチューム [1100] speed x [2] 角度 [5]\nクローン [106] x [-30] y [55] コスチューム [2200] speed x [0.5] 角度 [5]\nクローン [107] x [-30] y [31] コスチューム [11100] speed x [-0.5] 角度 [-5]\nクローン [108] x [-5] y [50] コスチューム [11100] speed x [-1] 角度 [-5]\nクローン [109] x [-55] y [51] コスチューム [11100] speed x [1] 角度 [-5]\nクローン [110] x [-2] y [28] コスチューム [22200] speed x [-2] 角度 [-5]\nクローン [111] x [-57] y [28] コスチューム [22200] speed x [2] 角度 [5]\nクローン [112] x [-30] y [55] コスチューム [22200] speed x [0.5] 角度 [5]\nクローン [113] x [-3] y [0] コスチューム [300] speed x [-3.5] 角度 [-5]\nクローン [114] x [-56] y [0] コスチューム [300] speed x [3.5] 角度 [5]\nクローン [115] x [-30] y [0] コスチューム [33300] speed x [0] 角度 [-5]\nクローン [116] x [-20] y [0] コスチューム [3300] speed x [-1.5] 角度 [-5]\nクローン [117] x [-41] y [0] コスチューム [3300] speed x [1.5] 角度 [5]\nクローン [118] x [-3] y [-3] コスチューム [500] speed x [-4] 角度 [-5]\nクローン [119] x [-56] y [-3] コスチューム [500] speed x [4] 角度 [5]\nクローン [120] x [-30] y [-3] コスチューム [55500] speed x [0] 角度 [-5]\nクローン [121] x [-20] y [-3] コスチューム [5500] speed x [-2.5] 角度 [-5]\nクローン [122] x [-41] y [-3] コスチューム [5500] speed x [2.5] 角度 [5]\nクローン [123] x [-3] y [5] コスチューム [400] speed x [-3] 角度 [-5]\nクローン [124] x [-56] y [5] コスチューム [400] speed x [3] 角度 [5]\nクローン [125] x [-30] y [5] コスチューム [44400] speed x [0] 角度 [-5]\nクローン [126] x [-20] y [5] コスチューム [4400] speed x [-1.5] 角度 [-5]\nクローン [127] x [-41] y [5] コスチューム [4400] speed x [1] 角度 [5]\n\ndefine クローン (クローン) x (x) y (y) コスチューム (コスチューム) speed x (speed x) 角度 (角度)\nif <(Clone) = (クローン)> then\n switch costume to (コスチューム)\n go to x: ((x position) - (x)) y: ((y position) - (y))\n set [y v] to [0]\n repeat until <(y position) < [-200]>\n 落下 コスチューム (コスチューム) x (speed x) 角度 (角度)\n end\n delete this clone\nend\n\ndefine 落下 コスチューム (コスチューム) x (x) 角度 (角度)\nif <<<<[55500] = (costume [name v])> or <[44400] = (costume [name v])>> or <[33300] = (costume [name v])>> or <<[11100] = (costume [name v])> or <[22200] = (costume [name v])>>> then\n change [y v] by (-0.75)\nelse\n change [y v] by (-1)\nend\nswitch costume to (0 v)\nchange y by (y)\nchange x by (x)\nturn right (角度) degrees\nswitch costume to (コスチューム)\n\ndefine 生成\nset [clone v] to [100]\nrepeat (27)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine 動き (回数) (x) (y)\nrepeat (回数)\n change x by (x)\n change y by (y)\nend\n\nwhen I start as a clone\nif <(Clone) = [0]> then\n set [地面 耐久 v] to [10]\n switch costume to (コスチューム8 v)\n if <(砂嵐) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n else\n go to [front v] layer\n end\nend\nif <(Clone) = [1]> then\n switch costume to (爆発 v)\n set size to (50) %\n repeat (24)\n go to [front v] layer\n next costume\n end\n delete this clone\nend\n\ndefine 妨害\nstart sound [High Whoosh v]\nrepeat (5)\n next costume\nend\nset [clone v] to [0]\ncreate clone of (_myself_ v)\nrepeat (4)\n next costume\n set [砂嵐 v] to [1]\nend\nset [砂嵐 v] to [0]\nswitch costume to (コスチューム1 v)\n\nwhen this sprite clicked\nif <<[10] < (costume [number v])> and <(costume [number v]) < [21]>> then\n if <[1] = (地面 耐久)> then\n 生成\n start sound [Bowling Strike v]\n delete this clone\n else\n start sound [Basketball Bounce v]\n next costume\n change [地面 耐久 v] by (-1)\n end\nend\nif <(costume [number v]) < [11]> then\n start sound [Ricochet v]\n set [clone v] to [1]\n create clone of (_myself_ v)\n delete this clone\nend\n\ndefine next\nif <(パターン) = [13]> then\n go to x: (20) y: (-188)\n 動き [30] [-5] [8]\n 動き [30] [10] [-6]\n 動き [30] [0] [10]\n 動き [30] [-10] [-10]\n 動き [30] [0] [5]\n 動き [30] [-3] [-5]\n 動き [19] [20] [0]\n 妨害\n 動き [3] [20] [0]\nelse\n if <(パターン) = [14]> then\n go to x: (40) y: (-188)\n 動き [20] [5] [10]\n 動き [20] [-15] [5]\n 妨害\n 動き [15] [10] [-10]\n 妨害\n 動き [13] [20] [0]\n else\n if <(パターン) = [15]> then\n go to x: (60) y: (-188)\n 動き [20] [0] [10]\n 動き [20] [-10] [0]\n 動き [10] [0] [-10]\n 動き [25] [0] [10]\n 動き [30] [10] [0]\n 妨害\n 動き [4] [20] [-5]\n else\n if <(パターン) = [16]> then\n go to x: (80) y: (-188)\n 動き [34] [0] [10]\n 動き [11] [-10] [0]\n 妨害\n repeat (2)\n 動き [8] [0] [-10]\n 妨害\n end\n 動き [14] [20] [10]\n else\n if <(パターン) = [17]> then\n go to x: (100) y: (-188)\n 動き [40] [-5] [5]\n 動き [20] [-5] [-5]\n 妨害\n 動き [7] [30] [30]\n 動き [20] [10] [-10]\n 動き [20] [-10] [0]\n 動き [20] [10] [10]\n 動き [7] [-10] [-15]\n 妨害\n 動き [5] [20] [0]\n else\n if <(パターン) = [18]> then\n go to x: (120) y: (-188)\n 動き [18] [5] [15]\n 動き [5] [-10] [-2]\n 妨害\n 動き [18] [-20] [0]\n 妨害\n 動き [23] [20] [0]\n else\n if <(パターン) = [19]> then\n go to x: (140) y: (-188)\n 動き [18] [-20] [10]\n 動き [16] [20] [10]\n 動き [6] [20] [-10]\n 動き [22] [-20] [-10]\n 動き [23] [20] [10]\n 動き [6] [-20] [10]\n 妨害\n 動き [1] [20] [7]\n else\n if <(パターン) = [20]> then\n go to x: (160) y: (-188)\n 動き [17] [1] [10]\n 妨害\n repeat (5)\n 動き [10] [-8.2] [0]\n 妨害\n end\n 動き [10] [50] [10]\n else\n if <(パターン) = [21]> then\n go to x: (160) y: (-188)\n 動き [17] [1] [10]\n 妨害\n repeat (5)\n 動き [10] [-8.2] [0]\n 妨害\n end\n 動き [10] [50] [10]\n else\n if <(パターン) = [22]> then\n go to x: (180) y: (-188)\n 動き [10] [-10] [10]\n 動き [10] [10] [10]\n 動き [10] [-10] [10]\n 動き [20] [-10] [-10]\n 動き [10] [10] [10]\n 動き [10] [-10] [10]\n 動き [10] [9] [5]\n 妨害\n 動き [14] [20] [-20]\n else\n if <(パターン) = [23]> then\n go to x: (200) y: (-188)\n 動き [20] [1] [15]\n 動き [20] [-20] [0]\n 動き [10] [0] [-15]\n 妨害\n 動き [10] [0] [15]\n 動き [10] [25] [0]\n 妨害\n 動き [9] [20] [0]\n else\n if <(パターン) = [24]> then\n go to x: (220) y: (-188)\n 動き [21] [-2] [15]\n repeat (5)\n 動き [18] [-2] [-15]\n 動き [18] [-2] [15]\n end\n 動き [16] [-2] [-15]\n 妨害\n 動き [24] [20] [7]\n else\n go to x: (240) y: (-188)\n 動き [35] [0] [2]\n 動き [38] [-10] [0]\n 妨害\n repeat (2)\n 動き [10] [8.2] [0]\n 妨害\n end\n 動き [11] [20] [20]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n go to [front v] layer\n show\n set [パターン v] to (pick random (1) to (25))\n switch costume to (コスチューム1 v)\n if <(パターン) = [1]> then\n go to x: (-220) y: (-188)\n 動き [56] [5] [5]\n 妨害\n 動き [25] [5] [-10]\n 動き [19] [-20] [15]\n 妨害\n 動き [20] [3] [-10]\n 妨害\n 動き [19] [20] [10]\n else\n if <(パターン) = [2]> then\n go to x: (-200) y: (-188)\n 動き [20] [10] [10]\n 動き [20] [5] [-5]\n 動き [30] [-5] [8]\n 動き [6] [3] [-12]\n 妨害\n 動き [14] [20] [-5]\n else\n if <(パターン) = [2]> then\n go to x: (-200) y: (-188)\n 動き [20] [10] [10]\n 動き [20] [5] [-5]\n 動き [30] [-5] [8]\n 動き [6] [3] [-12]\n 妨害\n 動き [14] [20] [-5]\n else\n if <(パターン) = [3]> then\n go to x: (-180) y: (-188)\n 動き [25] [5] [5]\n 妨害\n 動き [20] [-7] [10]\n 妨害\n 動き [20] [20] [-3]\n 動き [5] [-10] [3]\n 妨害\n 動き [20] [-5] [-10]\n 動き [15] [3] [3]\n 妨害\n 動き [9] [20] [10]\n else\n if <(パターン) = [4]> then\n go to x: (-160) y: (-188)\n 動き [60] [5] [5]\n repeat (2)\n 動き [10] [-30] [0]\n 動き [10] [30] [0]\n end\n repeat (3)\n 動き [5] [-60] [0]\n 動き [5] [60] [0]\n end\n repeat (5)\n 動き [3] [-100] [0]\n 動き [3] [100] [0]\n end\n repeat (20)\n 動き [1] [-300] [0]\n 動き [1] [300] [0]\n end\n 動き [1] [-160] [-200]\n 妨害\n 動き [13] [20] [10]\n else\n if <(パターン) = [5]> then\n go to x: (-140) y: (-188)\n 動き [25] [15] [10]\n 動き [10] [-25] [0]\n 妨害\n 動き [15] [-5] [-10]\n 妨害\n 動き [17] [20] [10]\n else\n if <(パターン) = [6]> then\n go to x: (-120) y: (-188)\n 動き [9] [-10] [18]\n 妨害\n 動き [18] [20] [0]\n 動き [10] [0] [-5]\n 妨害\n 動き [20] [-10] [12]\n 妨害\n 動き [14] [20] [-10]\n else\n if <(パターン) = [7]> then\n go to x: (-100) y: (-188)\n 動き [15] [0] [5]\n wait (3) seconds\n 妨害\n 動き [16] [20] [0]\n else\n if <(パターン) = [8]> then\n go to x: (-80) y: (-188)\n 動き [30] [0] [10]\n 動き [10] [20] [-10]\n 動き [30] [2] [1]\n 動き [30] [2] [3]\n 動き [2] [-200] [-100]\n 妨害\n 動き [20] [20] [5]\n else\n if <(パターン) = [9]> then\n go to x: (-60) y: (-188)\n 動き [30] [5] [10]\n 動き [10] [-17] [-2]\n 妨害\n 動き [10] [10] [-5]\n 妨害\n 動き [11] [20] [0]\n else\n if <(パターン) = [10]> then\n go to x: (-40) y: (-188)\n 動き [26] [0.5] [10]\n repeat (3)\n 妨害\n end\n 動き [13] [20] [-2]\n else\n if <(パターン) = [11]> then\n go to x: (-20) y: (-188)\n 動き [20] [-10] [17]\n 妨害\n repeat (2)\n 動き [9] [0] [-10]\n 妨害\n end\n repeat (23)\n 動き [1] [20] [0]\n end\n else\n if <(パターン) = [12]> then\n go to x: (0) y: (-188)\n 動き [70] [0] [5]\n 動き [1] [-225] [-275]\n 妨害\n repeat (5)\n 動き [1] [82] [0]\n 妨害\n end\n go to x: (-225) y: (-30)\n 妨害\n repeat (5)\n 動き [1] [82] [0]\n 妨害\n end\n else\n next\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n hide\n delete this clone\nend\n\nwhen I receive [start v]\nwait (60) seconds\nforever\n if <(Mouce:Lv.) = [1]> then\n clone [60] [80]\n else\n if <(Mouce:Lv.) = [2]> then\n clone [58] [78]\n else\n if <(Mouce:Lv.) = [3]> then\n clone [56] [76]\n else\n if <(Mouce:Lv.) = [4]> then\n clone [54] [74]\n else\n if <(Mouce:Lv.) = [5]> then\n clone [52] [72]\n else\n if <(Mouce:Lv.) = [6]> then\n clone [50] [70]\n else\n if <(Mouce:Lv.) = [7]> then\n clone [48] [68]\n else\n if <(Mouce:Lv.) = [8]> then\n clone [46] [66]\n else\n if <(Mouce:Lv.) = [9]> then\n clone [44] [64]\n else\n if <(Mouce:Lv.) = [10]> then\n clone [42] [62]\n else\n if <(Mouce:Lv.) = [11]> then\n clone [40] [60]\n else\n if <(Mouce:Lv.) = [12]> then\n clone [38] [58]\n else\n if <(Mouce:Lv.) = [13]> then\n clone [36] [56]\n else\n if <(Mouce:Lv.) = [14]> then\n clone [34] [54]\n else\n if <(Mouce:Lv.) = [15]> then\n clone [32] [52]\n else\n if <(Mouce:Lv.) = [16]> then\n clone [30] [50]\n else\n if <(Mouce:Lv.) = [17]> then\n clone [27.5] [47.5]\n else\n if <(Mouce:Lv.) = [18]> then\n clone [25] [45]\n else\n if <(Mouce:Lv.) = [19]> then\n clone [22,5] [42.5]\n else\n if <(Mouce:Lv.) = [20]> then\n clone [20] [35]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine clone (1) (2)\nset [clone v] to [2]\ncreate clone of (_myself_ v)\nwait (pick random (1) to (2)) seconds\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n play sound [Computer Beep v] until done\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I start as a clone\nif <(smoke) = [1]> then\n set [brightness v] effect to (-100)\nelse\n clear graphic effects\nend\n\nwhen I receive [smoke v]\nrepeat (100)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [brightness v] effect by (1)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト11\n\nwhen I start as a clone\nif <(Clone) = [0]> then\n show\n go to x: (pick random (-78) to (-178)) y: (-140)\n set [ghost v] effect to (100)\n switch costume to (コスチューム1 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n glide (0.5) secs to x: (pick random (-149) to (-109)) y: (-75)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine clone (clone)\nset [clone v] to (clone)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n start sound [Machine v]\n show\n set [magnet 耐久 v] to [5]\n go to x: (-129) y: (-24)\n switch costume to (コスチューム18 v)\n repeat (5)\n next costume\n end\n wait (0.075) seconds\n repeat (4)\n next costume\n wait (0.02) seconds\n end\n wait (0.075) seconds\n repeat (6)\n next costume\n end\n forever\n repeat (15)\n next costume\n if <[1000000] < (click)> then\n change [click v] by ((-100) * (Magnet:Lv.))\n else\n change [click v] by ((-1) * (Magnet:Lv.))\n end\n start sound [ポップ v]\n clone [0]\n end\n repeat (15)\n switch costume to ((costume [number v]) - (1))\n if <[1000000] < (click)> then\n change [click v] by ((-100) * (Magnet:Lv.))\n else\n change [click v] by ((-1) * (Magnet:Lv.))\n end\n start sound [ポップ v]\n clone [0]\n end\n end\nend\n\nwhen I start as a clone\nif <<(Clone) = [0]> or <(Clone) = [3]>> then\n show\n set rotation style [all around v]\n point in direction (pick random (-180) to (180))\n if <(pick random (2) to (1)) = [1]> then\n forever\n turn right (5) degrees\n end\n else\n forever\n turn right (-5) degrees\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n start sound [Machine v]\n set [magnet 耐久 v] to [5]\n show\n set rotation style [left-right v]\n point in direction (-90)\n go to x: (129) y: (-24)\n switch costume to (コスチューム18 v)\n repeat (5)\n next costume\n end\n wait (0.075) seconds\n repeat (4)\n next costume\n wait (0.02) seconds\n end\n wait (0.075) seconds\n repeat (6)\n next costume\n end\n forever\n repeat (15)\n next costume\n if <[100000] < (the number of platform)> then\n change [the number of platform v] by ((-100) * (Magnet:Lv.))\n else\n change [the number of platform v] by ((-1) * (Magnet:Lv.))\n end\n start sound [ポップ v]\n clone [3]\n end\n repeat (15)\n switch costume to ((costume [number v]) - (1))\n if <[100000] < (the number of platform)> then\n change [the number of platform v] by ((-100) * (Magnet:Lv.))\n else\n change [the number of platform v] by ((-1) * (Magnet:Lv.))\n end\n start sound [ポップ v]\n clone [3]\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) < [32]> then\n if <(x position) = [-129]> then\n if <(Magnet 耐久) = [1]> then\n change [magnet 耐久 v] by (-1)\n clone [4]\n broadcast (左 v)\n start sound [Bonk v]\n delete this clone\n else\n change [magnet 耐久 v] by (-1)\n end\n else\n if <(Magnet 耐久) = [1]> then\n change [magnet 耐久 v] by (-1)\n clone [5]\n broadcast (右 v)\n start sound [Bonk v]\n delete this clone\n else\n change [magnet 耐久 v] by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [4]> then\n show\n set rotation style [all around v]\n go to x: (-150) y: (36)\n point in direction (-50)\n switch costume to (コスチューム118 v)\n repeat (11)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [3]> then\n show\n go to x: (pick random (78) to (178)) y: (-140)\n set [ghost v] effect to (100)\n switch costume to (コスチューム33 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n glide (0.5) secs to x: (pick random (149) to (109)) y: (-75)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [5]> then\n show\n set rotation style [all around v]\n go to x: (150) y: (36)\n point in direction (50)\n switch costume to (コスチューム118 v)\n repeat (11)\n next costume\n end\n delete this clone\nend\n\nwhen I receive [start v]\nwait (180) seconds\nforever\n if <(Magnet:Lv.) = [0]> then\nend\n\nwhen I receive [右 v]\nif <(costume [number v]) = [45]> then\n delete this clone\nend\n\nwhen I receive [左 v]\nif <(costume [number v]) = [32]> then\n delete this clone\nend\n\ndefine 秒 (秒)\nset [clone v] to (pick random (1) to (2))\ncreate clone of (_myself_ v)\nwait (秒) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (100)\n change [brightness v] effect by (-1)\n change [ghost v] effect by (0.5)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (-0.5)\nend\n\nwhen I start as a clone\nif <(smoke) = [1]> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\nelse\n clear graphic effects\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト12\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n show\n go to x: (pick random (-210) to (210)) y: (143)\n go to [front v] layer\n switch costume to (コスチューム13 v)\n go [backward v] (1) layers\n if <(Bomb:Lv.) = [20]> then\n repeat (pick random (50) to (150))\n if <(pick random (1) to (2)) = [1]> then\n change x by (10)\n if <[210] < (x position)> then\n change x by (-20)\n end\n else\n change x by (-10)\n if <(x position) < [-210]> then\n change x by (20)\n end\n end\n end\n else\n if <<[9] < (Bomb:Lv.)> and <(Bomb:Lv.) < [20]>> then\n repeat (pick random (50) to (100))\n if <(pick random (1) to (2)) = [1]> then\n change x by (10)\n if <[210] < (x position)> then\n change x by (-20)\n end\n else\n change x by (-10)\n if <(x position) < [-210]> then\n change x by (20)\n end\n end\n end\n else\n repeat (50)\n if <(pick random (1) to (2)) = [1]> then\n change x by (10)\n if <[210] < (x position)> then\n change x by (-20)\n end\n else\n change x by (-10)\n if <(x position) < [-210]> then\n change x by (20)\n end\n end\n end\n end\n end\n set [clone v] to [2]\n create clone of (_myself_ v)\n delete this clone\nend\nif <(Clone) = [2]> then\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (コスチューム3 v)\n set y to (210)\n if <(Bomb:Lv.) = [20]> then\n repeat (20)\n change y by (-15)\n end\n else\n repeat (30)\n change y by (-10)\n end\n end\n set [clone v] to [2]\n repeat (2)\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n 処理\n broadcast (回転 2 v)\n delete this clone\nend\nif <(Clone) = [3]> then\n start sound [Ricochet v]\n go to [front v] layer\n show\n set size to (50) %\n go [backward v] (2) layers\n switch costume to (コスチューム2 v)\n change y by (10)\n repeat (12)\n next costume\n end\n delete this clone\nend\nif <(Clone) = [4]> then\n set size to (50) %\n go to [front v] layer\n show\n go [backward v] (1) layers\n switch costume to (コスチューム26 v)\n set y to (-115)\n repeat (6)\n next costume\n end\n delete this clone\nend\n\ndefine 処理\nif <[1] = (Bomb:Lv.)> then\n change [timer v] by (5)\nelse\n if <[2] = (Bomb:Lv.)> then\n change [timer v] by (10)\n else\n if <[3] = (Bomb:Lv.)> then\n change [timer v] by (15)\n else\n if <[4] = (Bomb:Lv.)> then\n change [timer v] by (20)\n else\n if <[5] = (Bomb:Lv.)> then\n change [timer v] by (25)\n else\n if <[6] = (Bomb:Lv.)> then\n change [timer v] by (30)\n else\n if <[7] = (Bomb:Lv.)> then\n change [timer v] by (35)\n else\n if <[8] = (Bomb:Lv.)> then\n change [timer v] by (40)\n else\n if <[9] = (Bomb:Lv.)> then\n change [timer v] by (45)\n else\n if <[10] = (Bomb:Lv.)> then\n change [timer v] by (50)\n else\n if <[11] = (Bomb:Lv.)> then\n change [timer v] by (55)\n else\n if <[12] = (Bomb:Lv.)> then\n change [timer v] by (60)\n else\n if <[13] = (Bomb:Lv.)> then\n change [timer v] by (65)\n else\n if <[14] = (Bomb:Lv.)> then\n change [timer v] by (70)\n else\n if <[15] = (Bomb:Lv.)> then\n change [timer v] by (75)\n else\n if <[16] = (Bomb:Lv.)> then\n change [timer v] by (80)\n else\n if <[17] = (Bomb:Lv.)> then\n change [timer v] by (85)\n else\n if <[18] = (Bomb:Lv.)> then\n change [timer v] by (90)\n else\n if <[19] = (Bomb:Lv.)> then\n change [timer v] by (95)\n else\n change [timer v] by (100)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [clone v] to [3]\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I receive [start v]\nwait (50) seconds\nforever\n if <(Bomb:Lv.) = [0]> then\nend\n\ndefine 爆発 (秒)\nif <(pick random (1) to (3)) = [2]> then\n wait (秒) seconds\n set [clone v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n forever\n play sound [Alert v] until done\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [smoke v]\nrepeat (100)\n set [brightness v] effect to (-1)\n change [ghost v] effect by (0.5)\nend\n\nwhen I receive [clean v]\nrepeat (100)\n set [brightness v] effect to (1)\n change [ghost v] effect by (-0.5)\nend\n\nwhen I start as a clone\nif <(smoke) = [1]> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\nelse\n clear graphic effects\nend\n\nwhen I receive [clean v]\nrepeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (-0.5)\nend\n\nwhen I receive [smoke v]\nrepeat (100)\n change [brightness v] effect by (-1)\n change [ghost v] effect by (0.5)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト13\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n set [耐久性 v] to [5]\n go to [back v] layer\n set [ghost v] effect to (0)\n set [brightness v] effect to (-42)\n show\n go to x: (-118) y: (17)\n set size to (16) %\n start sound [Low Squeak v]\n if <[10] < (Smoke:Lv.)> then\n repeat (7)\n repeat (1)\n switch costume to (コスチューム12 v)\n change size by (2)\n change [brightness v] effect by (1)\n change y by (-0.008)\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n change size by (2)\n change [brightness v] effect by (1)\n change y by (-0.008)\n end\n end\n else\n repeat (14)\n repeat (1)\n switch costume to (コスチューム13 v)\n change size by (1)\n change [brightness v] effect by (0.5)\n change y by (-0.004)\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n change size by (1)\n change [brightness v] effect by (0.5)\n change y by (-0.004)\n end\n end\n end\n set [clone v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n go to [back v] layer\n go [forward v] (10) layers\n go to x: (-118) y: (17)\n set [ghost v] effect to (100)\n show\n repeat ((23) - (Smoke:Lv.))\n switch costume to (コスチューム13 v)\n wait (0.8) seconds\n switch costume to (コスチューム2 v)\n wait (0.8) seconds\n end\n set [clone v] to [3]\n create clone of (_myself_ v)\n broadcast (smoke v)\n set [smoke v] to [1]\n repeat (3)\n switch costume to (コスチューム13 v)\n wait (0.8) seconds\n switch costume to (コスチューム2 v)\n wait (0.8) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n repeat (100)\n change [ghost v] effect by (-1)\n end\nend\n\nwhen I receive [smoke v]\nif <not <[10] = (costume [number v])>> then\n repeat (100)\n go to [back v] layer\n change [ghost v] effect by (1)\n end\n delete this clone\nend\n\nwhen I receive [start v]\nset [smoke v] to [0]\nwait (30) seconds\nforever\n if <(Smoke:Lv.) = [0]> then\nend\n\ndefine 秒 (秒)\nif <(smoke) = [0]> then\n set [clone v] to [1]\n create clone of (_myself_ v)\nend\nwait (秒) seconds\n\nwhen this sprite clicked\nif <(costume [number v]) < [7]> then\n if <(size) = [100]> then\n if <(耐久性) = [1]> then\n broadcast (clone cancel v)\n go to [back v] layer\n switch costume to (コスチューム3 v)\n play sound [Glass Breaking v] until done\n repeat (100)\n change [ghost v] effect by (1)\n end\n delete this clone\n else\n start sound [Wood Tap v]\n change [耐久性 v] by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [3]> then\n set [耐久性 v] to [5]\n go to x: (0) y: (0)\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (100)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n wait (60) seconds\n set [smoke v] to [0]\n broadcast (clean v)\n repeat (100)\n change [ghost v] effect by (1)\n end\n delete this clone\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [smoke v]\ngo to [back v] layer\n\nwhen I receive [clone cancel v]\nif <(smoke) = [0]> then\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> then\n delete this clone\n end\nend\nrepeat (30)\n switch costume to (costume [number v])\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@スプライト14\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nhide\nset [click v] to [0]\nset [clone v] to [0]\nclone\n\nwhen I receive [clone remove v]\nswitch backdrop to (背景1 v)\nif <(難易度) = [0]> then\n set [needle:lv. v] to [1]\n set [clickneedle:lv. v] to [0]\n set [bomb:lv. v] to [0]\n set [cat:lv. v] to [0]\n set [cloudy0260:lv. v] to [0]\n set [magnet:lv. v] to [0]\n set [present:lv. v] to [0]\n set [smoke:lv. v] to [0]\n set [timer:lv. v] to [0]\n set [mouce:lv. v] to [0]\nelse\n if <(難易度) = [1]> then\n set [needle:lv. v] to [5]\n set [clickneedle:lv. v] to [2]\n set [bomb:lv. v] to [0]\n set [cat:lv. v] to [0]\n set [cloudy0260:lv. v] to [0]\n set [magnet:lv. v] to [0]\n set [present:lv. v] to [1]\n set [smoke:lv. v] to [0]\n set [timer:lv. v] to [0]\n set [mouce:lv. v] to [0]\n else\n if <(難易度) = [2]> then\n set [needle:lv. v] to [9]\n set [clickneedle:lv. v] to [6]\n set [bomb:lv. v] to [3]\n set [cat:lv. v] to [0]\n set [cloudy0260:lv. v] to [0]\n set [magnet:lv. v] to [0]\n set [present:lv. v] to [3]\n set [smoke:lv. v] to [0]\n set [timer:lv. v] to [5]\n set [mouce:lv. v] to [0]\n else\n if <(難易度) = [3]> then\n set [needle:lv. v] to [12]\n set [clickneedle:lv. v] to [10]\n set [bomb:lv. v] to [9]\n set [cat:lv. v] to [0]\n set [cloudy0260:lv. v] to [0]\n set [magnet:lv. v] to [7]\n set [present:lv. v] to [5]\n set [smoke:lv. v] to [7]\n set [timer:lv. v] to [10]\n set [mouce:lv. v] to [0]\n else\n if <(難易度) = [4]> then\n set [needle:lv. v] to [16]\n set [clickneedle:lv. v] to [15]\n set [bomb:lv. v] to [13]\n set [cat:lv. v] to [10]\n set [cloudy0260:lv. v] to [10]\n set [magnet:lv. v] to [11]\n set [present:lv. v] to [8]\n set [smoke:lv. v] to [11]\n set [timer:lv. v] to [13]\n set [mouce:lv. v] to [10]\n else\n set [needle:lv. v] to [20]\n set [clickneedle:lv. v] to [20]\n set [bomb:lv. v] to [20]\n set [cat:lv. v] to [20]\n set [cloudy0260:lv. v] to [20]\n set [magnet:lv. v] to [20]\n set [present:lv. v] to [20]\n set [smoke:lv. v] to [20]\n set [timer:lv. v] to [20]\n set [mouce:lv. v] to [20]\n end\n end\n end\n end\nend\n\ndefine clone\nrepeat (7)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<[0] < (Clone)> and <(Clone) < [8]>> then\n set size to (80) %\n show\n if <(Clone) = [1]> then\n go to x: (-110) y: (120)\n switch costume to (コスチューム15 v)\n end\n if <(Clone) = [2]> then\n go to x: (110) y: (120)\n switch costume to (コスチューム16 v)\n end\n if <(Clone) = [3]> then\n go to x: (-110) y: (40)\n switch costume to (コスチューム17 v)\n end\n if <(Clone) = [4]> then\n go to x: (110) y: (40)\n switch costume to (コスチューム18 v)\n end\n if <(Clone) = [5]> then\n go to x: (-110) y: (-40)\n switch costume to (コスチューム19 v)\n end\n if <(Clone) = [6]> then\n go to x: (110) y: (-40)\n switch costume to (コスチューム20 v)\n end\n if <(Clone) = [7]> then\n go to x: (0) y: (-135)\n switch costume to (コスチューム22 v)\n end\n set [へんすう v] to [0]\n forever\n change [へんすう v] by (5)\n change size by ([sin v] of (へんすう) )\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen this sprite clicked\nif <[23] = (costume [number v])> then\n set [clone v] to [8]\n create clone of (_myself_ v)\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(Clone) = [8]> then\n set [brightness v] effect to (0)\n set size to (100) %\n show\n switch costume to (コスチューム1 v)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen this sprite clicked\nif <[1] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[2] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[3] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[4] = (costume [number v])> then\n next costume\nend\nif <[5] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[6] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[7] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[8] = (costume [number v])> then\n next costume\nend\nif <[9] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[10] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[11] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[12] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[13] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[14] = (costume [number v])> then\n next costume\n stop [this script v]\nend\nif <[15] = (costume [number v])> then\n next costume\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(Clone) = [9]> then\n switch costume to (コスチューム25 v)\n set size to (100) %\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n switch backdrop to (背景1 v)\n broadcast (clone remove v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (start v)\n delete this clone\nend\n\nwhen I receive [clone remove v]\nif <not <(costume [number v]) = [25]>> then\n delete this clone\nend\n\nwhen this sprite clicked\nstart sound [Coin v]\nif <(costume [number v]) = [17]> then\n set [難易度 v] to [0]\n set [clone v] to [9]\n create clone of (_myself_ v)\nend\nif <(costume [number v]) = [18]> then\n set [難易度 v] to [1]\n set [clone v] to [9]\n create clone of (_myself_ v)\nend\nif <(costume [number v]) = [19]> then\n set [難易度 v] to [2]\n set [clone v] to [9]\n create clone of (_myself_ v)\nend\nif <(costume [number v]) = [20]> then\n set [難易度 v] to [3]\n set [clone v] to [9]\n create clone of (_myself_ v)\nend\nif <(costume [number v]) = [21]> then\n set [難易度 v] to [4]\n set [clone v] to [9]\n create clone of (_myself_ v)\nend\nif <(costume [number v]) = [22]> then\n set [難易度 v] to [5]\n set [clone v] to [9]\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nwait until <[10000000000] < (click)>\nset [your score v] to (タイマー)\nshow\nbroadcast (win v)\nswitch costume to (コスチューム24 v)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\na\nplay sound [Win v] until done\nstop [all v]\n\nwhen flag clicked\nhide variable [☁ challenge:world record v]\nhide variable [☁ medium:world record v]\nhide variable [☁ basic:world record v]\nhide variable [☁ nightmare:number of people who cleared/クリア者 v]\nhide variable [☁ nightmare:world record v]\nhide variable [☁ stiff:world record v]\nhide variable [☁ tutorial:world record v]\nhide variable [your score v]\n\ndefine a\nshow variable [your score v]\nshow variable [☁ tutorial:world record v]\nshow variable [☁ basic:world record v]\nshow variable [☁ medium:world record v]\nshow variable [☁ challenge:world record v]\nshow variable [☁ stiff:world record v]\nshow variable [☁ nightmare:world record v]\nshow variable [☁ nightmare:number of people who cleared/クリア者 v]\nif <(難易度) = [0]> then\n if <(YOUR SCORE) < (☁ Tutorial:World Record)> then\n set [☁ tutorial:world record v] to (YOUR SCORE)\n end\nend\nif <(難易度) = [1]> then\n if <(YOUR SCORE) < (☁ Basic:World Record)> then\n set [☁ basic:world record v] to (YOUR SCORE)\n end\nend\nif <(難易度) = [2]> then\n if <(YOUR SCORE) < (☁ Medium:World Record)> then\n set [☁ medium:world record v] to (YOUR SCORE)\n end\nend\nif <(難易度) = [3]> then\n if <(YOUR SCORE) < (☁ Challenge:World Record)> then\n set [☁ challenge:world record v] to (YOUR SCORE)\n end\nend\nif <(難易度) = [4]> then\n if <(YOUR SCORE) < (☁ Stiff:World Record)> then\n set [☁ stiff:world record v] to (YOUR SCORE)\n end\nend\nif <(難易度) = [5]> then\n change [☁ nightmare:number of people who cleared/クリア者 v] by (1)\n if <(YOUR SCORE) < (☁ Nightmare:World Record)> then\n set [☁ nightmare:world record v] to (YOUR SCORE)\n end\nend\n\n@スプライト15\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n
[English]\nIt's too long to write here, so we've created a button on the difficulty selection screen that lets you see how to play. Please be sure to read this before playing.\nCollect and clear 10 billion Platformers!\n\n[日本語]\nここに書くにはあまりにも長くなってしまうため、難易度選択画面に遊び方を見れるボタンを用意しました。遊ぶ前に必ず読んでください。\n100億個のPlatformerを集めてクリアしましょう!
Minecraft platformer 2
@Stage\n\nwhen flag clicked\nforever\n play sound [【Minecraft】【BGM】 マイクラBGM その2 【超高音質】 - from YouTube.mp3 v] until done\nend\n\n@スプライト3\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\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nforever\n Time [-220] [150] []\nend\n\nwhen I receive [3 v]\ngo to [front v] layer\nstop [other scripts in sprite v]\ngo to [front v] layer\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\n@ \n\nwhen I receive [リトライ v]\n全初期化\n\nwhen [r v] key pressed\nif <(ゴールに触れているか) = [0]> then\n broadcast (リトライ v)\nend\n\ndefine 全初期化\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\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3 v)?> or <touching (ステージ2 v)?>> or >> 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3 v)?> or <touching (ステージ2 v)?>> or >>)))\nset [yの力 v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nshow\nrepeat (10)\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (右 v)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (左 v)\n change [xの力 v] by (-1)\nend\nif <not <<key (down arrow v) pressed?> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\n switch costume to (止まる v)\nend\n\n switch costume to (止まる2 v)\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2 v)?> or <touching (ステージ3 v)?>> or > then\n change y by (1)\n end\nend\nif <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > 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 <<<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > 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2 v)?> or <touching (ステージ3 v)?>> or > and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [ニュッ2 v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <<touching (あたちゃダメなやつ4 v)?> or <<touching (ステージ2あたちゃダメなやつ v)?> or <<touching (あたちゃダメなやつ v)?> or <touching (あたちゃダメなやつ3 v)?>>>>> then\n if <(チェックポイント) = [0]> then\n start sound [Oops v]\n 初期位置\n end\n if <(チェックポイント) = [1]> then\n start sound [Oops v]\n 中間地点\n end\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (1ゴール v)?> then\n broadcast (2 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (2ゴール v)?> then\n change [ステージ v] by (1)\n broadcast (3 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (3ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (4 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (4ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (ゲームクリアー v)\nend\n処理\nbroadcast (プログラム2 v)\n\n初期位置\nchange [ステージ v] by (1)\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (支店y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [支店y v] by ([floor v] of (((Y) - (支店y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (支店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2 v)?> or <touching (ステージ3 v)?>> or >> 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2 v)?> or <touching (ステージ3 v)?>> or >>)))\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3 v)?> or <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or >>> 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2 v)?> or <touching (ステージ3 v)?>> or >>)))\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 [視点x v] to [0]\nset [支店y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [1 v]\n\nbroadcast (2 v)\n\nbroadcast (2 v)\nbroadcast (2 v)\n\nsay [こんにちは!] for (2) seconds\n\nwhen [space v] key pressed\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\nbroadcast (1 v)\n\nwait (0.1) seconds\n\ndefine 中間地点\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [2100]\nset [支店y v] to [0]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\n\nwhen flag clicked\nset [チェックポイント v] to [0]\nforever\n if <touching (チェックポイント v)?> then\n set [チェックポイント v] to [1]\n end\nend\n\nwhen flag clicked\n\n@チェックポイント\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nstop [this script v]\n\nwhen I receive [2 v]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nset [ステージ v] to [1]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nステージ配置 [5200] [0] [11]\nステージ配置 [5900] [0] [12]\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\n\nset [ステージ v] to [1]\nhide\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n delete this clone\nend\n\ndelete this clone\n\n@ステージ2\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide\nend\n\nstop [this script v]\n\nwhen I receive [2 v]\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [3 v]\n\ndelete this clone\n\nwhen I receive [3 v]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\n\n@2ゴール\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) - (視点x)) ((My_y) - (支店y))\nend\n\nwhen flag clicked\ndelete this clone\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 start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [3 v]\n\ndelete this clone\n\nwhen I receive [2 v]\nset [ステージ v] to [1]\nhide\nif <(ステージ) = [1]> then\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] [100] [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 [2940] [0] [7]\n ステージ配置 [3540] [0] [8]\n ステージ配置 [4000] [0] [9]\n ステージ配置 [4480] [0] [10]\nend\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [消す v]\ndelete this clone\n\n@ステージ2あたちゃダメなやつ\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide\nend\n\nstop [this script v]\n\nwhen I receive [2 v]\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [3 v]\n\ndelete this clone\n\nwhen I receive [3 v]\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\nwait (0.1) seconds\nbroadcast (2 v)\n\n
arrow key operation\nThe bed is a save point
Minecraft platformer 4
@Stage\n\nwhen flag clicked\nforever\n play sound [【Minecraft】【BGM】 マイクラBGM その2 【超高音質】 - from YouTube.mp3 v] until done\nend\n\n@ \n\nwhen I receive [リトライ v]\n全初期化\n\nwhen [r v] key pressed\nif <(ゴールに触れているか) = [0]> then\n broadcast (リトライ v)\nend\n\ndefine 全初期化\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\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3 v)?> or <touching (ステージ2 v)?>> or >> 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3 v)?> or <touching (ステージ2 v)?>> or >>)))\nset [yの力 v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [100]\nset [x v] to [-200]\nset [y v] to [-20]\nshow\nrepeat (10)\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (右 v)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (左 v)\n change [xの力 v] by (-1)\nend\nif <not <<key (down arrow v) pressed?> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\n switch costume to (止まる v)\nend\n\n switch costume to (止まる2 v)\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2 v)?> or <touching (ステージ3 v)?>> or > then\n change y by (1)\n end\nend\nif <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or <<touching (ステージ4 v)?> or >> 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 <<<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > 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2 v)?> or <touching (ステージ3 v)?>> or > and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [ニュッ2 v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <<touching (あたちゃダメなやつ4 v)?> or <<touching (ステージ2あたちゃダメなやつ v)?> or <<touching (あたちゃダメなやつ v)?> or <touching (あたちゃダメなやつ3 v)?>>>>> then\n if <(チェックポイント) = [0]> then\n start sound [Oops v]\n 初期位置\n end\n if <(チェックポイント) = [1]> then\n start sound [Oops v]\n 中間地点\n end\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (1ゴール v)?> then\n broadcast (2 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (2ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (3 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (3ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (4 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (4ゴール v)?> then\n change [ステージ v] by (1)\n repeat (10)\n broadcast (ゲームクリアー v)\n end\nend\n処理\nbroadcast (プログラム2 v)\n\n初期位置\n\n初期位置\nchange [ステージ v] by (1)\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (支店y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [支店y v] by ([floor v] of (((Y) - (支店y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (支店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2 v)?> or <touching (ステージ3 v)?>> or >> 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2 v)?> or <touching (ステージ3 v)?>> or >>)))\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3 v)?> or <<<touching (ステージ2 v)?> or <touching (ステージ4 v)?>> or >>> 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2 v)?> or <touching (ステージ3 v)?>> or >>)))\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 [視点x v] to [0]\nset [支店y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [1 v]\n\nbroadcast (2 v)\n\nbroadcast (2 v)\nbroadcast (2 v)\n\nsay [こんにちは!] for (2) seconds\n\nwhen [space v] key pressed\n\nwhen I receive [ゲームクリアー v]\n\nstop [other scripts in sprite v]\n\nbroadcast (1 v)\n\ndefine 中間地点\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [2250]\nset [支店y v] to [30]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\n\nwhen flag clicked\nset [チェックポイント v] to [0]\nforever\n if <touching (チェックポイント v)?> then\n set [チェックポイント v] to [1]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nbroadcast (4 v)\n\nwhen flag clicked\nwait (0.1) seconds\nbroadcast (表示 v)\n\n@チェックポイント\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nstop [this script v]\n\nwhen I receive [2 v]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nset [ステージ v] to [1]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nステージ配置 [5200] [0] [11]\nステージ配置 [5900] [0] [12]\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\n\nset [ステージ v] to [1]\nhide\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n delete this clone\nend\n\ndelete this clone\n\n@4ゴール\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) - (視点x)) ((My_y) - (支店y))\nend\n\nwhen flag clicked\ndelete this clone\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 start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [ゲームクリアー v]\ndelete this clone\n\nwhen I receive [4 v]\nset [ステージ v] to [1]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [195] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [消す v]\ndelete this clone\n\n@ステージ4\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide\nend\n\nstop [this script v]\n\nwhen I receive [4 v]\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [thanks v]\nset [隠し通路 v] to [1]\n\ndelete this clone\n\nwhen I receive [ゲームクリアー v]\nwait until <(隠し通路) = [1]>\nwait (0.01) seconds\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nステージ配置 [2300] [0] [11]\nステージ配置 [2000] [0] [12]\nステージ配置 [2300] [300] [13]\nステージ配置 [2800] [300] [14]\nステージ配置 [3300] [300] [15]\nステージ配置 [3900] [300] [16]\nステージ配置 [4800] [500] [17]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\n\nwhen flag clicked\n\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\nset [隠し通路 v] to [0]\n\nwhen I receive [ゲームクリアー v]\nwait until <(隠し通路) = [1]>\ndelete this clone\n\n@あたちゃダメなやつ4\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nstop [this script v]\n\nwhen I receive [4 v]\nhide\nwait (0.1) seconds\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\nbroadcast (ああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああ v)\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [ゲームクリアー v]\ndelete this clone\n\nwhen I receive [3 v]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen I receive [ああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああ v]\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.2) seconds\nbroadcast (ああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああ2 v)\n\nwhen I receive [ああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああ2 v]\nwait (0.1) seconds\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nwait (0.1) seconds\ndelete this clone\n\nshow\n\nwhen I receive [ゲームクリアー v]\nwait until <(隠し通路) = [1]>\nstop [other scripts in sprite v]\nwait (0.01) seconds\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nステージ配置 [2300] [0] [11]\nステージ配置 [2020] [300] [12]\nステージ配置 [2300] [300] [13]\nステージ配置 [2800] [300] [14]\nステージ配置 [3900] [350] [15]\nステージ配置 [3900] [300] [16]\nステージ配置 [4800] [500] [17]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\n\nbroadcast (ゲームクリアー v)\n\n@スプライト4\n\nstop [other scripts in sprite v]\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\nhide variable [☁ 世界記録 v]\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [ゲームクリアー v]\nforever\n Time [-220] [150] []\nend\n\nwhen I receive [ゲームクリアー v]\nset [タイム表示 v] to [1]\nshow variable [☁ 世界記録 v]\nshow\nwait (0.1) seconds\nhide\ngo to [front v] layer\nstop [other scripts in sprite v]\nif <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\nend\ngo to [front v] layer\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\nhide\nforever\n wait until <(タイム表示) = [1]>\n show\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nforever\n change [タイム v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nset [タイム表示 v] to [0]\n\nset [☁ 世界記録 v] to [0]\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\n@あたちゃダメなやつ2\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nstop [this script v]\n\nwhen I receive [4 v]\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [ゲームクリアー v]\ndelete this clone\n\nwhen I receive [3 v]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nforever\n\nwhen I receive [ああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああ v]\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [ああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああ2 v]\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.2) seconds\nbroadcast (ああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああああ v)\n\nwait (0.01) seconds\n\nwhen flag clicked\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [ゲームクリアー v]\nwait until <(隠し通路) = [1]>\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\nbroadcast (Thanks v)\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\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@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@スプライト3\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\nreset timer\nswitch costume to (コスチューム13 v)\nwait () seconds\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nforever\n Time [-220] [150] []\nend\n\nwhen I receive [4 v]\ngo to [front v] layer\nstop [other scripts in sprite v]\ngo to [front v] layer\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\n\n
arrow key operation\nRespawn anchors are save points\n\n矢印そうさ\nモバイル対応\nぴゃ\n
Powers 3 (A Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset volume to (100) %\nstop all sounds\n\nwhen I receive [an v]\nclear graphic effects\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Wow this is depressing v] until done\nend\n\nwhen I receive [end v]\nset [stop clickin v] to [1]\nif <(15 die?) = [0]> then\n repeat (50)\n change [brightness v] effect by (-2)\n end\nelse\n repeat (200)\n change [brightness v] effect by (-0.5)\n end\nend\nbroadcast (endend v)\n\nwhen I receive [thumbnail v]\nswitch backdrop to (thumb 3 v)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [6a v]\nswitch backdrop to (6a v)\n\nwhen I receive [6 special v]\nif <(6d found) = [0]> then\n switch backdrop to (6c v)\nend\nif <(6d found) = [1]> then\n switch backdrop to (6c2 v)\nend\n\nwhen I receive [6 o v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [6d v]\nswitch backdrop to (6d v)\n\nwhen I receive [6b v]\nif <(6d found) = [0]> then\n switch backdrop to (6b v)\nend\nif <(6d found) = [1]> then\n switch backdrop to (6b2 v)\nend\n\nwhen I receive [an v]\nset volume to (100) %\nforever\n if <(Level) = [19]> then\n set [pitch v] effect to (-5)\n else\n if <(Level) = [20]> then\n set [pitch v] effect to (-10)\n else\n if <(Level) = [21]> then\n set [pitch v] effect to (20)\n else\n clear sound effects\n end\n end\n end\n if <(Level) = [15]> then\n stop [this script v]\n end\nend\n\nwhen I receive [6e v]\nswitch backdrop to (6e v)\n\nwhen I receive [7 v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nif <(Level) = [21]> then\n switch backdrop to (backdrop1 v)\nend\nif <(Level) = [23]> then\n repeat (80)\n change volume by (-1.25)\n end\n set volume to (0) %\nend\n\nwhen I receive [15 v]\nset [pitch v] effect to (100)\nset volume to (0) %\nrepeat (80)\n change volume by (1.25)\nend\n\nwhen I receive [15a v]\nif <(6e9) = [0]> then\n switch backdrop to (156e9no v)\nelse\n if <(15b done) = [0]> then\n switch backdrop to (156e9yes v)\n else\n switch backdrop to (156e9yesdone v)\n end\nend\n\nwhen I receive [15 last v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [end v]\nrepeat (160)\n change volume by (-0.625)\nend\nstop all sounds\n\nwhen I receive [15b v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [15 last v]\nif <<(6e9) = [1]> and <<(all?) = [1]> and <(mode) = [hard]>>> then\n set [15 click v] to [0]\n wait until <(15...end?) = [1]>\n forever\n if <(stop clickin) = [1]> then\n set [15 click v] to [0]\n stop [this script v]\n end\n if <<mouse down?> and <(mouse y) < [35]>> then\n wait until <not <mouse down?>>\n if <(stop clickin) = [1]> then\n set [15 click v] to [0]\n stop [this script v]\n end\n change [15 click v] by (1)\n broadcast (click v)\n if <(15 click) = [10]> then\n broadcast (15 clicked 10 v)\n switch backdrop to (backdrop5 v)\n stop all sounds\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [15a2 v]\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [15a3 v]\nswitch backdrop to (backdrop6 v)\nif <(15a3firsttime) = [1]> then\n clear sound effects\n set volume to (0) %\n repeat (80)\n change volume by (1.25)\n end\nend\n\nset [6e9 v] to [1]\nset [all? v] to [1]\nset [mode v] to [hard]\n\nwhen I receive [15a3firsttime v]\nforever\n play sound [\[Event\] I am v] until done\nend\n\nwhen I receive [15a3 v]\nif <(15a3firsttime) = [1]> then\n broadcast (15a3firsttime v)\nend\n\nwhen flag clicked\nset [stop clickin v] to [0]\n\nwhen I receive [15 return to main v]\nswitch backdrop to (156e9yesdone2 v)\n\nwhen I receive [15 o ready too portal v]\nswitch backdrop to (backdrop5 v)\n\nset volume to (0) %\n\n@Voices\n\nwhen I start as a clone\nletter\n\nwhen flag clicked\nhide\nswitch costume to (last v)\n\nwhen I receive [text v]\nwait (0) seconds\nset [# v] to [0]\nrepeat (length of (Text))\n start sound [Click 3 v]\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nset [# v] to [0]\n\nwhen I receive [text v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (100) %\n\ndefine letter\ngo to x: (-230) y: (160)\nswitch costume to (letter (#) of (Text))\nrepeat (#)\n change x by (12)\n if <(x position) > [230]> then\n change y by (-20)\n set x to (-219)\n end\nend\nshow\n\nwhen I receive [text 2 v]\nwait (0) seconds\nset [# v] to [0]\nrepeat (length of (Text))\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nset [# v] to [0]\n\nwhen I receive [text 2 v]\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nset [person v] to [me]\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [white1 v]\nwait (5) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [get to the portal to use your powers again.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [2a v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [oh yeah, no more stunning so pressing 4 doesn't work anymore]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nstop [this script v]\n\nwhen I receive [ac v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [who's there?]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nset [text v] to [there's gotta be someone...]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (ad v)\n\nwhen I receive [ah v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [well, well, well...]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [look who it is.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nset [text v] to [we meet again.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (ai v)\n\nwhen I receive [al v]\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [it's over man.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nset [text v] to [any last words?]\nbroadcast (Text v)\nwait (2) seconds\n\nwhen I receive [an v]\nstop [other scripts in sprite v]\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [ao v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [same controls as usual.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [ap v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [why isn't the portal opening?]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [3 v]\nwait (0.2) seconds\nbroadcast (n v)\nstop [this script v]\n\nwhen I receive [4 v]\nwait (0.2) seconds\nbroadcast (n v)\nstop [this script v]\n\nwhen I receive [4d v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [now how do i get past those laser beams...]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [5 v]\nwait (0.2) seconds\nbroadcast (n v)\nstop [this script v]\n\nwhen I receive [5b v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [if only i could teleport...]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nset [v? v] to [1]\n\nwhen I receive [6 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [1]\nstop [this script v]\n\nwhen I receive [6d1 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [what's this place...]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [it's a bit creepy]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (5) seconds\nbroadcast (6d2 v)\n\nwhen I receive [6d3 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [password?]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nrepeat until <<(answer) = [104729]> or <(answer) = [0]>>\n ask [6 digit password from Powers 2 level 14 \(or look in instructions\) Type 0 if you give up. ] and wait\n if <(answer) = [104729]> then\n broadcast (6d4 v)\n end\n if <(answer) = [0]> then\n broadcast (6d5 v)\n end\nend\nstop [this script v]\n\nwhen I receive [6d5b v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [you may return...]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nset [6d go back allow v] to [1]\n\nwhen I receive [6d4b v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [there's a few things you deserve to know...]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (6d thing v)\n\nwhen I receive [6d6b v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [that'll help you later]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nset [6d go back allow v] to [1]\n\nwhen I receive [6e2 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [another hidden chamber?]\nbroadcast (Text v)\nwait (2) seconds\nwait until <key (6 v) pressed?>\nset [text v] to [and i can't even get out...]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (2) seconds\nbroadcast (6e3 v)\n\nwhen I receive [6e5 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [this is what you needed to know.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [your strongest ally... ]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [...is dead]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (2) seconds\n\nwhen I receive [6e8 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [but he did leave you something]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (2) seconds\n\nwhen I receive [7 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [2]\nstop [this script v]\n\nwhen I receive [7a v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [from this level on, ]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [press 4 instead of 7 to teleport]\nbroadcast (Text v)\nwait (2) seconds\nwait until <key (4 v) pressed?>\nset [text v] to []\nbroadcast (Text v)\nbroadcast (7b v)\n\nwhen I receive [8 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [2]\nstop [this script v]\n\nwhen I receive [9 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [2]\nstop [this script v]\n\nwhen I receive [10 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [2]\nstop [this script v]\n\nwhen I receive [11 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [2]\nstop [this script v]\n\nwhen I receive [12 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [2]\nstop [this script v]\n\nwhen I receive [13 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [2]\nstop [this script v]\n\nwhen I receive [14 v]\nwait (0.2) seconds\nbroadcast (n v)\nset [v? v] to [2]\nstop [this script v]\n\nwhen I receive [15 v]\nwait (0.2) seconds\nset [v? v] to [0]\nstop [this script v]\n\nwhen I receive [15 last2 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [congratulations.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [you've performed brilliantly.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [head in to the portal.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [i'll see you at the other side.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nbroadcast (15 last3 v)\n\nwhen I receive [15b2 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [you're here for a reason]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [and you know why i'm not]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [i can only guide you through a memory]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [but i'll try my best]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [there were 3 orbs for you to find across this area]\nbroadcast (Text v)\nwait (4) seconds\nif <(things) = [0]> then\n broadcast (15b no things v)\nelse\n if <(things) = [3]> then\n broadcast (15b all v)\n else\n broadcast (15b things v)\n end\nend\nstop [this script v]\n\nwhen flag clicked\nset [things v] to [0]\n\nwhen I receive [15b no things v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [it seems like you missed them all]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [it's okay though]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [you may go now.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nbroadcast (15b3 v)\n\nwhen I receive [15b things v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to (join [you collected ] (join (things) [ of them]))\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nset [all? v] to [0]\nbroadcast (15 things code v)\n\nwhen I receive [15b all v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [you collected all of them]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nset [all? v] to [1]\nbroadcast (15 things code v)\n\nwhen I receive [15 v]\nforever\n set [things v] to ((8 thing) + ((11 thing) + (13 thing)))\nend\n\nwhen I receive [15b5 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [just a bit more]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [but a great accomplishment]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [i know that you are strong enough to defeat the enemy]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to [i believe in you]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [good luck]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [and know that i'll always be with you supporting you on your way]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nbroadcast (15b3 v)\n\nwhen I receive [15b6 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [astounding]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [you've got talent]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [it'll only be a matter of time before you defeat the enemy]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to [i can now fully assure myself that i'll be able to rest in peace]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to [all thanks to you]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [i believe in you]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [good luck]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [and know that i'll always be with you supporting you on your way]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nbroadcast (15b7 v)\n\nwhen I receive [15b9 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [one last thing]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [did you find the 5 digit code at the bottom right of the screen right after you left the area you collected the key?]\nbroadcast (Text v)\nwait (4) seconds\nrepeat until <<(answer) = [yes]> or <(answer) = [no]>>\n ask [yes/no] and wait\n if <(answer) = [yes]> then\n broadcast (15b9y v)\n end\n if <(answer) = [no]> then\n broadcast (15b9n v)\n end\nend\n\nwait (1) seconds\nbroadcast (15b7 v)\n\nwhen I receive [15b9y v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [good to hear that]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [you may go now]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nbroadcast (15b10 v)\n\nwhen I receive [15b9n v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [it was 28561 \(press space if you got it\)]\nbroadcast (Text v)\nwait (2) seconds\nwait until <key (space v) pressed?>\nset [text v] to [you may go now]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nbroadcast (15b10 v)\n\nwhen flag clicked\nset [all? v] to [0]\n\nwhen I receive [15 last4 v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [were you talking to someone back there?]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [nevermind]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [but be careful with who you trust]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [i'll see you at the other side.]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to []\nbroadcast (Text v)\nwait (1) seconds\nbroadcast (15 last3 v)\n\nwhen I receive [15a5b v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [i sense something peculiar...]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (15a5c v)\n\nwhen I receive [15a5e v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [wow]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [i did not think i'd see you here]\nbroadcast (Text v)\nwait (4) seconds\nset [text v] to [come closer will you?]\nbroadcast (Text v)\nbroadcast (15a5f v)\nwait until <<([y position v] of [player v]) > [30]> and <[61] > ([x position v] of [player v])>>\nset [15 control yes? v] to [0]\nbroadcast (15 player pause v)\nwait (1) seconds\nset [text v] to [you know who i am]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [i've guided you all the way]\nbroadcast (Text v)\nwait (2) seconds\nset [text v] to [it was my plan all along to get you on my side]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [you were supposed to enter the portal]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [but you ignored me and you're here]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [you made the wrong decision]\nbroadcast (Text v)\nwait (3) seconds\nbroadcast (15a5g v)\nwait (4) seconds\nif <(Deaths) = [0]> then\n broadcast (15a5ggood v)\nelse\n broadcast (15a5gbad v)\nend\n\nwhen I receive [15a5gbad v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [it's a pity you know,]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [you could have made an amazing sidekick]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (15a5i v)\nwait (2) seconds\nbroadcast (15a5h v)\n\nwhen I receive [15a5ggood v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [it's a pity you know,]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [you could have made an amazing sidekick]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [should i destroy you, it would be a great loss for my side as well]\nbroadcast (Text v)\nwait (5) seconds\nset [text v] to [i'm going to give you 5 seconds,]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to [to make a run for it]\nbroadcast (Text v)\nbroadcast (15a5g2 v)\nset [15 control yes? v] to [1]\nset [15 good stuff v] to [1]\nwait (5) seconds\nif <[26] < ([costume # v] of [sprite 2 v])> then\n set [15 control yes? v] to [0]\n wait (2) seconds\n if <[26] < ([costume # v] of [sprite 2 v])> then\n broadcast (15a5j v)\n else\n set [15 control yes? v] to [1]\n end\nend\n\nwhen flag clicked\nset [15 good stuff v] to [0]\n\nwhen I receive [15a4 v]\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [15 return to main v]\nset [text v] to []\nbroadcast (Text v)\n\nwhen I receive [15a5k v]\nwait (0.2) seconds\nhide\nswitch costume to (last v)\nclear graphic effects\nset [brightness v] effect to (-100)\nset [text v] to [too slow]\nbroadcast (Text v)\nwait (3) seconds\nbroadcast (15a5l v)\n\nwhen I receive [15a5m v]\nset [text v] to [nice knowing you]\nbroadcast (Text v)\nwait (3) seconds\nset [text v] to []\nbroadcast (Text v)\nbroadcast (15a5i v)\nwait (2) seconds\nbroadcast (15a5n v)\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\n\nwhen I receive [an v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\n\n@Dark\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [start end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nbroadcast (text stuff v)\n\nwhen flag clicked\nwait (3) seconds\nswitch costume to (costume3 v)\ngo to x: (-240) y: (-15)\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nbroadcast (aa v)\nforever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (sprite 2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [aa v]\nset [xv v] to [3]\nwait (3) seconds\nbroadcast (ab v)\n\nwhen I receive [ad v]\nwait (1) seconds\nrepeat (10)\n set [xv v] to [3]\nend\nbroadcast (ae v)\n\nwhen I receive [ai v]\nset [xv v] to [30]\nset [yv v] to [20]\n\nwhen I receive [af v]\nset [xv v] to [-5]\nswitch costume to (costume2 v)\n\nwhen I receive [aj v]\nset [dx v] to ((x position) + (0))\nset [dy v] to ((y position) + (10))\nwait (0.1) seconds\nswitch costume to (costume4 v)\nstop [other scripts in sprite v]\n\nwhen I receive [ak v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-2)\n change y by (Yv)\n if <touching (sprite 2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [an v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\n\n@Dark2\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [start end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (103) y: (-124)\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xx v] to [0]\nset [yy v] to [0]\nforever\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((xx) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yy v] by (-1)\n change y by (yy)\n if <touching (sprite 2 v)?> then\n change y by ((yy) * (-1))\n set [yy v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [af v]\nset [xx v] to [-10]\nset [yy v] to [3]\n\nwhen I receive [an v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\n\nwhen I receive [15a5 v]\ngo to x: (-226) y: (-95)\nclear graphic effects\nshow\nset [xx v] to [0]\nset [yy v] to [0]\nforever\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((xx) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yy v] by (-1)\n change y by (yy)\n if <touching (sprite 2 v)?> then\n change y by ((yy) * (-1))\n set [yy v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [15a5c v]\nwait (2) seconds\nset [xx v] to [19]\nset [yy v] to [18]\nwait (2) seconds\nbroadcast (15a5d v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\n\nwhen I receive [15a4 v]\nstop [other scripts in sprite v]\nset [xx v] to [0]\nset [yy v] to [0]\nhide\n\nwhen I receive [15 return to main v]\nstop [other scripts in sprite v]\nset [xx v] to [0]\nset [yy v] to [0]\nhide\n\nwhen I receive [15a5l v]\nif <([costume # v] of [sprite 2 v]) = [27]> then\n go to x: (-43) y: (-117)\n clear graphic effects\n show\nend\nif <([costume # v] of [sprite 2 v]) = [28]> then\n go to x: (-3) y: (15)\n clear graphic effects\n show\nend\nif <([costume # v] of [sprite 2 v]) = [29]> then\n set [xx v] to [12]\n set [yy v] to [8]\nend\nwait (3) seconds\nbroadcast (15a5m v)\n\n@light\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n go to (dark v)\n go to [back v] layer\nend\n\nwhen I receive [aa v]\nswitch costume to (costume1 v)\nset size to (100) %\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-1)\nend\nforever\n repeat (50)\n change [ghost v] effect by (0.04)\n change size by (0.2)\n end\n wait (0.1) seconds\n repeat (50)\n change [ghost v] effect by (-0.04)\n change size by (-0.2)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [af v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ah v]\nhide\nclear graphic effects\nforever\n go to (dark2 v)\n go to [back v] layer\nend\n\nwhen I receive [ah v]\nswitch costume to (costume2 v)\nset size to (100) %\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [an v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\n\nwhen I receive [6e v]\nswitch costume to (costume3 v)\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nset [brightness v] effect to (0)\nset size to (50) %\n\nforever\nend\n\ngo to [back v] layer\ngo [forward v] (40) layers\ngo to (player v)\n\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [6e v]\n\n@text place\n\nwhen flag clicked\nhide\n\nwhen I receive [ab v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (209)\nrepeat (23)\n change y by (-3)\nend\nbroadcast (ac v)\n\nwhen I receive [ad v]\nrepeat (23)\n change y by (3)\nend\nhide\n\nwhen I receive [ag v]\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (209)\nrepeat (23)\n change y by (-3)\nend\nbroadcast (ah v)\n\nwhen I receive [ai v]\nrepeat (23)\n change y by (3)\nend\nhide\n\nwhen I receive [ak v]\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (209)\nrepeat (23)\n change y by (-3)\nend\nbroadcast (al v)\n\nwhen I receive [an v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\n\nwhen I receive [start v]\nswitch costume to (you v)\nshow\ngo to x: (0) y: (209)\nrepeat (10)\n change y by (-7)\nend\nbroadcast (ao v)\nwait (3) seconds\nrepeat (10)\n change y by (7)\nend\nhide\nwait (1) seconds\nshow\nrepeat (10)\n change y by (-7)\nend\nbroadcast (ap v)\nwait (3) seconds\nrepeat (10)\n change y by (7)\nend\nhide\nset [mode v] to [0]\nrepeat until <not <(mode) = [0]>>\n ask [easy/medium/hard Which mode?] and wait\n if <<<(answer) = [easy]> or <(answer) = [e]>> or <(answer) = [E]>> then\n set [mode v] to [beginner]\n end\n if <<<(answer) = [medium]> or <(answer) = [m]>> or <(answer) = [M]>> then\n set [mode v] to [easy]\n end\n if <<<(answer) = [hard]> or <(answer) = [h]>> or <(answer) = [H]>> then\n set [mode v] to [hard]\n end\nend\nbroadcast (aq v)\n\nwhen I receive [4c v]\nwait (2) seconds\nif <(Level) = [4]> then\n switch costume to (you v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (4d v)\n wait (3) seconds\n repeat (10)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [5a v]\nwait (2) seconds\nif <(Level) = [5]> then\n switch costume to (you v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (5b v)\n wait (2) seconds\n repeat (10)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [6d v]\nwait (2) seconds\nif <(Level) = [20]> then\n switch costume to (you v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (6d1 v)\n wait (5) seconds\n repeat (10)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [6d2 v]\nwait (2) seconds\nif <(Level) = [20]> then\n switch costume to (costume2 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (6d3 v)\n wait (3) seconds\n repeat (10)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [2 v]\nif <(mode) = [hard]> then\n broadcast (n v)\n wait (2) seconds\n if <(Level) = [2]> then\n switch costume to (you v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (2a v)\n wait (4) seconds\n repeat (10)\n change y by (7)\n end\n hide\n end\nend\nif <<(mode) = [easy]> or <(mode) = [beginner]>> then\n broadcast (2b v)\nend\n\nwhen I receive [6d5 v]\nwait (2) seconds\nif <(Level) = [20]> then\n switch costume to (costume2 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (6d5b v)\n wait (3) seconds\n repeat (10)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [6d4 v]\nwait (2) seconds\nif <(Level) = [20]> then\n switch costume to (costume2 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (6d4b v)\n wait (4) seconds\n repeat (10)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [6d6 v]\nwait (2) seconds\nif <(Level) = [20]> then\n switch costume to (costume2 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (6d6b v)\n wait (3) seconds\n repeat (10)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [6e v]\nwait (5) seconds\nif <(Level) = [21]> then\n go to [front v] layer\n switch costume to (you v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (6e2 v)\nend\n\nwhen I receive [6e3 v]\nif <(Level) = [21]> then\n repeat (10)\n change y by (7)\n end\n hide\nend\nwait (5) seconds\nbroadcast (6e4 v)\n\nwhen I receive [6e4 v]\nif <(Level) = [21]> then\n go to [front v] layer\n switch costume to (costume2 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (6e5 v)\n wait (9) seconds\n repeat (10)\n change y by (7)\n end\n hide\n broadcast (6e6 v)\nend\n\nwhen I receive [6e7 v]\nif <(Level) = [21]> then\n go to [front v] layer\n switch costume to (costume2 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (6e8 v)\n wait (3) seconds\n repeat (10)\n change y by (7)\n end\n hide\nend\nbroadcast (6e9 v)\n\nwhen I receive [7 v]\nwait (2) seconds\nif <(Level) = [7]> then\n switch costume to (you v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (7a v)\nend\n\nwhen I receive [7b v]\nif <(Level) = [7]> then\n repeat (10)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [15 last v]\nwait (2) seconds\nif <(Level) = [24]> then\n switch costume to (costume2 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n if <(all?) = [0]> then\n broadcast (15 last2 v)\n end\n if <(all?) = [1]> then\n broadcast (15 last4 v)\n end\nend\n\nwhen I receive [15 last3 v]\nif <(Level) = [24]> then\n repeat (10)\n change y by (7)\n end\n hide\nend\nwait (1) seconds\nset [portal v] to [open]\nset [15...end? v] to [1]\n\nwhen I receive [15b v]\nwait (5) seconds\nif <(Level) = [25]> then\n switch costume to (costume1 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (15b2 v)\nend\n\nwhen I receive [15b3 v]\nif <(Level) = [25]> then\n repeat (10)\n change y by (7)\n end\n hide\nend\nset [15b done v] to [1]\n\nwhen I receive [15 things code v]\nif <(Level) = [25]> then\n repeat (10)\n change y by (7)\n end\n hide\nend\nwait until <(things) = [0]>\nbroadcast (15b4 v)\n\nwhen I receive [15b4 v]\nwait (2) seconds\nif <(Level) = [25]> then\n switch costume to (costume1 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n if <(all?) = [0]> then\n broadcast (15b5 v)\n end\n if <(all?) = [1]> then\n broadcast (15b6 v)\n end\nend\n\nwhen I receive [15b7 v]\nif <(Level) = [25]> then\n repeat (10)\n change y by (7)\n end\n hide\nend\nwait until <([x position v] of [player v]) > [220]>\nbroadcast (15b8 v)\n\nwhen I receive [15b8 v]\nwait (1) seconds\nif <(Level) = [25]> then\n switch costume to (costume1 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (15b9 v)\nend\n\nwhen I receive [15b10 v]\nif <(Level) = [25]> then\n repeat (10)\n change y by (7)\n end\n hide\nend\nwait (1) seconds\nset [15b done v] to [1]\n\nwhen flag clicked\nset [15...end? v] to [0]\n\nwhen I receive [15a5 v]\nwait (2) seconds\nif <([costume # v] of [sprite 2 v]) = [29]> then\n switch costume to (you v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (15a5b v)\nend\n\nwhen I receive [15a5c v]\nrepeat (10)\n change y by (7)\nend\nhide\n\nwhen I receive [15a5d v]\nwait (2) seconds\nif <([costume # v] of [sprite 2 v]) = [29]> then\n switch costume to (costume2 v)\n show\n go to x: (0) y: (209)\n repeat (10)\n change y by (-7)\n end\n broadcast (15a5e v)\nend\n\nwhen I receive [15a5i v]\nrepeat (10)\n change y by (7)\nend\nhide\n\nwhen I receive [15a4 v]\nhide\n\nwhen I receive [15 return to main v]\nhide\n\nwhen I receive [15a5j v]\nwait (2) seconds\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (209)\nrepeat (10)\n change y by (-7)\nend\nbroadcast (15a5k v)\n\n@black missile\n\nwhen flag clicked\nset [m speed v] to [800]\nset [my variable v] to [0]\nhide\n\nwhen I receive [ae v]\nswitch costume to (costume1 v)\nset size to (80) %\ngo to (dark2 v)\nclear graphic effects\ngo to [back v] layer\npoint in direction (112)\nshow\nbroadcast (af v)\nglide (0.2) secs to x: (-232) y: (31)\nstart sound [Glass Breaking v]\nhide\n\nwhen I receive [ai v]\nwait (0.2) seconds\nswitch costume to (costume2 v)\nset size to (80) %\ngo to (dark2 v)\nclear graphic effects\ngo to [front v] layer\nshow\nbroadcast (aj v)\nstart sound [Rip v]\nglide (0.1) secs to x: ((dx) + (20)) y: (dy)\nhide\nwait (1) seconds\nbroadcast (ak v)\n\nwhen I receive [al v]\nswitch costume to (costume1 v)\nset size to (80) %\ngo to (dark2 v)\nclear graphic effects\ngo to [front v] layer\npoint in direction (110)\nchange x by (-10)\nchange x by (3)\nshow\nwait (6) seconds\nbroadcast (am v)\n\nwhen I receive [an v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\nforever\n if <<<<touching (sprite? v)?> or <touching (sprite 2 v)?>> and <not <touching (red 3 v)?>>> or <touching (_edge_ v)?>> then\n set [bmx v] to (x position)\n set [bm touch v] to [1]\n hide\n end\nend\n\nwhen I receive [red 3 missile v]\nswitch costume to (costume3 v)\nset size to (80) %\ngo to (red 3 v)\nmove (-10) steps\nchange y by (3)\nclear graphic effects\ngo to [front v] layer\npoint in direction (-90)\nshow\nbroadcast (red 3 missile go v)\nglide (0.2) secs to x: (-232) y: (y position)\nhide\n\nwhen I receive [red 3 m 5 v]\nswitch costume to (costume4 v)\nset size to (80) %\ngo to (red 3 v)\nclear graphic effects\ngo to [front v] layer\nshow\nbroadcast (red 3 missile go v)\nset [bm touch v] to [0]\nif <([x position v] of [player v]) < ([x position v] of [red 3 v])> then\n point in direction (-90)\n glide (((x position) - (-240)) / (m speed)) secs to x: (-240) y: (y position)\n if <(bm touch) = [0]> then\n set [bmx v] to [-232]\n end\nelse\n point in direction (90)\n glide (((240) - (x position)) / (m speed)) secs to x: (240) y: (y position)\n if <(bm touch) = [0]> then\n set [bmx v] to [232]\n end\nend\nhide\n\nwhen I receive [red 3 m 8 v]\nbroadcast (red 3 missile go v)\nset [bm touch v] to [0]\nif <([y position v] of [red 3 v]) < ([y position v] of [player v])> then\n if <([x position v] of [player v]) < ([x position v] of [red 3 v])> then\n switch costume to (costume4 v)\n set size to (80) %\n go to (red 3 v)\n point towards (player v)\n clear graphic effects\n go to [front v] layer\n show\n set [red 3 m angle v] to (((direction) * (-1)) + (90))\n glide (([sqrt v] of ((((x position) - (-240)) * ((x position) - (-240))) + ((((x position) - (-240)) * ([tan v] of (red 3 m angle) )) * (((x position) - (-240)) * ([tan v] of (red 3 m angle) )))) ) / (m speed)) secs to x: (-240) y: (((y position) - (((x position) - (-240)) * ([tan v] of (red 3 m angle) ))) - (my variable))\n if <(bm touch) = [0]> then\n set [bmx v] to [-232]\n end\n else\n switch costume to (costume4 v)\n set size to (80) %\n go to (red 3 v)\n point towards (player v)\n clear graphic effects\n go to [front v] layer\n show\n set [red 3 m angle v] to (((direction) * (-1)) + (90))\n glide (([sqrt v] of ((((240) - (x position)) * ((240) - (x position))) + ((((240) - (x position)) * ([tan v] of (red 3 m angle) )) * (((240) - (x position)) * ([tan v] of (red 3 m angle) )))) ) / (m speed)) secs to x: (240) y: (((y position) + (((240) - (x position)) * ([tan v] of (red 3 m angle) ))) - (my variable))\n if <(bm touch) = [0]> then\n set [bmx v] to [232]\n end\n end\n hide\nend\nif <<([y position v] of [player v]) < ([y position v] of [red 3 v])> or <([y position v] of [player v]) = ([y position v] of [red 3 v])>> then\n if <([x position v] of [player v]) < ([x position v] of [red 3 v])> then\n switch costume to (costume4 v)\n set size to (80) %\n go to (red 3 v)\n point towards (player v)\n clear graphic effects\n go to [front v] layer\n show\n set [red 3 m angle v] to (((direction) * (-1)) + (90))\n glide (([sqrt v] of ((((x position) - (-240)) * ((x position) - (-240))) + ((((x position) - (-240)) * ([tan v] of (red 3 m angle) )) * (((x position) - (-240)) * ([tan v] of (red 3 m angle) )))) ) / (m speed)) secs to x: (-240) y: (((y position) - (((x position) - (-240)) * ([tan v] of (red 3 m angle) ))) - (my variable))\n if <(bm touch) = [0]> then\n set [bmx v] to [-232]\n end\n else\n switch costume to (costume4 v)\n set size to (80) %\n go to (red 3 v)\n point towards (player v)\n clear graphic effects\n go to [front v] layer\n show\n set [red 3 m angle v] to (((direction) * (-1)) + (90))\n glide (([sqrt v] of ((((240) - (x position)) * ((240) - (x position))) + ((((240) - (x position)) * ([tan v] of (red 3 m angle) )) * (((240) - (x position)) * ([tan v] of (red 3 m angle) )))) ) / (m speed)) secs to x: (240) y: (((y position) + (((240) - (x position)) * ([tan v] of (red 3 m angle) ))) - (my variable))\n if <(bm touch) = [0]> then\n set [bmx v] to [232]\n end\n end\n hide\nend\n\nwhen I receive [15 v]\nstop [other scripts in sprite v]\n\nwhen I receive [15a5g v]\nswitch costume to (costume1 v)\nset size to (80) %\ngo to (dark2 v)\nclear graphic effects\ngo to [front v] layer\npoint in direction (-90)\nchange x by (7)\nset [brightness v] effect to (100)\nshow\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [15a5h v]\nglide (0.1) secs to x: (41) y: (30)\nbroadcast (15 blaam v)\nstart sound [Cymbal v]\nhide\n\nwhen I receive [15 return to main v]\nhide\n\nwhen I receive [15a4 v]\nhide\n\nwhen I receive [15a5ggood v]\nforever\n go to (dark2 v)\n change x by (7)\nend\n\nwhen I receive [15a5m v]\nif <([costume # v] of [sprite 2 v]) = [29]> then\n point towards (player v)\n turn right (180) degrees\nelse\n switch costume to (costume1 v)\n set size to (80) %\n go to (dark2 v)\n clear graphic effects\n go to [front v] layer\n point towards (player v)\n turn right (180) degrees\n change x by (7)\n set [brightness v] effect to (100)\n show\n repeat (50)\n change [brightness v] effect by (-2)\n end\nend\n\nwhen I receive [15a5n v]\nglide (0.1) secs to (player v)\nbroadcast (15 blaam v)\nstart sound [Cymbal v]\nhide\n\n@64461\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <([costume # v] of [sprite 2 v]) = [30]> then\n set [brightness v] effect to (-100)\n go to x: (-240) y: (31)\nelse\n if <(Level) = [3]> then\n clear graphic effects\n go to x: (-230) y: ([y position v] of [black missile v])\n else\n if <<(Level) = [5]> or <(Level) = [6]>> then\n clear graphic effects\n go to x: (bmx) y: ([y position v] of [black missile v])\n else\n if <<<<<<(Level) = [8]> or <(Level) = [9]>> or <(Level) = [10]>> or <(Level) = [12]>> or <(Level) = [13]>> or <(Level) = [14]>> then\n clear graphic effects\n go to x: (bmx) y: ([y position v] of [black missile v])\n else\n if <([costume # v] of [sprite 2 v]) > [26]> then\n set [brightness v] effect to (100)\n go to (player v)\n else\n end\n end\n end\n end\nend\npoint in direction (pick random (40) to (180))\nshow\nif <([costume # v] of [sprite 2 v]) = [29]> then\n set [speed x v] to (pick random (5) to (10))\n set [speed y v] to (pick random (15) to (-15))\nelse\n if <<([costume # v] of [sprite 2 v]) > [26]> and <not <([costume # v] of [sprite 2 v]) = [29]>>> then\n set [speed x v] to (pick random (-5) to (-10))\n set [speed y v] to (pick random (15) to (-15))\n else\n set [speed x v] to (pick random (1) to (5))\n set [speed y v] to (pick random (1) to (20))\n end\nend\nrepeat (200)\n Tick\nend\ndelete this clone\n\ndefine Tick\nswitch costume to (ball v)\nchange [speed y v] by (-0.5)\nchange x by (speed x)\nchange y by (speed y)\nif <not <touching (sprite 2 v)?>> then\n stop [this script v]\nend\nset [count v] to [0]\nrepeat until <not <touching (sprite 2 v)?>>\n change x by ((speed x) * (-0.1))\n change y by ((speed y) * (-0.1))\n change [count v] by (1)\n if <(count) > [20]> then\n delete this clone\n end\nend\nFind Normal\nbounce ([sin v] of (ball: dir) ) ([cos v] of (ball: dir) )\nswitch costume to (ball v)\nrepeat (10)\n change x by ((0.5) * ([sin v] of (ball: dir) ))\n change y by ((0.5) * ([cos v] of (ball: dir) ))\n if <not <touching (sprite 2 v)?>> then\n stop [this script v]\n end\nend\ndelete this clone\n\ndefine Find Normal\nswitch costume to (normal v)\nset [ball: dir v] to [0]\npoint in direction (ball: dir)\nif <touching (sprite 2 v)?> then\n repeat until <not <touching (sprite 2 v)?>>\n rotate [15]\n end\n set [dir start v] to ((ball: dir) - (15))\nelse\n repeat until <touching (sprite 2 v)?>\n rotate [-15]\n end\n set [dir start v] to (ball: dir)\n set [ball: dir v] to [0]\n point in direction (ball: dir)\nend\nrepeat until <touching (sprite 2 v)?>\n rotate [15]\nend\nset [ball: dir v] to (((ball: dir) + (dir Start)) / (2))\n\ndefine rotate (by)\nchange [ball: dir v] by (by)\npoint in direction (ball: dir)\nif <([abs v] of (ball: dir) ) > [720]> then\n change [red missile dot count v] by (-1)\n delete this clone\nend\n\ndefine bounce (nx) (ny)\nset [dot product v] to (((speed x) * (nx)) + ((speed y) * (ny)))\nchange [speed x v] by ((-1.6) * ((nx) * (dot product)))\nchange [speed y v] by ((-1.6) * ((ny) * (dot product)))\n\nwhen I start as a clone\nforever\n if <touching (sprite 2 v)?> then\n change [red missile dot count v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [ae v]\nwait (0.1) seconds\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen I receive [red 3 missile go v]\nif <(Level) = [3]> then\n wait (0.1) seconds\n set [red missile dot count v] to [0]\n repeat until <(red missile dot count) = [10]>\n create clone of (_myself_ v)\n change [red missile dot count v] by (1)\n end\nelse\n wait (0.1) seconds\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Level) = [3]> then\n wait (2) seconds\n delete this clone\nelse\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [playr hp v] by (-1)\n delete this clone\n end\nend\n\ngo to x: (41) y: (30)\n\nwhen I receive [15 blaam v]\nwait (0.1) seconds\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@6661626242422222122\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nhide\nset size to (50) %\ngo to x: (-220) y: (-169)\nset [ghost v] effect to (100)\nwait (5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (an v)\n hide\n stop [this script v]\n end\n else\n clear graphic effects\n end\nend\n\nbroadcast (am v)\n\nwhen I receive [an v]\nstop [other scripts in sprite v]\nclear graphic effects\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [4b v]\nif <(4 switch) = [0]> then\n if <<(mode) = [easy]> or <(mode) = [beginner]>> then\n switch costume to (costume2 v)\n clear graphic effects\n show\n set size to (50) %\n go to x: (-165) y: (169)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n switch costume to (costume3 v)\n end\n else\n switch costume to (costume2 v)\n clear graphic effects\n end\n end\n end\nend\n\nwhen I receive [5 v]\nwait until <(v?) = [1]>\nswitch costume to (costume2 v)\nclear graphic effects\nshow\nset size to (50) %\ngo to x: (-220) y: (-169)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n switch costume to (costume4 v)\n end\n else\n switch costume to (costume2 v)\n clear graphic effects\n end\nend\n\nwhen I receive [4a v]\nhide\n\nwhen I receive [11 v]\nif <(mode) = [easy]> then\n switch costume to (costume2 v)\n clear graphic effects\n show\n set size to (50) %\n go to x: (-220) y: (-169)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n switch costume to (costume5 v)\n end\n else\n switch costume to (costume2 v)\n clear graphic effects\n end\n if <(red 3 move) = [0]> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [10 v]\nif <(6e9) = [1]> then\n switch costume to (costume6 v)\n clear graphic effects\n show\n set size to (50) %\n go to x: (-220) y: (-169)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n switch costume to (costume7 v)\n end\n else\n switch costume to (costume6 v)\n clear graphic effects\n end\n end\nend\n\nwhen I receive [2b v]\nbroadcast (n v)\nif <<(mode) = [beginner]> or <(mode) = [easy]>> then\n switch costume to (costume2 v)\n clear graphic effects\n show\n set size to (50) %\n go to x: (-165) y: (169)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n switch costume to (costume8 v)\n end\n else\n switch costume to (costume2 v)\n clear graphic effects\n end\n end\nend\n\nwhen I receive [3 v]\nif <<(mode) = [beginner]> or <(mode) = [easy]>> then\n forever\n if <(red 3 move) = [1]> then\n switch costume to (costume2 v)\n clear graphic effects\n show\n set size to (50) %\n go to x: (-165) y: (169)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n switch costume to (costume9 v)\n end\n else\n switch costume to (costume2 v)\n clear graphic effects\n end\n end\n else\n hide\n end\n end\nend\n\n@black screen\n\nwhen I receive [am v]\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (an v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [an v]\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Go v)\nbroadcast (Start v)\nbroadcast (Allow v)\n\nwhen I receive [6e v]\nswitch costume to (costume1 v)\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (4)\n\nwhen I receive [6e6 v]\nrepeat (40)\n change [ghost v] effect by (.5)\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [text stuff v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (50) %\nshow\nwait (14) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\n change size by (1)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-0.5)\nend\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change size by (0.5)\nend\nwait (3) seconds\nbroadcast (white1 v)\n\nwhen I receive [endend v]\nswitch costume to (4 v)\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (50) %\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\n change size by (1)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-0.5)\nend\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change size by (0.5)\nend\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (1)\n change size by (-1)\nend\nbroadcast (thumbnail v)\n\nwhen I receive [skip intro v]\nstop [other scripts in sprite v]\nhide\nbroadcast (white1 v)\n\n@Player\n\nwhen flag clicked\nset [1 v] to [0]\nhide\n\nwhen I receive [go v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(15 control yes?) = [1]> then\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 end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (sprite 2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite 2 v)?> then\n if <(15 control yes?) = [1]> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n end\n change y by (1)\n if <<(y position) < [-175]> and <<<<<<([costume # v] of [sprite 2 v]) = [29]> and <(15 die?) = [0]>> or <<([costume # v] of [sprite 2 v]) = [28]> and <(15 die?) = [0]>>> or <<([costume # v] of [sprite 2 v]) = [27]> and <(15 die?) = [0]>>> or <<([costume # v] of [sprite 2 v]) = [26]> and <(15 good stuff) = [1]>>> or <<([costume # v] of [sprite 2 v]) = [15]> and <(15 good stuff) = [1]>>>> then\n reset down\n end\n if <<(y position) < [-175]> and <(Level) = [15]>> then\n reset\n end\nend\n\nwhen I receive [start v]\ngo to x: (-212) y: (-81)\nshow\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [go v]\nreset\n\ndefine reset\nbroadcast (player reset v)\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(Level) = [2]> then\n go to x: (-212) y: (-81)\n clear graphic effects\n show\n playr hp [100] [50] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [10] [30] [10]\n end\nend\nif <(Level) = [3]> then\n go to x: (-212) y: (-81)\n clear graphic effects\n show\n playr hp [200] [100] [200]\n if <(red 3 hp) > [0]> then\n red 3 hp [10] [50] [10]\n end\nend\nif <(Level) = [4]> then\n go to x: (-212) y: (-81)\n clear graphic effects\n show\n playr hp [100] [100] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [20] [50] [10]\n end\nend\nif <(Level) = [16]> then\n if <(4 switch) = [0]> then\n go to x: (212) y: (-154)\n else\n go to x: (-167) y: (46)\n end\n clear graphic effects\n show\n playr hp [100] [50] [100]\nend\nif <(Level) = [5]> then\n go to x: (0) y: (-130)\n clear graphic effects\n show\n playr hp [100] [100] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [50] [50] [30]\n end\nend\nif <(Level) = [6]> then\n go to x: (0) y: (-130)\n clear graphic effects\n show\n playr hp [100] [100] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [30] [50] [20]\n end\nend\nif <(Level) = [17]> then\n go to x: (-220) y: (-80)\n clear graphic effects\n show\n playr hp [100] [100] []\nend\nif <(Level) = [18]> then\n go to x: (-220) y: (-18)\n clear graphic effects\n show\n playr hp [100] [100] []\nend\nif <(Level) = [19]> then\n go to x: (220) y: (76)\n clear graphic effects\n show\nend\nif <(Level) = [20]> then\n go to x: (-220) y: (-18)\n clear graphic effects\n show\nend\nif <(Level) = [21]> then\n go to x: (129) y: (-137)\n show\nend\nif <(Level) = [7]> then\n go to x: (-178) y: (-156)\n clear graphic effects\n show\n playr hp [100] [40] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [50] [30] [20]\n end\nend\nif <(Level) = [8]> then\n go to x: (212) y: (140)\n clear graphic effects\n show\n playr hp [100] [50] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [30] [30] [20]\n end\nend\nif <(Level) = [9]> then\n go to x: (-206) y: (-80)\n clear graphic effects\n show\n playr hp [100] [200] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [50] [80] [20]\n end\nend\nif <(Level) = [10]> then\n go to x: (-98) y: (-36)\n clear graphic effects\n show\n playr hp [30] [100] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [30] [70] [30]\n end\nend\nif <(Level) = [11]> then\n go to x: (0) y: (-150)\n clear graphic effects\n show\n playr hp [50] [50] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [30] [30] [30]\n end\nend\nif <(Level) = [12]> then\n go to x: (-212) y: (-81)\n clear graphic effects\n show\n playr hp [100] [150] [100]\n if <(red 3 hp) > [0]> then\n broadcast (12 code v)\n red 3 hp [100] [90] [30]\n end\nend\nif <(Level) = [13]> then\n go to x: (-170) y: (-131)\n clear graphic effects\n show\n playr hp [100] [200] [100]\n if <(red 3 hp) > [0]> then\n red 3 hp [80] [100] [30]\n end\nend\nif <(Level) = [22]> then\n go to x: (-220) y: (98)\n show\nend\nif <(Level) = [14]> then\n go to x: (-170) y: (-131)\n clear graphic effects\n show\n playr hp [100] [300] [150]\n if <(red 3 hp) > [0]> then\n red 3 hp [100] [100] [60]\n end\nend\nif <(Level) = [15]> then\n go to x: (0) y: (-124)\n clear graphic effects\n show\n set [playr hp v] to [1]\nend\n\nwhen I receive [end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [endend v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [n v]\nset [1 v] to [0]\nset [2 v] to [0]\nset [3 v] to [0]\nset [4 v] to [0]\nset [5 v] to [0]\nset [6 v] to [0]\nstop [other scripts in sprite v]\nbroadcast (n code v)\nswitch costume to (costume1 v)\nclear graphic effects\nset size to (100) %\nshow\nset [stunned? v] to [0]\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 (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n if <<key (1 v) pressed?> and <(1) = [0]>> then\n broadcast (protego v)\n set [1 v] to [1]\n end\n if <<key (2 v) pressed?> and <(2) = [0]>> then\n broadcast (attack you v)\n set [2 v] to [1]\n end\n change y by (1)\n if <(y position) < [-175]> then\n if <not <(Level) = [23]>> then\n reset\n change [deaths v] by (1)\n end\n end\nend\n\nwhen I receive [n code v]\nforever\n if <not <(Level) = [21]>> then\n if <<key (6 v) pressed?> and <(6) = [0]>> then\n wait until <not <key (6 v) pressed?>>\n set [6 v] to [1]\n change y by (-1)\n if <<not <touching (sprite 2 v)?>> and <not <touching (sprite? v)?>>> then\n set [yv v] to ((Yv) + (10))\n end\n wait (0.1) seconds\n set [6 v] to [0]\n end\n end\nend\n\nwhen I receive [no move n v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nbroadcast (no move n2 v)\nset [red attack v] to [1]\nset [red 2 attack v] to [1]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [deaths v] to [0]\nforever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (1)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [no move n2 v]\nforever\n wait (1) seconds\n if <(stunned?) = [0]> then\n broadcast (n v)\n set [red attack v] to [0]\n set [red shoot allowed? v] to [1]\n stop [this script v]\n else\n wait (3) seconds\n broadcast (n v)\n set [red attack v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [red 3 player v]\n\nchange [player hp v] by (-1)\nchange [xv v] by (-1)\nchange [yv v] by (3)\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [deaths v] to [-1]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [15 die? v] to [0]\nset [15 control yes? v] to [1]\nset [red3 go2 v] to [0]\n\nwhen I receive [red 3 bye v]\nset [red3 go2 v] to [0]\n\nwhen I receive [n code v]\nforever\n if <touching (attack red v)?> then\n change [playr hp v] by (-10)\n if <(playr hp) < [1]> then\n set [red shoot allowed? v] to [0]\n set [xv v] to [0]\n set [yv v] to [20]\n switch costume to (costume2 v)\n wait (1) seconds\n reset\n change [deaths v] by (1)\n broadcast (No move n v)\n else\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\n end\n if <touching (black missile v)?> then\n wait until <not <touching (black missile v)?>>\n change [playr hp v] by (-40)\n if <(playr hp) < [1]> then\n switch costume to (costume2 v)\n reset\n change [deaths v] by (1)\n broadcast (No move n v)\n wait (2) seconds\n else\n if <([direction v] of [black missile v]) > [0]> then\n set [xv v] to [50]\n end\n if <[0] > ([direction v] of [black missile v])> then\n set [xv v] to [-50]\n end\n set [yv v] to [5]\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\n end\n if <(playr hp) < [1]> then\n set [red shoot allowed? v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n switch costume to (costume2 v)\n wait (1) seconds\n reset\n change [deaths v] by (1)\n broadcast (No move n v)\n end\nend\n\nwhen I receive [n code v]\nforever\n if <<key (3 v) pressed?> and <(3) = [0]>> then\n if <<(Level) = [2]> or <<<(Level) = [8]> and <(red 3 move) = [0]>> or <(Level) = [14]>>> then\n wait until <not <key (3 v) pressed?>>\n broadcast (control platform v)\n set [3 v] to [1]\n end\n end\nend\n\nwhen I receive [n code v]\nforever\n if <<key (5 v) pressed?> and <(5) = [0]>> then\n wait until <not <key (5 v) pressed?>>\n broadcast (shoot v)\n set [5 v] to [1]\n end\nend\n\nwhen I receive [4a v]\nset [red 3 hp v] to [0]\nset [red 3 move v] to [0]\ngo to x: (212) y: (-154)\n\nwhen I receive [4b v]\nif <(Level) = [16]> then\n set [red 3 hp v] to [0]\n set [red 3 move v] to [0]\n go to x: (-212) y: (-154)\nend\n\nwhen [7 v] key pressed\nwait until <not <key (7 v) pressed?>>\nif <(v?) = [1]> then\n if <(Next?) = [0]> then\n if <(distance to [mouse-pointer v]) < [160]> then\n set [orig x v] to (x position)\n set [orig y v] to (y position)\n go to (mouse-pointer v)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n go to x: (orig x) y: (orig y)\n end\n end\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [v? v] to [0]\n\ndefine red 3 hp (re) (rh) (rb)\nif <(mode) = [easy]> then\n set [red 3 hp v] to (re)\nend\nif <(mode) = [hard]> then\n set [red 3 hp v] to (rh)\nend\nif <(mode) = [beginner]> then\n set [red 3 hp v] to (rb)\nend\n\ndefine playr hp (pe) (ph) (pb)\nif <(mode) = [easy]> then\n set [playr hp v] to (pe)\nend\nif <(mode) = [hard]> then\n set [playr hp v] to (ph)\nend\nif <(mode) = [beginner]> then\n set [playr hp v] to (pb)\nend\n\nwhen I receive [6a v]\nset [v? v] to [0]\nset [red 3 hp v] to [0]\nset [red 3 move v] to [0]\nif <(Xv) < [0]> then\n if <(y position) < [0]> then\n go to x: (220) y: (-20)\n end\n if <<[-1] < (y position)> and <(y position) < [19]>> then\n go to x: (220) y: (19)\n end\n if <[18] < (y position)> then\n go to x: (220) y: (y position)\n end\nend\nif <[0] < (Xv)> then\n go to x: (-220) y: (y position)\nend\n\nwhen I receive [6 o v]\nif <(Level) = [17]> then\n set [v? v] to [1]\n set [red 3 hp v] to [0]\n set [red 3 move v] to [0]\n go to x: (220) y: (-80)\nend\n\nwhen I receive [6b v]\nset [red 3 hp v] to [0]\nset [red 3 move v] to [0]\ngo to x: (-220) y: (y position)\n\nwhen I receive [6 special v]\nset [v? v] to [0]\nset [red 3 hp v] to [0]\nset [red 3 move v] to [0]\ngo to x: (220) y: (y position)\n\nwhen I receive [6d v]\nset [v? v] to [0]\nset [red 3 hp v] to [0]\nset [red 3 move v] to [0]\ngo to x: (-220) y: (y position)\n\nwhen I receive [6a v]\nclear graphic effects\n\nwhen I receive [6 special v]\nset [brightness v] effect to (-20)\n\nwhen I receive [6d v]\nset [brightness v] effect to (-40)\n\nwhen I receive [6e v]\nset [v? v] to [0]\nset [red 3 hp v] to [0]\nset [red 3 move v] to [0]\ngo to x: (x position) y: (170)\n\nwhen I receive [6e v]\nset [brightness v] effect to (-60)\n\nwhen I receive [6b v]\nclear graphic effects\n\nwhen [4 v] key pressed\nwait until <not <key (4 v) pressed?>>\nif <(v?) = [2]> then\n if <(Next?) = [0]> then\n if <(distance to [mouse-pointer v]) < [160]> then\n set [orig x v] to (x position)\n set [orig y v] to (y position)\n go to (mouse-pointer v)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n go to x: (orig x) y: (orig y)\n end\n end\n end\nend\n\nwhen I receive [n code v]\nforever\n set [dis to 0,0 v] to (distance to [black screen v])\nend\n\nbroadcast (12 code v)\n\nwhen I receive [13b v]\nset [red 3 hp v] to [0]\nset [red 3 move v] to [0]\ngo to x: (-220) y: (98)\n\nwhen I receive [13a v]\nif <(Level) = [22]> then\n set [red 3 hp v] to [0]\n set [red 3 move v] to [0]\n go to x: (220) y: (98)\nend\n\nwhen I receive [14a v]\nif <(Level) = [23]> then\n set [red 3 hp v] to [0]\n set [red 3 move v] to [0]\n go to x: (x position) y: (178)\nend\n\nwhen I receive [14b v]\nset [red 3 hp v] to [0]\nset [red 3 move v] to [0]\ngo to x: (x position) y: (-170)\n\nwhen I receive [15 last v]\ngo to x: (-220) y: (62)\n\nwhen I receive [15b v]\ngo to x: (220) y: (62)\n\nwhen I receive [15a v]\nif <(15b done) = [1]> then\n go to x: (-220) y: (62)\nend\n\nwhen [r v] key pressed\nreset\n\nwhen I receive [15o v]\nif <([costume # v] of [sprite 2 v]) = [26]> then\n go to x: (220) y: (y position)\nend\n\nwhen I receive [15a2 v]\nif <([costume # v] of [sprite 2 v]) = [24]> then\n go to x: (-220) y: (y position)\nend\nif <([costume # v] of [sprite 2 v]) = [27]> then\n go to x: (110) y: (-162)\nend\n\nwhen I receive [15a3 v]\nif <([costume # v] of [sprite 2 v]) = [26]> then\n go to x: (x position) y: (169)\nend\nif <([costume # v] of [sprite 2 v]) = [28]> then\n go to x: (-210) y: (y position)\nend\n\nwhen I receive [15a4 v]\nif <([costume # v] of [sprite 2 v]) = [27]> then\n go to x: (220) y: (y position)\nend\nif <([costume # v] of [sprite 2 v]) = [29]> then\n go to x: (-210) y: (y position)\nend\n\ndefine reset down\nset [xv v] to [0]\nset [yv v] to [0]\nif <(15 good stuff) = [0]> then\n if <([costume # v] of [sprite 2 v]) = [27]> then\n go to x: (153) y: (-61)\n end\n if <([costume # v] of [sprite 2 v]) = [28]> then\n go to x: (215) y: (-32)\n end\n if <([costume # v] of [sprite 2 v]) = [29]> then\n go to x: (215) y: (-94)\n end\n change [deaths v] by (1)\nelse\n if <([costume # v] of [sprite 2 v]) = [26]> then\n go to x: (102) y: (-161)\n end\n if <([costume # v] of [sprite 2 v]) = [27]> then\n go to x: (-215) y: (-32)\n end\n if <([costume # v] of [sprite 2 v]) = [28]> then\n go to x: (-215) y: (-92)\n end\n if <([costume # v] of [sprite 2 v]) = [29]> then\n go to x: (57) y: (31)\n end\n if <([costume # v] of [sprite 2 v]) = [15]> then\n go to x: (0) y: (-124)\n end\nend\n\nwhen I receive [15a5 v]\nif <([costume # v] of [sprite 2 v]) = [28]> then\n go to x: (220) y: (y position)\nend\n\nwhen I receive [15 move go v]\nforever\n if <[27] > ([costume # v] of [sprite 2 v])> then\n set [brightness v] effect to (0)\n end\n if <([costume # v] of [sprite 2 v]) > [26]> then\n if <(15 die?) = [0]> then\n set [brightness v] effect to ((y position) * (0.8))\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [15a5f v]\nforever\n if <(15 control yes?) = [1]> then\n if <<key (6 v) pressed?> and <(6) = [0]>> then\n wait until <not <key (6 v) pressed?>>\n set [6 v] to [1]\n change y by (-1)\n if <<not <touching (sprite 2 v)?>> and <not <touching (sprite? v)?>>> then\n set [yv v] to ((Yv) + (10))\n end\n wait (0.1) seconds\n set [6 v] to [0]\n end\n end\nend\n\nwhen I receive [15a5 v]\nset [15 control yes? v] to [0]\nreset down\n\nwhen I receive [15a5f v]\nset [15 control yes? v] to [1]\nreset down\n\nwhen I receive [15 player pause v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (57) y: (31)\n\nwhen I receive [15 blaam v]\nset [15 die? v] to [1]\nswitch costume to (costume2 v)\nif <(x position) > ([x position v] of [dark2 v])> then\n set [xv v] to [-7]\n set [yv v] to [18]\nelse\n set [xv v] to [7]\n set [yv v] to [18]\nend\nwait until <(y position) < [-170]>\nstop [other scripts in sprite v]\nhide\nwait (2) seconds\nbroadcast (End v)\n\nwhen I receive [15 move go v]\nset [deaths v] to [-2]\n\nwhen I receive [15 return to main v]\ngo to x: (x position) y: (-175)\n\nwhen I receive [15 o ready too portal v]\nif <([costume # v] of [sprite 2 v]) = [15]> then\n go to x: (-220) y: (y position)\nend\nif <([costume # v] of [sprite 2 v]) = [26]> then\n go to x: (220) y: (y position)\nend\n\n@Sprite 2\n\nwhen I receive [next v]\nset [next? v] to [1]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nif <(Level) = [21]> then\n switch costume to (costume7 v)\nelse\n if <(Level) = [23]> then\n switch costume to (costume15 v)\n else\n next costume\n end\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (Go v)\nset [next? v] to [0]\n\nwhen I receive [end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (a v)\nclear graphic effects\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n set [level v] to (costume [number v])\nend\n\nwhen I receive [an v]\nswitch costume to (costume1 v)\n\nwhen I receive [4a v]\nswitch costume to (4a v)\n\nwhen I receive [4b v]\nswitch costume to (costume4 v)\n\nwhen I receive [6a v]\nswitch costume to (6a v)\n\nwhen I receive [6 o v]\nswitch costume to (costume6 v)\n\nwhen I receive [6b v]\nswitch costume to (6b v)\n\nwhen I receive [6 special v]\nswitch costume to (6c v)\n\nwhen I receive [6d v]\nswitch costume to (6d v)\n\nwhen I receive [6e v]\nswitch costume to (6e v)\n\nwhen I receive [13a v]\nswitch costume to (costume13 v)\n\nwhen I receive [13b v]\nswitch costume to (13a v)\n\nwhen I receive [14a v]\nswitch costume to (costume14 v)\n\nwhen I receive [14b v]\nswitch costume to (14a v)\n\nwhen I receive [15a v]\nswitch costume to (costume15 v)\n\nwhen I receive [15 last v]\nswitch costume to (15a v)\n\nwhen I receive [15b v]\nswitch costume to (15b v)\n\nwhen I receive [15 clicked 10 v]\nset [plat down v] to [1]\nset [portal v] to [closed]\nstop [other scripts in sprite v]\nrepeat (19)\n change y by ((plat down) * (-1))\n change [plat down v] by (1)\nend\nstart sound [Door Closing v]\nwait (2) seconds\nbroadcast (15 move go v)\n\nwhen I receive [15o v]\nswitch costume to (15a v)\ngo to x: (0) y: (-190)\n\nwhen I receive [15a2 v]\nswitch costume to (15a2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [15a3 v]\nswitch costume to (15a3 v)\ngo to x: (0) y: (0)\n\nwhen I receive [15a4 v]\nswitch costume to (15a4 v)\ngo to x: (0) y: (0)\n\nwhen I receive [15a5 v]\nswitch costume to (15a5 v)\ngo to x: (0) y: (0)\n\nwhen I receive [15 return to main v]\nswitch costume to (costume15 v)\ngo to x: (0) y: (0)\n\nwhen I receive [15 o ready too portal v]\nswitch costume to (15a v)\ngo to x: (0) y: (-190)\n\n@Sprite?\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [uncontrol platform v]\nclear graphic effects\nstop [other scripts in sprite v]\nforever\n go to [back v] layer\n switch costume to (Level)\n if <(3) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [you got stunned! v]\nbroadcast (uncontrol platform v)\n\nwhen I receive [ha! v]\nbroadcast (uncontrol platform v)\n\nwhen I receive [go v]\nif <(Level) = [1]> then\n\nwhen I receive [control platform v]\nforever\n switch costume to (Level)\n if <(Level) = [2]> then\n set [brightness v] effect to (100)\n if <([x position v] of [player v]) < (x position)> then\n set [direction v] to [1]\n else\n set [direction v] to [2]\n end\n if <(direction) = [1]> then\n if <<(mouse y) < [-46]> and <[-120] < (mouse y)>> then\n set y to (mouse y)\n else\n if <[-47] < (mouse y)> then\n set y to (-47)\n else\n if <(mouse y) < [-119]> then\n set y to (-119)\n end\n end\n end\n else\n if <<(mouse y) < [-7]> and <[-120] < (mouse y)>> then\n set y to (mouse y)\n else\n if <[-6] < (mouse y)> then\n set y to (-7)\n else\n if <(mouse y) < [-119]> then\n set y to (-119)\n end\n end\n end\n end\n if <(Next?) = [1]> then\n clear graphic effects\n stop [this script v]\n end\n end\n if <(Level) = [8]> then\n if <(red 3 move) = [0]> then\n set [brightness v] effect to (100)\n if <([x position v] of [player v]) < (x position)> then\n set [direction v] to [1]\n else\n set [direction v] to [2]\n end\n if <<[-237] < (mouse x)> and <(mouse x) < [-124]>> then\n set x to (mouse x)\n else\n if <(mouse x) < [-236]> then\n set x to (-236)\n else\n if <[-125] < (mouse x)> then\n set x to (-125)\n end\n end\n end\n end\n if <(Next?) = [1]> then\n clear graphic effects\n stop [this script v]\n end\n end\n if <(Level) = [14]> then\n set [brightness v] effect to (100)\n if <([x position v] of [player v]) < (x position)> then\n set [direction v] to [1]\n else\n set [direction v] to [2]\n end\n if <(x position) = [101]> then\n if <<[-153] < (mouse y)> and <(mouse y) < [130]>> then\n set y to (mouse y)\n else\n if <[129] < (mouse y)> then\n set y to (129)\n else\n if <(mouse y) < [-152]> then\n set y to (-152)\n end\n end\n end\n end\n if <(x position) = [-90]> then\n if <<[-153] < (mouse y)> and <(mouse y) < [56]>> then\n set y to (mouse y)\n else\n if <[55] < (mouse y)> then\n set y to (55)\n else\n if <(mouse y) < [-152]> then\n set y to (-152)\n end\n end\n end\n end\n if <(distance to [mouse-pointer v]) < [100]> then\n if <(y position) = [-152]> then\n if <<[-91] < (mouse x)> and <(mouse x) < [102]>> then\n set x to (mouse x)\n else\n if <(mouse x) < [-90]> then\n set x to (-90)\n else\n if <[101] < (mouse x)> then\n set x to (101)\n end\n end\n end\n end\n end\n if <(Next?) = [1]> then\n clear graphic effects\n stop [this script v]\n end\n end\nend\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nclear graphic effects\nif <(Level) = [2]> then\n switch costume to (costume2 v)\n set x to (-50)\n set y to (-47)\nend\nif <(Level) = [8]> then\n show\n switch costume to (costume8 v)\n set x to (-236)\n set y to (-100)\nend\nif <(Level) = [14]> then\n switch costume to (costume14 v)\n show\n set x to (101)\n set y to (-153)\nend\n\nwhen I receive [14 v]\nbroadcast (uncontrol platform v)\n\n@Portal\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start v]\nset [portal v] to [Closed]\nclear graphic effects\ngo to x: (210) y: (-75)\ngo to [back v] layer\nshow\n\nwhen I receive [go v]\nswitch costume to (costume1 v)\nclear graphic effects\nwait (0.01) seconds\nforever\n if <(Portal) = [Open]> then\n switch costume to (costume2 v)\n if <touching (player v)?> then\n if <(Level) = [24]> then\n broadcast (End v)\n stop [this script v]\n else\n broadcast (Next v)\n stop [this script v]\n end\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [open v]\nset [portal v] to [Open]\n\nwhen I receive [close v]\nset [portal v] to [Closed]\n\nwhen I receive [go v]\nif <(Level) = [2]> then\n set [portal v] to [Closed]\n go to x: (198) y: (-126)\n broadcast (2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n set [portal v] to [Closed]\n go to x: (181) y: (-129)\n broadcast (3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n set [portal v] to [Closed]\n go to x: (181) y: (67)\n broadcast (4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n set [portal v] to [Closed]\n go to x: (0) y: (130)\n broadcast (5 v)\n stop [this script v]\nend\nif <(Level) = [6]> then\n set [portal v] to [Closed]\n go to x: (0) y: (130)\n broadcast (6 v)\n stop [this script v]\nend\nif <(Level) = [7]> then\n show\n set [portal v] to [Closed]\n go to x: (-181) y: (115)\n broadcast (7 v)\n stop [this script v]\nend\nif <(Level) = [8]> then\n set [portal v] to [Closed]\n go to x: (-181) y: (115)\n broadcast (8 v)\n stop [this script v]\nend\nif <(Level) = [9]> then\n set [portal v] to [Closed]\n go to x: (0) y: (-123)\n broadcast (9 v)\n stop [this script v]\nend\nif <(Level) = [10]> then\n set [portal v] to [Closed]\n go to x: (0) y: (-139)\n broadcast (10 v)\n stop [this script v]\nend\nif <(Level) = [11]> then\n set [portal v] to [Closed]\n go to x: (193) y: (-126)\n broadcast (11 v)\n stop [this script v]\nend\nif <(Level) = [12]> then\n set [portal v] to [Closed]\n go to x: (210) y: (80)\n broadcast (12 v)\n broadcast (12 code v)\n stop [this script v]\nend\nif <(Level) = [13]> then\n set [portal v] to [Closed]\n go to x: (170) y: (111)\n broadcast (13 v)\n stop [this script v]\nend\nif <(Level) = [14]> then\n hide\n set [portal v] to [Closed]\n go to x: (-203) y: (111)\n broadcast (14 v)\n stop [this script v]\nend\nif <(Level) = [15]> then\n hide\n set [portal v] to [Closed]\n go to x: (169) y: (109)\n broadcast (15 v)\n broadcast (15a v)\n stop [this script v]\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide variable [player hp v]\nhide variable [red 3 hp v]\n\nwhen I receive [end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\nhide variable [player hp v]\nhide variable [red 3 hp v]\n\nwhen I receive [aq v]\nwait (1) seconds\nrepeat (3)\n switch costume to (costume2 v)\n wait (0.5) seconds\nend\nset [portal v] to [Open]\n\nwhen I receive [2 v]\nset [portal v] to [Closed]\n\nwhen I receive [4b v]\nforever\n if <<([x position v] of [player v]) < [-235]> and <([y position v] of [player v]) < [-150]>> then\n broadcast (4a v)\n hide\n stop [this script v]\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [4a v]\nforever\n if <<[235] < ([x position v] of [player v])> and <([y position v] of [player v]) < [-150]>> then\n broadcast (4b v)\n set [portal v] to [Open]\n show\n stop [this script v]\n end\nend\n\nwhen I receive [6 red defeated v]\nbroadcast (6 o v)\n\nwhen I receive [6a v]\nforever\n if <<[235] < ([x position v] of [player v])> and <[-21] < ([y position v] of [player v])>> then\n broadcast (6b v)\n hide\n stop [this script v]\n end\n if <<([x position v] of [player v]) < [-235]> and <<[-82] < ([y position v] of [player v])> and <([y position v] of [player v]) < [-74]>>> then\n broadcast (6 o v)\n show\n stop [this script v]\n end\n if <<([x position v] of [player v]) < [-235]> and <<[74] < ([y position v] of [player v])> and <([y position v] of [player v]) < [82]>>> then\n broadcast (6 special v)\n hide\n stop [this script v]\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [6 o v]\nforever\n if <<[235] < ([x position v] of [player v])> and <<[-82] < ([y position v] of [player v])> and <([y position v] of [player v]) < [-74]>>> then\n broadcast (6a v)\n hide\n stop [this script v]\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [6b v]\nforever\n if <<([x position v] of [player v]) < [-235]> and <[-21] < ([y position v] of [player v])>> then\n broadcast (6a v)\n hide\n stop [this script v]\n end\n if <(6d found) = [1]> then\n if <<[128] < ([x position v] of [player v])> and <([y position v] of [player v]) < [-155]>> then\n broadcast (6e v)\n hide\n stop [this script v]\n end\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [6 special v]\nforever\n if <<[235] < ([x position v] of [player v])> and <<[74] < ([y position v] of [player v])> and <([y position v] of [player v]) < [82]>>> then\n broadcast (6a v)\n hide\n stop [this script v]\n end\n if <(6d go back allow) = [0]> then\n if <<[235] < ([x position v] of [player v])> and <<[-21] < ([y position v] of [player v])> and <([y position v] of [player v]) < [40]>>> then\n broadcast (6d v)\n hide\n stop [this script v]\n end\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [6d v]\nwait until <(6d go back allow) = [1]>\nforever\n if <<([x position v] of [player v]) < [-235]> and <<[-21] < ([y position v] of [player v])> and <([y position v] of [player v]) < [40]>>> then\n broadcast (6 special v)\n hide\n stop [this script v]\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [6 v]\nset [6d go back allow v] to [0]\n\nwhen I receive [13a v]\nforever\n if <[230] < ([x position v] of [player v])> then\n broadcast (13b v)\n hide\n stop [this script v]\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [13b v]\nforever\n if <([x position v] of [player v]) < [-230]> then\n broadcast (13a v)\n show\n stop [this script v]\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [14a v]\nforever\n if <[182] < ([y position v] of [player v])> then\n broadcast (14b v)\n show\n stop [this script v]\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [14b v]\nforever\n if <([y position v] of [player v]) < [-177]> then\n broadcast (14a v)\n hide\n stop [this script v]\n end\n if <(Next?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [15a v]\nforever\n if <[235] < ([x position v] of [player v])> then\n broadcast (15 last v)\n show\n stop [this script v]\n end\n if <<<([x position v] of [player v]) < [-235]> and <(6e9) = [1]>> and <(15b done) = [0]>> then\n broadcast (15b v)\n stop [this script v]\n end\nend\n\nwhen I receive [15b v]\nwait until <(15b done) = [1]>\nforever\n if <[235] < ([x position v] of [player v])> then\n broadcast (15a v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [15 v]\nset [15b done v] to [0]\n\nwhen I receive [15 clicked 10 v]\nrepeat (10)\n change y by (3)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [15 move go v]\nset [15a3firsttime v] to [1]\nbroadcast (15o v)\n\nwhen I receive [15a2 v]\nwait (0.1) seconds\nforever\n if <([y position v] of [player v]) < [-170]> then\n if <(15 good stuff) = [0]> then\n broadcast (15a3 v)\n stop [this script v]\n end\n end\n if <([x position v] of [player v]) < [-230]> then\n if <(15 good stuff) = [0]> then\n broadcast (15o v)\n stop [this script v]\n else\n broadcast (15 o ready too portal v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [15o v]\nwait (0.1) seconds\nforever\n if <[230] < ([x position v] of [player v])> then\n broadcast (15a2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [15a3 v]\nwait (0.1) seconds\nset [15a3firsttime v] to [0]\nforever\n if <[170] < ([y position v] of [player v])> then\n broadcast (15a2 v)\n stop [this script v]\n end\n if <([x position v] of [player v]) < [-230]> then\n broadcast (15a4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [15a4 v]\nwait (0.1) seconds\nforever\n if <[230] < ([x position v] of [player v])> then\n broadcast (15a3 v)\n stop [this script v]\n end\n if <([x position v] of [player v]) < [-230]> then\n if <(15 good stuff) = [0]> then\n broadcast (15a5 v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [15a5 v]\nwait (0.1) seconds\nwait until <(15 good stuff) = [1]>\nforever\n if <[230] < ([x position v] of [player v])> then\n broadcast (15a4 v)\n stop [this script v]\n end\n if <[170] < ([y position v] of [player v])> then\n broadcast (15 return to main v)\n stop [this script v]\n end\nend\n\nwhen I receive [15 o ready too portal v]\nwait (0.1) seconds\nrepeat (10)\n change y by (-3)\n change [ghost v] effect by (-10)\nend\nset [portal v] to [open]\n\nwhen I receive [15 return to main v]\nwait (0.1) seconds\nforever\n if <[170] < ([x position v] of [player v])> then\n broadcast (15 o ready too portal v)\n stop [this script v]\n end\nend\n\n@protego\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [protego v]\nclear graphic effects\nset size to (100) %\nshow\nwait (2) seconds\nhide\nwait (0.5) seconds\nset [1 v] to [0]\n\n@Attack You\n\nwhen flag clicked\nhide\n\nwhen I receive [attack you v]\nif <(red 3 move) = [1]> then\n go to [back v] layer\n create clone of (_myself_ v)\n wait (0.4) seconds\n set [2 v] to [0]\nend\n\nwhen I start as a clone\nforever\n if < or < or <<touching (red 3 b v)?> or <<touching (protego red3 v)?> or <<<touching (protego red v)?> or <<<<touching (attack red v)?> or <touching (sprite5 v)?>> or <(Next?) = [1]>> or <touching (sprite 2 v)?>>> or <touching (sprite? v)?>>>>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Level) < [16]> then\n switch costume to (costume1 v)\n show\n clear graphic effects\n go to (player v)\n point towards (red 3 v)\n glide ((distance to [red 3 v]) / (800)) secs to (red 3 v)\nend\ndelete this clone\n\npoint towards (mouse-pointer v)\nturn right (180) degrees\nglide (([abs v] of ((((mouse y) - ([y position v] of [player v])) / ((mouse x) - ([x position v] of [player v]))) * ((240) - ([x position v] of [player v]))) ) / (100)) secs to x: (240) y: (([y position v] of [player v]) + ((((mouse y) - ([y position v] of [player v])) / ((mouse x) - ([x position v] of [player v]))) * ((240) - ([x position v] of [player v]))))\nwait (0.01) seconds\ndelete this clone\n\nwhen I receive [next v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <touching (red 3 v)?> then\n if <(red 3 move) = [1]> then\n broadcast (red3 -10 v)\n end\n delete this clone\n end\nend\n\nif <((mouse x) - ([x position v] of [player v])) > [0]> then\n\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to (player v)\npoint towards (red 3 v)\nturn right (180) degrees\nglide (0.2) secs to (red 3 v)\nwait (0.01) seconds\ndelete this clone\n\n@Control Zap\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [control platform v]\nshow\n\nwhen I receive [control platform v]\nforever\n if <(direction) = [1]> then\n point towards (mouse-pointer v)\n if <<[-180] < (direction)> and <(direction) < [0]>> then\n point in direction ((direction) * (-1))\n else\n point towards (mouse-pointer v)\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n broadcast (uncontrol platform v)\n set [3 v] to [0]\n hide\n stop [this script v]\n end\n else\n point towards (mouse-pointer v)\n if <<[0] < (direction)> and <(direction) < [180]>> then\n point in direction ((direction) * (-1))\n else\n point towards (mouse-pointer v)\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n broadcast (uncontrol platform v)\n set [3 v] to [0]\n hide\n stop [this script v]\n end\n end\n if <(Next?) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [uncontrol platform v]\nhide\n\nif <[16] > (Level)> then\nend\n\n@patronus\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [patronus v]\nclear graphic effects\nset size to (10) %\nshow\nrepeat (18)\n change size by (5)\nend\nwait (0.5) seconds\nrepeat (18)\n change size by (-5)\nend\nhide\nset [? v] to [0]\n\n@Dot you\n\nwhen flag clicked\nhide\n\nwhen I receive [shoot v]\nif <(red 3 move) = [1]> then\n go to [back v] layer\n repeat (10)\n wait (0.05) seconds\n create clone of (_myself_ v)\n end\n set [5 v] to [0]\nend\n\nwhen I start as a clone\nforever\n if <<touching (red 3 b v)?> or <<<touching (protego red v)?> or <<<<touching (attack red v)?> or <touching (sprite5 v)?>> or <(Next?) = [1]>> or <touching (sprite 2 v)?>>> or <touching (sprite? v)?>>> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <touching (protego red3 v)?> then\n broadcast (protego red2 hp v)\n delete this clone\n end\n if <touching (red 2 v)?> then\n broadcast (red2 hp v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Level) < [16]> then\n clear graphic effects\n go to [front v] layer\n go to (player v)\n show\n glide (0.5) secs to (red 3 v)\n wait (0.01) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching color (#ff0000)?> then\n wait (0.01) seconds\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (red 3 v)?> then\n if <(red 3 move) = [1]> then\n broadcast (red3 -1 v)\n end\n delete this clone\n end\nend\n\n@Stun You\n\nwhen flag clicked\nhide\n\nwhen I receive [stun v]\n\ngo to [back v] layer\ncreate clone of (_myself_ v)\nif <(mode) = [easy]> then\n wait (2) seconds\nend\nif <(mode) = [hard]> then\n wait (3) seconds\nend\nset [4 v] to [0]\n\nwhen I start as a clone\n\nforever\n if <<touching (red 3 b v)?> or <<touching (protego red3 v)?> or >> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to (player v)\nglide (0.2) secs to (red 3 v)\ndelete this clone\n\nwhen I receive [next v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\n\nforever\n if <touching (red 3 v)?> then\n broadcast (red 3 stop v)\n stop [this script v]\n end\nend\n\n@You got stunned!\n\nwhen flag clicked\nhide\n\nwhen I receive [you got stunned! v]\n\nclear graphic effects\nhide\nforever\n go to (player v)\nend\n\nshow\nwait (3) seconds\nhide\n\nwhen I receive [next v]\n\nwait (0.1) seconds\n\n@Red 3\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nif <[23] > (Level)> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n set [xv2 v] to [0]\n set [yv2 v] to [0]\n wait until <(Next?) = [0]>\n broadcast (red3 go v)\nelse\n if <(Level) = [23]> then\n set [red 3 move v] to [0]\n switch costume to (costume1 v)\n go to x: (148) y: (-127)\n point in direction (90)\n clear graphic effects\n set size to (100) %\n hide\n end\n stop [this script v]\nend\n\nset [red 3 hp v] to [10]\nset size to (100) %\ngo to x: (99) y: (-30)\nswitch costume to (costume1 v)\nshow\npoint in direction (90)\nclear graphic effects\n\ndefine restart\nif <(Level) = [13]> then\n set [red 3 m ready? v] to [0]\nend\nset [xv2 v] to [0]\nset [yv2 v] to [0]\ngo to x: (start position x) y: (start position y)\nif <(Level) = [13]> then\n wait (3) seconds\n set [red 3 m ready? v] to [1]\nend\n\nwhen I receive [2 v]\nswitch costume to (costume1 v)\ngo to x: (154) y: (26)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nforever\n if <(mode) = [hard]> then\n if <(red 3 move) = [1]> then\n set [yv2 v] to [15]\n wait (1.2) seconds\n wait until <(yv2) = [0]>\n end\n end\nend\n\nwhen I receive [2 v]\nset [red 3 move v] to [1]\nred 3 hp [10] [30] [10] player hp [100] [50] [100]\nset [start position x v] to [154]\nset [start position y v] to [26]\n\nwhen I receive [red3 -1 v]\nchange [red 3 hp v] by (-1)\nif <(red 3 hp) < [1]> then\n set [red 3 hp v] to [0]\n set [red 3 move v] to [0]\n if <(Level) = [4]> then\n broadcast (4b v)\n broadcast (4c v)\n end\n if <(Level) = [6]> then\n if <not <(mode) = [beginner]>> then\n broadcast (6 red defeated v)\n end\n end\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n clear graphic effects\n repeat (25)\n turn right (60) degrees\n change [ghost v] effect by (4)\n change size by (-2)\n end\n hide\n go to (portal v)\n set [portal v] to [Open]\n if <(Level) = [5]> then\n wait until <<([x position v] of [player v]) = [0]> and <([y position v] of [player v]) < [-135]>>\n broadcast (5a v)\n end\n if <(Level) = [10]> then\n set [lvl10,11 hp v] to (playr hp)\n if <<<(playr hp) = [100]> and <(mode) = [hard]>> or <<(playr hp) = [30]> and <(mode) = [easy]>>> then\n set [lvl10,11 hp v] to [0]\n end\n end\n if <(Level) = [11]> then\n if <not <<<(playr hp) = [50]> and <(mode) = [hard]>> or <<(playr hp) = [50]> and <(mode) = [easy]>>>> then\n change [lvl10,11 hp v] by (playr hp)\n end\n broadcast (11 r3 done v)\n end\n if <(Level) = [13]> then\n broadcast (13a v)\n end\n if <(Level) = [14]> then\n broadcast (14a v)\n end\nend\n\nwhen I receive [red3 -10 v]\nset [yv2 v] to [5]\nchange [red 3 hp v] by (-10)\nif <(red 3 hp) < [1]> then\n set [red 3 hp v] to [0]\n set [red 3 move v] to [0]\n if <(Level) = [4]> then\n broadcast (4b v)\n broadcast (4c v)\n end\n if <(Level) = [6]> then\n if <not <(mode) = [beginner]>> then\n broadcast (6 red defeated v)\n end\n end\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n clear graphic effects\n repeat (25)\n turn right (60) degrees\n change [ghost v] effect by (4)\n change size by (-2)\n end\n hide\n go to (portal v)\n set [portal v] to [Open]\n if <(Level) = [5]> then\n wait until <<([x position v] of [player v]) = [0]> and <([y position v] of [player v]) < [-135]>>\n broadcast (5a v)\n end\n if <(Level) = [10]> then\n set [lvl10,11 hp v] to (playr hp)\n if <<<(playr hp) = [100]> and <(mode) = [hard]>> or <<(playr hp) = [30]> and <(mode) = [easy]>>> then\n set [lvl10,11 hp v] to [0]\n end\n end\n if <(Level) = [11]> then\n if <not <<<(playr hp) = [50]> and <(mode) = [hard]>> or <<(playr hp) = [50]> and <(mode) = [easy]>>>> then\n change [lvl10,11 hp v] by (playr hp)\n end\n broadcast (11 r3 done v)\n end\n if <(Level) = [13]> then\n broadcast (13a v)\n end\n if <(Level) = [14]> then\n broadcast (14a v)\n end\nend\n\nwhen I receive [red3 go v]\nset [r3 gr v] to [1]\nforever\n set [xv2 v] to ((xv2) * (0.9))\n change x by (xv2)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (r3 gr)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (r3 gr)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (r3 gr)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (r3 gr)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by (r3 gr)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change x by ((xv2) * (-1))\n change y by ((r3 gr) * (-5))\n end\n end\n end\n end\n end\n end\n change [yv2 v] by ((r3 gr) * (-1))\n change y by (yv2)\n if <<touching (sprite 2 v)?> or <touching (sprite? v)?>> then\n change y by ((yv2) * ((r3 gr) * (-1)))\n set [yv2 v] to [0]\n end\n change y by ((r3 gr) * (-1))\n change y by (r3 gr)\n if <(y position) < [-175]> then\n restart\n end\nend\n\nwhen I receive [red3 go v]\nif <(Portal) = [Closed]> then\n switch costume to (costume1 v)\n point in direction (90)\n clear graphic effects\n set size to (100) %\n show\n if <(Level) = [2]> then\n broadcast (ATTACK v)\n end\n if <(Level) = [3]> then\n forever\n if <(red 3 move) = [1]> then\n wait (2.1) seconds\n if <(mode) = [beginner]> then\n wait (0.9) seconds\n end\n broadcast (red 3 missile v)\n end\n end\n end\n if <(Level) = [4]> then\n broadcast (ATTACK v)\n end\nend\nif <(Level) = [5]> then\n broadcast (ATTACK v)\n if <(mode) = [hard]> then\n forever\n if <(red 3 move) = [1]> then\n wait (1.5) seconds\n broadcast (red 3 m 5 v)\n end\n end\n end\nend\nif <<<(Level) = [6]> or <(Level) = [13]>> or <(Level) = [14]>> then\n broadcast (ATTACK v)\n forever\n if <(red 3 move) = [1]> then\n if <(mode) = [hard]> then\n wait (1.5) seconds\n broadcast (red 3 m 5 v)\n end\n if <<(mode) = [easy]> or <(mode) = [beginner]>> then\n wait (3) seconds\n broadcast (red 3 m 5 v)\n end\n end\n end\nend\nif <<(Level) = [7]> or <<(Level) = [8]> or <(Level) = [11]>>> then\n broadcast (ATTACK v)\nend\nif <(Level) = [9]> then\n broadcast (ATTACK v)\n forever\n if <(red 3 move) = [1]> then\n if <(mode) = [hard]> then\n wait (3) seconds\n broadcast (red 3 m 8 v)\n end\n if <(mode) = [easy]> then\n wait (3) seconds\n broadcast (red 3 m 5 v)\n end\n end\n end\nend\nif <(Level) = [10]> then\n broadcast (ATTACK v)\n forever\n if <(red 3 move) = [1]> then\n if <(mode) = [hard]> then\n wait (1.5) seconds\n broadcast (red 3 m 8 v)\n end\n if <(mode) = [beginner]> then\n wait (3) seconds\n broadcast (red 3 m 5 v)\n end\n end\n end\nend\nif <(Level) = [12]> then\n broadcast (ATTACK v)\n forever\n if <(red 3 move) = [1]> then\n if <(mode) = [hard]> then\n wait (1.5) seconds\n if <<([y position v] of [player v]) > [25]> and <(12 switch) = [2]>> then\n broadcast (red 3 m 8 v)\n end\n end\n end\n end\nend\n\nwhen I receive [player reset v]\nrestart\n\nwhen I receive [red 3 stop v]\nset [red 3 move v] to [0]\nswitch costume to (costume3 v)\nwait (2) seconds\nif <[0] < (red 3 hp)> then\n set [red 3 move v] to [1]\n switch costume to (costume1 v)\nend\n\nwhen I receive [3 v]\nswitch costume to (costume1 v)\ngo to x: (215) y: (-33)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\n\nwhen I receive [3 v]\nset [red 3 move v] to [1]\nred 3 hp [10] [50] [10] player hp [200] [100] [200]\nset [start position x v] to [215]\nset [start position y v] to [-33]\n\nwhen I receive [4 v]\nswitch costume to (costume1 v)\ngo to x: (-215) y: (-153)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nforever\n if <(red 3 move) = [1]> then\n if <([x position v] of [player v]) > (x position)> then\n set [xv2 v] to [5]\n wait (1) seconds\n else\n set [xv2 v] to [-5]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [4 v]\nset [red 3 move v] to [1]\nred 3 hp [20] [50] [10] player hp [100] [100] [100]\nset [start position x v] to [-215]\nset [start position y v] to [-153]\n\nwhen I receive [5 v]\nswitch costume to (costume1 v)\ngo to x: (32) y: (30)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nforever\n if <(red 3 move) = [1]> then\n if <(y position) < [-100]> then\n if <([y position v] of [player v]) > ((y position) + (100))> then\n wait until <(y position) = [-142]>\n glide (1) secs to x: (0) y: (y position)\n set [yv2 v] to [25]\n wait until <(y position) > [0]>\n if <([x position v] of [player v]) > (x position)> then\n set [xv2 v] to [20]\n else\n set [xv2 v] to [-20]\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n set [yv2 v] to [7]\n set [xv2 v] to [5]\n wait (1) seconds\n else\n set [yv2 v] to [7]\n set [xv2 v] to [-5]\n wait (1) seconds\n end\n end\n else\n if <<[-50] < (y position)> and <(y position) < [-40]>> then\n if <([y position v] of [player v]) > ((y position) + (100))> then\n wait until <(y position) = [-49]>\n if <(x position) > [0]> then\n glide (1) secs to x: (190) y: (-49)\n else\n glide (1) secs to x: (-190) y: (-49)\n end\n set [yv2 v] to [25]\n wait until <(y position) > [100]>\n if <([x position v] of [player v]) > (x position)> then\n set [xv2 v] to [5]\n else\n set [xv2 v] to [-5]\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n set [yv2 v] to [15]\n set [xv2 v] to [5]\n wait (1) seconds\n else\n set [yv2 v] to [15]\n set [xv2 v] to [-5]\n wait (1) seconds\n end\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n set [yv2 v] to [7]\n set [xv2 v] to [5]\n wait (1) seconds\n else\n set [yv2 v] to [7]\n set [xv2 v] to [-5]\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [5 v]\nset [red 3 move v] to [1]\nred 3 hp [50] [50] [30] player hp [100] [100] [100]\nset [start position x v] to [32]\nset [start position y v] to [30]\n\ndefine red 3 hp (re) (rh) (rb) player hp (pe) (ph) (pb)\nif <(mode) = [easy]> then\n set [red 3 hp v] to (re)\n set [playr hp v] to (pe)\nend\nif <(mode) = [hard]> then\n set [red 3 hp v] to (rh)\n set [playr hp v] to (ph)\nend\nif <(mode) = [beginner]> then\n set [red 3 hp v] to (rb)\n set [playr hp v] to (pb)\nend\n\nwhen I receive [6 v]\nset [red 3 move v] to [1]\nred 3 hp [30] [50] [20] player hp [100] [100] [100]\nset [start position x v] to [0]\nset [start position y v] to [-33]\n\nwhen I receive [6 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (-33)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nforever\n if <(red 3 move) = [1]> then\n wait (3) seconds\n if <([y position v] of [player v]) < [-82]> then\n go to x: ((pick random (-1) to (1)) * (90)) y: (-120)\n end\n if <<[-82] < ([y position v] of [player v])> and <([y position v] of [player v]) < [-70]>> then\n go to x: ((pick random (-1) to (1)) * (200)) y: (-80)\n end\n if <<[-44] < ([y position v] of [player v])> and <([y position v] of [player v]) < [70]>> then\n go to x: ((pick random (-1) to (1)) * (200)) y: (-42)\n end\n if <[114] < ([y position v] of [player v])> then\n go to x: ((pick random (-1) to (1)) * (200)) y: (114)\n end\n end\nend\n\nif <<[73] < ([y position v] of [player v])> and <([y position v] of [player v]) < [85]>> then\n go to x: ((pick random (-1) to (1)) * (200)) y: (75)\nend\n\nwhen I receive [7 v]\nset [red 3 move v] to [1]\nred 3 hp [50] [30] [20] player hp [100] [40] [100]\nset [start position x v] to [180]\nset [start position y v] to [83]\n\nwhen I receive [7 v]\nswitch costume to (costume1 v)\ngo to x: (180) y: (83)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nwait until <key (4 v) pressed?>\nforever\n if <(red 3 move) = [1]> then\n if <(mode) = [beginner]> then\n wait (3) seconds\n end\n if <(mode) = [easy]> then\n wait (2) seconds\n end\n if <(mode) = [hard]> then\n wait (1.5) seconds\n end\n set [r3 lvl7 x v] to (pick random (1) to (4))\n set [r3 lvl7 y v] to (pick random (-1) to (1))\n go to x: (((120) * (r3 lvl7 x)) - (299)) y: (((120) * (r3 lvl7 y)) - (35))\n end\nend\n\nwhen I receive [8 v]\nset [red 3 move v] to [1]\nred 3 hp [30] [30] [20] player hp [100] [50] [100]\nset [start position x v] to [212]\nset [start position y v] to [-18]\n\nwhen I receive [8 v]\nswitch costume to (costume1 v)\ngo to x: (212) y: (-18)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nforever\n if <(red 3 move) = [1]> then\n if <(mode) = [beginner]> then\n if <(distance to [player v]) < [50]> then\n wait (1) seconds\n go to x: ((x position) * (-1)) y: (-18)\n end\n end\n if <not <(mode) = [beginner]>> then\n if <(distance to [player v]) < [50]> then\n wait (0.2) seconds\n go to x: ((x position) * (-1)) y: (-18)\n end\n end\n end\nend\n\nwhen I receive [9 v]\nset [red 3 move v] to [1]\nred 3 hp [50] [80] [20] player hp [100] [200] [100]\nset [start position x v] to [0]\nset [start position y v] to [-49]\n\nwhen I receive [9 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (-49)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nforever\n if <<(mode) = [easy]> or <(mode) = [beginner]>> then\n wait (2) seconds\n end\n if <(mode) = [hard]> then\n wait (1) seconds\n end\n if <(red 3 move) = [1]> then\n if <[135] < ([y position v] of [player v])> then\n go to x: ((-50) + ((100) * (pick random (0) to (1)))) y: (136)\n end\n if <<[60] < ([y position v] of [player v])> and <([y position v] of [player v]) < [136]>> then\n go to x: ((-108) + ((216) * (pick random (0) to (1)))) y: (61)\n end\n if <<[-16] < ([y position v] of [player v])> and <([y position v] of [player v]) < [61]>> then\n go to x: ((-152) + ((304) * (pick random (0) to (1)))) y: (-16)\n end\n if <([y position v] of [player v]) < [-17]> then\n go to x: (0) y: (-49)\n if <(distance to [player v]) < [10]> then\n set [yv2 v] to [10]\n end\n end\n end\nend\n\nwhen I receive [10 v]\nset [lvl10,11 hp v] to [0]\nset [red 3 move v] to [1]\nred 3 hp [30] [70] [30] player hp [30] [100] [100]\nset [start position x v] to [98]\nset [start position y v] to [105]\n\nwhen I receive [10 v]\nswitch costume to (costume1 v)\ngo to x: (98) y: (105)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\n\nwhen I receive [11 v]\nset [red 3 move v] to [1]\nred 3 hp [30] [30] [30] player hp [50] [50] [100]\nset [start position x v] to [0]\nset [start position y v] to [-44]\n\nwhen I receive [11 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (-44)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nforever\n if <(mode) = [beginner]> then\n wait (2) seconds\n end\n if <(mode) = [easy]> then\n wait (1) seconds\n end\n if <(mode) = [hard]> then\n wait (0.5) seconds\n end\n if <(red 3 move) = [1]> then\n if <(dis to 0,0) < [55]> then\n set x to (pick random (-95) to (95))\n set y to (((-1) * ([sqrt v] of (((95) * (95)) - ((x position) * (x position))) )) + ((pick random (0) to (1)) * ((2) * ([sqrt v] of (((95) * (95)) - ((x position) * (x position))) ))))\n end\n if <<[54] < (dis to 0,0)> and <(dis to 0,0) < [105]>> then\n set x to (pick random (-150) to (150))\n set y to (((-1) * ([sqrt v] of (((145) * (145)) - ((x position) * (x position))) )) + ((pick random (0) to (1)) * ((2) * ([sqrt v] of (((145) * (145)) - ((x position) * (x position))) ))))\n end\n if <<[104] < (dis to 0,0)> and <(dis to 0,0) < [160]>> then\n set x to (pick random (-41) to (41))\n set y to (((-1) * ([sqrt v] of (((41) * (41)) - ((x position) * (x position))) )) + ((pick random (0) to (1)) * ((2) * ([sqrt v] of (((41) * (41)) - ((x position) * (x position))) ))))\n end\n end\nend\n\nwhen I receive [12 v]\nswitch costume to (costume1 v)\ngo to x: (212) y: (31)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nset [xv2 v] to [0]\nforever\n if <(red 3 move) = [1]> then\n if <[25] < ([y position v] of [player v])> then\n wait (1) seconds\n set [xv2 v] to [-10]\n wait (1) seconds\n set [xv2 v] to [10]\n end\n end\nend\n\nwhen I receive [12 v]\nset [red 3 move v] to [1]\nred 3 hp [100] [90] [30] player hp [100] [150] [100]\nset [start position x v] to [212]\nset [start position y v] to [31]\n\nwhen I receive [13 v]\nset [red 3 move v] to [1]\nred 3 hp [80] [100] [30] player hp [100] [200] [100]\nset [start position x v] to [130]\nset [start position y v] to [98]\n\nwhen I receive [13 v]\nset [red 3 m ready? v] to [0]\nswitch costume to (costume1 v)\ngo to x: (130) y: (98)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nset [xv2 v] to [0]\nwait (2) seconds\nset [red 3 m ready? v] to [1]\nforever\n if <(red 3 move) = [1]> then\n wait (1) seconds\n if <(red 3 m ready?) = [1]> then\n if <([y position v] of [player v]) < [-97]> then\n go to x: (x position) y: (-135)\n if <(x position) > [178]> then\n set x to (178)\n end\n end\n if <<[-19] < ([y position v] of [player v])> and <([y position v] of [player v]) < [19]>> then\n go to x: (x position) y: (-20)\n if <(x position) > [178]> then\n set x to (178)\n end\n if <(x position) < [-175]> then\n set x to (-175)\n end\n end\n if <[97] < ([y position v] of [player v])> then\n go to x: (x position) y: (97)\n if <(x position) < [-175]> then\n set x to (-175)\n end\n end\n end\n end\nend\n\nwhen I receive [13 v]\nforever\n if <(red 3 move) = [1]> then\n if <(mode) = [beginner]> then\n set [xv2 v] to ((([x position v] of [player v]) - (x position)) / (60))\n end\n if <(mode) = [easy]> then\n set [xv2 v] to ((([x position v] of [player v]) - (x position)) / (40))\n end\n if <(mode) = [hard]> then\n set [xv2 v] to ((([x position v] of [player v]) - (x position)) / (20))\n end\n end\nend\n\nwhen I receive [14 v]\nswitch costume to (costume1 v)\ngo to x: (148) y: (-127)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nset [xv2 v] to [0]\nset [yv2 v] to [0]\nforever\n if <(red 3 move) = [1]> then\n set [xv2 v] to [6]\n repeat (60)\n set [xv2 v] to [0]\n set x to (220)\n set [pick 1 or 2 v] to (pick random (1) to (2))\n if <(pick 1 or 2) = [1]> then\n set [yv2 v] to [16]\n end\n if <(pick 1 or 2) = [2]> then\n set [yv2 v] to [22]\n end\n repeat (15)\n set [xv2 v] to [-6]\n repeat (60)\n set [xv2 v] to [0]\n set x to (168)\n end\nend\n\nwhen I receive [14 v]\nset [red 3 move v] to [1]\nred 3 hp [100] [100] [60] player hp [100] [300] [150]\nset [start position x v] to [148]\nset [start position y v] to [-127]\n\nif <(Level) = [15]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@Attack Red\n\nwhen flag clicked\nset [next? v] to [0]\nhide\n\nwhen I receive [attack v]\ngo to (red 3 v)\nset [red shoot allowed? v] to [1]\nforever\n if <(Portal) = [Closed]> then\n if <[0] < (red 3 hp)> then\n if <(red shoot allowed?) = [1]> then\n if <(red 3 move) = [1]> then\n if <(mode) = [beginner]> then\n wait (1) seconds\n end\n if <(mode) = [easy]> then\n if <(Level) = [7]> then\n wait (0.2) seconds\n else\n if <(Level) = [12]> then\n if <(12 switch) = [2]> then\n wait (0.2) seconds\n else\n wait (1) seconds\n end\n else\n wait (0.5) seconds\n end\n end\n end\n if <(mode) = [hard]> then\n wait (0.2) seconds\n end\n go to [back v] layer\n create clone of (_myself_ v)\n end\n else\n wait (1) seconds\n end\n else\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if then\n delete this clone\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to (red 3 v)\npoint towards (player v)\nglide ((distance to [player v]) / (1200)) secs to (player v)\ndelete this clone\n\nif <(Level) = [8]> then\n switch costume to (costume2 v)\nelse\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nset [red attack v] to [0]\nset [red byebye v] to [0]\nset [red 2 attack v] to [0]\nset [red 2 bye v] to [0]\nstop [other scripts in sprite v]\n\nwhen I receive [stop attacks v]\nwait (1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <(stunned?) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (3) seconds\ndelete this clone\n\nif <([x position v] of [player v]) < ([x position v] of [red 3 v])> then\n switch costume to (costume1 v)\n go to (red 3 v)\n point towards (player v)\n set [red 3 arrow angle v] to ((direction) + (90))\n clear graphic effects\n go to [front v] layer\n show\n glide (0.3) secs to x: (-232) y: ((y position) + (((x position) - (-232)) * ([tan v] of (red 3 arrow angle) )))\nelse\n switch costume to (costume1 v)\n go to (red 3 v)\n point towards (player v)\n set [red 3 arrow angle v] to ((90) - (direction))\n clear graphic effects\n go to [front v] layer\n show\n glide (0.3) secs to x: (232) y: ((y position) + (((232) - (x position)) * ([tan v] of (red 3 arrow angle) )))\nend\ndelete this clone\n\nif <(Level) = [12]> then\n wait (0.1) seconds\nelse\nend\n\n@protego red\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n go to (red 3 v)\n if <(red 3 hp) < [1]> then\n hide\n end\nend\n\nwhen I receive [next v]\nforever\n if <[0] < (red 3 hp)> then\n if <<(2) = [1]> or <(5) = [1]>> then\n if <(red 3 move) = [1]> then\n clear graphic effects\n set size to (100) %\n show\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwait (0.5) seconds\nset [red protego available v] to [1]\n\nwhen I receive [next v]\nset [red protego available v] to [1]\n\nif <(red protego available) = [1]> then\n set [red protego available v] to [0]\nelse\n wait (0.5) seconds\n set [red protego available v] to [1]\nend\n\n@red 3 stun\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I start as a clone\nforever\n if <<(red 2 stunned) = [1]> or <<(stunned?) = [1]> or <<<touching (player v)?> or <<(Next?) = [1]> or <<touching (sprite 2 v)?> or <touching (sprite? v)?>>>> or <touching (stun you v)?>>>> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to (red 2 v)\npoint towards (player v)\nturn right (180) degrees\nglide (0.3) secs to (player v)\ndelete this clone\n\nwhen I receive [stun! v]\nforever\n if <(red 2 attack) = [0]> then\n if <(red 2 bye) < [0]> then\n go to [back v] layer\n wait (0.1) seconds\n create clone of (_myself_ v)\n else\n if <(red 2 bye) = [0]> then\n go to [back v] layer\n wait (0.5) seconds\n if <(red 2 attack) = [0]> then\n create clone of (_myself_ v)\n end\n end\n end\n end\n if <(red byebye) > [0]> then\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [red 2 bye v]\nchange [red 2 bye v] by (1)\nif <(red 2 bye) > [0]> then\n broadcast (red 2 byebye v)\nend\n\nwhen I receive [stop attacks v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [stop attacks v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@red 2 patronus\n\nwhen flag clicked\nclear graphic effects\nhide\n\n@Red 3 B\n\nwhen flag clicked\nhide\n\nwhen I receive [4 v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\nshow\nforever\n if <touching (player v)?> then\n change [playr hp v] by (-10)\n end\n if <([costume # v] of [sprite 2 v]) = [4]> then\n if <(4 switch) = [0]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\n end\n if <([costume # v] of [sprite 2 v]) = [16]> then\n switch costume to (costume3 v)\n show\n end\nend\n\nwhen I receive [5 v]\nswitch costume to (costume4 v)\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\nhide\nwait until <(Portal) = [Open]>\nshow\nforever\n if <touching (player v)?> then\n change [playr hp v] by (-10)\n end\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [10 v]\nswitch costume to (costume5 v)\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\nshow\nforever\n if <touching (player v)?> then\n change [playr hp v] by (-5)\n end\nend\n\nwhen I receive [12 v]\nswitch costume to (6 v)\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\nshow\nforever\n if <touching (player v)?> then\n change [playr hp v] by (-5)\n end\n if <(12 switch) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [12 v]\nforever\n switch costume to (6 v)\n wait (0.1) seconds\n switch costume to (7 v)\n wait (0.1) seconds\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (9 v)\n wait (0.1) seconds\n switch costume to (10 v)\n wait (0.1) seconds\n switch costume to (9 v)\n wait (0.1) seconds\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (7 v)\n wait (0.1) seconds\nend\n\n@Yellow\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [7chat13 v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xxxxxxxxxxxxx v] to [0]\nset [yyyyyyyyyyyyyy v] to [0]\nforever\n set [xxxxxxxxxxxxx v] to ((xxxxxxxxxxxxx) * (0.9))\n change x by (xxxxxxxxxxxxx)\nend\n\nwhen I receive [7chat end v]\nstop [other scripts in sprite v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [xxxxxxxxxxxxx v] to [0]\nset [yyyyyyyyyyyyyy v] to [0]\nforever\n set [xxxxxxxxxxxxx v] to ((xxxxxxxxxxxxx) * (0.9))\n change x by (xxxxxxxxxxxxx)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change y by (1)\n if <touching (sprite 2 v)?> then\n change x by ((xxxxxxxxxxxxx) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n if <touching (sprite 2 v)?> then\n change y by ((yyyyyyyyyyyyyy) * (-1))\n set [yyyyyyyyyyyyyy v] to [0]\n end\n change y by (-1)\n change y by (1)\nend\n\nwhen I receive [6e v]\ngo to [back v] layer\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (-158) y: (-104)\nset [brightness v] effect to (-70)\n\nwhen I receive [6e6 v]\nrepeat (40)\n change [brightness v] effect by (1)\nend\nwait (2) seconds\nbroadcast (6e7 v)\n\n@yellow patronus\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [af v]\nclear graphic effects\nset size to (100) %\ngo to [back v] layer\nshow\ngo to (dark v)\nwait (0.2) seconds\nhide\nbroadcast (ag v)\n\n@black guard\n\nwhen flag clicked\nhide\n\nwhen I receive [second attack v]\nshow\ngo to x: (-240) y: (180)\nclear graphic effects\nset size to (67) %\nrepeat (20)\n change x by (8)\n change size by (5)\nend\nrepeat (20)\n change x by (8)\n change y by (-8)\n change [ghost v] effect by (5)\nend\n\n@switch\n\nwhen flag clicked\nset [4 switch v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [4a v]\ngo to [back v] layer\ngo to x: (-170) y: (46)\nshow\nif <(4 switch) = [0]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\nwhen I receive [4b v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [4 v]\nset [4 switch v] to [0]\n\nwhen I receive [4a v]\nforever\n if <(4 switch) = [0]> then\n if <<touching (player v)?> and <key (space v) pressed?>> then\n wait until <not <key (space v) pressed?>>\n set [4 switch v] to [1]\n switch costume to (costume2 v)\n end\n end\n if <(4 switch) = [1]> then\n if <<touching (player v)?> and <key (space v) pressed?>> then\n wait until <not <key (space v) pressed?>>\n set [4 switch v] to [0]\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [4a v]\nforever\n if <(4 switch) = [0]> then\n if <<touching (player v)?> and <key (space v) pressed?>> then\n wait until <not <key (space v) pressed?>>\n set [4 switch v] to [1]\n switch costume to (costume2 v)\n end\n end\n if <(4 switch) = [1]> then\n if <<touching (player v)?> and <key (space v) pressed?>> then\n wait until <not <key (space v) pressed?>>\n set [4 switch v] to [0]\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [12 code v]\nset [12 switch v] to [2]\nswitch costume to (costume2 v)\ngo to [back v] layer\ngo to x: (68) y: (-134)\nshow\n\nwhen I receive [12 code v]\nforever\n if <(12 switch) = [1]> then\n if <<touching (player v)?> and <key (space v) pressed?>> then\n wait until <not <key (space v) pressed?>>\n set [12 switch v] to [2]\n end\n end\n if <(12 switch) = [2]> then\n if <<touching (player v)?> and <key (space v) pressed?>> then\n wait until <not <key (space v) pressed?>>\n set [12 switch v] to [1]\n end\n end\n switch costume to (12 switch)\nend\n\nwhen I receive [next v]\nif <(Level) = [12]> then\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\n\n@Key\n\nwhen flag clicked\nset [6d found v] to [0]\nhide\n\nwhen I receive [6d thing v]\nswitch costume to (key v)\nclear graphic effects\nset [ghost v] effect to (100)\nset [brightness v] effect to (-70)\nshow\nset size to (50) %\npoint in direction (90)\ngo to x: (0) y: (160)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [6d thing v]\nforever\n if <touching (player v)?> then\n hide\n set [6d found v] to [1]\n broadcast (6d6 v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\nclear graphic effects\nshow\nswitch costume to (thumb v)\n\nforever\n next costume\n wait (0.2) seconds\nend\n\n@Number\n\nwhen I receive [go v]\nforever\n if <not <<(Level) = [1]> or <<(Level) = [15]> or <(Level) > [16]>>>> then\n clear graphic effects\n show\n set size to (100) %\n if <(playr hp) < [1000]> then\n show\n go to x: (-230) y: (170)\n switch costume to (letter (1) of (playr hp))\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Number2\n\nwhen I receive [go v]\nforever\n if <not <<(Level) = [1]> or <<(Level) = [15]> or <(Level) > [16]>>>> then\n clear graphic effects\n show\n set size to (100) %\n if <(playr hp) < [10]> then\n hide\n else\n if <<[9] < (playr hp)> and <(playr hp) < [1000]>> then\n show\n go to x: (-215) y: (170)\n switch costume to (letter (2) of (playr hp))\n else\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Number3\n\nwhen I receive [go v]\nforever\n if <not <<(Level) = [1]> or <<(Level) = [15]> or <(Level) > [16]>>>> then\n clear graphic effects\n show\n set size to (100) %\n if <(playr hp) < [100]> then\n hide\n else\n if <<[99] < (playr hp)> and <(playr hp) < [1000]>> then\n show\n go to x: (-200) y: (170)\n switch costume to (letter (3) of (playr hp))\n else\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Number4\n\nwhen I receive [go v]\nforever\n if <not <<(Level) = [1]> or <<(Level) = [15]> or <(Level) > [16]>>>> then\n clear graphic effects\n show\n set size to (100) %\n show\n go to x: (220) y: (170)\n if <(red 3 hp) < [10]> then\n switch costume to (letter (1) of (red 3 hp))\n else\n if <<[9] < (red 3 hp)> and <(red 3 hp) < [100]>> then\n switch costume to (letter (2) of (red 3 hp))\n else\n if <<[99] < (red 3 hp)> and <(red 3 hp) < [1000]>> then\n switch costume to (letter (3) of (red 3 hp))\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Number5\n\nwhen I receive [go v]\nforever\n if <not <<(Level) = [1]> or <<(Level) = [15]> or <(Level) > [16]>>>> then\n clear graphic effects\n show\n set size to (100) %\n if <<[9] < (red 3 hp)> and <(red 3 hp) < [100]>> then\n show\n go to x: (205) y: (170)\n switch costume to (letter (1) of (red 3 hp))\n else\n if <<[99] < (red 3 hp)> and <(red 3 hp) < [1000]>> then\n show\n go to x: (205) y: (170)\n switch costume to (letter (2) of (red 3 hp))\n else\n hide\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Number6\n\nwhen I receive [go v]\nforever\n if <not <<(Level) = [1]> or <<(Level) = [15]> or <(Level) > [16]>>>> then\n clear graphic effects\n show\n set size to (100) %\n if <<[99] < (red 3 hp)> and <(red 3 hp) < [1000]>> then\n show\n go to x: (190) y: (170)\n switch costume to (letter (1) of (red 3 hp))\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@6e9\n\nwhen flag clicked\nset [6e9 v] to [0]\nset [8 thing v] to [0]\nset [11 thing v] to [0]\nset [13 thing v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [6e9 v]\nwait (2) seconds\nswitch costume to (1 v)\nclear graphic effects\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (-88)\nset size to (70) %\nshow\nrepeat until <touching (player v)?>\n change [ghost v] effect by (-10)\n turn right (5) degrees\nend\nset [6e9 v] to [1]\nbroadcast (Next v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [this script v]\n\nwhen I receive [8 v]\nset [8 thing v] to [0]\nhide\nif <(6e9) = [1]> then\n wait (0.1) seconds\n wait until <(red 3 move) = [0]>\n wait until <<([x position v] of [sprite? v]) = [-142]> or <([x position v] of [sprite? v]) > [-143]>>\n switch costume to (2 v)\n clear graphic effects\n go to x: (([x position v] of [sprite? v]) - (100)) y: (-100)\n set size to (70) %\n show\n go to [back v] layer\n forever\n set x to (([x position v] of [sprite? v]) - (100))\n if <(x position) < [-242]> then\n hide\n else\n show\n if <touching (player v)?> then\n set [8 thing v] to [1]\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [next v]\nif <<(Level) = [8]> or <(Level) = [11]>> then\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\nend\n\nwhen I receive [11 r3 done v]\nset [11 thing v] to [0]\nhide\nif <(6e9) = [1]> then\n if <<(lvl10,11 hp) = [30]> or <(lvl10,11 hp) > [30]>> then\n switch costume to (3 v)\n clear graphic effects\n go to x: (-193) y: (-126)\n set size to (70) %\n show\n go to [back v] layer\n forever\n if <touching (player v)?> then\n set [11 thing v] to [1]\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [13a v]\nhide\n\nwhen I receive [13b v]\nif <(6e9) = [1]> then\n if <(13 thing) = [0]> then\n if <<<(deaths) < [10]> and <(mode) = [easy]>> or <<(deaths) < [50]> and <(mode) = [hard]>>> then\n switch costume to (4 v)\n clear graphic effects\n go to x: (204) y: (-117)\n set size to (70) %\n show\n go to [back v] layer\n forever\n if <touching (player v)?> then\n set [13 thing v] to [1]\n hide\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I receive [13 v]\nset [13 thing v] to [0]\nhide\n\nif <not <(Level) = [8]>> then\n hide\n stop [this script v]\nend\n\n@15 thing 1\n\nwhen flag clicked\nhide\n\nwhen I receive [15b v]\ngo to [back v] layer\nswitch costume to (1 v)\nclear graphic effects\ngo to x: (-153) y: (22)\n\nwhen I receive [15 things code v]\nshow\nwait until <touching (player v)?>\nif <(8 thing) = [1]> then\n switch costume to (2 v)\nend\nset [8 thing v] to [0]\nstop [this script v]\n\nset [8 thing v] to [1]\n\nwhen I receive [15a v]\nhide\n\n@15 thing 2\n\nwhen flag clicked\nhide\n\nwhen I receive [15b v]\ngo to [back v] layer\nswitch costume to (1 v)\nclear graphic effects\ngo to x: (-153) y: (22)\n\nwhen I receive [15 things code v]\nshow\nwait until <touching (player v)?>\nif <(11 thing) = [1]> then\n switch costume to (2 v)\nend\nset [11 thing v] to [0]\nstop [this script v]\n\nset [11 thing v] to [1]\n\nwhen I receive [15a v]\nhide\n\n@15 thing 3\n\nwhen flag clicked\nhide\n\nwhen I receive [15b v]\ngo to [back v] layer\nif <(mode) = [easy]> then\n switch costume to (1e v)\nend\nif <(mode) = [hard]> then\n switch costume to (1h v)\nend\nclear graphic effects\ngo to x: (-153) y: (22)\n\nwhen I receive [15 things code v]\nshow\nwait until <touching (player v)?>\nif <(13 thing) = [1]> then\n switch costume to (2 v)\nend\nset [13 thing v] to [0]\nstop [this script v]\n\nset [13 thing v] to [1]\n\nwhen I receive [15a v]\nhide\n\n@help\n\nwhen flag clicked\nhide\n\nwhen I receive [4a v]\ngo to x: (-169) y: (8)\nclear graphic effects\nhide\nforever\n set [ghost v] effect to (40)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [4b v]\nswitch costume to (4b v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [4a v]\nswitch costume to (4b v)\nforever\n if <<<(distance to [player v]) < [50]> and <(4 switch) = [0]>> and <<(mode) = [beginner]> or <(mode) = [easy]>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [2b v]\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (40)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [14a v]\nif <<(mode) = [beginner]> or <(mode) = [easy]>> then\n wait until <(red 3 move) = [0]>\n switch costume to (14 v)\n go to x: (44) y: (120)\n clear graphic effects\n show\n forever\n go to [back v] layer\n set [ghost v] effect to (40)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [14b v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [15 v]\nif <<(6e9) = [0]> and <<(mode) = [easy]> or <(mode) = [hard]>>> then\n if <(6d found) = [0]> then\n switch costume to (15 v)\n end\n if <(6d found) = [1]> then\n switch costume to (15 missed 6e9 v)\n end\n go to x: (0) y: (0)\n clear graphic effects\n show\n forever\n go to [back v] layer\n set [ghost v] effect to (40)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\nelse\n if <(mode) = [beginner]> then\n switch costume to (15 beg v)\n go to x: (0) y: (0)\n clear graphic effects\n show\n forever\n go to [back v] layer\n set [ghost v] effect to (40)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen I receive [15 last v]\nstop [other scripts in sprite v]\nhide\nif <<(6e9) = [1]> and <<(all?) = [1]> and <(mode) = [hard]>>> then\n wait until <(15...end?) = [1]>\n go to x: (0) y: (0)\n clear graphic effects\n set [ghost v] effect to (90)\n switch costume to (costume1 v)\n show\nend\n\nwhen I receive [15 clicked 10 v]\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [6 red defeated v]\nstop [other scripts in sprite v]\nif <<(mode) = [hard]> or <(mode) = [easy]>> then\n switch costume to (6 v)\n go to x: (198) y: (-83)\n clear graphic effects\n show\n forever\n go to [back v] layer\n set [ghost v] effect to (40)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [6a v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [6b v]\nif <(6d found) = [1]> then\n switch costume to (6b 6dfound v)\n go to x: (75) y: (-81)\n clear graphic effects\n show\n forever\n go to [back v] layer\n set [ghost v] effect to (40)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [6e v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [3 v]\nswitch costume to (3 v)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (40)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [6 v]\nswitch costume to (6 remember 7 v)\ngo to x: (-174) y: (125)\nclear graphic effects\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (40)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@click count\n\nwhen I receive [15 last v]\nif <<(6e9) = [1]> and <<(all?) = [1]> and <(mode) = [hard]>>> then\n clear graphic effects\n wait until <(15...end?) = [1]>\n forever\n set [ghost v] effect to (90)\n switch costume to (15 click)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-70)\nset size to (500) %\nhide\n\nwhen I receive [15 clicked 10 v]\nstop [other scripts in sprite v]\nhide\nclear graphic effects\n\nwhen I receive [click v]\nwait (0.1) seconds\nshow\nwait (0.1) seconds\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n
Scroll down ↓ for password in level 6 medium or hard mode, and other stuff.\n**********************************************************\nPart 1: https://scratch.mit.edu/projects/472144496/\nPart 2: https://scratch.mit.edu/projects/572496167/\n**********************************************************\nEasy mode: If you are new to this series (recommended)\nMedium mode: If you have played Powers 1 & 2 already\nHard mode: If you're really good\n***********************************************************\nArrow keys to move.\n1 to defend.\n2 to attack.\n3 to move platforms.\n6 to jump midair.\n7(4) to teleport to mouse (there is a distance restriction)\n***********************************************************\nLove fave follow for part 4.\n***********************************************************\nCheck out my other projects here:\nhttps://scratch.mit.edu/studios/4685976/\n***********************************************************\nPASSWORD: 104729 (the 10,000th prime number)\n***********************************************************\nOnce you collect the key, you need to find the other chamber (don't worry there are signs).\nCollect the first orb on level 8 by moving the controllable platform.\nCollect the second one on level 11 if it appears. You need to have had at least 30 hp remaining in total after you defeat the enemies on level 10 and 11.\nFind the third on level 13 by swooping past the portal into a hidden path. It'll only appear if you have under 10 deaths up to the level in medium mode or 50 in hard.\nIf you're playing on hard mode, collect all orbs, enter the path on the left on level 15, and click the platform 10 times in the path on the right when told to, you will find the secret ending...but be warned, it may not be good...\n**********************************************************\nPASSWORD: 104729 (the 10,000th prime number)
☁︎ONLINE☁︎ Mario Platformer ☁︎オンライン☁︎ マリオ プラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [teeeeeeen]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [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)\nshow\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 [最速タイムを待っています…]\nend\nget speed (@Player SX) (@Player SY)\nset [マリオの数 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 [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nwhen [up arrow v] key pressed\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n play sound [Squish v] until done\nelse\n play sound [ジャンプ v] until done\nend\n\nwhen [w v] key pressed\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n play sound [Squish v] until done\nelse\n play sound [ジャンプ v] until done\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 [マリオの数 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]> 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\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]\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\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n play sound [smb_flagpole v] until done\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\n play sound [smb_powerup v] until done\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: (5350) (-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 [地上bgm v] until done\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@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\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@Screenshot 2023-10-12 12\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
   [日本語は下。⭐️&❤️&フォローよろ]\n        【English】\nI worked hard to make it, so press ★ and ♥! Also, I'm very grateful to the original author!\nLet's comment on how long it took!\n Please press ❤️ and ⭐️ for that!\n[Operation method]\n[Move] Arrow keys / A and D keys\n[Jump] Arrow key/W key\n[Crouching] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Squatting in a diagonal place + moving\n[Wall Kick] Move to the wall + jump\n[Glider] Space key after clearing\n[Emoji] E key/R key\n[Back to start] Q key + R key\n[See who is playing now] N key\n[Rainbow-colored mario] The person with the fastest time\nBy @kisinniti\n         【日本語】\nマリオのオンラインゲームです!頑張って作ったので★と♥を押してね!\nどれぐらいかかったかもコメントしてね!\n⭐️と❤️(できればフォローも)お願いします!\n        [操作方法]\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【虹色のマリオ】タイムが一番速い人\nBy @ksinniti様
MINECRAFT PLATFORMER 2 / マインクラフトプラットフォーマー 2
@Stage\n\nwhen flag clicked\nwait (0) seconds\nset volume to (60) %\nforever\n play sound [Otherside v] until done\nend\n\nwhen flag clicked\nwait (0) seconds\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\nwhen flag clicked\n\nswitch backdrop to (マイクラの背景2 v)\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\nhide\nwait (0) seconds\nswitch costume to (すてぃぶ v)\nset rotation style [left-right v]\nshow\nset [xx v] to [0]\nset [yy v] to [0]\n初期化\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n if <<touching (14 v)?> or <touching (ソウルサンド v)?>> then\n point in direction (90)\n change [xx v] by (0.5)\n else\n point in direction (90)\n change [xx v] by (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) = [19]>> 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 <[0] < (ステージ)> then\n switch costume to (すてぃぶ v)\n end\nend\n\nwhen flag clicked\n\nwait until <touching (ソウルサンド v)?>\n\n\nchange [yy v] by (-1)\n\nwhen flag clicked\n\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 (0.25)\n else\n point in direction (90)\n change [xx v] by (0.5)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n if <<touching (14 v)?> or <touching (ソウルサンド v)?>> then\n point in direction (-90)\n change [xx v] by (-0.25)\n else\n point in direction (-90)\n change [xx v] by (-0.5)\n end\n end\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (xx))\n end\n if <not <touching (14 v)?>> then\n change [yy v] by (-1)\n end\n change y by (yy)\n if <touching (2 v)?> then\n change y by ((-1) * (yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [20]\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\nset [ステージ v] to [1]\nhide\nwait (0) seconds\nshow\nhide variable [☁ world records v]\nhide variable [time v]\ngo to [front v] layer\nforever\n switch costume to (ステージ)\nend\n\nset [ステージ v] to [18]\n\nwhen flag clicked\nset [time v] to [0]\nforever\n if <(ステージ) = [19]> 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 [300]\n\n@3\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@4\n\nwhen flag clicked\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 (65) %\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 (80) %\n\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 (220) %\nset [brightness v] effect to (0)\ngo to x: (50) y: (-35)\nwait (0) seconds\nforever\n switch costume to (ステージ)\n 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\nforever\n set size to (220) %\nend\n\nwhen flag clicked\n\n@8\n\nwhen flag clicked\nset [hp v] to [20]\nhide\nwait (0) seconds\ngo to [front v] layer\nshow\ngo to x: (-1) y: (160)\nset size to (150) %\nswitch costume to (health20 v)\n\nwhen I receive [攻撃された v]\nstart sound [ダメージ v]\nchange [hp v] by (-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\n\nwhen I receive [終わり v]\nstop [all v]\n\nwhen I receive [弓当たる v]\nstart sound [ダメージ v]\nchange [hp v] by (-2)\nif <[0] > (HP)> then\n broadcast (終わり v)\nend\nswitch costume to ((costume [number v]) + (2))\n\nrepeat (2)\n next costume\nend\n\nwhen flag clicked\nforever\n if <[0] > (HP)> then\n stop [all v]\n end\nend\n\nbroadcast (終わり v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nswitch costume to (health20 v)\n\nwhen I receive [itai v]\nstart sound [ダメージ v]\nchange [hp v] by (-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\nwhen I receive [攻撃された v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [弓当たる v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [itai v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [うぉーでんざぱわー v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(HP) = [20]>> then\n wait (pick random (3) to (5)) seconds\n repeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\n end\n change [hp v] by (1)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nswitch costume to (health20 v)\n\n@9\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\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\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\n\nset rotation style [left-right v]\nhide\ngo to x: (230) 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 create clone of (_myself_ 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 [10]\nshow\nset rotation style [left-right v]\ngo to x: (160) y: (60)\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\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\ngo to x: (130) y: (y position)\nshow\nset y to ([y position v] of [1 v])\n\n@12\n\nwhen flag clicked\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\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\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@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) %\n\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)\nend\n\nif <([x position v] of [1 v]) > (x position)> then\n point in direction (90)\n change [x2 v] by (0.5)\nend\nif <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-0.5)\nend\nset [x2 v] to ((X2) * (0.9))\nchange x by (X2)\n\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 set [y v] to [5]\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 (80) %\n\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 (80) %\nforever\n if <(ステージ) = [10]> 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\n\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) = [12]> 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 (23 v)\nend\n\ngo to x: (160) y: ([y position v] of [19 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 flag clicked\nforever\n if <(ステージ) = [13]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@21\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 (80) %\nforever\n if <(ステージ) = [15]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [16]>\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 [15]\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) = [15]> then\n if <not <(判定) = [撃破]>> then\n change [ステージ v] by (-1)\n end\nend\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\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 hide\n end\nend\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 (80) %\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 flag clicked\nset [判定 v] to [No]\nset rotation style [left-right v]\nhide\ngo to x: (160) y: (0)\nswitch costume to (uxoooxxooxox v)\nset size to (80) %\nforever\n if <(ステージ) = [12]> then\n set [ゾンビhp v] to [15]\n show\n set rotation style [left-right v]\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 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\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\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\nbroadcast (うぉーでんざぱわー v)\nwait (1) seconds\n\nwait until <(ステージ) = [37]>\n\nwhen flag clicked\nforever\n if <(ステージ) = [13]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nrepeat (5)\n change x by (10)\nend\n\n\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\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 hide\n end\nend\n\nwhen I receive [next v]\ngo to x: (60) y: (0)\nif <(ステージ) = [13]> then\n if <not <(判定) = [撃破]>> then\n change [ステージ v] by (-1)\n end\nend\n\nset [判定 v] to [No]\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\n\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 (100) %\nforever\n if <(ステージ) = [1]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [2]>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (1 v)?> then\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\nhide\nwait (0) seconds\nshow\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@くも\n\nwhen I receive [スタート v]\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 v])> then\n hide\n delete this clone\nelse\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <[5] < (backdrop [number v])>\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\n end\n switch costume to ((1) + (pick random (1) to (10)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n set [ghost v] effect to (20)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\nend\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nhide\nhide\nwait (0) seconds\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\n@Oxygen\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\nwhen flag clicked\nforever\n if <touching (14 v)?> then\n wait (0.05) seconds\n if <touching (14 v)?> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <(ステージ) = [12]> then\n show\n forever\n switch costume to (ゾンビHP)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [13]> then\n hide\n end\nend\n\n@うぇ\n\nwhen flag clicked\nforever\n if <(ステージ) = [15]> then\n show\n forever\n switch costume to (ゾンビHP)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [16]> then\n hide\n end\nend\n\n@うぃざー\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (コスチューム2 v)\nset size to (120) %\nset [ゾンビhp v] to [30]\nshow\nset rotation style [left-right v]\nforever\n if <(ステージ) = [17]> then\n forever\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 x by (() - (X2))\n end\n end\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\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\nchange y by (-6)\n\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 set [y v] to [15]\n end\nend\n\nif <touching (2 v)?> then\n change y by (6)\nend\n\nbroadcast (弓当たる v)\nwait (1) seconds\n\nif <touching (1 v)?> then\n forever\nend\n\nwait until <(ステージ) = [16]>\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <<(ステージ) = [17]> and <not <(判定) = [撃破]>>> then\n wait (pick random (1) to (5)) seconds\n broadcast (発射 v)\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [16]> then\n set [判定 v] to [No]\n set [ゾンビhp v] to [30]\nend\n\nwhen I receive [next v]\nif <(ステージ) = [18]> then\n if <not <(判定) = [撃破]>> then\n set [ゾンビhp v] to [30]\n change [ステージ v] by (-1)\n end\nend\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\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 hide\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [17]> then\n show\nend\n\n@うぇざー\n\nwhen flag clicked\nforever\n if <(ステージ) = [17]> then\n show\n forever\n switch costume to (ゾンビHP)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [18]> then\n hide\n end\nend\n\n@頭\n\nwhen flag clicked\ngo to x: (-160) y: (-90)\nset size to (800) %\nhide\n\nwhen I receive [発射 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (ウィザー v)\nshow\ngo to (うぃざー v)\npoint towards (1 v)\nforever\n move (10) steps\n if <<touching (_edge_ v)?> or <touching (地面 v)?>> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n delete this clone\n end\n if <touching (1 v)?> then\n broadcast (弓当たる v)\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n delete this clone\n end\nend\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n hide\n wait (1) seconds\n delete this clone\nend\n\nwhen I receive [攻撃準備 v]\nif <touching (4 v)?> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n hide\n wait (1) seconds\n delete this clone\nend\n\n
ウィザスケ先輩は自作\n借りるならクレジット\n\n頼むから3を見てくれ\n ⇩\n https://scratch.mit.edu/projects/955522034\n\n4p!!\n\nコメントするならハートと星を
【拡散希望】激ムズPlatformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nwait (3.5) seconds\nforever\n set volume to (20) %\n play sound [Radiant v] until done\nend\n\n@platformer\n\nwhen I receive [メッセージ1 v]\nswitch costume to (前 v)\ngo to x: (-210) y: (-90)\nshow\nset size to (20) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (コスチューム1 v)\n change [x2 v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (cat-a v)\n change [x2 v] by (0.8)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (前 v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1.0)\n if <touching (地面 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ2 v]\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (地面 v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (次 v)\n change [ステージ v] by (1)\n hide\n set [x2 v] to [0]\n wait (2.5) seconds\n go to x: (-201) y: (-60)\n show\n end\n if <<touching (針 v)?> or <(y position) < [-174]>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [crashed oof v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-60)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\n@地面\n\nwhen I receive [メッセージ1 v]\nshow\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (コスチューム12 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム13 v)\n end\n if <(ステージ) = [14]> then\n switch costume to (コスチューム14 v)\n end\n if <(ステージ) = [15]> then\n switch costume to (コスチューム15 v)\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム16 v)\n end\n if <(ステージ) = [17]> then\n switch costume to (コスチューム17 v)\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム18 v)\n end\n if <(ステージ) = [19]> then\n switch costume to (コスチューム19 v)\n end\n if <(ステージ) = [20]> then\n switch costume to (コスチューム20 v)\n end\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nhide variable [タイム v]\nforever\n repeat until <(costume [number v]) = [15]>\n wait (1) seconds\n change [タイム v] by (1)\n end\n show variable [タイム v]\nend\n\nwhen flag clicked\nhide\n\n@針\n\nwhen I receive [メッセージ1 v]\nshow\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (コスチューム12 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム13 v)\n end\n if <(ステージ) = [14]> then\n switch costume to (コスチューム14 v)\n end\n if <(ステージ) = [15]> then\n switch costume to (コスチューム15 v)\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム16 v)\n end\n if <(ステージ) = [17]> then\n switch costume to (コスチューム17 v)\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム18 v)\n end\n if <(ステージ) = [19]> then\n switch costume to (コスチューム19 v)\n end\n if <(ステージ) = [20]> then\n switch costume to (コスチューム20 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (メッセージ1 v)\n\ngo to x: (-10) y: (0)\n\ngo to [front v] layer\n\n@NEXT(借りたもの)\n\nwhen flag clicked\n\nwhen I start as a clone\nset size to (110) %\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [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\n\nmove (10) steps\n\n@素材\n\nwhen I receive [次 v]\nstart sound [Rip v]\nset [next色 v] to (pick random (1) to (200))\nreset timer\nrepeat (3)\n クローン:ID [なんか変な動き]\n wait (0.075) seconds\n クローン:ID [なんか変な動き2]\n wait (0.075) seconds\nend\n\nwhen I receive [次 v]\npoint in direction (90)\nset [brightness v] effect to (0)\nwait (0.0001) seconds\nrepeat (3)\n クローン:ID [◎]\n wait (0.15) seconds\n クローン:ID [◎2]\n wait (0.075) seconds\nend\nクローン:ID [◎3]\nクローン:ID [next]\n\nwhen I start as a clone\nshow\nif < (ID) contains [なんか変な動き]?> then\n set [ghost v] effect to (50)\n point in direction (180)\n if <(ID) = [なんか変な動き2]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\n set [クローン用ローカル変数 v] to [67.5]\n switch costume to (サイズハック v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (50)\n switch costume to (半透明のあれ v)\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (0.8))\n turn left (クローン用ローカル変数) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (ID) contains [◎]?> then\n go to x: (0) y: (0)\n point in direction (90)\n if <(ID) = [◎2]> then\n set [brightness v] effect to (100)\n else\n if <(ID) = [◎3]> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n end\n set [クローン用ローカル変数 v] to [10]\n switch costume to (◎ v)\n set size to (0) %\n if < (ID) contains [3]?> then\n repeat (25)\n if <[350] < (size)> then\n switch costume to (サイズハック v)\n end\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (1.2))\n change size by (クローン用ローカル変数)\n switch costume to (◎ v)\n end\n switch costume to (コスチューム1 v)\n clear graphic effects\n set [brightness v] effect to (10)\n start sound [Finger Snap v]\n wait (0.15) seconds\n go to [front v] layer\n set size to (100) %\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\n else\n repeat (40)\n if <[350] < (size)> then\n switch costume to (サイズハック v)\n end\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (1.2))\n change size by (クローン用ローカル変数)\n switch costume to (◎ v)\n end\n delete this clone\n end\nend\n\ndefine クローン:ID (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [next]> then\n set [brightness v] effect to (100)\n switch costume to (ねxt v)\n set size to (0) %\n go to x: (0) y: (0)\n repeat (25)\n change size by (((100) - (size)) / (3.8))\n go to [front v] layer\n end\n set [brightness v] effect to (-100)\n wait (0.15) seconds\n クローン:ID [q]\n クローン:ID [p]\n repeat (20)\n go to [front v] layer\n クローン:ID [残像]\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (ねxt v)\n end\n delete this clone\nend\nif <(ID) = [残像]> then\n change [ghost v] effect by (-10)\n switch costume to (ねxt2 v)\n repeat (5)\n change size by (-2)\n change [ghost v] effect by (18.5)\n end\n delete this clone\nend\nif <(ID) = [q]> then\n go [backward v] (2) layers\n wait (0.05) seconds\n set [brightness v] effect to (50)\n set size to (100) %\n switch costume to (コスチューム1 v)\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\nend\nif <(ID) = [p]> then\n go [backward v] (3) layers\n wait (0.1) seconds\n set [brightness v] effect to (100)\n set size to (100) %\n switch costume to (コスチューム1 v)\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (next色)\nend\n\n
間違えて非共有ボタン押してしまったので再共有になりますがすみません。\n\nみなさんこんにちは@-Mwinter-です。\n新作「激ムズ Platformer」を公開しました!\nこの作品はパート2です。前回バグで傾向乗れなかったので新しく作りました。\n前回のより結構難しくなってると思います。\n個人的には難しいプラットフォーマーは量産型ではないと思っています。\n\n\n《操作方法》\n矢印キーで操作。\nモバイル対応です!(あまりオススメはしません)\n少しでもよかったなと思った方は❤と⭐お願いします。\nよかったらこの作品の拡散、宣伝お願いします。\n\n《説明》\n分からない、できないという所があったら言って下さい。バグがあれば修正します。\n結構サムネのクオリティー上げた。\n\n\n#PLATFORMER \n#platformer\n#GAME\n#game\n#GAMES\n#games\n#ALL\n#all\n\n\n
Color (A platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen I receive [sequel! v]\nnext backdrop\nwait (7.5) seconds\nnext backdrop\nbroadcast (endmusic v)\n\n@Sprite1\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite2\n\ndefine Touch Ground <>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume1 v)\nset size to (50) %\nset rotation style [left-right v]\ngo to x: (-222) y: (-5)\nshow\nset [speed y v] to [0]\nset [falling v] to [10]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (left arrow v) pressed?> then\n walk (-90) (-5)\n end\n if <key (right arrow v) pressed?> then\n walk (90) (5)\n end\n if <<key (up arrow v) pressed?> and <(falling) < [3]>> then\n set [speed y v] to [12]\n end\n if <[-176] > (y position)> then\n go to x: (-222) y: (-5)\n set [speed y v] to [0]\n end\n if <touching (sprite3 v)?> then\n broadcast (message1 v)\n end\n if <touching (sprite4 v)?> then\n go to x: (-222) y: (-143)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nrepeat (10)\n start sound [Vexento - Masked Heroes.mp3 v]\nend\n\nwhen I receive [message1 v]\ngo to x: (-222) y: (-143)\nset [speed y v] to [0]\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume2 v)\nstop all sounds\n\nwhen I receive [dave v]\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume2 v)\nbroadcast (dave2 v)\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen I receive [endmusic v]\nrepeat (10)\n start sound [Vexento - Masked Heroes.mp3 v]\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n if <<key (up arrow v) pressed?> > ([abs v] of (speed) )> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\n@ground\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (level 1 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [message1 v]\nnext costume\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (message1 v)\n end\nend\n\n@Sprite4\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (level2 lava v)\nshow\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (level2 lava v)\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nswitch costume to (level3 lava v)\nshow\n\nwhen flag clicked\nhide\n\n@123aPikachu_used_Thunderbolt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (375) %\nset [ghost v] effect to (0)\nwait (0.1) seconds\nshow\nswitch costume to (123apikachu_used_thunderbolt-0 v)\nrepeat (30)\n next costume\n wait (0.08) seconds\nend\nbroadcast (2 v)\n\nwhen I receive [2 v]\nrepeat (10)\n change [ghost v] effect by (12)\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [2 v]\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nhide\nswitch backdrop to (backdrop1 v)\n\n@DAVIDIUS!\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nset size to (50) %\nshow\nsay [Hello, Red! I 've been waiting for you!] for (2) seconds\nbroadcast (Dave v)\n\nwhen I receive [dave2 v]\nsay [Confused? I was the one that put the wall there in the first place!] for (3.5) seconds\nsay [I am DAVE! The one who led you HERE!] for (2) seconds\nsay [But that is not my real name!] for (2) seconds\nsay [MY NAME IS DAVIDIUS! Ruler of the Dark!] for (2) seconds\nsay [Your brother you may ask?] for (2) seconds\nsay [I threw him in jail when I had the chance!] for (2) seconds\nsay [You will be here Forever...] for (2) seconds\nbroadcast (sequel! v)\nhide\n\n
Welcome Everyone to my FIRST platformer in High Def!\nPress L arrow to move left \nPress R arrow to move right\nPress up arrow to jump.\n*5/8/20; everything has been fixed, very sorry about the level detection sprite not doing its job!\n\n Curated! TY @Novakitty! 2/13/2016
Escape Tower Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (beginning v)\nset [level v] to [0]\n\nwhen flag clicked\nset [seconds v] to [0]\nforever\n wait (1) seconds\n change [seconds v] by (1)\n if <([backdrop # v] of [_stage_ v]) = [12]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 2 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 3 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 4 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 5 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 6 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 7 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 8 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 9 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 10 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [level 1 v]\nchange [level v] by (1)\n\n@bob\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [y speed v] to [0]\ngo to x: (-195) y: (80)\nforever\n if <key (up arrow v) pressed?> then\n if <(Falling) < [3]> then\n set [y speed v] to [12]\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2)\n end\n set [speed x v] to ((speed x) * (0.8))\n change [y speed v] by (GRAVITY)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (y speed) ))\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#6c6c6c)?> 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 ((y speed) / (steps))\n if <touching color (#6c6c6c)?> then\n set y to (Last Value)\n if <(y speed) < [0]> then\n set [falling v] to [0]\n end\n set [y speed v] to [0]\n end\nend\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-215) y: (-92)\nforever\n if <touching color (#ff9e66)?> then\n go to x: (-215) y: (-92)\n end\n if <touching (i dunno v)?> then\n switch backdrop to (level 3 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-217) y: (31)\nforever\n if <touching color (#ff6666)?> then\n go to x: (-215) y: (102)\n end\n if <touching (i dunno v)?> then\n switch backdrop to (level 4 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-204) y: (165)\nforever\n if <touching color (#f12828)?> then\n go to x: (-204) y: (180)\n end\n if <touching (i dunno v)?> then\n switch backdrop to (level 5 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-204) y: (106)\nforever\n if <touching (i dunno v)?> then\n switch backdrop to (level 6 v)\n stop [this script v]\n end\n if <<touching (evil fire bar v)?> or <touching (evil fire bar 2 v)?>> then\n go to x: (-204) y: (106)\n end\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-208) y: (180)\nforever\n if <touching color (#ff2f2f)?> then\n go to x: (-208) y: (180)\n end\n if <touching (i dunno v)?> then\n switch backdrop to (level 7 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-208) y: (-129)\nforever\n if <touching color (#ff0e0e)?> then\n go to x: (-204) y: (-136)\n end\n if <touching (i dunno v)?> then\n switch backdrop to (level 8 v)\n stop [this script v]\n end\n if <<touching (evil fire bar v)?> or <touching (evil fire bar 2 v)?>> then\n go to x: (-204) y: (-136)\n end\nend\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-213) y: (140)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-213) y: (150)\n end\n if <touching (i dunno v)?> then\n switch backdrop to (level 9 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-216) y: (9)\nforever\n if <touching color (#ff6666)?> then\n go to x: (-216) y: (80)\n end\n if <touching (exit door v)?> then\n switch backdrop to (ending v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-189) y: (-122)\nforever\n if <touching (i dunno v)?> then\n switch backdrop to (level 2 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-216) y: (60)\nforever\n if <touching color (#ff3333)?> then\n go to x: (-216) y: (60)\n end\n if <touching color (#f50000)?> then\n go to x: (-216) y: (60)\n end\n if <touching (i dunno v)?> then\n switch backdrop to (level 10 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 1 v]\nchange volume by (10)\nforever\n play sound [Video Game 2 v] until done\n play sound [Video Game 2 v] until done\n play sound [Video Game 2 v] until done\nend\n\nwhen backdrop switches to [ending v]\nforever\n play sound [Win v] until done\n wait (1) seconds\n stop all sounds\nend\n\n\n\nforever\n if <(☁ lowest time) < (seconds)> then\n set [☁ lowest time v] to (seconds)\n end\nend\n\nwhen flag clicked\n\nset [☁ lowest time v] to [0]\n\nwhen backdrop switches to [ending v]\nforever\n if <touching color (#bee5ee)?> then\n forever\n play sound [Meow v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enter door v)?> then\n switch backdrop to (level 1 v)\n stop [this script v]\n end\nend\n\n@i dunno\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 2 v]\ngo to x: (212) y: (129)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (212) y: (-126)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (215) y: (-87)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (201) y: (-127)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-15) y: (124)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (203) y: (149)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (211) y: (33)\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen backdrop switches to [level 9 v]\ngo to x: (216) y: (12)\n\nwhen backdrop switches to [level 1 v]\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (199) y: (155)\nforever\n if <touching (bob v)?> then\n switch backdrop to (level 2 v)\n stop [this script v]\n end\nend\n\n@moving bar\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\ngo to x: (117) y: (-70)\nforever\n glide (1) secs to x: (-82) y: (-70)\n glide (1) secs to x: (117) y: (-70)\nend\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 8 v]\nstop [other scripts in sprite v]\nshow\nforever\n glide (1) secs to x: (-82) y: (-70)\n glide (1) secs to x: (117) y: (-70)\nend\n\nwhen backdrop switches to [level 9 v]\nhide\n\n@evil fire bar\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 5 v]\nshow\nforever\n glide (1.5) secs to x: (-94) y: (139)\n glide (1.5) secs to x: (-94) y: (-139)\nend\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [level 7 v]\nshow\n\nwhen backdrop switches to [level 8 v]\nhide\n\n@evil fire bar 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 5 v]\nshow\nforever\n glide (1.5) secs to x: (90) y: (139)\n glide (1.5) secs to x: (90) y: (-139)\nend\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [level 7 v]\nshow\n\nwhen backdrop switches to [level 8 v]\nhide\n\n@uwu jumpscare block\n\nwhen backdrop switches to [level 9 v]\nforever\n wait (4) seconds\n show\n go to x: (400) y: (-108)\n glide (0.5) secs to x: (-450) y: (-108)\n hide\nend\n\nwhen backdrop switches to [level 10 v]\nforever\n hide\nend\n\nwhen flag clicked\nhide\n\n@exit door\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 10 v]\ngo to x: (203) y: (9)\nshow\n\nwhen backdrop switches to [ending v]\nhide\n\n@enter door\n\nwhen flag clicked\nshow\ngo to x: (161) y: (-33)\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [ending v]\nshow\ngo to x: (-166) y: (-33)\n\nhide\n\nwhen backdrop switches to [beginning v]\nshow\n\n
use the left and right arrow keys to move\nup arrow key to jump \nif you like the game feel free to advertise it or add it to a studio or you can advertise on this game \n❤️ ⭐ please love and fave \nmy new platformer https://scratch.mit.edu/projects/1001411728\n\n#all #games # platformer #escape #tower #art#all#art #Games\nhere is my other game https://scratch.mit.edu/projects/947019058\n\n\n
scroll platformer/スクロールプラットフォーマー
@Stage\n\n@ \n\n@prayer\n\ndefine あ\nset [埋まった、、、 v] to [0]\nchange y by (-8)\nchange y by (-2)\nmove (-1) steps\nreplace item (1) of [地点 v] with (round (x position))\nreplace item (2) of [地点 v] with (round (y position))\nchange y by (2)\nmove (1) steps\nrepeat until <<[10] < (埋まった、、、)> or <not <touching (stage v)?>>>\n change [埋まった、、、 v] by (1)\n move (-1) steps\nend\nif <[10] < (埋まった、、、)> then\n go to x: (item (1) of [地点 v]) y: (item (2) of [地点 v])\n if <[0] < (Y)> then\n repeat until <not <touching (stage v)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching (stage v)?>>\n change y by (1)\n end\n end\nelse\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[30] < (mouse y)>>>> then\n change y by (-2)\n move (1) steps\n if <touching (stage v)?> then\n start sound [壁キック v]\n if <[0] < (X)> then\n set [x v] to [-3]\n else\n set [x v] to [3]\n end\n set [y v] to [11]\n end\n change y by (2)\n move (-1) steps\n else\n set [x v] to [0]\n end\nend\n\ndefine い\nif <[0] < (Y)> then\n repeat until <not <touching (stage v)?>>\n set [y v] to [0]\n change y by (-1)\n end\nelse\n repeat until <not <touching (stage v)?>>\n set [y v] to [0]\n change y by (1)\n end\nend\nchange y by (-2)\nif <touching (stage v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[30] < (mouse y)>>>> then\n start sound [ジャンプ v]\n set [y v] to [16]\n else\n set [y v] to [0]\n end\nend\nchange y by (2)\n\ndefine 復活!\nrepeat until <<<((item (1) of [復活地点 v]) - (0.5)) < (座標X)> and <((item (1) of [復活地点 v]) + (0.5)) > (座標X)>> and <<((item (2) of [復活地点 v]) - (0.5)) < (座標Y)> and <((item (2) of [復活地点 v]) + (0.5)) > (座標Y)>>>\n change [座標x v] by (((item (1) of [復活地点 v]) - (座標X)) / (5))\n change [座標y v] by (((item (2) of [復活地点 v]) - (座標Y)) / (5))\n change x by (((0) - (x position)) / (5))\n change y by (((-30) - (y position)) / (5))\nend\nset [座標x v] to (round (座標X))\nset [座標y v] to (round (座標Y))\nset [x v] to [0]\nset [y v] to [0]\n\ndefine わあ\nrepeat (8)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\n\nwhen I receive [play v]\nwait (3.2) seconds\nshow\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset [座標x v] to [0]\nset [座標y v] to [30]\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 <[19] < (mouse x)>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[-19] > (mouse x)>>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n わあ\n if <touching (stage v)?> then\n あ\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (stage v)?> then\n い\n end\n change [座標x v] by (round ((x position) / (10)))\n change [座標y v] by (round (((y position) + (20)) / (10)))\n if <not <[5450] < (座標X)>> then\n change x by (round (((0) - (x position)) / (10)))\n end\n if <not <[-50] > (座標Y)>> then\n change y by (round (((-20) - (y position)) / (10)))\n end\n if <[5450] < (座標X)> then\n set [座標x v] to [5450]\n end\n if <[-50] > (座標Y)> then\n set [座標y v] to [-50]\n end\n if <<[-180] > (y position)> or <touching (needle v)?>> then\n 復活!\n end\n set x to (round (x position))\n set y to (round (y position))\nend\n\nwhen I receive [play v]\ndelete all of [地点 v]\nrepeat (2)\n add [] to [地点 v]\nend\n\nwhen flag clicked\nhide\n\n@flag\n\nwhen I start as a clone\nset [触れた v] to [0]\nshow\nforever\n switch costume to (コスチューム1 v)\n go to x: ((item (い) of [x v]) - (座標X)) y: ((item (い) of [y v]) - (座標Y))\n switch costume to (1 v)\n if <<touching (prayer v)?> and <(触れた) = [0]>> then\n replace item (1) of [復活地点 v] with ((item (い) of [x v]) - (15))\n replace item (2) of [復活地点 v] with ((item (い) of [y v]) + (100))\n set [触れた v] to [1]\n end\n if <(触れた) = [1]> then\n switch costume to (2 v)\n end\nend\n\ndefine (x) (y) (costume)\nchange [い v] by (1)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (costume) to [costume v]\ncreate clone of (_myself_ v)\n\nwhen I receive [play v]\nwait (3.2) seconds\nhide\ngo to x: (0) y: (0)\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [costume v]\ndelete all of [復活地点 v]\nadd [0] to [復活地点 v]\nadd [30] to [復活地点 v]\nset [い v] to [0]\n[1315] [227] [1]\n[2200] [-75] [1]\n[2050] [370] [1]\n[3300] [-90] [1]\n[5020] [-50] [1]\n[4800] [1050] [1]\n\n@needle\n\ndefine (x) (y) (コスチューム)\nchange [う v] by (1)\nadd (x) to [x2 v]\nadd (y) to [y2 v]\nadd (コスチューム) to [コスチューム2 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (コスチューム1 v)\n go to x: ((item (う) of [x2 v]) - (座標X)) y: ((item (う) of [y2 v]) - (座標Y))\n switch costume to ((item (う) of [コスチューム2 v]) + (1))\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n turn right (15) degrees\n end\nend\n\nwhen I receive [play v]\nwait (3.2) seconds\nhide\ngo to x: (0) y: (0)\nset [う v] to [0]\ndelete all of [x2 v]\ndelete all of [y2 v]\ndelete all of [コスチューム2 v]\n[200] [-65] [1]\n[380] [-65] [2]\n[1350] [-65] [3]\n[1350] [-30] [4]\n[2100] [-115] [5]\n[1920] [0] [6]\n[2880] [0] [7]\n[1920] [0] [8]\n[4320] [0] [9]\n[5400] [300] [10]\n\n@stage\n\nwhen I start as a clone\nshow\nforever\n switch costume to (コスチューム1 v)\n go to x: ((item (あ) of [x v]) - (座標X)) y: ((item (あ) of [y v]) - (座標Y))\n switch costume to ((item (あ) of [コスチューム v]) + (1))\nend\n\ndefine (x) (y) (コスチューム)\nchange [あ v] by (1)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (コスチューム) to [コスチューム v]\ncreate clone of (_myself_ v)\n\nwhen I receive [play v]\nwait (3.2) seconds\nhide\ngo to x: (0) y: (0)\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [コスチューム v]\nset [あ v] to [0]\n[0] [0] [1]\n[480] [0] [2]\n[960] [0] [3]\n[1440] [0] [4]\n[1920] [0] [5]\n[2400] [0] [6]\n[2880] [0] [7]\n[2400] [500] [8]\n[2880] [500] [9]\n[3080] [900] [10]\n[4000] [0] [11]\n[4320] [0] [12]\n[0] [0] [13]\n[0] [240] [14]\n[0] [480] [15]\n[0] [720] [16]\n[0] [960] [17]\n[5000] [0] [18]\n[5400] [0] [19]\n[5400] [150] [19]\n[5400] [300] [19]\n[5300] [600] [20]\n[4800] [1100] [21]\n\n@コメント?\n\nwhen I start as a clone\nshow\nforever\n switch costume to (コスチューム1 v)\n go to x: ((item (え) of [x2 v]) - (座標X)) y: ((item (え) of [y2 v]) - (座標Y))\n switch costume to ((item (え) of [costume2 v]) + (1))\nend\n\ndefine (x) (y) (コスチューム)\nchange [え v] by (1)\nadd (x) to [x2 v]\nadd (y) to [y2 v]\nadd (コスチューム) to [costume2 v]\ncreate clone of (_myself_ v)\n\nwhen I receive [play v]\nwait (3.2) seconds\nhide\ngo to x: (0) y: (0)\ndelete all of [x2 v]\ndelete all of [y2 v]\ndelete all of [costume2 v]\nset [え v] to [0]\n[4800] [1100] [1]\n\n@背景だお\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\n@うわぁサムネだぁ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@音楽専用\n\nwhen flag clicked\nforever\n stop all sounds\n play sound [❔ v] until done\nend\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 (20) 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 start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(クローンおk) = [⭕]> then\n if <(costume [name v]) = [コスチューム3]> then\n switch costume to (コスチューム3 v)\n go to x: (60) y: (200)\n hide\n wait (0.5) seconds\n show\n repeat (10)\n change y by (((120) - (y position)) / (5))\n end\n show\n switch costume to (コスチューム3 v)\n switch costume to (コスチューム3 v)\n wait (0.5) seconds\n switch costume to (コスチューム3 v)\n repeat (15)\n change x by (((140) - (x position)) / (5))\n end\n switch costume to (コスチューム3 v)\n repeat (15)\n change x by (((210) - (x position)) / (5))\n end\n switch costume to (コスチューム3 v)\n repeat (20)\n change x by (((230) - (x position)) / (5))\n change y by (((180) - (y position)) / (5))\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [クローンおk v] to [⭕]\nif <(costume [name v]) = [コスチューム2]> then\n if <(クローンおk) = [⭕]> then\n show\n switch costume to (コスチューム2 v)\n repeat (20)\n change y by (((-50) - (y position)) / (5))\n end\n wait (0.55) seconds\n start sound [Coin v]\n switch costume to (コスチューム4 v)\n wait (0.55) seconds\n start sound [Coin v]\n switch costume to (コスチューム5 v)\n wait (0.55) seconds\n start sound [Coin v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n repeat (20)\n change y by (((10) - (y position)) / (5))\n end\n hide\n set [クローンおk v] to [❌]\n end\nend\n\nwhen I start as a clone\nif <(クローンおk) = [❌]> then\n delete this clone\nend\n\nwhen 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 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@play\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (-90)\n\nwhen this sprite clicked\nnext costume\nwait (0.5) seconds\nbroadcast (play v)\nhide\n\n@scroll platformer\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (90)\nrepeat until <touching (mouse-pointer v)?>\n glide (0.8) secs to x: (0) y: (110)\n glide (0.8) secs to x: (0) y: (70)\nend\nhide\n\nwhen I receive [play v]\nhide\n\n@くるくる〜\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [終わった v] to [0]\nshow\nrepeat (100)\n turn right (36) degrees\nend\nset [終わった v] to [1]\nhide\nbroadcast (ゲーム開始 v)\n\n@うわぁ文字ダァ\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nrepeat until <(終わった) = [1]>\n next costume\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\n\nwhen I receive [play v]\nhide\n\n
初めて作ったスクロールプラットフォーマーです!\nThis is my first scrolling platformer!\n頑張って作ったので⭐️と❤️お願いします。\nI worked hard on this, so please give me a ⭐️ and ❤️.\n旗は2回押してください。\nPress the flag twice.\nターボモードにしないでください。\nDon't put it in turbo mode.\n⭐️と❤️押したら宣伝⭕️\nPress ⭐️ and ❤️ to advertise ⭕️\nリミックスする場合は⭐️と❤️を押したら⭕️\nTo remix, press ⭐️ and ❤️ ⭕️\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n⭐️と❤️と拡張してね‼︎\nExpand with ⭐️ and ❤️!! ︎
SCRATCH WARS - Episode 1 - V1.4
@Stage\n\nwhen [a v] key pressed\nif <(Intro) = [0]> then\n set [pause v] to [1]\n stop all sounds\n set [intro v] to [1]\n switch backdrop to (menu3 v)\n broadcast (INTRO_2 v)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [pause v] to [1]\nset volume to (80) %\nforever\n if <(Intro) = [0]> then\n play sound [Star Wars-The Imperial March \( Darth Vader Theme Song \) 8-bit.mp3 v] until done\n end\n if <(Intro) = [3]> then\n play sound [Star Wars-The Imperial March \( Darth Vader Theme Song \) 8-bit.mp3 v] until done\n end\nend\n\nwhen I receive [z_sound_1 v]\nplay sound [ltsaberhit01 v] until done\n\nwhen I receive [z_sound_2 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_1 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [death_2 v]\nplay sound [ltsaberbodyhit01 v] until done\n\nwhen I receive [destroyed v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen I receive [jump v]\nplay sound [270323__littlerobotsoundfactory__jump-03 v] until done\n\nwhen I receive [door_destroyed v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen I receive [fall_sound v]\nplay sound [270343__littlerobotsoundfactory__shoot-01 v] until done\n\nwhen I receive [death_1 v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen I receive [death_1 v]\nplay sound [ltsaberbodyhit01 v] until done\n\nwhen I receive [scontro v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [vader_hit v]\nplay sound [ltsaberbodyhit01 v] until done\n\nrepeat until <(Intro) = [1]>\n if <(Intro) = [0]> then\n set [tempo v] to ((tempo) + (1))\n if <(tempo) = [600]> then\n switch backdrop to (menu2 v)\n end\n if <(tempo) = [1200]> then\n switch backdrop to (backdrop1 v)\n set [tempo v] to [0]\n end\n end\n if <(Intro) = [1]> then\n switch backdrop to (menu3 v)\n end\n if <(Intro) = [3]> then\n end\nend\n\nwhen I receive [fire_2 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_5 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_4 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_3 v]\nplay sound [pistol-1 v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\ndefine None\nset [dx v] to [0]\nrepeat until <(DX) = ([abs v] of (vx) )>\n set [dx v] to ((DX) + (1))\n change x by (-1)\n if <touching (sprite2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\nend\n\ndefine Jump_calc\nif <(GROUNDED) > [0]> then\n if <(GROUNDED) = (Jump_Delay)> then\n broadcast (JUMP v)\n end\n set [vy v] to (Jump_Strenght)\n set [grounded v] to ((GROUNDED) - (1))\nend\n\nwhen I receive [restart v]\nset [progressi v] to [0]\nset [gravity v] to [-4]\nset [jump_strenght v] to [15]\nset [jump_delay v] to [8]\nset [acc_x v] to [1]\nset [dec_x v] to [2]\nset [vx_max v] to [8]\nset [vx v] to [0]\nset [vy v] to [0]\nset [dx v] to [0]\nset [dy v] to [0]\nset [add_v_max v] to [2]\nset [on_a_moving_plat v] to [0]\ngo to [front v] layer\ngo [backward v] (12) layers\nset [grounded v] to [0]\nwait (0.1) seconds\ngo to x: (-196) y: (-144)\npoint in direction (90)\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [2]> then\n go to x: (-196) y: (-144)\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n go to x: (-221) y: (76)\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n go to x: (-216) y: (77)\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n go to x: (-219) y: (-153)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n go to x: (-215) y: (96)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n go to x: (-219) y: (64)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n go to x: (-213) y: (95)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n go to x: (-179) y: (-140)\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n go to x: (-218) y: (-140)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n go to x: (-217) y: (76)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-217) y: (-140)\nend\nif <(PROGRESSI) = [22]> then\n go to x: (-161) y: (-140)\nend\n\ndefine None\nif <(vy) = [0]> then\nend\nif <(vy) < [0]> then\n set [dy v] to [0]\n repeat until <(DY) = ([abs v] of (vy) )>\n set [dy v] to ((DY) + (1))\n change y by (-1)\n if <touching (sprite2 v)?> then\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <not <touching (plaat_01 v)?>> then\n set [on_a_moving_plat v] to [0]\n end\n if <touching (plaat_01 v)?> then\n set [on_a_moving_plat v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to (VY_addizionale)\n end\n if <touching (falling_plaat v)?> then\n set [on_a_falling_plat v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [on_a_falling_plat2 v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [on_a_falling_plat3 v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n end\n change y by (ADD_VY)\nend\nif <(vy) > [0]> then\n set [dy v] to [0]\n repeat until <(DY) = ([abs v] of (vy) )>\n set [dy v] to ((DY) + (1))\n change y by (1)\n if <touching (sprite2 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-10)\n set [vy v] to [-10]\n end\n if <(y position) > [160]> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n end\nend\n\ndefine None\nset [dx v] to [0]\nrepeat until <(DX) = ([abs v] of (vx) )>\n set [dx v] to ((DX) + (1))\n change x by (1)\n if <touching (sprite2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\nend\n\ndefine Check_moving_plat\nif <(VY_addizionale) < [0]> then\n if <(Delta_Y) > [-17]> then\n go to x: (x position) y: (([y position v] of [plaat_01 v]) + (17))\n end\nend\nif <(VY_addizionale) > [0]> then\n if <(Delta_Y) > [-25]> then\n go to x: (x position) y: (([y position v] of [plaat_01 v]) + (25))\n end\nend\n\nwhen I receive [end_game v]\nrepeat until <(y position) = [-142]>\n change [vy v] by (Gravity)\n Collisioni_giù (Vy)\nend\npoint towards (vader_01 v)\n\nwhen I receive [level_change v]\nset [pause v] to [0]\nset [grounded v] to [0]\nif <(PROGRESSI) = [2]> then\n go to x: (-221) y: (76)\nend\nif <(PROGRESSI) = [4]> then\n go to x: (-221) y: (76)\nend\nif <(PROGRESSI) = [4]> then\n go to x: (-216) y: (77)\nend\nif <(PROGRESSI) = [6]> then\n go to x: (-219) y: (-154)\nend\nif <(PROGRESSI) = [8]> then\n go to x: (-215) y: (96)\nend\nif <(PROGRESSI) = [10]> then\n go to x: (-219) y: (63)\nend\nif <(PROGRESSI) = [12]> then\n go to x: (-213) y: (94)\nend\nif <(PROGRESSI) = [14]> then\n go to x: (-179) y: (-140)\nend\nif <(PROGRESSI) = [16]> then\n go to x: (-218) y: (-140)\nend\nif <(PROGRESSI) = [18]> then\n go to x: (-217) y: (76)\nend\nif <(PROGRESSI) = [20]> then\n go to x: (-217) y: (-140)\nend\nif <(PROGRESSI) = [22]> then\n go to x: (-161) y: (-140)\nend\nshow\n\ndefine Calc_V_max_SX\nif <(GROUNDED) = (Jump_Delay)> then\n if <(Vx) < ((Vx_MAX) * (-1))> then\n set [vx v] to ((Vx_MAX) * (-1))\n end\nelse\n if <(Vx) < (((Vx_MAX) * (-1)) + ((ADD_V_MAX) * (-1)))> then\n set [vx v] to (((Vx_MAX) * (-1)) + ((ADD_V_MAX) * (-1)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\ngo to [front v] layer\ngo [backward v] (12) layers\nset [grounded v] to [0]\nbroadcast (RESTART v)\nwait (0.1) seconds\ngo to x: (-196) y: (-146)\npoint in direction (90)\nforever\n if <(PAUSE) = [0]> then\n if <<key (z v) pressed?> or <key (up arrow v) pressed?>> then\n Jump_calc\n set [add_vy v] to [0]\n end\n change [vy v] by (Gravity)\n Collisioni_giù (Vy)\n if <key (right arrow v) pressed?> then\n change [vx v] by (Acc_X)\n Calc_V_max_DX\n if <(Vx) > [0]> then\n Collisioni_DX (Vx)\n else\n Collisioni_SX (Vx)\n end\n end\n if <key (left arrow v) pressed?> then\n change [vx v] by ((Acc_X) * (-1))\n Calc_V_max_SX\n if <(Vx) < [0]> then\n Collisioni_SX (Vx)\n else\n Collisioni_DX (Vx)\n end\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n if <(Vx) < [0]> then\n change [vx v] by (Dec_X)\n if <(Vx) > [0]> then\n set [vx v] to [0]\n end\n Collisioni_SX (Vx)\n end\n if <(Vx) > [0]> then\n change [vx v] by ((Dec_X) * (-1))\n if <(Vx) < [0]> then\n set [vx v] to [0]\n end\n Collisioni_DX (Vx)\n end\n end\n if <<not <key (z v) pressed?>> and <not <key (up arrow v) pressed?>>> then\n if <<(GROUNDED) > [0]> and <(GROUNDED) < (Jump_Delay)>> then\n set [grounded v] to [0]\n end\n end\n if <(Vy) < [0]> then\n set [grounded v] to [0]\n end\n if <(On_a_Moving_plat) = [1]> then\n if <not <(Vy) > [0]>> then\n Check_moving_plat\n end\n end\n end\nend\n\nwhen I receive [death_1 v]\nset [vx v] to [0]\nset [vy v] to [0]\n\ndefine Calc_V_max_DX\nif <(GROUNDED) = (Jump_Delay)> then\n if <(Vx) > (Vx_MAX)> then\n set [vx v] to (Vx_MAX)\n end\nelse\n if <(Vx) > ((Vx_MAX) + (ADD_V_MAX))> then\n set [vx v] to ((Vx_MAX) + (ADD_V_MAX))\n end\nend\n\nwhen flag clicked\nset [progressi v] to [0]\nset [gravity v] to [-4]\nset [jump_strenght v] to [15]\nset [jump_delay v] to [8]\nset [acc_x v] to [1]\nset [dec_x v] to [1]\nset [vx_max v] to [8]\nset [vx v] to [0]\nset [vy v] to [0]\nset [dx v] to [0]\nset [dy v] to [0]\nset [add_v_max v] to [2]\nset [on_a_moving_plat v] to [0]\n\nwhen I receive [very end v]\nhide\n\n@Cube_01\n\nwhen I receive [restart v]\ngo to x: (-196) y: (-146)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [fire_premuto v] to [0]\nset [spada_counter v] to [0]\nset [delay_spada v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\nset [clones counter v] to [0]\nset [clones_count_max v] to [2]\nset [sprite_n v] to [1]\n\ndefine Change_Level\nhide\nset [sprite_n v] to [1]\nswitch costume to (cube_01 v)\npoint in direction (90)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [progressi v] to ((PROGRESSI) + (1))\nset [fire_premuto v] to [0]\nbroadcast (LEVEL_CHANGE v)\n\nwhen I receive [death_1 v]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nDeath_1\n\nwhen I receive [death_2 v]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nDeath_2\n\ndefine Death_2\nset [sprite_n v] to [11]\nswitch costume to (jedi_10 v)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nwait (0.3) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nDeath_by_fall\n\ndefine Death_1\nset [sprite_n v] to [10]\nswitch costume to (jedi_09 v)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nwait (0.3) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nDeath_by_fall\n\ndefine Movimento_spada\nif <(Spada_counter) = (Delay_spada)> then\n change [sprite_n v] by (1)\n switch costume to (Sprite_N)\n set [spada_counter v] to [0]\nend\nchange [spada_counter v] by (1)\n\nwhen I receive [go v]\nshow\ngo to x: (-196) y: (-146)\nswitch costume to (jedi_14 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [fire_premuto v] to [0]\nset [spada_counter v] to [0]\nset [delay_spada v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\nset [clones counter v] to [0]\nset [clones_count_max v] to [2]\nset [sprite_n v] to [1]\nSword\nforever\n if <(Intro) > [2]> then\n go to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\n end\n if <(PAUSE) = [0]> then\n if <(Sprite_N) = [9]> then\n switch costume to (cube_2 v)\n set [sprite_n v] to [2]\n end\n if <not <key (a v) pressed?>> then\n set [fire_premuto v] to [0]\n end\n if <(Sprite_N) > [2]> then\n Movimento_spada\n end\n if <(Ghost_Effect) = [1]> then\n if <(Clones Counter) = [0]> then\n set [clones counter v] to [1]\n end\n if <(Clones Counter) > [0]> then\n set [clones counter v] to ((Clones Counter) + (1))\n if <(Clones Counter) = (Clones_count_MAX)> then\n create clone of (_myself_ v)\n set [clones counter v] to [0]\n end\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <<(Sprite_N) < [3]> and <not <key (a v) pressed?>>> then\n if <key (right arrow v) pressed?> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to (cube_2 v)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to (cube_2 v)\n end\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [1]\n switch costume to (cube_01 v)\n end\n end\n if <(GROUNDED) < (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to (cube_2 v)\n end\n else\n if <<<(Sprite_N) < [3]> and <key (a v) pressed?>> and <(Fire_premuto) = [0]>> then\n set [sprite_n v] to [3]\n switch costume to (Sprite_N)\n set [fire_premuto v] to [1]\n broadcast (Z_SOUND_1 v)\n end\n end\n verifica_bordo\n end\nend\n\ndefine Sword\ngo to x: (-196) y: (-146)\nwait (1) seconds\nstart sound [ltsaberon01 v]\nswitch costume to (jedi_13 v)\nwait (0.1) seconds\nswitch costume to (jedi_12 v)\nwait (0.1) seconds\nswitch costume to (jedi_11 v)\nwait (0.1) seconds\nswitch costume to (cube_01 v)\nwait (1) seconds\nset [intro v] to [3]\nset [pause v] to [0]\n\ndefine verifica_bordo\nif <(PAUSE) = [0]> then\n if <(y position) < [-180]> then\n broadcast (FALL_SOUND v)\n Death_by_fall\n end\n if <(x position) > [238]> then\n hide\n set [pause v] to [1]\n go to x: (0) y: (0)\n Change_Level\n end\nend\n\nwhen I receive [end_game v]\npoint towards (vader_01 v)\nswitch costume to (cube_01 v)\nwait (4) seconds\nsay [What?] for (2) seconds\nwait (13) seconds\nsay [Someone told me that you killed him!] for (2) seconds\nwait (10) seconds\nsay [No! That's not true! That's impossible!] for (3) seconds\nbroadcast (VERY END v)\n\nwhen I receive [level_change v]\nset [fire_premuto v] to [0]\nset [pause v] to [0]\nshow\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (7) layers\nset [ghost v] effect to (70)\nrepeat (10)\n change [ghost v] effect by (3)\n change y by (ADD_VY)\nend\ndelete this clone\n\nwhen I receive [very end v]\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <<(PAUSE) = [0]> and <(Ghost_Effect) = [3]>> then\n set [ghost_effect v] to [0]\n end\n if <<(PAUSE) = [0]> and <(Ghost_Effect) = [1]>> then\n set [ghost_effect v] to [2]\n end\n else\n if <(Ghost_Effect) = [0]> then\n set [ghost_effect v] to [1]\n end\n if <(Ghost_Effect) = [2]> then\n set [ghost_effect v] to [3]\n end\n end\nend\n\nwhen flag clicked\nset [ghost_effect v] to [1]\nhide\ngo to x: (-196) y: (-146)\n\ndefine Death_by_fall\nhide\nif <(Sprite_N) = [10]> then\n set [sprite_n v] to [1]\n switch costume to (cube_01 v)\n point in direction (90)\n set [vx v] to [0]\n set [vy v] to [0]\n set [pause v] to [1]\n broadcast (DEATH_FALL v)\n wait (0.3) seconds\n show\n set [pause v] to [0]\nelse\n set [sprite_n v] to [1]\n switch costume to (cube_01 v)\n point in direction (90)\n set [vx v] to [0]\n set [vy v] to [0]\n set [pause v] to [1]\n broadcast (DEATH_FALL v)\n wait (0.3) seconds\n go to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\n show\n wait (0.2) seconds\n set [ghost v] effect to (50)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\n set [ghost v] effect to (50)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n set [pause v] to [0]\nend\n\n@Sprite2\n\nwhen I receive [restart v]\ngo to [front v] layer\ngo [backward v] (11) layers\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\ngo to [front v] layer\ngo [backward v] (11) layers\ngo to x: (0) y: (0)\nforever\n if <(PROGRESSI) = [0]> then\n switch costume to (costume1 v)\n end\n if <(PROGRESSI) = [1]> then\n switch costume to (costume2 v)\n end\n if <(PROGRESSI) = [2]> then\n switch costume to (stage3 v)\n end\n if <(PROGRESSI) = [3]> then\n switch costume to (stage2 v)\n end\n if <(PROGRESSI) = [4]> then\n switch costume to (stage4 v)\n end\n if <(PROGRESSI) = [5]> then\n switch costume to (stage5 v)\n end\n if <(PROGRESSI) = [6]> then\n switch costume to (stage6 v)\n end\n if <(PROGRESSI) = [7]> then\n switch costume to (stage7 v)\n end\n if <(PROGRESSI) = [8]> then\n switch costume to (stage8 v)\n end\n if <(PROGRESSI) = [9]> then\n switch costume to (stage9 v)\n end\n if <(PROGRESSI) = [10]> then\n switch costume to (stage10 v)\n end\n if <(PROGRESSI) = [11]> then\n switch costume to (stage11 v)\n end\n if <(PROGRESSI) = [12]> then\n switch costume to (stage12 v)\n end\n if <(PROGRESSI) = [13]> then\n switch costume to (stage13 v)\n end\n if <(PROGRESSI) = [14]> then\n switch costume to (stage14 v)\n end\n if <(PROGRESSI) = [15]> then\n switch costume to (stage15 v)\n end\n if <(PROGRESSI) = [16]> then\n switch costume to (stage16 v)\n end\n if <(PROGRESSI) = [17]> then\n switch costume to (stage17 v)\n end\n if <(PROGRESSI) = [18]> then\n switch costume to (stage18 v)\n end\n if <(PROGRESSI) = [19]> then\n switch costume to (stage19 v)\n end\n if <(PROGRESSI) = [20]> then\n switch costume to (stage20 v)\n end\n if <(PROGRESSI) = [21]> then\n switch costume to (stage21 v)\n end\n if <(PROGRESSI) = [22]> then\n switch costume to (stage22 v)\n end\nend\n\nwhen I receive [very end v]\nhide\n\n@stage1_2\n\nwhen I receive [restart v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n if <(PROGRESSI) = [0]> then\n switch costume to (stage1_2 v)\n end\n if <(PROGRESSI) = [1]> then\n switch costume to (stage1_2 v)\n end\n if <(PROGRESSI) = [2]> then\n switch costume to (stage2_2 v)\n end\n if <(PROGRESSI) = [3]> then\n switch costume to (stage2_2 v)\n end\n if <(PROGRESSI) = [4]> then\n switch costume to (stage3_2 v)\n end\n if <(PROGRESSI) = [5]> then\n switch costume to (stage3_2 v)\n end\n if <(PROGRESSI) = [6]> then\n switch costume to (stage4_2 v)\n end\n if <(PROGRESSI) = [7]> then\n switch costume to (stage4_2 v)\n end\n if <(PROGRESSI) = [8]> then\n switch costume to (stage5_2 v)\n end\n if <(PROGRESSI) = [9]> then\n switch costume to (stage5_2 v)\n end\n if <(PROGRESSI) = [10]> then\n switch costume to (stage6_2 v)\n end\n if <(PROGRESSI) = [11]> then\n switch costume to (stage6_2 v)\n end\n if <(PROGRESSI) = [12]> then\n switch costume to (stage7_2 v)\n end\n if <(PROGRESSI) = [13]> then\n switch costume to (stage7_2 v)\n end\n if <(PROGRESSI) = [14]> then\n switch costume to (stage8_2 v)\n end\n if <(PROGRESSI) = [15]> then\n switch costume to (stage8_2 v)\n end\n if <(PROGRESSI) = [16]> then\n switch costume to (stage9_2 v)\n end\n if <(PROGRESSI) = [17]> then\n switch costume to (stage9_2 v)\n end\n if <(PROGRESSI) = [18]> then\n switch costume to (stage10_2 v)\n end\n if <(PROGRESSI) = [19]> then\n switch costume to (stage10_2 v)\n end\n if <(PROGRESSI) = [20]> then\n switch costume to (stage11_2 v)\n end\n if <(PROGRESSI) = [21]> then\n switch costume to (stage11_2 v)\n end\n if <(PROGRESSI) = [22]> then\n switch costume to (stage12_2 v)\n end\nend\n\nwhen I receive [very end v]\nhide\n\n@Door_01\n\ndefine Destroyed\nbroadcast (DOOR_DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [progressi v] to ((PROGRESSI) + (1))\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [restart v]\nwait (0.05) seconds\nset [destroyed v] to [0]\nset [costume v] to [1]\ngo to x: (151) y: (106)\nswitch costume to (door_01 v)\nshow\ngo to [front v] layer\ngo [backward v] (9) layers\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nif <(PROGRESSI) = [1]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [3]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [2]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [5]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [4]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [7]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [6]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [9]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [8]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [11]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [10]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [13]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [12]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [15]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [14]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [17]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [16]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [19]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [18]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [21]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [20]\n switch costume to (door_01 v)\n show\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) = [2]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (220) y: (107)\n show\nend\nif <(PROGRESSI) = [4]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (-123)\n show\nend\nif <(PROGRESSI) = [6]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (57) y: (107)\n show\nend\nif <(PROGRESSI) = [8]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (200) y: (-120)\n show\nend\nif <(PROGRESSI) = [10]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (225) y: (124)\n show\nend\nif <(PROGRESSI) = [12]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (207) y: (-111)\n show\nend\nif <(PROGRESSI) = [14]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (226) y: (-111)\n show\nend\nif <(PROGRESSI) = [16]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (106)\n show\nend\nif <(PROGRESSI) = [18]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (-111)\n show\nend\nif <(PROGRESSI) = [20]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (106)\n show\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [costume v] to [1]\n set [destroyed v] to [1]\n switch costume to (door_01 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nwait (0.05) seconds\nset [destroyed v] to [0]\nset [costume v] to [1]\ngo to x: (151) y: (106)\nswitch costume to (door_01 v)\nshow\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n if <<(PAUSE) = [0]> and <(Destroyed) = [0]>> then\n if <touching (cube_01 v)?> then\n if <(Sprite_N) > [3]> then\n set [destroyed v] to [1]\n Destroyed\n end\n end\n end\nend\n\n@Enemy_1_01\n\nwhen I receive [end_fire_1 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Destroyed\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (20)\nelse\n change x by (-20)\nend\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_1 v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [2]> then\n point in direction (90)\n go to x: ((X_Sinistra) + (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n point in direction (90)\n go to x: ((X_Sinistra) + (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n set [firing v] to [2]\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) = [2]> then\n set [visible v] to [1]\n go to x: (-146) y: (-121)\n set [x_sinistra v] to [-146]\n set [x_destra v] to [19]\n show\nend\nif <(PROGRESSI) = [4]> then\n set [visible v] to [1]\n go to x: (108) y: (107)\n set [x_sinistra v] to [-49]\n set [x_destra v] to [108]\n show\nend\nif <(PROGRESSI) = [6]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [8]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [10]> then\n set [velocità_max v] to [3]\n set [delay v] to [12]\n set [visible v] to [1]\n go to x: (-101) y: (-107)\n set [x_sinistra v] to [-207]\n set [x_destra v] to [-107]\n show\nend\nif <(PROGRESSI) = [12]> then\n set [velocità_max v] to [3]\n set [delay v] to [15]\n set [visible v] to [1]\n go to x: (156) y: (125)\n set [x_sinistra v] to [-21]\n set [x_destra v] to [156]\n show\nend\nif <(PROGRESSI) = [14]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [16]> then\n set [velocità_max v] to [4]\n set [delay v] to [12]\n set [visible v] to [1]\n go to x: (161) y: (109)\n set [x_sinistra v] to [-37]\n set [x_destra v] to [161]\n show\nend\nif <(PROGRESSI) = [18]> then\n set [velocità_max v] to [4]\n set [delay v] to [10]\n set [visible v] to [1]\n go to x: (170) y: (-112)\n set [x_sinistra v] to [-56]\n set [x_destra v] to [170]\n show\nend\nif <(PROGRESSI) = [20]> then\n set [velocità_max v] to [4]\n set [delay v] to [10]\n set [visible v] to [1]\n go to x: (170) y: (-112)\n set [x_sinistra v] to [-56]\n set [x_destra v] to [170]\n show\nend\nif <(PROGRESSI) = [22]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\n\nwhen I receive [restart v]\nset [visible v] to [1]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [delay v] to [20]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (enemy_1_01 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\nset [visible v] to [1]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [delay v] to [20]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n switch costume to (enemy_1_01 v)\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\n@Enemy_1_03_laser\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\nbroadcast (Z_SOUND_2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [fire_1 v]\nshow\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_01 v]) > [0]> and <([direction v] of [enemy_1_01 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_01 v]) y: ([y position v] of [enemy_1_01 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_1 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [10]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [10]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_1 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_1 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_1 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_1 v)\n end\n end\n else\n hide\n end\n end\nend\n\n@plaat_01\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [y_giu v] to [0]\nset [y_su v] to [0]\nset [vy_addizionale v] to [4]\nforever\n set [delta_y v] to ((y position) - ([y position v] of [cube_01 v]))\n if <(PROGRESSI) < [2]> then\n hide\n end\n if <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n if <(PAUSE) = [0]> then\n show\n change y by (VY_addizionale)\n if <(y position) < (Y_giu)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n if <(y position) > (Y_su)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n end\n end\n if <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n end\n if <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\n end\n if <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n end\n if <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n if <(PAUSE) = [0]> then\n show\n change y by (VY_addizionale)\n if <(y position) < (Y_giu)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n if <(y position) > (Y_su)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n end\n end\n if <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n end\n if <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\n end\n if <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\n end\n if <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n end\n if <(PROGRESSI) = [22]> then\n hide\n end\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n go to [front v] layer\n go [backward v] (6) layers\n show\n go to x: (106) y: (-141)\n set [y_giu v] to [-141]\n set [y_su v] to [44]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n go to [front v] layer\n go [backward v] (6) layers\n show\n go to x: (12) y: (120)\n set [y_giu v] to [-140]\n set [y_su v] to [120]\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\nif <(PROGRESSI) = [22]> then\n hide\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [y_giu v] to [0]\nset [y_su v] to [0]\nset [vy_addizionale v] to [4]\n\n@plaat_01_shadow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nforever\n go to x: ([x position v] of [plaat_01 v]) y: ([y position v] of [plaat_01 v])\n if <(PROGRESSI) < [2]> then\n hide\n end\n if <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n show\n end\n if <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n end\n if <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\n end\n if <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n end\n if <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n end\n if <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n end\n if <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\n end\n if <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\n end\n if <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n end\n if <(PROGRESSI) = [22]> then\n hide\n end\nend\n\nwhen I receive [restart v]\ngo to [front v] layer\ngo [backward v] (8) layers\n\n@Enemy_1_2\n\nwhen flag clicked\nset [visible v] to [0]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [3]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser2 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n switch costume to (enemy_1_01 v)\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_2 v)\n\ndefine Destroyed\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nwait (0.01) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (20)\nelse\n change x by (-20)\nend\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-126) y: (1)\n set [x_sinistra v] to [-126]\n set [x_destra v] to [59]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [6]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-111) y: (37)\n set [x_sinistra v] to [-111]\n set [x_destra v] to [-34]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [8]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [10]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [12]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [18]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (171) y: (108)\n set [x_sinistra v] to [70]\n set [x_destra v] to [171]\n set [delay v] to [10]\n set [visible v] to [1]\n set [velocità_max v] to [3]\nend\nif <(PROGRESSI) = [20]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (171) y: (108)\n set [x_sinistra v] to [70]\n set [x_destra v] to [171]\n set [delay v] to [10]\n set [visible v] to [1]\n set [velocità_max v] to [3]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\nwhen I receive [restart v]\nset [visible v] to [0]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [3]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [end_fire_2 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\n@Enemy_1_03_laser2\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_2 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_2 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_2 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_2 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_2 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_2 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_2 v]) > [0]> and <([direction v] of [enemy_1_2 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_2 v]) y: ([y position v] of [enemy_1_2 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_2 v)\n end\nend\n\n@Enemy_1_3\n\nwhen I receive [end_fire_3 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Destroyed\nif <(dying) = [1]> then\n broadcast (DESTROYED v)\n set [brightness v] effect to (25)\n wait (0.1) seconds\n set [costume v] to [3]\n switch costume to (Costume)\n wait (0.01) seconds\n if <([direction v] of [cube_01 v]) = [90]> then\n change x by (40)\n else\n change x by (-40)\n end\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [dying v] to [0]\n hide\n set [brightness v] effect to (0)\nend\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [6]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (206) y: (102)\n set [x_sinistra v] to [97]\n set [x_destra v] to [206]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [8]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (151) y: (120)\n set [x_sinistra v] to [17]\n set [x_destra v] to [151]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [10]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (175) y: (-2)\n set [x_sinistra v] to [114]\n set [x_destra v] to [175]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [12]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (22) y: (-3)\n set [x_sinistra v] to [22]\n set [x_destra v] to [143]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-159) y: (-3)\n set [x_sinistra v] to [-159]\n set [x_destra v] to [-64]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [18]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-148) y: (-3)\n set [x_sinistra v] to [-148]\n set [x_destra v] to [-76]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [20]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen flag clicked\nset [dying v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n set [dying v] to [1]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser3 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n Cammina_o_Fermo\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [restart v]\nset [dying v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_3 v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (90)\n go to x: ((X_Sinistra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (90)\n go to x: ((X_Sinistra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n set [firing v] to [2]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\n@Enemy_1_03_laser3\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_3 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_3 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_3 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_3 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_3 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_3 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_3 v]) > [0]> and <([direction v] of [enemy_1_3 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_3 v]) y: ([y position v] of [enemy_1_3 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_3 v)\n end\nend\n\n@Enemy_1_4\n\nwhen I receive [end_fire_4 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Destroyed\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nwait (0.01) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (40)\nelse\n change x by (-40)\nend\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\nwhen flag clicked\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser4 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n Cammina_o_Fermo\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [6]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [8]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (17) y: (-3)\n set [x_sinistra v] to [17]\n set [x_destra v] to [151]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [10]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (194) y: (119)\n set [x_sinistra v] to [140]\n set [x_destra v] to [194]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [12]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (148) y: (-116)\n set [x_sinistra v] to [-69]\n set [x_destra v] to [148]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (184) y: (-3)\n set [x_sinistra v] to [78]\n set [x_destra v] to [184]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [18]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (191) y: (-2)\n set [x_sinistra v] to [55]\n set [x_destra v] to [191]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [20]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n set [firing v] to [2]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_4 v)\n\nwhen I receive [restart v]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\n@Enemy_1_03_laser4\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_4 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_4 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_4 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_4 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_4 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_4 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_4 v]) > [0]> and <([direction v] of [enemy_1_4 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_4 v]) y: ([y position v] of [enemy_1_4 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_4 v)\n end\nend\n\n@Laser_death_1\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(PAUSE) = [0]> then\n if <touching (sprite1 v)?> then\n set [vy v] to [0]\n broadcast (DEATH_1 v)\n end\n end\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n hide\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (-100) y: (84)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (10) y: (164)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1_2 v)\n go to x: (-52) y: (-45)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (-9) y: (-45)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\n\n@Laser_death_2\n\nwhen flag clicked\nset [transparency v] to [100]\nset [contatore_max v] to [40]\nset [contatore v] to (Contatore_MAX)\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(PAUSE) = [0]> then\n if <<touching (sprite1 v)?> and <(Transparency) = [0]>> then\n broadcast (DEATH_1 v)\n end\n if <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n set [contatore v] to ((Contatore) + (1))\n if <<(Contatore) > ((Contatore_MAX) - (5))> and <(Contatore) < (Contatore_MAX)>> then\n show\n set [transparency v] to ((Transparency) - (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = (Contatore_MAX)> then\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-47) y: (-107)\n end\n if <<(Contatore) > (((Contatore_MAX) * (2)) - (5))> and <(Contatore) < ((Contatore_MAX) * (2))>> then\n set [transparency v] to ((Transparency) + (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = ((Contatore_MAX) * (2))> then\n hide\n set [contatore v] to [0]\n set [transparency v] to [100]\n end\n end\n if <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n set [contatore v] to ((Contatore) + (1))\n if <<(Contatore) > ((Contatore_MAX) - (5))> and <(Contatore) < (Contatore_MAX)>> then\n show\n set [transparency v] to ((Transparency) - (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = (Contatore_MAX)> then\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-158) y: (-98)\n end\n if <<(Contatore) > (((Contatore_MAX) * (2)) - (5))> and <(Contatore) < ((Contatore_MAX) * (2))>> then\n set [transparency v] to ((Transparency) + (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = ((Contatore_MAX) * (2))> then\n hide\n set [contatore v] to [0]\n set [transparency v] to [100]\n end\n end\n end\nend\n\nwhen I receive [restart v]\nset [transparency v] to [100]\nset [contatore_max v] to [40]\nset [contatore v] to (Contatore_MAX)\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n hide\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n set [contatore v] to [0]\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-48) y: (-107)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n hide\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n set [contatore v] to [0]\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-158) y: (-98)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n set [contatore v] to [0]\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (165) y: (-97)\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\n\nwhen I receive [end_laser v]\nshow\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nhide\n\n@Enemy_1_5\n\nwhen I receive [end_fire_5 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Hit\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nswitch costume to (enemy_1_04 v)\nwait (0.1) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n glide (0.2) secs to x: ((x position) + (70)) y: (y position)\nelse\n glide (0.2) secs to x: ((x position) - (70)) y: (y position)\nend\nswitch costume to (enemy_1_01 v)\nwait (0.1) seconds\nset [damage v] to ((damage) + (1))\nset [boss_health v] to ((damage) + (1))\nif <(damage) < [8]> then\n set [brightness v] effect to (0)\n switch costume to (storm04 v)\n Fly\nelse\n die\nend\n\nwhen flag clicked\nset [damage v] to [0]\nset [visible v] to [0]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Hit\n else\n if <([x position v] of [cube_01 v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser4 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n end\n end\n end\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [14]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (59) y: (-106)\n set [delay v] to [12]\n set [visible v] to [1]\n set [damage v] to [0]\nend\nif <(PROGRESSI) > [15]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [14]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n go to x: (59) y: (-106)\n show\n set [firing v] to [0]\n set [damage v] to [0]\n point in direction (-90)\nend\nif <(PROGRESSI) > [15]> then\n hide\n set [firing v] to [2]\nend\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\ndefine die\nbroadcast (DOOR_DESTROYED v)\nset [firing v] to [2]\nwait (0.05) seconds\nswitch costume to (enemy_1_04 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_05 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_06 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_07 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_08 v)\nwait (0.05) seconds\nswitch costume to (storm17 v)\nwait (0.05) seconds\nswitch costume to (storm16 v)\nwait (0.05) seconds\nswitch costume to (storm2 v)\nwait (0.05) seconds\nhide\nbroadcast (END_LASER v)\n\ndefine Fly\nif <(y position) = [-106]> then\n set [position_y v] to [7]\nend\nif <(y position) = [7]> then\n set [position_y v] to [129]\nend\nif <(y position) = [129]> then\n set [position_y v] to [-106]\nend\nglide (1) secs to x: (x position) y: (POSITION_Y)\nglide (0.2) secs to x: (59) y: (y position)\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [restart v]\nset [damage v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (59) y: (-106)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_5 v)\n\n@Enemy_1_03_laser5\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_5 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_5 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_5 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_5 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_5 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_5 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_5 v]) > [0]> and <([direction v] of [enemy_1_5 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_5 v]) y: (([y position v] of [enemy_1_5 v]) - (7))\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_5 v)\n end\nend\n\n@health_01\n\nwhen I receive [restart v]\nhide\nset [boss_health v] to [1]\n\nwhen I receive [level_change v]\nset [boss_health v] to [1]\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [boss_health v] to [1]\nforever\n if <(PROGRESSI) < [14]> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n if <(BOSS_HEALTH) = [9]> then\n hide\n else\n show\n switch costume to (BOSS_HEALTH)\n end\n end\n if <(PROGRESSI) > [15]> then\n hide\n end\nend\n\nwhen I receive [death_fall v]\nset [boss_health v] to [1]\n\n@falling_plaat\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n end\n end\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-119) y: (-81)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-119) y: (-81)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\n@falling_plaat2\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat2) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n end\n end\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-25) y: (2)\n set [on_a_falling_plat2 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-25) y: (2)\n set [on_a_falling_plat2 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\n@falling_plaat3\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat3) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n end\n end\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (97) y: (-10)\n set [on_a_falling_plat3 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (97) y: (-10)\n set [on_a_falling_plat3 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\n@Vader_01\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (vader_01 v)\nset [damage v] to [0]\nset [rimbalzo v] to [0]\nset [taking_damage v] to [0]\nset [gravity v] to [-3]\nset [vel_y v] to [0]\nset [contatore_1 v] to [0]\nset [probability v] to [0]\nset [attack_distance v] to [60]\nset [is_swording v] to [0]\nset [sword_retard v] to [20]\nset [sword_delay v] to [15]\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <(taking_damage) = [0]> then\n set [delta_x v] to ((x position) - ([x position v] of [sprite1 v]))\n Direction_calc\n Jump_Calc\n Move\n if <([abs v] of (Delta_X) ) < (Attack_Distance)> then\n if <<(Is_Swording) = [1]> and <<([costume # v] of [cube_01 v]) > [2]> and <([costume # v] of [cube_01 v]) < [9]>>> then\n if <(Probability) > [1]> then\n Sword\n end\n else\n if <(Is_Swording) = [1]> then\n if <(Contatore_1) = (Sword_Retard)> then\n Sword\n end\n else\n Sword\n end\n end\n if <(Contatore_1) < (Sword_Retard)> then\n set [contatore_1 v] to ((Contatore_1) + (1))\n end\n else\n set [contatore_1 v] to [0]\n if <(Is_Swording) > [1]> then\n Sword\n end\n end\n if <([abs v] of (Delta_X) ) > ((Attack_Distance) - (1))> then\n if <(BOSS_2_HEALTH) < [5]> then\n set [probability v] to (pick random (1) to (3))\n else\n set [probability v] to (pick random (1) to (2))\n end\n end\n if <touching (sprite1 v)?> then\n hit\n end\n end\n if <<(taking_damage) = [1]> and <([costume # v] of [vader_01 v]) = [1]>> then\n set [taking_damage v] to [0]\n set [probability v] to [2]\n end\n if <(rimbalzo) = [1]> then\n if <([abs v] of (Delta_X) ) > [70]> then\n set [rimbalzo v] to [0]\n end\n end\n end\nend\n\ndefine Direction_calc\nif <(Delta_X) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\ndefine Sword\nset [contatore_1 v] to [0]\nset [is_swording v] to ((Is_Swording) + (1))\nif <(Is_Swording) < [9]> then\n switch costume to (Is_Swording)\nend\nif <(Is_Swording) = [9]> then\n switch costume to (vader_09 v)\nend\nif <(Is_Swording) > [9]> then\n switch costume to (vader_01 v)\n if <(Is_Swording) = (sword_delay)> then\n set [is_swording v] to [1]\n end\nend\n\ndefine Jump_Calc\nif <<(Vy) > [0]> and <([abs v] of (Delta_X) ) < [150]>> then\n if <(Vel_y) = [0]> then\n set [vel_y v] to [20]\n end\nend\nif <not <(Vel_y) = [0]>> then\n change [vel_y v] by (Gravity)\n change y by (Vel_y)\nend\nif <(y position) < [-141]> then\n set [vel_y v] to [0]\n set y to (-141)\nend\n\ndefine hit\nif <<([costume # v] of [cube_01 v]) > [4]> and <([costume # v] of [cube_01 v]) < [8]>> then\n if <<([costume # v] of [vader_01 v]) > [2]> and <([costume # v] of [vader_01 v]) < [9]>> then\n if <(Delta_X) > [0]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [vx v] to [-15]\n else\n set [vx v] to [-20]\n end\n set [rimbalzo v] to [1]\n broadcast (SCONTRO v)\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [vx v] to [15]\n else\n set [vx v] to [20]\n end\n set [rimbalzo v] to [1]\n broadcast (SCONTRO v)\n end\n else\n if <(taking_damage) = [0]> then\n switch costume to (vader_10 v)\n set [taking_damage v] to [1]\n set [contatore_1 v] to ((Sword_Retard) / (2))\n Damage\n end\n end\nelse\n set [taking_damage v] to [0]\n if <(rimbalzo) = [0]> then\n if <<([costume # v] of [vader_01 v]) > [4]> and <([costume # v] of [vader_01 v]) < [7]>> then\n broadcast (DEATH_2 v)\n end\n end\nend\n\ndefine Damage\nbroadcast (VADER_HIT v)\nset [brightness v] effect to (50)\nswitch costume to (vader_10 v)\nwait (0.1) seconds\nset [brightness v] effect to (25)\nswitch costume to (vader_11 v)\nwait (0.1) seconds\nset [brightness v] effect to (0)\nswitch costume to (vader_12 v)\nwait (0.1) seconds\nswitch costume to (vader_01 v)\nset [damage v] to ((damage) + (1))\nset [boss_2_health v] to ((damage) + (1))\nif <(damage) > [7]> then\n set [pause v] to [1]\n END\nend\n\ndefine Move\nif <([x position v] of [sprite1 v]) < [0]> then\n if <([x position v] of [sprite1 v]) > [-120]> then\n if <(Delta_X) > [50]> then\n change x by (-5)\n end\n end\nelse\n if <([x position v] of [sprite1 v]) < [120]> then\n if <(Delta_X) < [-50]> then\n change x by (5)\n end\n end\nend\nif <(x position) < [-165]> then\n set x to (-165)\nend\nif <(x position) > [165]> then\n set x to (165)\nend\n\ndefine END\nbroadcast (END_GAME v)\nrepeat until <(y position) = [-141]>\n if <not <(Vel_y) = [0]>> then\n change [vel_y v] by (Gravity)\n change y by (Vel_y)\n end\n if <(y position) < [-141]> then\n set [vel_y v] to [0]\n set y to (-141)\n end\nend\npoint towards (sprite1 v)\nwait (0.5) seconds\nsay [Wait!] for (2) seconds\nwait (6) seconds\nsay [If only you knew the power of the Dark Side] for (4) seconds\nwait (1) seconds\nsay [Do you know what happened to your father?] for (4) seconds\nwait (8) seconds\nsay [No, I am your father!] for (3) seconds\n\nSword\n\nwhen I receive [level_change v]\nif <(PROGRESSI) = [22]> then\n set [damage v] to [0]\n set [rimbalzo v] to [0]\n set [vel_y v] to [0]\n set [contatore_1 v] to [0]\n set [probability v] to [0]\n set [is_swording v] to [1]\n switch costume to (vader_01 v)\n go to x: (76) y: (-141)\n set rotation style [left-right v]\n point in direction (-90)\n set [visible v] to [1]\n set [taking_damage v] to [0]\n show\n go to [front v] layer\nend\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) = [22]> then\n set [damage v] to [0]\n set [rimbalzo v] to [0]\n set [vel_y v] to [0]\n set [contatore_1 v] to [0]\n set [probability v] to [0]\n set [is_swording v] to [1]\n switch costume to (vader_01 v)\n go to x: (76) y: (-141)\n set rotation style [left-right v]\n point in direction (-90)\n set [visible v] to [1]\n set [taking_damage v] to [0]\n show\n go to [front v] layer\nend\n\nwhen I receive [very end v]\nhide\n\n@Vader_HIT\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nset [delay v] to [0.01]\n\nwhen I receive [scontro v]\npoint in direction ([direction v] of [vader_01 v])\ngo to x: ([x position v] of [vader_01 v]) y: ([y position v] of [vader_01 v])\ngo to [front v] layer\nshow\nset [ghost v] effect to (50)\nwait (delay) seconds\nhide\n\n@health_2\n\nwhen I receive [restart v]\nhide\nset [boss_2_health v] to [1]\n\nwhen I receive [level_change v]\nset [boss_2_health v] to [1]\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [boss_2_health v] to [1]\nforever\n if <(PROGRESSI) < [22]> then\n hide\n end\n if <(PROGRESSI) = [22]> then\n if <(BOSS_2_HEALTH) = [9]> then\n hide\n else\n show\n switch costume to (BOSS_2_HEALTH)\n end\n end\nend\n\nwhen I receive [death_fall v]\nset [boss_2_health v] to [1]\n\n@menu4\n\nwhen I receive [intro_2 v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Star Wars Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe.mp3 v]\nwait (0.5) seconds\nshow\nrepeat (20)\n set [ghost v] to ((ghost) - (5))\n set [ghost v] effect to (ghost)\nend\nwait (3) seconds\nrepeat (20)\n set [ghost v] to ((ghost) + (5))\n set [ghost v] effect to (ghost)\nend\nset [ghost v] effect to (0)\nhide\nwait (1) seconds\nswitch costume to (menu5 v)\nset size to (2) %\nshow\nrepeat (50)\n change size by (2)\nend\nwait (6) seconds\nset [ghost v] to [0]\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nhide\nwait (1) seconds\nswitch costume to (z1 v)\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (0) y: (-50)\nset [clone_n v] to [1]\ncreate clone of (_myself_ v)\nset [clone_n v] to [2]\ncreate clone of (_myself_ v)\nset [clone_n v] to [3]\ncreate clone of (_myself_ v)\nset [clone_n v] to [4]\ncreate clone of (_myself_ v)\nset [clone_n v] to [5]\ncreate clone of (_myself_ v)\nset [clone_n v] to [6]\ncreate clone of (_myself_ v)\nset [clone_n v] to [7]\ncreate clone of (_myself_ v)\nset [clone_n v] to [8]\ncreate clone of (_myself_ v)\nwait (52) seconds\nif <(Intro) = [1]> then\n stop all sounds\n set volume to (60) %\n stop [other scripts in sprite v]\n hide\n broadcast (GO v)\n set [intro v] to [2]\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (menu4 v)\nset [ghost v] to [100]\nhide\ngo to x: (0) y: (0)\n\ndefine Title_1\nrepeat until <(y position) = [120]>\n if <(y position) < [-62]> then\n change y by (0.1)\n else\n change y by (0.05)\n end\n change size by (-0.1)\n change [ghost v] effect by (0.15)\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <(Intro) = [1]> then\n stop all sounds\n set volume to (60) %\n stop [other scripts in sprite v]\n hide\n broadcast (GO v)\n set [intro v] to [2]\nend\n\nwhen I start as a clone\nif <(Clone_N) = [1]> then\n show\n switch costume to (z1 v)\n Title_1\nend\nif <(Clone_N) = [2]> then\n wait (3) seconds\n show\n switch costume to (z2 v)\n Title_1\nend\nif <(Clone_N) = [3]> then\n wait (6) seconds\n show\n switch costume to (z3 v)\n Title_1\nend\nif <(Clone_N) = [4]> then\n wait (12) seconds\n show\n switch costume to (z4 v)\n Title_1\nend\nif <(Clone_N) = [5]> then\n wait (15) seconds\n show\n switch costume to (z5 v)\n Title_1\nend\nif <(Clone_N) = [6]> then\n wait (18) seconds\n show\n switch costume to (z6 v)\n Title_1\nend\nif <(Clone_N) = [7]> then\n wait (24) seconds\n show\n switch costume to (z7 v)\n Title_1\nend\nif <(Clone_N) = [8]> then\n wait (27) seconds\n show\n switch costume to (z8 v)\n Title_1\nend\n\nwhen I receive [very end v]\nset [ghost v] effect to (0)\nswitch costume to (menu6 v)\nshow\nwait (4) seconds\nset [intro v] to [4]\nstop all sounds\nstart sound [Star Wars Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe.mp3 v]\nset [ghost v] effect to (0)\nswitch costume to (menu7 v)\nwait (6) seconds\nhide\nswitch costume to (menu5 v)\nset size to (2) %\nshow\nrepeat (50)\n change size by (2)\nend\nwait (6) seconds\nset [ghost v] to [0]\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nhide\nwait (1) seconds\nswitch costume to (menu8 v)\nset [ghost v] effect to (100)\nset size to (100) %\nshow\nrepeat (50)\n set [ghost v] to ((ghost) - (2))\n set [ghost v] effect to (ghost)\nend\nset [ghost v] effect to (0)\nset size to (100) %\nwait (6) seconds\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\n\n@menu1\n\nwhen flag clicked\nset [intro v] to [0]\nset [tempo v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (menu1 v)\nset [ghost v] effect to (0)\nrepeat until <(Intro) = [1]>\n if <(Intro) = [0]> then\n set [tempo v] to ((tempo) + (1))\n if <(tempo) = [800]> then\n switch costume to (menu1 v)\n end\n if <(tempo) = [1200]> then\n switch costume to (menu2 v)\n set [tempo v] to [0]\n end\n end\n if <(Intro) = [1]> then\n switch costume to (menu1 v)\n set [ghost v] effect to (100)\n end\n if <(Intro) = [3]> then\n switch costume to (menu1 v)\n set [ghost v] effect to (100)\n end\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [intro_2 v]\nset [ghost v] effect to (100)\nswitch costume to (menu1 v)\n\n
Press Arrow keys to move\nPress A to FIRE\nPress Z to JUMP\nPress SPACE BAR to skip the intro\n\nUPDATE: v1.2 : \nYou can jump pressing UP ARROW as well\nDuring the game, press SPACE BAR to turn Ghost effect OFF and ON\n\nUPDATE: v1.3 : \nMade a jump in stage 5 easier\n\nUPDATE: v1.4 :\nFixed some bugs caused by the Scratch 3.0 porting
Adventure | Platformer #games #trending
@Stage\n\nwhen I receive [game start v]\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen I receive [game start v]\nset [x vel v] to [0]\nshow\nswitch costume to (right v)\nset [y vel v] to [0]\nset [level v] to [1]\nset rotation style [left-right v]\ngo to x: (-183) y: (-24)\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x vel v] by (2)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x vel v] by (-2)\n end\n set [x vel v] to ((x vel) * (0.8))\n change x by (x vel)\n if <touching (ground v)?> then\n change x by ((x vel) * (-1))\n set [x vel v] to [0]\n end\n change [y vel v] by (-1.3)\n change y by (y vel)\n if <touching (ground v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n if <key (up arrow v) pressed?> then\n if <(jumping) = [0]> then\n start sound [Jump v]\n set [y vel v] to [16]\n set [jumping v] to [1]\n end\n end\n else\n set [jumping v] to [0]\n end\n if <(x position) = [247]> then\n if <not <(level) = [10]>> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n change [level v] by (1)\n go to x: (-183) y: (-24)\n end\n end\n if <<touching (spikes v)?> or <(y position) = [-187]>> then\n start sound [Disconnect v]\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-183) y: (-24)\n end\n if <touching (trampoline v)?> then\n start sound [Boing v]\n set [y vel v] to [25]\n end\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I receive [intro v]\nhide\n\n@Ground\n\nwhen I receive [game start v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [intro v]\nhide\n\n@Text\n\nwhen I receive [game start v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [intro v]\nhide\n\n@Spikes\n\nwhen I receive [game start v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [intro v]\nhide\n\n@Trampoline\n\nwhen I receive [game start v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [intro v]\nhide\n\n@Slides\n\nwhen I receive [intro v]\nshow\nswitch costume to (costume1 v)\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) < [4]> then\n next costume\n wait (0.5) seconds\n else\n broadcast (Game Start v)\n end\n end\nend\n\nwhen I receive [game start v]\nhide\nstop [other scripts in sprite v]\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\nshow\ngo to x: (0) y: (50)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (75)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nrepeat (105)\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n 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@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Le Monke // A Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Upside down curious george instrumental v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-191) y: (121)\nset rotation style [left-right v]\nset [y vel v] to [0]\nset [frame v] to [0]\nset [frames per costume v] to [2]\nhide variable [level v]\nset [level v] to [1]\nbroadcast (_INIT sword v)\nforever\n broadcast (delete objects v) and wait\n broadcast (next level v) and wait\n repeat until <(x position) > [230]>\n switch costume to (hitbox v)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk [6]\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n set [frame v] to [0]\n end\n if <<key (up arrow v) pressed?> and <(In air) < [8]>> then\n set [y vel v] to [12]\n end\n change [y vel v] by (-2)\n change y by (Y vel)\n change [in air v] by (1)\n Handle Ground <(Y vel) > [0]>\n if <(y position) < [-170]> then\n go to x: (-186) y: (137)\n set [y vel v] to [-1]\n end\n if <<touching (spikes v)?> or <touching (enemy v)?>> then\n go to x: (-186) y: (137)\n set [y vel v] to [-1]\n end\n Set correct costume\n if <touching (banana v)?> then\n broadcast (Collect v)\n end\n end\n set x to (-230)\n change [level v] by (1)\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(Ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nchange [frame v] by ((1) / (Frames per costume))\n\ndefine Set correct costume\nif <(In air) < [3]> then\n if <(Frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((2) + ((Frame) mod (8))) )\n end\nelse\n if <(Y vel) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\n@Ground\n\nwhen I receive [next level v]\nswitch costume to (LEVEL)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nif <(costume [number v]) = [3]> then\n broadcast (Bananas v)\nend\n\n@Banana\n\nwhen I receive [next level v]\nset size to (80) %\nif <(LEVEL) = [1]> then\n Banana at X [-180] Y [36]\n Banana at X [-139] Y [36]\n Banana at X [-94] Y [36]\n Banana at X [-57] Y [36]\n Banana at X [-22] Y [36]\n Banana at X [-180] Y [-75]\n Banana at X [-139] Y [-75]\n Banana at X [-94] Y [-75]\n Banana at X [-57] Y [-75]\n Banana at X [-22] Y [-75]\nend\nif <(LEVEL) = [2]> then\n Banana at X [51] Y [50]\n Banana at X [181] Y [50]\nend\nif <(LEVEL) = [3]> then\n Banana at X [-49] Y [12]\nend\nif <(LEVEL) = [10]> then\n Banana at X [50] Y [65]\nend\nif <(LEVEL) = [12]> then\n Banana at X [-15] Y [23]\n Banana at X [50] Y [23]\nend\nif <(LEVEL) = [13]> then\n Banana at X [71] Y [83]\n Banana at X [154] Y [83]\nend\n\nwhen I start as a clone\nset [y v] to (y position)\nshow\nrepeat until <touching (player v)?>\n set y to ((y) + (([sin v] of (((timer) + (x position)) * (140)) ) * (7)))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [delete objects v]\ndelete this clone\n\ndefine Banana at X (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nbroadcast (next level v) and wait\n\n@Enemy\n\ndefine Enemy X and Y (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nset size to (54) %\nif <(LEVEL) = [3]> then\n Enemy X and Y [71] [49]\nend\nif <(LEVEL) = [5]> then\n Enemy X and Y [-108] [-89]\n Enemy X and Y [-59] [-89]\n Enemy X and Y [-13] [-89]\n Enemy X and Y [0] [-89]\nend\nif <(LEVEL) = [7]> then\n Enemy X and Y [-32] [-117]\nend\nif <(LEVEL) = [8]> then\n Enemy X and Y [66] [15]\nend\nif <(LEVEL) = [11]> then\n Enemy X and Y [-164] [-120]\n Enemy X and Y [121] [-120]\n Enemy X and Y [158] [-120]\n Enemy X and Y [-111] [-120]\n Enemy X and Y [130] [-14]\nend\nif <(LEVEL) = [13]> then\n Enemy X and Y [-60] [-64]\n Enemy X and Y [121] [-64]\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nshow\nforever\n repeat (14)\n change x by (4)\n end\n repeat (14)\n change x by (-4)\n end\nend\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (sword v)?> and <(STAB) > [0]>> then\n delete this clone\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nswitch costume to (LEVEL)\n\n@Tiles\n\n@Sword\n\nwhen I receive [_init sword v]\nswitch costume to (held v)\nset rotation style [left-right v]\nhide\nset [status v] to [0]\nset [stab v] to [0]\nwait until <(LEVEL) = [4]>\nrepeat until <touching (player v)?>\n show\n go to x: (23) y: (36)\n set y to ((y) + (([sin v] of (((timer) + (x position)) * (140)) ) * (7)))\n if <(LEVEL) > [4]> then\n hide\n stop [this script v]\n end\nend\nforever\n switch costume to (held v)\n set [direction v] to (([direction v] of [player v]) / ([abs v] of ([direction v] of [player v]) ))\n set [stab v] to [0]\n Position\n if <key (space v) pressed?> then\n switch costume to (stab v)\n repeat (5)\n change [stab v] by (6)\n Position\n end\n repeat (5)\n change [stab v] by (-6)\n Position\n end\n end\nend\n\ndefine Position\ngo to x: ((([x position v] of [player v]) + ((12) * (direction))) + ((STAB) * (direction))) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Purple land platformer
@Stage\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [change level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-213) y: (7)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> and <not <(x position) < [-224]>>> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <(x position) < [-224]> then\n change [x v] by (1.1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n go to [front v] layer\n change y by (y)\n if <touching (sprite2 v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (sprite3 v)?> then\n go to x: (-213) y: (7)\n end\n if <(x position) > [201]> then\n go to x: (-213) y: (7)\n broadcast (change level v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n end\nend\n\nrepeat until \n\nwait (0.2) seconds\n\nrepeat until <(costume [number v]) = [1]>\n wait (0.5) seconds\n next costume\n if <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\n end\nend\n\nrepeat until <(costume [number v]) = [3]>\n\nif <(costume [number v]) = [3]> then\n switch costume to (costume1 v)\nend\n\nnext costume\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume4 v)\n\nwhen I receive [change level v]\ngo to [back v] layer\nnext costume\n\n
arrow keys\nCheck out the sequel, Red Land https://scratch.mit.edu/projects/957504952
SPOOKYLAND, A PLATFORMER
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - We Are One v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics\nend\n\ndefine Run physics\nchange [yvel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (0.9)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-0.9)\nend\nset [xvel v] to ((Xvel) * (0.9))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to [13]\n if <[0] < (Xvel)> then\n set [xvel v] to [-7]\n else\n set [xvel v] to [7]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to [15]\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<touching (lava v)?> or <<(y position) < [-170]> or <touching (spikes v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#4c86ff)?> or <touching color (#437de0)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n broadcast (End v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (lava v)?> or <<(y position) < [-170]> or <touching (spikes v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (7) layers\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <(Level) = [30]>\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nbroadcast (Next level v) and wait\n\n@skip\n\nwhen flag clicked\ngo to x: (180) y: (-160)\nset [canweskipornotscratchperson v] to [yes]\n\nwhen this sprite clicked\nif <[yes] = (Canweskipornotscratchperson)> then\n broadcast (Next level v) and wait\nend\n\nwhen flag clicked\nset [canweskipornotscratchperson v] to [yes]\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [canweskipornotscratchperson v] to [yes]\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [next level v]\nbroadcast (respawn v)\n\nwhen I receive [end v]\nset [canweskipornotscratchperson v] to [no]\n\nwhen I receive [green flag v]\nset [canweskipornotscratchperson v] to [yes]\n\n@Bouncy\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n go [backward v] (1) layers\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Water\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (15) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <(Level) = [30]>\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@dead\n\nwhen I receive [ded v]\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nchange [deaths v] by (1)\nrepeat (5)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nstop [this script v]\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\nstop [this script v]\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nrepeat (14)\n move (0) steps\nend\nif <(Level) = [21]> then\n hide\n switch costume to (heart v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (star v)\n go to x: (132) y: (0)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I receive [ded v]\nif then\n delete this clone\nend\nif <(Level) = [21]> then\n hide\n switch costume to (heart v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (star v)\n go to x: (132) y: (0)\n create clone of (_myself_ v)\nelse\n hide\n delete this clone\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nforever\n change y by ([sin v] of (((timer) * (20)) * (10)) )\n if <touching (player v)?> then\n start sound [sfx2 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [respawn v]\nif then\n delete this clone\nend\nif <(Level) = [21]> then\n hide\n switch costume to (heart v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (star v)\n go to x: (132) y: (0)\n create clone of (_myself_ v)\nelse\n hide\n delete this clone\nend\n\n@Untitled drawing\n\nwhen I receive [end v]\nshow\n\nwhen flag clicked\nhide\n\n@restart\n\nwhen this sprite clicked\nbroadcast (respawn v)\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (3) layers\n show\nend\n\n@Sound\n\nwhen this sprite clicked\nif <(Munsic on) = [0]> then\n broadcast (Munsic v)\n switch costume to (1 v)\nelse\n set [munsic on v] to [0]\n repeat (5)\n change size by (1)\n end\n switch costume to (2 v)\nend\n\nwhen I receive [munsic v]\nset [munsic on v] to [1]\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Munsic on) = [0]> then\n set volume to (0) %\n else\n set volume to (50) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - We Are One v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n
ON 3RD PAGE TRENDING OMG!!!!\n\n N͢O͢T͢I͢C͢E͢S -\n\n✦ I spent so much time and effort sorting out the code \n and mostly the art!!!\n✦ A ❤️ & ⭐ would be appreciated!!!\n___________________________________________\n✦ N͢O͢T͢E͢S\n↳ No spam, ads***, f4f, and negative comments. All \n except ads*** will be deleted as soon as I see it.\n\n*** If you would like to advertise Please follow me. If \n you don't then you may be reported for advertising!\n\n↳ If you have any questions about the game, please comment and I will be happy to answer!\n↳ I recommend playing in full screen, so that you can see the graphics better.\n↳ Heart/star if you enjoy, and follow me for more games!\n↳ If you see any bugs, please comment and I will do my best to fix them.\n___________________________________________\n\n✦ H͢O͢W͢ T͢O͢ P͢L͢A͢Y✦\n\n--> WASD or arrow keys to move\n--> Watch out for spikes and lava\n--> Light blue is jump pad, you can jump on it\n--> Regular blue is water, you can swim in it\n\n__________________________________________\n✦ Tags(Ingore)\n\n#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES#DARTMANANZZ#PLATFORMER#GOATED#GAMES\n
~ONLINE~ stick man platformer 【Geometry Dash】〜オンライン〜 棒人間【ジオメトリーダッシュ】
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue1 v)\n\nwhen flag clicked\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\n@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 if <(username) = [KAMAYUN]> then\n change [jump key v] by (2)\n else\n change [jump key v] by (1)\n end\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 if <(username) = [KAMAYUN]> then\n set [key left right v] to [2]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n if <(username) = [KAMAYUN]> then\n set [key left right v] to [-2]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n end\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 (スプライト2 v)?> or <touching (障害物 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]> 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 then\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\nglide (0.1) secs to (rqqqlevel2 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])> or <(username) = [KAMAYUN]>> then\n change [color v] effect by (10)\nelse\n change [color v] effect by (0)\nend\n\nwhen flag clicked\nshow\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) = [suno00]> 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@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: (7800) (-110)\nsetup clone at x,y: (5000) (85)\nsetup clone at x,y: (3322) (170)\nsetup clone at x,y: (900) (-110)\nset [showing v] to [-1]\n\n@障害物\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 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 receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\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\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@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@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [level1 v] until done\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@Samune\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\nwhen I start as a clone\nswitch costume to (big v)\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@報告乱用に負けるな!\n\nwhen I start as a clone\nchange [☁ 報告した人 v] by (1)\nshow\ngo to x: (69) y: (62)\nglide (0) secs to x: (-172) y: (-25)\ncreate clone of (_myself_ v)\ndelete this clone\n\ndefine 検知 (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nswitch costume to (報告ボタン v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [485] [-210]\n if <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\n else\n set [報告 v] to [0]\n end\nend\n\nwhen [timer v] > (0)\nswitch costume to (報告ボタン v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [485] [-210]\n if <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\n else\n set [報告 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen [timer v] > (0)\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\nend\n\n
傾向1pあざす。\n   [日本語は下。⭐️&❤️&フォローよろ]\n        【English】\nI worked hard to make it, so press ★ and ♥! Also, I'm very grateful to the original author!\nLet's comment on how long it took!\nSorry the course ended in the middle of the day. But if it is very popular, we may make a second half. Please press ❤️ and ⭐️ for that!\n[Operation method]\n[Move] Arrow keys / A and D keys\n[Jump] Arrow key/W key\n[Crouching] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Squatting in a diagonal place + moving\n[Wall Kick] Move to the wall + jump\n[Glider] Space key after clearing\n[Emoji] E key/R key\n[Back to start] Q key + R key\n[See who is playing now] N key\n[Rainbow-colored stickman] The person with the fastest time\n         【日本語】\nジオメトリーダッシュの棒人間オンラインゲームです!頑張って作ったので★と♥を押してね!\nどれぐらいかかったかコメントしてね!\nあと、ジオメトリーダッシュ本家をやってる人なら分かると思いますが、コースが半分で終わってしまっています…。すみません!ですが人気が高ければ後半を作るかもしれないので⭐️と❤️(できればフォローも)お願いします!\n        [操作方法]\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\nBy @ksinniti様
Tower of Lines (A non-generic platformer!)
@Stage\n\nwhen flag clicked\nforever\n if <(gamestart) = [0]> then\n play sound [Dance Funky v] until done\n end\nend\n\nwhen I receive [start game v]\nrepeat until <(Boss health) < [0.1]>\n play sound [Eggs v] until done\nend\nforever\n play sound [Triumph v] until done\nend\n\n@platform\n\nwhen I receive [screenshake v]\nchange x by (2)\nwait (.05) seconds\nchange x by (-4)\nwait (.05) seconds\nchange x by (3)\nwait (.05) seconds\nchange x by (-2)\nwait (.05) seconds\nchange x by (1)\nset x to (0)\n\nwhen I receive [boss v]\nchange [level v] by (1)\n\nwhen I receive [spike v]\nbroadcast (screenshake v)\nbroadcast (screenshake v)\n\nwhen I receive [start game v]\nset [level v] to [0]\nswitch costume to (level v)\ngo to x: (0) y: (571)\n\nwhen I receive [bos unhapp v]\nbroadcast (screenshake v)\nwait (0.3) seconds\nbroadcast (screenshake v)\nwait (0.3) seconds\nbroadcast (screenshake v)\nwait (0.3) seconds\nbroadcast (screenshake v)\nwait (0.3) seconds\nbroadcast (screenshake v)\nwait (0.3) seconds\nbroadcast (screenshake v)\nwait (0.3) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nnext costume\ngo to x: (0) y: (562)\n\nwhen I receive [reset v]\ngo to x: (0) y: (571)\nshow\nwait (.1) seconds\ngo to [back v] layer\n\nwhen I receive [camera v]\nforever\n change y by (camera scrolling)\n broadcast (decor v)\nend\n\n@cuber\n\nwhen flag clicked\nset [player.move v] to [0]\n\nwhen I receive [end dialogue v]\nset [player.move v] to [1]\n\nwhen I receive [boss v]\ngo to x: (0) y: (4)\n\nbroadcast (end dialogue v)\n\nwhen flag clicked\nforever\n if <not <(player.move) = [2]>> then\n Platformer\n end\nend\n\ndefine Platformer\npoint in direction (1)\nswitch costume to (hitbox v)\nset size to (100) %\nchange y by (y.vel)\nif <not <touching (platform v)?>> then\n if <touching (ladders v)?> then\n set [y.vel v] to [-1]\n else\n change [y.vel v] by (-1)\n end\nend\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n if <(y.vel) < [0]> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n if <<(player.move) = [1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y.vel) < [0]>>> then\n if <not <touching (ladders v)?>> then\n set [y.vel v] to [11]\n end\n else\n set [y.vel v] to [0]\n end\nend\nif <<(player.move) = [1]> and <<touching (ladders v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y.vel v] to [3]\nend\nif <<(player.move) = [1]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <not <<(Level up) = [1]> and <(x position) < [-80]>>> then\n change [x.vel v] by (-2)\n else\n if <(boss.defeated?) = [1]> then\n change [x.vel v] by (-2)\n end\n end\nend\nif <<(player.move) = [1]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x.vel v] by (2)\nend\nchange x by (x.vel)\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n if <(x.vel) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\npoint in direction (x.vel)\nset [x.vel v] to ((.6) * (x.vel))\nif <not <touching (ladders v)?>> then\n if <(round (x.vel)) = [0]> then\n if <(throw?) = [0]> then\n set [costume.action v] to [idle]\n else\n set [costume.action v] to [throw-idle]\n end\n else\n if <(throw?) = [0]> then\n set [costume.action v] to [run]\n else\n set [costume.action v] to [throw-run]\n end\n end\nelse\n if <([abs v] of (round (y.vel)) ) < [1.5]> then\n set [costume.action v] to [climb-idle]\n else\n set [costume.action v] to [climb]\n end\nend\nswitch costume to (join (costume.action) (costume.rotation))\nif <(throw?) = [0]> then\n point in direction (x.vel)\nelse\n point towards (boomerang v)\nend\nset size to (400) %\nif <([y position v] of [platform v]) > [-550]> then\n set [camera scrolling v] to (round (((y position) + (20)) * (-.1)))\nelse\n set [camera scrolling v] to [0]\n broadcast (boss v)\nend\nbroadcast (camera v)\nbroadcast (sync v)\n\nwhen I receive [camera v]\nforever\n change y by (camera scrolling)\nend\n\nwhen flag clicked\nforever\n set [costume.rotation v] to []\n wait (.2) seconds\n set [costume.rotation v] to [1]\n wait (.2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [screenshake v]\nchange x by (2)\nwait (.05) seconds\nchange x by (-4)\nwait (.05) seconds\nchange x by (3)\nwait (.05) seconds\nchange x by (-2)\nwait (.05) seconds\nchange x by (1)\nchange y by (y.vel)\nset [old.y.vel v] to (y.vel)\nif <touching (platform v)?> then\n set [y.vel v] to [0]\nend\nchange y by ((old.y.vel) * (-2))\n\nwhen flag clicked\nset [health v] to [3]\nwait (.2) seconds\nset [health v] to [3]\nforever\n if <not <(health) = [0]>> then\n if <(player.imune) = [1]> then\n if <<touching (spikes v)?> or <<touching (sprite1 v)?> or <<touching (spike boss v)?> or <<touching (boss v)?> or <<touching (spike boss v)?> or <touching (spike boss2 v)?>>>>>> then\n damage\n end\n else\n if <<touching (spikes v)?> or <<touching (sprite1 v)?> or <<touching (spike boss v)?> or <<touching (boss v)?> or <<touching (spike boss v)?> or <touching (spike boss2 v)?>>>>>> then\n damage\n end\n end\n end\nend\n\nwhen I receive [start.bossfight v]\nset [player.move v] to [1]\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (0) y: (4)\nset [y.vel v] to [0]\nset [ghost v] effect to (0)\nshow\nset [health v] to [3]\nset [level up v] to [0]\nwait (.1) seconds\nset [health v] to [3]\n\nwhen I receive [reset v]\nset [level up v] to [0]\nif <(level) < [3]> then\n wait until <<(y position) > [150]> and <[-295] > ([y position v] of [platform v])>>\nend\n\nbroadcast (boss v)\n\nstart sound [sound \(13\) v]\nset [y.vel v] to [0]\nset [player.move v] to [2]\nset [level up v] to [1]\nbroadcast (transition v)\nbroadcast (boss2 v)\nrepeat (20)\ngo to x: (192) y: (-15)\nset [player.move v] to [0]\nrepeat (20)\nrepeat (30)\n set [x.vel v] to [-3]\nend\nbroadcast (boss.dialouge v) and wait\n\nwhen I receive [reset v]\n\ndefine damage\nbroadcast (screenshake v)\nchange [health v] by (-1)\nif <not <(health) = [0]>> then\n play sound [Crunch v] until done\n set [x.vel v] to [-20]\n set [y.vel v] to [10]\n set [brightness v] effect to (100)\n wait (.05) seconds\n set [brightness v] effect to (0)\n wait (1) seconds\nelse\n broadcast (player.die v)\n broadcast (Player boss v)\n set [player.move v] to [2]\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (transition v)\n repeat (20)\n set [player.move v] to [1]\n broadcast (reset v)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (.1)\nend\n\nwhen I receive [boss.defeated v]\nset [player.move v] to [2]\n\nswitch costume to (idle v)\n\nwhen I receive [win v]\nset [player.move v] to [1]\n\nstart sound [jump v]\n\nstart sound [hurt v]\n\nstart sound [sound \(15\) v]\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n set [camera scrolling v] to [-1.5]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n damage\n end\nend\n\nbroadcast (reset v)\n\nrepeat (3)\n\nrepeat until <(health) = [0]>\n\nwhen flag clicked\nforever\n set [xpos v] to (x position)\nend\n\nwhen I receive [start game v]\nshow\nbroadcast (reset v)\nbroadcast (end dialogue v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [invis v]\n\nwhen I receive [start game v]\nforever\n if <[12] > (accessory)> then\n if <<(favourite) = [1]> and <(loved yes) = [1]>> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (-25)\nrepeat (5)\n if <(death) = [0]> then\n show\n change [brightness v] effect by (-1)\n change [ghost v] effect by (30)\n else\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [invis v]\n\nhide\n\nif <key (space v) pressed?> then\n\nwhen I receive [invis v]\nswitch costume to (hide.2 v)\nforever\n wait until <key (space v) pressed?>\n switch costume to (hide.2 v)\nend\n\nwait until <key (space v) pressed?>\nswitch costume to (idle1 v)\n\nif <(gamestart) = [1]> then\n\nswitch costume to (hide.2 v)\n\n\n\nbroadcast (player.die v)\nbroadcast (reset v)\n\nwhen I receive [start game v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n play sound [Jump v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(health) = [0]> then\n play sound [Oops v] until done\n wait (1) seconds\n end\nend\n\n@spikes\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen I receive [decor v]\ngo to (platform v)\n\nwhen I receive [reset v]\ngo to [back v] layer\n\nswitch costume to (level v)\n\nwhen I receive [start game v]\nshow\nforever\n if <<(y position) = [110]> or <(y position) = [-349]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [back v]\nhide\n\nswitch costume to (level v)\n\nwhen I receive [reset v]\ngo to x: (0) y: (571)\nshow\nwait (.1) seconds\ngo to [back v] layer\n\nwhen I receive [boss v]\nnext costume\ngo to x: (0) y: (562)\n\nwhen flag clicked\nswitch costume to (level v)\ngo to x: (0) y: (571)\n\nwhen I receive [camera v]\nchange y by (camera scrolling)\nbroadcast (decor v)\n\n@Bouncy pad\n\nwhen flag clicked\nhide\nforever\n if <<<(favourite) = [0]> and <(loved yes) = [0]>> or <(equip) = [12]>> then\n if <touching (cuber v)?> then\n set [y.vel v] to [20]\n end\n else\n if <touching (cuber v)?> then\n set [y.vel v] to [15]\n end\n end\nend\n\nwhen I receive [decor v]\ngo to (platform v)\n\nwhen I receive [reset v]\ngo to [back v] layer\n\nswitch costume to (level v)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nforever\n if <<<(y position) = [-451]> or <(y position) = [203]>> or <(y position) = [488]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [back v]\nhide\n\nrepeat (10)\n\nswitch costume to (level v)\n\nwhen I receive [reset v]\ngo to x: (0) y: (571)\nshow\nwait (.1) seconds\ngo to [back v] layer\n\nwhen I receive [boss v]\nset [health v] to [3]\nnext costume\ngo to x: (0) y: (562)\n\nwhen flag clicked\nswitch costume to (level v)\ngo to x: (0) y: (571)\n\nwhen I receive [camera v]\nchange y by (camera scrolling)\nbroadcast (decor v)\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [0]\nhide\nwait (1) seconds\nhide\n\nwhen I receive [start game v]\nset [level v] to [0]\nforever\n if <(level) = [2]> then\n show\n else\n hide\n end\nend\n\n@BOSS\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [death v] to [0]\nforever\n turn left (15) degrees\nend\n\nwhen I receive [player.die v]\nrepeat (10)\n set [death v] to [1]\nend\n\n\n\nwhen I receive [reset v]\nset [boss health v] to [20]\nset [death v] to [1]\nwait (0.5) seconds\nset [death v] to [0]\n\n\n\nwhen I receive [boss thing v]\nwait (0) seconds\npoint in direction (90)\nset rotation style [all around v]\nglide (1) secs to x: (0) y: (150)\nset [death v] to [0]\nwait until <(level) = [3]>\nif <(level) = [3]> then\n show\n repeat (1)\n repeat until <(Boss health) < [15]>\n if <(death) = [0]> then\n repeat until <<[15] > (Boss health)> or <(death) = [1]>>\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n set [boss acceleration v] to [0]\n glide (0.3) secs to x: (xpos) y: (150)\n repeat (20)\n go to x: (xpos) y: (150)\n end\n wait (1) seconds\n repeat until <(y position) < [-66]>\n point in direction (180)\n move (boss acceleration) steps\n change [boss acceleration v] by (1)\n end\n broadcast (spike v)\n set [spike v] to [1]\n end\n else\n broadcast (boss thing v)\n stop [this script v]\n end\n end\n end\n set [spike v] to [0]\n glide (1) secs to x: (0) y: (150)\n set [spike v] to [1]\n repeat (1)\n repeat until <(Boss health) < [10]>\n if <(death) = [0]> then\n if <(Boss health) > [10]> then\n glide (1) secs to x: (0) y: (150)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n wait (1) seconds\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n point towards (cuber v)\n wait (0) seconds\n set [spike v] to [0]\n set [boss acceleration v] to [0]\n repeat until <(y position) < [-66]>\n turn right (15) degrees\n move (boss acceleration) steps\n change [boss acceleration v] by (0.2)\n set [spike v] to [1]\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n end\n broadcast (screenshake v)\n set [boss acceleration v] to [0]\n set [boss acceleration v] to [0]\n end\n else\n broadcast (boss thing v)\n stop [this script v]\n end\n end\n glide (1) secs to x: (-150) y: (-110)\n repeat (1)\n repeat until <[5] > (Boss health)>\n if <(death) = [0]> then\n glide (1.5) secs to x: (150) y: (y position)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n set [spike v] to [0]\n set [spike v] to [0]\n broadcast (spike v)\n set [spike v] to [0]\n set [spike v] to [0]\n glide (1.5) secs to x: (-150) y: (y position)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n set [spike v] to [0]\n set [spike v] to [0]\n broadcast (spike v)\n else\n stop [this script v]\n end\n end\n end\n repeat (1)\n repeat until <[0] > (Boss health)>\n if <(death) = [0]> then\n set [spike v] to [1]\n glide (1) secs to x: (150) y: (150)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n broadcast (screenshake v)\n set [spike v] to [1]\n glide (1) secs to x: (-150) y: (150)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n broadcast (screenshake v)\n else\n broadcast (boss thing v)\n stop [this script v]\n end\n end\n end\n stop [this script v]\n end\nend\n\nif <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(level) = [3]> then\n wait until <(death) = [1]>\n broadcast (boss thing v)\n end\nend\n\nwhen I receive [start game v]\nclear graphic effects\nhide\nwait (2.1) seconds\npoint in direction (90)\nset rotation style [all around v]\ngo to x: (0) y: (150)\nwait until <(level) = [3]>\nplay sound [Dun Dun Dunnn v] until done\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (screenshake v)\nif <(level) = [3]> then\n show\n repeat (1)\n repeat until <(Boss health) < [15]>\n if <(death) = [0]> then\n repeat until <<[15] > (Boss health)> or <(death) = [1]>>\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n set [boss acceleration v] to [0]\n glide (0.3) secs to x: (xpos) y: (150)\n repeat (20)\n go to x: (xpos) y: (150)\n end\n wait (1) seconds\n repeat until <(y position) < [-66]>\n point in direction (180)\n move (boss acceleration) steps\n change [boss acceleration v] by (1)\n end\n broadcast (spike v)\n set [spike v] to [1]\n end\n else\n broadcast (boss thing v)\n stop [this script v]\n end\n end\n end\n set [spike v] to [0]\n glide (1) secs to x: (0) y: (150)\n set [spike v] to [1]\n repeat (1)\n repeat until <(Boss health) < [10]>\n if <(death) = [0]> then\n if <(Boss health) > [10]> then\n glide (1) secs to x: (0) y: (150)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n wait (1) seconds\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n point towards (cuber v)\n wait (0) seconds\n set [spike v] to [0]\n set [boss acceleration v] to [0]\n repeat until <(y position) < [-66]>\n turn right (15) degrees\n move (boss acceleration) steps\n change [boss acceleration v] by (0.2)\n set [spike v] to [1]\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n end\n broadcast (screenshake v)\n set [boss acceleration v] to [0]\n set [boss acceleration v] to [0]\n end\n else\n broadcast (boss thing v)\n stop [this script v]\n end\n end\n end\n glide (1) secs to x: (-150) y: (-110)\n repeat (1)\n repeat until <[5] > (Boss health)>\n if <(death) = [0]> then\n glide (1.5) secs to x: (150) y: (y position)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n set [spike v] to [0]\n set [spike v] to [0]\n broadcast (spike v)\n set [spike v] to [0]\n set [spike v] to [0]\n glide (1.5) secs to x: (-150) y: (y position)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n set [spike v] to [0]\n set [spike v] to [0]\n broadcast (spike v)\n else\n stop [this script v]\n end\n end\n end\n repeat (1)\n repeat until <[0] > (Boss health)>\n if <(death) = [0]> then\n set [spike v] to [1]\n glide (1) secs to x: (150) y: (150)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n broadcast (screenshake v)\n set [spike v] to [1]\n glide (1) secs to x: (-150) y: (150)\n if <(death) = [1]> then\n broadcast (boss thing v)\n stop [this script v]\n end\n broadcast (screenshake v)\n else\n broadcast (boss thing v)\n stop [this script v]\n end\n end\n end\n stop [this script v]\nend\n\nwhen I receive [bos unhapp v]\nrepeat (30)\n change [ghost v] effect by (1)\nend\nhide\nstop [other scripts in sprite v]\n\nplay sound [pop v] until done\n\nwhen I receive [camera v]\nforever\n change y by (camera scrolling)\n broadcast (decor v)\nend\n\n@skill issue\n\n@dark\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [start game v]\nhide\ngo to x: (0) y: (0)\nwait (1) seconds\nwait until <(level) = [3]>\nshow\n\nwhen I receive [bos unhapp v]\n\n@spike boss\n\nwhen flag clicked\nhide\nset rotation style [all around v]\nwait (1) seconds\nforever\n if <(spike) = [1]> then\n wait (0.3) seconds\n repeat (10)\n create clone of (_myself_ v)\n turn right (36) degrees\n end\n set [spike v] to [0]\n end\nend\n\nwait (1) seconds\n\nwhen I start as a clone\nset rotation style [all around v]\nset [ghost v] effect to (0)\ngo to (boss v)\nshow\nrepeat until <touching (_edge_ v)?>\n move (5) steps\nend\nset [spike acceleration v] to [0]\ndelete this clone\n\npoint in direction (0)\n\nwhen I receive [spike v]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [camera v]\nforever\n change y by (camera scrolling)\n broadcast (decor v)\nend\n\nwhen I receive [bos unhapp v]\nhide\nstop [other scripts in sprite v]\n\n@boss spike\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait (1) seconds\nhide\nforever\n if <(level) = [3]> then\n show\n set size to (90) %\n go to (boss v)\n turn right (10) degrees\n end\nend\n\nwhen I receive [camera v]\nforever\n change y by (camera scrolling)\n broadcast (decor v)\nend\n\nwhen I receive [bos unhapp v]\nhide\nstop [other scripts in sprite v]\n\n@Star\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(level) = [3]>\nshow\ngo to x: (pick random (-150) to (150)) y: (-15)\nwait until <touching (cuber v)?>\nrepeat until <touching (boss v)?>\n create clone of (_myself_ v)\n point towards (boss v)\n move (20) steps\n change [brightness v] effect by (2)\nend\nplay sound [Wobble v] until done\nrepeat (10)\n change [boss health v] by (-0.15)\n change [ghost v] effect by (25)\nend\nbroadcast (screenshake v)\nbroadcast (spawn star v)\nhide\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (25)\n change [brightness v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n turn left (15) degrees\nend\n\nforever\n\nwhen I receive [spawn star v]\nclear graphic effects\nwait (3) seconds\nshow\ngo to x: (pick random (-150) to (150)) y: (-15)\nwait until <touching (cuber v)?>\nrepeat until <touching (boss v)?>\n create clone of (_myself_ v)\n point towards (boss v)\n move (20) steps\n change [brightness v] effect by (2)\nend\nplay sound [Wobble v] until done\nrepeat (10)\n change [boss health v] by (-0.15)\n change [ghost v] effect by (25)\nend\nbroadcast (screenshake v)\nbroadcast (spawn star v)\nhide\n\nwait (2) seconds\n\nwhen I receive [bos unhapp v]\nhide\n\nwhen I receive [bos unhapp v]\nstop [other scripts in sprite v]\n\nplay sound [collect v] until done\n\n@boss Health Bar\n\ngo to (player v)\nchange y by (70)\n\nwhen flag clicked\nhide\nset [boss health v] to [20]\nset [boss max v] to [20]\nwait (1) seconds\nwait until <(level) = [3]>\nshow\nswitch costume to (base v)\nset size to (300) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (full v)\nforever\n switch costume to (big v)\n Position Bar\n if <(percent) < [0.5]> then\n switch costume to (empty v)\n else\n switch costume to (full v)\n end\n set [width v] to ((46) * ((size) / (100)))\n change x by ((width) * (percent))\nend\n\nwhen I start as a clone\nforever\n Position Bar\nend\n\ndefine Position Bar\ngo to x: (0) y: (150)\nset [percent v] to ((Boss health) / (Boss max))\n\nset [percent v] to ((HEALTH) / (MAX HEALTH))\nset [color v] effect to ((percent) * (50))\n\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Boss health) < [0.1]> then\n broadcast (bos unhapp v)\n end\nend\n\nwhen I receive [bos unhapp v]\nhide\n\nbroadcast (Back v)\n\nwhen I receive [bos unhapp v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n if <(health) = [3]> then\n switch costume to (costume1 v)\n end\n if <(health) = [2]> then\n switch costume to (costume2 v)\n end\n if <(health) = [1]> then\n switch costume to (costume3 v)\n end\n if <(health) = [0]> then\n switch costume to (costume4 v)\n end\nend\n\n@heart\n\nforever\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-150) to (150)) y: (-15)\nwait until <touching (cuber v)?>\nchange [health v] by (1)\nrepeat (10)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nforever\n if then\n end\nend\n\nwhen flag clicked\n\nwait (2) seconds\n\nwait (1) seconds\n\nbroadcast (spawn star v)\nhide\n\nchange [ghost v] effect by (25)\nchange [brightness v] effect by (1)\n\nwhen I start as a clone\npoint in direction (90)\nforever\n repeat (20)\n turn left (1) degrees\n change size by (2)\n end\n repeat (20)\n turn right (1) degrees\n change size by (-2)\n end\n set size to (50) %\nend\n\nwhen flag clicked\nforever\n if <[3] < (health)> then\n set [health v] to [3]\n end\nend\n\nwhen I receive [start game v]\nhide\nwait (1) seconds\nwait until <(level) = [3]>\nrepeat until <(Boss health) < [0.1]>\n hide\n wait (20) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [bos unhapp v]\nhide\n\n@start button\n\nwhen flag clicked\ngo to x: (0) y: (-60)\nforever\n turn right (2) degrees\nend\n\n\n\ngo to x: (0) y: (-20)\n\nwhen flag clicked\ngo to x: (0) y: (-60)\nshow\nwait (0.1) seconds\nshow\nforever\n if <(hide) = [0]> then\n if <touching (mouse-pointer v)?> then\n set size to (230) %\n if <mouse down?> then\n broadcast (Start game v)\n end\n else\n set size to (200) %\n end\n else\n set size to (1) %\n hide\n end\nend\n\nwhen I receive [start game v]\nrepeat (30)\n change size by (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nclear graphic effects\nset size to (200) %\nrepeat (10)\n change size by (10)\nend\n\nwhen I receive [instructions v]\nset size to (1) %\nhide\n\nwhen I receive [back v]\nrepeat (10)\n clear graphic effects\n show\nend\n\n@Title\n\nwhen I receive [start game v]\nrepeat (30)\n change size by (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nclear graphic effects\nset size to (200) %\nshow\nforever\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [back v]\nrepeat (10)\n set size to (200) %\n clear graphic effects\n show\nend\n\n@button \n\nwhen I receive [start game v]\nrepeat (30)\n change size by (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset [hide v] to [0]\nshow\nforever\n if <(hide) = [0]> then\n if <touching (mouse-pointer v)?> then\n set size to (230) %\n if <mouse down?> then\n broadcast (Instructions v)\n set [hide v] to [1]\n end\n else\n set size to (200) %\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (200) %\nrepeat (10)\n change size by (10)\nend\n\nwhen I receive [instructions v]\nhide\nset size to (1) %\n\nwhen I receive [back v]\nrepeat (10)\n clear graphic effects\n show\nend\n\n@Instructions\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nhide\n\nwhen I receive [instructions v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [back v]\nrepeat (1)\n change size by (-100)\n change [ghost v] effect by (5)\nend\nhide\n\n@Button\n\nwhen flag clicked\ngo to x: (-214) y: (160)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (150) %\n if <mouse down?> then\n broadcast (Back v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [instructions v]\nclear graphic effects\nshow\n\nwhen I receive [back v]\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (5)\nend\nhide\n\n@Customize\n\nwhen I receive [back v]\nset [hide v] to [0]\n\nwhen flag clicked\nforever\n if <(hide) = [0]> then\n if <(accessory) = (max)> then\n hide\n set size to (1) %\n else\n show\n set size to (300) %\n end\n else\n set size to (1) %\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-175) y: (4)\nforever\n if <(hide) = [0]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (up v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n else\n set size to (1) %\n hide\n end\nend\n\nwhen I receive [start game v]\nhide\n\nwait (0.3) seconds\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\n@Customize2\n\nwhen flag clicked\ngo to x: (-175) y: (-62)\nforever\n if <(hide) = [0]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (down v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n else\n set size to (1) %\n hide\n end\nend\n\nwhen I receive [start game v]\nset [hide v] to [1]\nhide\n\nwhen flag clicked\nforever\n if <(hide) = [0]> then\n if <(accessory) = (min)> then\n hide\n set size to (1) %\n else\n show\n set size to (300) %\n end\n else\n set size to (1) %\n hide\n end\nend\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwait (0.3) seconds\n\n@hat\n\nwhen flag clicked\nset [gamestart v] to [0]\nshow\nset [max v] to [12]\nset [min v] to [-1]\nset [accessory v] to [0]\nset size to (300) %\ngo to x: (-160) y: (-70)\nforever\n if <(gamestart) = [0]> then\n if <[0] = (accessory)> then\n go to x: (-170) y: (-64)\n switch costume to (0 v)\n end\n if <[1] = (accessory)> then\n go to x: (-170) y: (-64)\n switch costume to (1 v)\n end\n if <(max) < (accessory)> then\n set [accessory v] to [1]\n end\n if <(accessory) < (min)> then\n set [accessory v] to (min)\n end\n if <[2] = (accessory)> then\n switch costume to (2 v)\n end\n if <[3] = (accessory)> then\n go to x: (-170) y: (-64)\n go to x: (-170) y: (-64)\n switch costume to (3 v)\n end\n if <[5] = (accessory)> then\n switch costume to (5 v)\n go to x: (-172) y: (-20)\n end\n if <[4] = (accessory)> then\n switch costume to (4 v)\n go to x: (-162) y: (-98)\n end\n if <[6] = (accessory)> then\n switch costume to (6 v)\n end\n if <[7] = (accessory)> then\n switch costume to (7 v)\n end\n if <[9] = (accessory)> then\n switch costume to (8 v)\n end\n if <(accessory) = [-1]> then\n switch costume to (-1 v)\n go to x: (-169) y: (0)\n end\n if <(accessory) = [10]> then\n switch costume to (9 v)\n end\n if <(accessory) = [11]> then\n switch costume to (10 v)\n end\n if <(accessory) = [12]> then\n switch costume to (11 v)\n end\n end\nend\n\nwhen I receive [start game v]\nset [gamestart v] to [1]\nset size to (100) %\ngo to (cuber v)\nif <[-1] = (equip)> then\n switch costume to (-1 v)\nend\nif <[0] = (equip)> then\n switch costume to (0 v)\nend\nif <[1] = (equip)> then\n switch costume to (1 v)\nend\nif <[2] = (equip)> then\n switch costume to (2 v)\nend\nif <[3] = (equip)> then\n switch costume to (3 v)\nend\nif <[4] = (equip)> then\n switch costume to (4 v)\nend\nif <[5] = (equip)> then\n switch costume to (5 v)\nend\nif <[6] = (equip)> then\n switch costume to (6 v)\nend\nif <[7] = (equip)> then\n switch costume to (7 v)\nend\nif <[8] = (equip)> then\n switch costume to (8 v)\nend\nif <[10] = (equip)> then\n switch costume to (9 v)\nend\nif <[11] = (equip)> then\n switch costume to (10 v)\nend\nif <(equip) = [9]> then\n switch costume to (8 v)\nend\nif <(equip) = [12]> then\n broadcast (Invis v)\nend\nforever\n if <(back 1) = [0]> then\n go to (cuber v)\n end\nend\n\nforever\n\nwhen I receive [down v]\nchange [accessory v] by (-1)\n\nwhen I receive [up v]\nchange [accessory v] by (1)\n\nnext costume\n\nwhen I receive [start game v]\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen I receive [player.die v]\nhide\nwait (1.5) seconds\nshow\n\ngo to x: (-161) y: (29)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\nif <[11] = (equip)> then\n switch costume to (-1 v)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [back v]\nshow\nset [max v] to [12]\nset [min v] to [-1]\nset [accessory v] to [0]\nset size to (300) %\ngo to x: (-160) y: (-70)\nforever\n if <(gamestart) = [0]> then\n if <[0] = (accessory)> then\n go to x: (-170) y: (-64)\n switch costume to (0 v)\n end\n if <[1] = (accessory)> then\n go to x: (-170) y: (-64)\n switch costume to (1 v)\n end\n if <(max) < (accessory)> then\n set [accessory v] to [1]\n end\n if <(accessory) < (min)> then\n set [accessory v] to (min)\n end\n if <[2] = (accessory)> then\n switch costume to (2 v)\n end\n if <[3] = (accessory)> then\n go to x: (-170) y: (-64)\n go to x: (-170) y: (-64)\n switch costume to (3 v)\n end\n if <[5] = (accessory)> then\n switch costume to (5 v)\n go to x: (-172) y: (-20)\n end\n if <[4] = (accessory)> then\n switch costume to (4 v)\n go to x: (-162) y: (-98)\n end\n if <[6] = (accessory)> then\n switch costume to (6 v)\n end\n if <[7] = (accessory)> then\n switch costume to (7 v)\n end\n if <[9] = (accessory)> then\n switch costume to (8 v)\n end\n if <(accessory) = [-1]> then\n switch costume to (-1 v)\n go to x: (-169) y: (0)\n end\n if <(accessory) = [10]> then\n switch costume to (9 v)\n end\n if <(accessory) = [11]> then\n switch costume to (10 v)\n end\n if <(accessory) = [12]> then\n switch costume to (11 v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [back v]\nset [back 1 v] to [1]\n\nwhen I receive [start game v]\nset [back 1 v] to [0]\n\nwhen I receive [invis v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(gamestart) = [0]> then\n point in direction (90)\n end\nend\n\nwhen I receive [invis v]\nforever\n hide\nend\n\nbroadcast (reset v)\nbroadcast (player.die v)\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [back v]\nshow\n\n@Sprite4\n\nwhen I receive [back v]\nclear graphic effects\nshow\nshow\nset [equip v] to [-1]\ngo to x: (-169) y: (-150)\nshow\nforever\n if <(hide) = [0]> then\n if <<(accessory) < [8]> or <<[7] < (accessory)> and <<(loved yes) = [1]> and <(favourite) = [1]>>>> then\n show\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n switch costume to (costume2 v)\n set [equip v] to (accessory)\n end\n else\n show\n set size to (150) %\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n point in direction (90)\n end\n else\n set size to (1) %\n hide\n end\n else\n set size to (1) %\n hide\n end\nend\n\nwhen flag clicked\nshow\nwait (0.15) seconds\nshow\nforever\n if <<(equip) > (accessory)> or <(accessory) > (equip)>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nshow\nset [equip v] to [-1]\ngo to x: (-169) y: (-150)\nshow\nforever\n if <(hide) = [0]> then\n if <<(accessory) < [8]> or <<[7] < (accessory)> and <<(loved yes) = [1]> and <(favourite) = [1]>>>> then\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n switch costume to (costume2 v)\n set [equip v] to (accessory)\n end\n else\n show\n set size to (150) %\n end\n else\n set size to (1) %\n hide\n end\n else\n set size to (1) %\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n point in direction (90)\nend\n\n@TIMER\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n change costume to (join [Glow-] (letter (index) of (timer 3)))\n set x to ((((index) - (5)) - ((length of [apple]) / (2))) * ((size) / (3)))\n change size by ((1.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\nswitch costume to (glow-0 v)\nset size to (100) %\ngo to x: (0) y: (150)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (110) %\nend\n\nwhen I receive [start game v]\nshow\nset [timer 3 v] to [0]\nrepeat until <<(Boss health) < [0.1]> or <(timer 3) = [99999]>>\n change [timer 3 v] by (1)\n wait (0.9) seconds\nend\n\nforever\n\nwhen I receive [start game v]\nshow\nsetup\n\nwhen I receive [start game v]\n\nwhen I receive [back v]\nset [timer 3 v] to [0]\n\nrepeat until <[] = [0]>\n\nset [timer 3 v] to [99999]\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [bos unhapp v]\nchange [☁ people who beat the game v] by (1)\n\n@detector\n\nwhen flag clicked\nhide\nset [favourite v] to [0]\nset [loved yes 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 yes) = [1]> and <(favourite) = [1]>>\nif <(accessory) > [6]> then\n change [accessory v] by (1)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved yes v] to [0]\n switch costume to (love v)\n forever\n set [loved v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (1) seconds\n set [loved yes 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 [favourite v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (1) seconds\n set [favourite v] to [1]\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite6\n\nwhen I receive [back v]\nclear graphic effects\nset [equip v] to [-1]\ngo to x: (-172) y: (-32)\nforever\n if <<[7] < (accessory)> and <<(loved yes) = [0]> and <(favourite) = [0]>>> then\n show\n else\n if <<(favourite) = [1]> and <(loved yes) = [1]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<[7] < (accessory)> and <<(loved yes) = [0]> and <(favourite) = [0]>>> then\n show\n else\n if <<(favourite) = [1]> and <(loved yes) = [1]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [equip v] to [-1]\ngo to x: (-172) y: (-32)\n\nshow\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn right (0.1) degrees\n end\n repeat (10)\n turn right (-0.1) degrees\n end\nend\n\nshow\nshow\n\nshow\n\nshow\nwait (0.1) seconds\nshow\n\nwhen I receive [start game v]\nforever\n hide\nend\n\n@World record\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nforever\n change costume to (join [Glow-] (letter (index) of (☁ WR)))\n set x to ((((index) - (5)) - ((length of [apple]) / (2))) * ((size) / (3)))\n change size by ((1.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\nshow\nhide\nswitch costume to (glow-0 v)\nset size to (100) %\ngo to x: (0) y: (90)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (110) %\nend\n\nwhen I receive [bos unhapp v]\nif <(timer 3) < (☁ WR)> then\n set [☁ wr v] to (timer 3)\n broadcast (new wr v)\nend\n\nwhen I receive [start game v]\nshow\nhide\nsetup\n\nshow\n\nwhen I start as a clone\nforever\n if <(Boss health) < [0.1]> then\n show\n end\nend\n\nset [☁ wr v] to [10000]\n\nhide\n\n@Sprite7\n\nwhen I receive [new wr v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [bos unhapp v]\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to [front v] layer\nclear graphic effects\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\n
LOOKING AT INSTRUCTIONS BEFORE PLAYING IS HIGHLY RECOMMENDED! WASD を移動します\nLike and Favorite to get a trail, more skins and an invisibility potion in customization! This took me a lot of work and stress so please do it.\nJUMP UP THE SLOPES Ads are recommended\n\nGlitches I could not fix (All Related to Boss.):\nBoss has a low chance of suddenly being very fast just after you die until you die again.\nBoss Battle has low chance of Glitching out.\n
Epic, A Pixel Platformer
@Stage\n\nwhen flag clicked\nswitch costume to (spring v)\nforever\n if <(SCENE #) = [1]> then\n switch backdrop to (spring v)\n end\n if <(SCENE #) = [2]> then\n switch backdrop to (spring v)\n end\n if <(SCENE #) = [3]> then\n switch backdrop to (spring v)\n end\n if <(SCENE #) = [4]> then\n switch backdrop to (spring v)\n end\n if <(SCENE #) = [5]> then\n switch backdrop to (autumn v)\n end\n if <(SCENE #) = [6]> then\n switch backdrop to (autumn v)\n end\n if <(SCENE #) = [7]> then\n switch backdrop to (autumn v)\n end\n if <(SCENE #) = [8]> then\n switch backdrop to (autumn v)\n end\n if <(SCENE #) = [9]> then\n switch backdrop to (winter v)\n end\n if <(SCENE #) = [10]> then\n switch backdrop to (winter v)\n end\n if <(SCENE #) = [11]> then\n switch backdrop to (winter v)\n end\n if <(SCENE #) = [12]> then\n switch backdrop to (summer v)\n end\n if <(SCENE #) = [13]> then\n switch backdrop to (summer v)\n end\n if <(SCENE #) = [14]> then\n switch backdrop to (summer v)\n end\n if <(SCENE #) = [15]> then\n switch backdrop to (summer v)\n end\n if <(SCENE #) = [16]> then\n switch backdrop to (summer v)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [16]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nReset & Begin Level\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 ((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 (platforms v)?> then\n set [touching? v] to [1]\nelse\n set [touching? v] to [0]\nend\n\nwhen I receive [tick-player v]\nControls-Y Axis\nControls-X Axis\nMove-In Steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\n\ndefine Controls-Y Axis\nif <key (up arrow v) pressed?> then\n if <(Falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls-X Axis\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by ((0) - (ACCELERATION))\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (ACCELERATION)\n point in direction (90)\nend\nset [speed x v] to ((Speed X) * (RESISTANCE))\n\ndefine Reset & Begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-150) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\nswitch costume to (black v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick-Player v)\n broadcast (Tick-Last v)\n Check Touching Danger\nend\n\nwhen I receive [tick-last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go to X: [-235]\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) Go to X: [235]\nend\n\ndefine Begin Scene # (scene #) Go to X: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collision in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (direction)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (direction)\nrepeat (128)\n Check Touching Solid\n if <(Touching?) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Check Touching Danger\nif <touching (danger v)?> then\n set [scene # v] to [1]\n go to x: (-150) y: (50)\n broadcast (Change Scene v)\nend\nif <(y position) < [-170]> then\n set [scene # v] to [1]\n go to x: (-150) y: (50)\n broadcast (Change Scene v)\nend\n\nwhen this sprite clicked\nnext costume\n\n@Platforms\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\n@Water\n\nwhen flag clicked\nforever\n show\n switch costume to (costume2 v)\n set [ghost v] effect to (55)\n go to x: (0) y: ((-10) - (([sin v] of (s) ) * (5)))\n point in direction ((([cos v] of (s) ) * (5)) + (90))\n change [s v] by (4)\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (2) y: (-2)\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n if <(SCENE #) = [1]> then\n go to x: (2) y: (-2)\n switch costume to (costume1 v)\n end\n if <(SCENE #) = [2]> then\n go to x: (2) y: (-2)\n switch costume to (costume4 v)\n end\n if <(SCENE #) = [3]> then\n hide\n end\n if <(SCENE #) = [4]> then\n show\n go to x: (-7) y: (-16)\n switch costume to (costume3 v)\n end\n if <(SCENE #) = [5]> then\n show\n switch costume to (costume5 v)\n go to x: (-16) y: (-9)\n end\n if <(SCENE #) = [6]> then\n show\n switch costume to (costume9 v)\n go to x: (2) y: (-2)\n end\n if <(SCENE #) = [7]> then\n show\n switch costume to (costume13 v)\n go to x: (45) y: (-37)\n end\n if <(SCENE #) = [8]> then\n show\n switch costume to (costume6 v)\n go to x: (262) y: (-37)\n end\n if <(SCENE #) = [9]> then\n show\n switch costume to (costume12 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [10]> then\n show\n switch costume to (10 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [11]> then\n show\n switch costume to (11 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [12]> then\n show\n switch costume to (12 v)\n go to x: (21) y: (8)\n end\n if <(SCENE #) = [13]> then\n show\n switch costume to (13 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [14]> then\n show\n switch costume to (14 v)\n go to x: (-19) y: (-3)\n end\n if <(SCENE #) = [15]> then\n show\n switch costume to (15 v)\n go to x: (-2) y: (-2)\n end\n if <(SCENE #) = [16]> then\n show\n switch costume to (16 v)\n go to x: (-2) y: (-2)\n end\nend\n\n@WIN!!\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (3) seconds\nset [alertsui: @id v] to [button]\ncreate clone of (_myself_ v)\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [alertsui: @id v] to [null]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (50)\nchange y by (3)\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [alertsui: @id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(costume [name v]) = [1a]> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(AlertsUI: @id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(AlertsUI: @id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n forever\n run\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine run\nif <<mouse down?> and <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>>> then\n broadcast (hide v)\nelse\n if <<mouse down?> and <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>>> then\n switch costume to (continue01 v)\n broadcast (localfade v)\n stop [this script v]\n end\nend\ngo to [front v] layer\nif <<(mouse x) > [-158]> and <<(mouse y) > [-139]> and <<(mouse x) < [-118]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue10 v)\nelse\n if <<(mouse x) > [-103]> and <<(mouse y) > [-139]> and <<(mouse x) < [-74]> and <(mouse y) < [-120]>>>> then\n switch costume to (continue01 v)\n else\n switch costume to (continue00 v)\n end\nend\ngo to [front v] layer\n\nwhen I receive [localfade v]\nif <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n repeat (10)\n change [ghost v] effect by (10)\n reset timer\n end\n forever\n reset timer\n end\nend\n\nwhen flag clicked\nset [time v] to [1]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@End\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(SCENE #) = [16]> then\n show\n go to x: (98) y: (2)\n end\n if <touching (player v)?> then\n broadcast (WIN!! v)\n hide\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (thumbnail v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (thumbnail v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\n\n
GRIFFPATCH COMMENTED :OOOOOOOO\n++++++++++++++++++++++++++++++++++++++++\nYOU CAN CHANGE SKINS IN THE CODE BAR\n++++++++++++++++++++++++++++++++++++++++\nArrow keys to move and WAD also!!!\n++++++++++++++++++++++++++++++++++++++++\nJust a gamei I managed to complete within 3 hours!!!\n++++++++++++++++++++++++++++++++++++++++\n\n==========Important things to note!!! ===========\n\n- Once you play the game you cannot play it again \n (well you can but there will probably be your time \n annoyingly written on the screen.)\n - Once you die YOU RESTART FROM THE START!!!\n\n___________________________________________
#FosTex LONG platformer【朝/morning】#祝5p
@Stage\n\nwhen flag clicked\nswitch backdrop to (background v)\n\nwhen I receive [メッセージ1 v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [ねぶら v] until done\nend\n\n@prayer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (9)\n set [ghost v] effect to ((100) / (9))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (障害物 v)?> then\n broadcast (あ v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (80) %\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 set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (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 <<(y position) < (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 <<(y position) < (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 (障害物 v)?>> then\n start sound [あ 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 <(x position) > [239]> then\n if <not <(ステージ) = [16]>> then\n broadcast (次! v)\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n change [ステージ v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen flag clicked\nforever\n say (username)\nend\n\n@障害物\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nhide\n\n@地面\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n point in direction (90)\n switch costume to (ステージ)\n if <(ステージ) = [15]> then\n repeat until <not <(ステージ) = [15]>>\n turn right (1) degrees\n end\n end\nend\n\nhide\n\n@オブジェクト\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nrepeat until <(ステージ) = [5]>\n switch costume to (ステージ)\nend\nif <(ステージ) > [4]> then\n switch costume to (5 v)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\nbroadcast (メッセージ1 v)\nshow\nset [pixelate v] effect to (500)\nset [whirl v] effect to (400)\nrepeat (20)\n change [whirl v] effect by (-20)\nend\nrepeat (20)\n change [pixelate v] effect by (-25)\nend\n\n@フリーNEXT 作者:k-44\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]> or <(costume [number v]) = [4]>>>> then\n go to x: (-10000) y: (0)\n repeat (75)\n change x by (((0) - (x position)) / (7))\n end\n if <(costume [number v]) = [1]> then\n wait (0.5) seconds\n forever\n change x by (((600) - (x position)) / (9))\n end\n else\n if <(costume [number v]) = [2]> then\n wait (0.3) seconds\n forever\n change x by (((600) - (x position)) / (9))\n end\n else\n if <(costume [number v]) = [3]> then\n wait (0.1) seconds\n forever\n change x by (((600) - (x position)) / (9))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (3.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [次! v]\ngo to [front v] layer\nstart sound [High Whoosh v]\nswitch costume to ( 1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (フォント)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen flag clicked\nset [固定 v] to [0]\nset [フォント v] to [11]\n\n@影\n\nwhen flag clicked\nshow\nforever\n point towards (☆と♡要求 v)\n go to (prayer v)\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\n@☆と♡要求\n\nwhen flag clicked\nhide\nforever\n wait (5) seconds\n set [id v] to [マウス]\n create clone of (_myself_ v)\n set [id v] to [コスチューム]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(ID) = [コスチューム]> then\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (コスチューム1 v)\n go to x: (144) y: (100000)\n glide (1) secs to x: (144) y: (132)\n switch costume to (コスチューム2 v)\n start sound [ポップ v]\n wait (1) seconds\n switch costume to (コスチューム3 v)\n start sound [ポップ v]\n glide (0.9) secs to x: (144) y: (210)\n delete this clone\nend\nif <(ID) = [マウス]> then\n go to [front v] layer\n switch costume to (マウス v)\n go to x: (144) y: (1000000)\n 滑らか: [126] [105] [7]\n 滑らか: [196] [116] [7]\n 滑らか: [220] [180] [5]\n delete this clone\nend\n\ndefine 滑らか: (x) (y) (スピード)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (スピード))\n change y by (((y) - (y position)) / (スピード))\nend\n\nwhen I receive [星とハート押された v]\nstop [other scripts in sprite v]\nhide\n\n@タイマー\n\nwhen I start as a clone\nforever\n if <[22] < (length of (秒))> then\n hide\n show variable [秒 v]\n else\n show\n switch costume to (letter (数字番号) of (秒))\n hide variable [秒 v]\n end\nend\n\ndefine 配置\ngo to x: (-250) y: (135)\nhide\nset [数字番号 v] to [0]\nrepeat (22)\n change [数字番号 v] by (1)\n change x by (20)\n create clone of (_myself_ v)\nend\nswitch costume to (+ v)\nshow\ngo to x: (-250) y: (135)\n\nwhen I receive [開始 v]\n\nwhen I receive [開始 v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [秒 v] to [0]\nrepeat until <([costume name v] of [地面 v]) = [16]>\n wait (1) seconds\n change [秒 v] by (1)\nend\nforever\n if <(☁ world) < (秒)> then\n set [☁ world v] to (秒)\n end\nend\n\nwhen flag clicked\n配置\n\nwhen flag clicked\nhide variable [☁ world v]\n\n@星ハート素材\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide\nend\n\n
人気97p‼︎\n新作\nhttps://scratch.mit.edu/projects/950379749/\n第二弾\nhttps://scratch.mit.edu/projects/951045406/\n新作\nhttps://scratch.mit.edu/projects/952654140/\nhttps://scratch.mit.edu/projects/953970186\n全体傾向最高5p&ゲーム3p&人気97p感謝!\n現在全体14pゲーム6p、プラットフォーマー傾向4p!\n星ハート140突破!!\n参照数3200突破!\n日本語は下\n15-stage long platformer\nMobile and PC are welcome!\nSuper diffusion hope! If you spread it, I'll write your name!\n15ステージのロングプラットフォーマー\nモバイル勢もPC勢も大歓迎!
Jungle - A Platformer (RESHARED)
@Stage\n\nwhen flag clicked\nforever\n play sound [Porter Robinson & Madeon - Shelter \(Instrumental\) v] until done\nend\n\nwhen I receive [bg1 v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [bg2 v]\nswitch backdrop to (backdrop2 v)\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: (-202) y: (-55)\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 create clone of (_myself_ v)\n point in direction (-90)\n change [x v] by (-0.8)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n create clone of (_myself_ v)\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 (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\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 (spikes v)?> then\n go to x: (-180) y: (-50)\n set [y v] to [15]\n end\nend\n\nwhen I receive [skin v]\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (particles v)\npoint in direction (pick random (0) to (360))\nset rotation style [all around v]\nset size to (100) %\nrepeat (10)\n turn right (1) degrees\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<(costume [number v]) = [6]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>>>> then\n broadcast (bg2 v)\n else\n broadcast (bg1 v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thingy\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(Actions \(love/fave\)) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n wait (pick random (5) to (10)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n@Detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n broadcast (Skin v)\n set [actions \(love/fave\) v] to [0]\n end\nend\n\n@TYSM!\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [skin v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (28) y: (-50)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Thumb\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
reshared cuz scratch banned it for some reason(ST pls tell me why???)\nOG by @bold-remix\nEVERYTHING IS 100% POSSIBLE TRUST ME\ntime it took: 12 weeks(especially the thumbnail)\ntime it takes for you to like and fav: 1 sec\npls do <3
#1 | 天才しかクリアできない!? PLATFORMER
@Stage\n\nwhen flag clicked\nforever\n play sound [Thousand_Absolutes_Xaf_Remix v] until done\nend\n\nwhen flag clicked\nset volume to (0) %\nrepeat (70)\n change volume by (1)\nend\n\n@スプライト2\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (クリア率ぷらふぉ 2024-01-24 15-47-06 v)\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nbroadcast (Death v)\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (trampoline 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\n@針\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (危険 lv.1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [next v]\nhide\n\nwhen [s v] key pressed\nif <(username) = [-5min-]> then\n broadcast (Next Level v)\nend\n\n@当たったら次へ行くやつ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [switch v]\nhide\n\n@第\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen flag clicked\nshow\nif <(costume [number v]) = [25]> then\n broadcast (Switch v)\nend\n\nwhen I receive [next v]\nhide\n\nbroadcast (Switch v)\n\n@ プレイ ヤ~\n\ndefine Reset\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen [r v] key pressed\nReset\nbroadcast (Death v)\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to [front v] layer\nswitch costume to (normal v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-200) y: (0)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n set drag mode [not draggable v]\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (第 v)?> then\n change y by (1)\n end\n if <touching (第 v)?> then\n change y by (1)\n end\n if <touching (第 v)?> then\n change y by (1)\n end\n if <touching (第 v)?> then\n change y by (1)\n end\n if <touching (第 v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Jump v]\n set [y v] to [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 (第 v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\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 (第 v)?>> then\n start sound [Jump v]\n set [y v] to [15]\n switch costume to (up v)\n end\n change y by (1)\n if <touching (当たったら次へ行くやつ v)?> then\n broadcast (NEXT v)\n Reset\n end\n if <<touching (針 v)?> or <(y position) = [-184]>> then\n Reset\n broadcast (Death v)\n end\n if <touching (ステージ v)?> then\n set [y v] to [22]\n end\n if <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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?>> or <<mouse down?> and <(x position) > (mouse x)>>>>>> then\n switch costume to (normal v)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\nshow\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstart sound [Rip v]\ngo to [front v] layer\nshow\ngo to x: (-750) y: (0)\nreset timer\nrepeat until <(timer) > [1.5]>\n change x by (((400) - (x position)) * (0.1))\nend\nhide\nbroadcast (Next Level v)\n\n
新作公開!良ければ見てね!\nhttps://scratch.mit.edu/projects/961035795/\n\n初投稿です!\n傾向1p!?!?!?!?\n一回も死なずに行けた人はガチの天才かも?\n\nクリア率計測(終了)\n(1/30 21:58時点)\nクリア者557人\nクリア率2.8%\n「裏」クリア者数184人\n「裏」クリア率0.93%\n\n※初見殺しが5つほど存在します!(天才ならいけるとは思いますが)\n\n操作方法\nPC\n矢印キーで移動\nRキーでリスポーン\n\nスマホ\n左側、右側をタッチで移動\n上半分をタッチでジャンプ\n\n頑張って作ったから♡と☆押してくれたら励みになります!
Platformer !!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (тло1 v)\n\nwhen I receive [11 v]\nswitch backdrop to (тло2 v)\n\n@Спрайт1\n\nwhen flag clicked\nshow\ngo to x: (44) y: (26)\ngo to [back v] layer\nswitch costume to (образ1 v)\n\nwhen I receive [7 v]\nswitch costume to (образ2 v)\n\nwhen I receive [8 v]\nswitch costume to (образ3 v)\n\nwhen I receive [9 v]\nswitch costume to (образ4 v)\n\n@Спрайт2\n\nwhen I receive [1 v]\nwait (0.1) seconds\ngo to [front v] layer\nswitch costume to (образ1 v)\npoint in direction (90)\ngo to x: (-202) y: (-42)\nwait (0.1) seconds\nforever\n repeat until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n repeat (20)\n change y by (6.6)\n end\n repeat (20)\n change y by (-6.6)\n end\n end\nend\n\nwhen I receive [1 v]\nforever\n if <touching (спрайт3 v)?> then\n broadcast (2 v)\n end\nend\n\nwhen I receive [2 v]\ngo to x: (-202) y: (-42)\nbroadcast (3 v)\n\nwhen flag clicked\nbroadcast (1 v)\n\nwhen I receive [1 v]\nwait (0.1) seconds\ngo to [front v] layer\nswitch costume to (образ1 v)\npoint in direction (90)\ngo to x: (-202) y: (-42)\nwait (0.1) seconds\nforever\n repeat until <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>\n change x by (8)\n end\n repeat until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n change x by (-8)\n end\nend\n\nwhen I receive [3 v]\nbroadcast (1 v)\n\nwhen I receive [1 v]\nforever\n if <touching (спрайт4 v)?> then\n broadcast (4 v)\n end\nend\n\nwhen I receive [4 v]\nbroadcast (1 v)\n\nwhen I receive [7 v]\nswitch costume to (образ2 v)\n\nwhen I receive [8 v]\nswitch costume to (образ1 v)\n\nrepeat (26)\n change y by (8)\nend\nrepeat (26)\n change y by (-8)\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-202) y: (-42)\nswitch costume to (образ1 v)\n\nwhen I receive [1 v]\ngo to x: (-202) y: (-42)\n\nwhen I receive [11 v]\nhide\n\nwhen flag clicked\nforever\n point in direction (90)\n if on edge, bounce\nend\n\n@Спрайт3\n\nwhen flag clicked\ngo to x: (8) y: (-28)\nswitch costume to (0 v)\n\nwhen I receive [4 v]\nnext costume\n\nwhen flag clicked\nforever\n if <<<<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> or <(costume [number v]) = [10]>> or <(costume [number v]) = [11]>> then\n broadcast (7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [11]> then\n broadcast (8 v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) > [12]> then\n broadcast (9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (10 v)\n end\nend\n\nwhen I receive [11 v]\nhide\n\n@Спрайт4\n\n@Спрайт5\n\nwhen I receive [10 v]\nshow\n\nwhen flag clicked\nhide\nforever\n if <touching (спрайт2 v)?> then\n wait (0.1) seconds\n broadcast (11 v)\n end\nend\n\n@Спрайт6\n\nwhen flag clicked\nswitch costume to (образ1 v)\n\nwhen I receive [11 v]\nswitch costume to (образ2 v)\n\nwhen flag clicked\nforever\n repeat (20)\n change [pixelate v] effect by (5)\n end\n repeat (20)\n change [pixelate v] effect by (-5)\n end\nend\n\n@Спрайт7\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [10 v]\nshow\n\nwhen I receive [11 v]\ngo to [back v] layer\n\n@Спрайт8\n\nwhen flag clicked\nhide\n\n
Hello welcome to PLATFORMER !!!\nControl - WASD OR KEYS.\n❤️⭐❤️⭐❤️⭐❤️⭐❤️⭐❤️⭐❤️⭐❤️⭐❤️⭐\n
プラットフォーマー #games #art# platformer #scroll#music#animation#story
@Stage\n\nset [your time v] to (length of (timer))\n\nwhen I receive [goal v]\nset [goal v] to [y]\nif <(☁ world record) > (your time)> then\n set [☁ world record v] to (your time)\nend\nshow variable [☁ world record v]\n\nwhen flag clicked\nset [goal v] to [n]\nhide variable [☁ world record v]\nforever\n if <(Goal) = [n]> then\n wait (1) seconds\n change [your time v] by (1)\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (player v)\ngo to x: (0) y: (-20)\nset [power:x v] to [0]\nset [power:y v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [reboot:x v] to [-200]\nset [reboot:y v] to [-20]\nbroadcast (start v)\n\ndefine control\nchange [power:y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [power:x v] by (1.2)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [power:x v] by (-1.2)\nend\nset [power:x v] to ((power:x) * (0.88))\nchange x by (power:x)\nrepeat (5)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage v)?> then\n change y by (-5)\n position:x (() - ((power:x) / ([abs v] of (power:x) ))) ([ceiling v] of ([abs v] of (power:x) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [power:y v] to [14]\n set [power:x v] to ((8) - (<(power:x) > [0]> * (17)))\n else\n set [power:x v] to [0]\n end\nend\nchange y by (power:y)\nif <touching (stage v)?> then\n position:y (() - ((power:y) / ([abs v] of (power:y) ))) ([ceiling v] of ([abs v] of (power:y) ) )\nend\nchange y by (-1.1)\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [power:y v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (dangerous v)?>> then\n Start Position\nend\n処理\nbroadcast (program2 v)\n\nwhen I receive [program v]\ncontrol\n\ndefine 処理\nset [player:x v] to (x position)\nset [player:y v] to (y position)\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 position:x (direction) (number)\nif <(power:x) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((number) + (1))>>\n change [i v] by (1)\n change x by (direction)\nend\nchange x by (() - ((direction) * (((number) + (1)) * <<(i) = ((number) + (1))> and <touching (stage v)?>>)))\n\ndefine position:y (direction) (number)\nif <(power:y) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((number) + (1))>>\n change [i v] by (1)\n change y by (direction)\nend\nchange y by (() - ((direction) * (((number) + (1)) * <<(i) = ((number) + (1))> and <touching (stage v)?>>)))\nset [power:y v] to [0]\n\ndefine Start Position\ngo to x: (0) y: (-20)\nset [power:x v] to [0]\nset [power:y v] to [0]\nset [camera_x v] to (reboot:x)\nset [camera _y v] to (reboot:y)\nset [x v] to (reboot:x)\nset [y v] to (reboot:y)\n\nwhen flag clicked\nforever\n switch costume to (player v)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player6 v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (player7 v)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (player8 v)\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (player9 v)\n end\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <<mouse down?> and <<(mouse y) > (y position)> and <(mouse x) > (x position)>>>> then\n switch costume to (player2 v)\n end\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <<mouse down?> and <<(x position) > (mouse x)> and <(mouse y) > (y position)>>>> then\n switch costume to (player3 v)\n end\n if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<mouse down?> and <<(mouse y) > (y position)> and <(mouse x) > (x position)>>>> then\n switch costume to (player5 v)\n end\n if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <<mouse down?> and <<(y position) > (mouse y)> and <(x position) > (mouse x)>>>> then\n switch costume to (player4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n broadcast (Goal v)\n end\nend\n\n@Stage\n\nwhen flag clicked\nhide\nStage [0] [0] [1]\nStage [480] [0] [2]\nStage [960] [0] [3]\nStage [960] [372] [4]\nStage [1281] [600] [5]\nStage [1800] [820] [6]\nStage [2000] [1200] [7]\nStage [1600] [1550] [8]\nStage [1120] [1550] [9]\nStage [1200] [1900] [10]\nStage [1682] [2031] [11]\nStage [2162] [2031] [12]\nStage [2850] [1700] [13]\nStage [3370] [1720] [14]\nStage [3900] [2200] [15]\nStage [4470] [2212] [16]\nStage [4720] [2212] [17]\nStage [4800] [2362] [18]\nStage [4800] [2740] [19]\nStage [4750] [3250] [20]\nStage [4750] [3628] [21]\nStage [4400] [3800] [22]\nswitch costume to (0 v)\nbroadcast (program v)\n\ndefine Stage (x) (y) (number)\nswitch costume to (0 v)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to ((number) + (1))\nset [my_n v] to ((number) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (0 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [program2 v]\nif <(costume [number v]) = [1]> then\n broadcast (program v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nStage [0] [0] [1]\nStage [0] [0] [1]\n\n@dangerous\n\ndefine Stage (x) (y) (number)\nswitch costume to (0 v)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to ((number) + (1))\nset [my_n v] to ((number) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\nwhen flag clicked\nhide\nStage [500] [0] [1]\nStage [1220] [735] [2]\nStage [1400] [1600] [3]\nStage [1400] [1950] [4]\nStage [2000] [1960] [5]\nswitch costume to (0 v)\nbroadcast (program v)\n\ndefine 移動 (c:x) (c:y)\nswitch costume to (0 v)\ngo to x: (c:x) y: (c:y)\nif <<([abs v] of (c:x) ) > ([abs v] of (x position) )> or <([abs v] of (c:y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [program2 v]\nif <(costume [number v]) = [1]> then\n broadcast (program v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nStage [960] [372] [4]\nStage [1281] [600] [5]\nStage [1800] [820] [6]\nStage [2000] [1200] [7]\nStage [1600] [1550] [8]\nStage [1120] [1550] [9]\n\n@Goal\n\ndefine Stage (x) (y) (number)\nswitch costume to (0 v)\nset [my_x v] to (x)\nset [my_y v] to (y)\nswitch costume to ((number) + (1))\nset [my_n v] to ((number) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nshow\nStage [4400] [4000] [1]\nswitch costume to (0 v)\nbroadcast (program v)\n\ndefine 移動 (c:x) (c:y)\nswitch costume to (0 v)\ngo to x: (c:x) y: (c:y)\nif <<([abs v] of (c:x) ) > ([abs v] of (x position) )> or <([abs v] of (c:y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [program2 v]\nif <(costume [number v]) = [1]> then\n broadcast (program v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nstop [other scripts in sprite v]\n\ngo to [back v] layer\nshow\nforever\n if <touching (player v)?> then\n broadcast (Goal v)\n end\nend\n\nwhen I start as a clone\n\n@time\n\ndefine (clone) number\nif <(your count) < (length of (clone))> then\n change x by (17)\n change [your count v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n set size to (100) %\n show\n set [number v] to (length of (your time))\n forever\n switch costume to (letter (Number) of (your time))\n end\nend\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (0 v)\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [front v] layer\nset [your time v] to [0]\nset [your count v] to [0]\ngo to x: (0) y: (130)\ncreate clone of (_myself_ v)\nchange [your count v] by (1)\nwait (0.1) seconds\nforever\n (your time) number\nend\n\nwhen I receive [goal v]\nstop [this script v]\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n play sound [TheFatRat - Xenogenesis \(mp3jerk.com\).mp3 v] until done\n wait (3) seconds\nend\n\nturn right (15) degrees\n\n
スペースキー、矢印キー、WASDキー、タップで動かす\n赤い物体に触れると即死\n落下すると即死\n太陽がゴール\nMove with space key, arrow keys, WASD key, tap\nIf you touch the red object, you will die instantly.\nInstant death if you fall\nthe sun is the goal\n
星のPlatformer【モバイル対応】
@Stage\n\nwhen I receive [ゴール v]\nif <<not <(username) = [Soh2023]>> and <(☁ タイムの世界記録) > (タイム)>> then\n set [☁ タイムの世界記録 v] to (タイム)\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [Nautilus v] until done\nend\n\nwhen I receive [next star v]\nswitch backdrop to (2 v)\n\nwhen flag clicked\nset [タイム v] to [0]\nrepeat until <([costume # v] of [ステージ v]) = [21]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nbroadcast (ゴール v)\n\nwhen I receive [next star2 v]\nswitch backdrop to (3 v)\n\nwhen I receive [next star3 v]\nswitch backdrop to (4 v)\n\nwhen I receive [ゴール v]\nshow variable [☁ 隠しゴール到達回数 v]\nforever\n if <<not <(username) = [Soh2023]>> and <([costume # v] of [ステージ v]) = [22]>> then\n change [☁ 隠しゴール到達回数 v] by (1)\n stop [this script v]\n end\nend\n\n@プレイヤー\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\nset [brightness v] effect to (-1)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> 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 <touching (トゲ 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 if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-2)\n point in direction (90)\n else\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (90)\n end\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (2)\n point in direction (90)\n else\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\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 (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (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 [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <<touching (road- v)?> or <touching (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) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n end\nend\n\nset [ぱざ v] to [10]\n\nwhen I receive [next star v]\nstop [other scripts in sprite v]\nbroadcast (roketto v)\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> 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 <touching (トゲ 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 if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1.5)\n point in direction (90)\n else\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (90)\n end\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1.5)\n point in direction (90)\n else\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\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 (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (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 [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 (-0.7)\n change y by (yだー)\n if <<touching (road- v)?> or <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) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ロケット v)?> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen I receive [roketto v]\nforever\n if <touching (ロケット2 v)?> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen I receive [next star2 v]\nstop [other scripts in sprite v]\nbroadcast (roketto2 v)\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> 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 <<touching (トゲ v)?> or <touching (噴火 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 if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1.5)\n point in direction (90)\n else\n create clone of (_myself_ v)\n change [xのやつ v] by (-2)\n point in direction (90)\n end\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1.5)\n point in direction (90)\n else\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\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 (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (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 [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 (-0.9)\n change y by (yだー)\n if <<touching (road- v)?> or <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) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n end\nend\n\nwhen I receive [roketto2 v]\nforever\n if <touching (ロケット3 v)?> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen I receive [next star3 v]\nstop [other scripts in sprite v]\nbroadcast (tiri v)\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> 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 <touching (トゲ 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 if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1.5)\n point in direction (90)\n else\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (90)\n end\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1.5)\n point in direction (90)\n else\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\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 (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (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 [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 (-0.9)\n change y by (yだー)\n if <<touching (road- v)?> or <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) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n if <([costume # v] of [ステージ v]) = [18]> then\n go to x: (-216) y: (180)\n else\n go to x: (-216) y: (50)\n end\n end\n end\nend\n\nwhen I receive [tiri v]\nrepeat until <([costume # v] of [ステージ v]) = [21]>\n change x by (-1)\nend\n\nwhen I receive [ゴール v]\nwait (1) seconds\nforever\n if <<([costume # v] of [ステージ v]) = [21]> and <(y position) = [184]>> 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 [r v] key pressed\nstart sound [crashed oof v]\nrepeat (10)\n change [ghost v] effect by (7)\nend\nclear graphic effects\ngo to x: (-210) y: (100)\n\n@ステージ\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide variable [☁ 隠しゴール到達回数 v]\nset [今いる星 v] to [地球 / Earth]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next star v]\nset [今いる星 v] to [月 / Moon]\nnext costume\n\nwhen I receive [next star2 v]\nnext costume\n\nwhen I receive [next star3 v]\nnext costume\n\n@トゲ\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [next star2 v]\nnext costume\n\nwhen I receive [next star v]\nnext costume\n\nwhen I receive [next star3 v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nshow variable [タイム v]\nshow variable [☁ タイムの世界記録 v]\nshow variable [今いる星 v]\nset [ghost v] effect to (100)\n\n@ステージ2\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <([costume # v] of [ステージ v]) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\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@ロケット\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n if <([costume # v] of [ステージ v]) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (2 v)\n repeat (30)\n change y by (10)\n end\n broadcast (next star v)\n stop [this script v]\n end\nend\n\n@太陽\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (205) y: (160)\nset size to (100) %\nswitch costume to (1 v)\nshow\nforever\n Size: [100] から Size: [65] Size: [10]\n Size: [65] から Size: [100] Size: [10]\nend\n\ndefine Size: (size1) から Size: (size2) Size: (speed)\nset size to (size1) %\nrepeat until <(round (size)) = (size2)>\n go to [back v] layer\n change size by (((size2) - (size)) / (speed))\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\n@曇\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [1]> then\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (20)\ngo to [back v] layer\nshow\ngo to x: (300) y: (pick random (40) to (180))\nset size to (pick random (100) to (200)) %\nrepeat (180)\n change x by (-3)\nend\nhide\ndelete this clone\n\nwhen I receive [next star v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@ロケット2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <([costume # v] of [ステージ v]) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (2 v)\n repeat (30)\n change y by (10)\n end\n broadcast (next star2 v)\n stop [this script v]\n end\nend\n\n@噴火\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [14]> then\n show\n go to x: (30) y: (-65)\n repeat (9)\n change y by (30)\n end\n hide\n wait (0.6) seconds\n else\n hide\n end\nend\n\n@ロケット3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <([costume # v] of [ステージ v]) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (2 v)\n repeat (30)\n change y by (10)\n end\n broadcast (next star3 v)\n stop [this script v]\n end\nend\n\n@視界\n\nwhen flag clicked\nhide\n\nwhen I receive [next star2 v]\ngo to [front v] layer\nset [今いる星 v] to [火星 / Mars]\nshow\n\nwhen I receive [next star3 v]\nset [今いる星 v] to [金星 / Venus]\nhide\n\n@視界2\n\nwhen flag clicked\nhide\n\nwhen I receive [next star3 v]\ngo to [front v] layer\nshow\n\nwhen I receive [ゴール v]\nhide\n\n@塵\n\nwhen I receive [next star3 v]\nrepeat until <([costume # v] of [ステージ v]) = [21]>\n create clone of (_myself_ v)\n wait (pick random (0.001) to (0.05)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (180)\n go to x: (350) y: (pick random (300) to (-300))\n repeat (35)\n change x by (join [-] (pick random (10) to (20)))\n end\n delete this clone\nend\n\n@見やすくする\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n if <touching (プレイヤー v)?> then\n hide variable [☁ タイムの世界記録 v]\n hide variable [タイム v]\n hide variable [今いる星 v]\n else\n show variable [☁ タイムの世界記録 v]\n show variable [タイム v]\n show variable [今いる星 v]\n end\nend\n\n@センサー\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n if <[message v] contains [♡]?> then\n delete (item # of [♡] in [message v]) of [message v]\n else\n add [♡] to [message v]\n end\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@センサー2\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n if <[message v] contains [★]?> then\n delete (item # of [★] in [message v]) of [message v]\n else\n add [★] to [message v]\n end\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@広告\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nforever\n show\n start sound [Collect v]\n repeat (10)\n change x by (-8)\n end\n wait (2) seconds\n repeat (10)\n change x by (8)\n end\n hide\n wait (30) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@メッセージ\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (95) y: (-245)\nhide\nforever\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n show\n start sound [Coin v]\n repeat (5)\n go to [front v] layer\n change y by (10)\n end\n wait (1) seconds\n repeat (5)\n go to [front v] layer\n change y by (-10)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n else\n end\nend\n\n@ステージ3\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [21]> then\n show\n else\n hide\n end\nend\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@ターボ対策ソフト\n\nwhen I receive [ターボチェック v]\nreset timer\nwait (0) seconds\nif <(timer) = [0]> then\n broadcast (爆発 v)\nend\n\nwhen [space v] key pressed\nbroadcast (ターボチェック v)\n\nwhen flag clicked\nforever\n reset timer\n wait (0) seconds\n if <(timer) = [0]> then\n broadcast (爆発 v) and wait\n end\nend\n\nwhen flag clicked\nforever\n broadcast (ターボチェック v)\nend\n\n@爆発1\n\nwhen I receive [爆発 v]\nswitch costume to (コスチューム1 v)\nset size to (200) %\nset volume to (100) %\nshow\ngo to x: (0) y: (0)\nswitch costume to (4 v)\nplay sound [se_enep01 v] until done\nstop [all v]\n\nwhen flag clicked\nhide\n\n
説明は最後まで読んでください。\nEnglish is below.\n\n[日本語]\nこのプラットフォーマーはいろいろな星を探検するプラットフォーマーです。\n\n~遊び方~\n・旗は2回押してね。\n・ハートと星を押すと感謝のメッセージが表示されます。\n・矢印キー、タップで操作。\n・Rキーでリスタートできます。\n・隠しゴールあります!!\n・奈落に落ちたり、針に当たったりしないようにしよう。\n・星ごとにその星の特徴があります。例えば、重力が違ったりなどです。\n・星を進んでいくごとに難易度は上がります。\n・ターボモードにすると太陽系が爆発して滅びます(((\n\nPlease read the explanation to the end.\n[English]\n\n~How to play~\n・Press the flag twice.\n・Pressing the heart and star will greatly increase movement speed and make the player rainbow colored.\n・Operation with arrow keys and tap.\n・You can restart with the R key.\n・There is a hidden goal!!\n・Try not to fall into the abyss or get hit by the needle.\n・Each star has its own characteristics. For example, gravity is different.\n・The difficulty level increases as you advance through the stars.\n・If you put it in turbo mode, the solar system will explode and perish.
MINECRAFT PLATFORMER 3 / マインクラフトプラットフォーマー 3
@Stage\n\nwhen flag clicked\nwait (0) seconds\nset volume to (60) %\nforever\n play sound [Otherside v] until done\nend\n\nwhen flag clicked\nwait (0) seconds\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\nwhen flag clicked\n\nswitch backdrop to (マイクラの背景2 v)\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: (30)\n\nwhen flag clicked\nhide\nwait (0) seconds\nswitch costume to (すてぃぶ v)\nset rotation style [left-right v]\nshow\nset [xx v] to [0]\nset [yy v] to [0]\n初期化\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n if <<touching (14 v)?> or <touching (ソウルサンド v)?>> then\n point in direction (90)\n change [xx v] by (0.5)\n else\n point in direction (90)\n change [xx v] by (0.7)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n if <<touching (14 v)?> or <touching (ソウルサンド v)?>> then\n point in direction (-90)\n change [xx v] by (-0.5)\n else\n point in direction (-90)\n change [xx v] by (-0.7)\n end\n end\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (xx))\n end\n if <not <touching (14 v)?>> then\n change [yy v] by (-1)\n end\n change y by (yy)\n if <touching (2 v)?> then\n change y by ((-1) * (yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [10]\n end\n end\n if <touching (3 v)?> then\n broadcast (itai v)\n start sound [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)?>> or <[-185] > (y position)>> then\n if <not <(ステージ) = [12]>> 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]\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\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 <[0] < (ステージ)> then\n switch costume to (すてぃぶ v)\n end\nend\n\nwhen flag clicked\n\nwait until <touching (ソウルサンド v)?>\n\n\nchange [yy v] by (-1)\n\nwhen flag clicked\n\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 (0.25)\n else\n point in direction (90)\n change [xx v] by (0.5)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n if <<touching (14 v)?> or <touching (ソウルサンド v)?>> then\n point in direction (-90)\n change [xx v] by (-0.25)\n else\n point in direction (-90)\n change [xx v] by (-0.5)\n end\n end\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (xx))\n end\n if <not <touching (14 v)?>> then\n change [yy v] by (-1)\n end\n change y by (yy)\n if <touching (2 v)?> then\n change y by ((-1) * (yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [20]\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\nwhen I receive [弓当たる v]\nset [yy v] to [10]\nchange [xx v] by (-20)\n\nwhen I receive [攻撃された v]\nset [yy v] to [10]\nchange [xx v] by (-15)\n\n@2\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nwait (0) seconds\nshow\nhide variable [☁ world records v]\nhide variable [time v]\ngo to [front v] layer\nforever\n switch costume to (ステージ)\nend\n\nset [ステージ v] to [18]\n\nwhen flag clicked\nset [time v] to [0]\nforever\n if <(ステージ) = [12]> 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 [300]\n\n@3\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@4\n\nwhen flag clicked\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: (200) y: (50)\nswitch costume to (ゾンビ v)\nset size to (65) %\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\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n set [y v] to [10]\n change [x2 v] by (15)\nend\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 (80) %\n\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 (220) %\nset [brightness v] effect to (0)\ngo to x: (50) y: (-35)\nwait (0) seconds\nforever\n switch costume to (ステージ)\n 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\nforever\n set size to (220) %\nend\n\nwhen flag clicked\n\n@8\n\nwhen flag clicked\nset [hp v] to [20]\nhide\nwait (0) seconds\ngo to [front v] layer\nshow\ngo to x: (-1) y: (160)\nset size to (150) %\nswitch costume to (health20 v)\n\nwhen I receive [攻撃された v]\nstart sound [ダメージ v]\nchange [hp v] by (-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\n\nwhen I receive [終わり v]\nstop [all v]\n\nwhen I receive [弓当たる v]\nstart sound [ダメージ v]\nchange [hp v] by (-2)\nif <[0] > (HP)> then\n broadcast (終わり v)\nend\nswitch costume to ((costume [number v]) + (2))\n\nrepeat (2)\n next costume\nend\n\nwhen flag clicked\nforever\n if <[0] > (HP)> then\n stop [all v]\n end\nend\n\nbroadcast (終わり v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nswitch costume to (health20 v)\n\nwhen I receive [itai v]\nstart sound [ダメージ v]\nchange [hp v] by (-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\nwhen I receive [攻撃された v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [弓当たる v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [itai v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [うぉーでんざぱわー v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(HP) = [20]>> then\n wait (pick random (3) to (5)) seconds\n repeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\n end\n change [hp v] by (1)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nswitch costume to (health20 v)\n\n@9\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\nwhen flag clicked\nset [tixesuto v] to [OFF]\nswitch costume to (chest v)\nhide\nforever\n if <(ステージ) = [5]> 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\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) = [30]> 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\n\nset rotation style [left-right v]\nhide\ngo to x: (230) 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 create clone of (_myself_ 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 [10]\nshow\nset rotation style [left-right v]\ngo to x: (160) y: (60)\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\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\ngo to x: (130) y: (y position)\nshow\nset y to ([y position v] of [1 v])\n\n@12\n\nwhen flag clicked\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\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\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@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) %\n\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)\nend\n\nif <([x position v] of [1 v]) > (x position)> then\n point in direction (90)\n change [x2 v] by (0.5)\nend\nif <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-0.5)\nend\nset [x2 v] to ((X2) * (0.9))\nchange x by (X2)\n\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 set [y v] to [5]\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 (80) %\n\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\n\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (pigguman v)\nset size to (80) %\nforever\n if <(ステージ) = [10]> 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\n\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\n\nif <(ステージ) = [12]> then\nelse\n hide\nend\n\ngo to [back v] layer\nset rotation style [all around v]\nset size to (100) %\npoint in direction (45)\nforever\nend\n\nwait (0.8) seconds\ncreate clone of (_myself_ v)\n\ngo to x: (60) y: (85)\nhide\nforever\nend\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 (23 v)\nend\n\ngo to x: (160) y: ([y position v] of [19 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 flag clicked\nforever\n if <(ステージ) = [13]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@21\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 (80) %\nforever\n if <(ステージ) = [15]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [16]>\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 [15]\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) = [15]> then\n if <not <(判定) = [撃破]>> then\n change [ステージ v] by (-1)\n end\nend\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\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 hide\n end\nend\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 (80) %\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 flag clicked\nset [判定 v] to [No]\nset rotation style [left-right v]\nhide\ngo to x: (160) y: (0)\nswitch costume to (uxoooxxooxox v)\nset size to (80) %\n\nforever\n if <(ステージ) = [12]> then\n set [ゾンビhp v] to [15]\n show\n set rotation style [left-right v]\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 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\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\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\nbroadcast (うぉーでんざぱわー v)\nwait (1) seconds\n\nwait until <(ステージ) = [37]>\n\nwhen flag clicked\nforever\n if <(ステージ) = [13]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nrepeat (5)\n change x by (10)\nend\n\n\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\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 hide\n end\nend\n\nwhen I receive [next v]\ngo to x: (60) y: (0)\nif <(ステージ) = [13]> then\n if <not <(判定) = [撃破]>> then\n change [ステージ v] by (-1)\n end\nend\n\nset [判定 v] to [No]\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) = [11]> then\n show\n broadcast (エンダードラゴン1 v)\n wait until <(ステージ) = [41]>\n end\nend\n\nwhen I receive [エンダードラゴン1 v]\nforever\n set [エンダードラゴン v] to [1]\n repeat (9)\n change [エンダードラゴン v] by (1)\n wait (0.001) seconds\n end\n repeat (9)\n change [エンダードラゴン v] by (-1)\n wait (0.001) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (エンダードラゴン)\nend\n\nwhen I receive [攻撃 v]\nwait (0.15) seconds\nif <touching (4 v)?> then\n start sound (pick random (1) to (3))\n change [hp v] by (-1)\n if <(Hp) < [1]> then\n set [enndeorの判定 v] to [撃破]\n hide\n end\n if <(ステージ) = [41]> then\n change [エンダードラゴン v] by (10)\n wait (0.2) seconds\n change [エンダードラゴン v] by (-10)\n end\nend\n\nwhen flag clicked\nset [enndeorの判定 v] to [No]\nhide variable [hp v]\nset [hp v] to [30]\nset [エンダードラゴン v] to [0]\nset rotation style [left-right v]\nset size to (80) %\nhide\nforever\n if <(ステージ) = [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\n\nforever\nend\n\nif <touching (1 v)?> then\n broadcast (弓当たる v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [41]> then\n hide\n end\nend\n\nif <not <(username) = [_Ma-in_]>> then\n\nwhen I receive [next v]\nif <(ステージ) = [12]> then\n if <not <(enndeorの判定) = [撃破]>> then\n change [ステージ v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [11]> and <not <(enndeorの判定) = [撃破]>>> then\n wait (pick random (1) to (5)) seconds\n broadcast (発射 v)\n end\nend\n\n@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 (100) %\nforever\nend\n\nif <(ステージ) = [1]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [2]>\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\n\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 (1.5)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-1.5)\n end\n set [x2 v] to ((X2) * (0.9))\n if <([direction v] of [1 v]) = [-90]> then\n point in direction (-90)\n end\n set x to (([x position v] of [1 v]) - (50))\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 set x to (([x position v] of [1 v]) - (50))\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\nchange x by (10)\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\ndelete this clone\n\ndelete this clone\n\nset y to ([y position v] of [1 v])\n\nforever\nend\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\nhide\nwait (0) seconds\nshow\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@くも\n\nwhen I receive [スタート v]\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 v])> then\n hide\n delete this clone\nelse\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <[5] < (backdrop [number v])>\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\n end\n switch costume to ((1) + (pick random (1) to (10)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n set [ghost v] effect to (20)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\nend\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nhide\nhide\nwait (0) seconds\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\n@Oxygen\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\nwhen flag clicked\nforever\n if <touching (14 v)?> then\n wait (0.05) seconds\n if <touching (14 v)?> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <(ステージ) = [12]> then\n show\n forever\n switch costume to (ゾンビHP)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [12]> then\n hide\n end\nend\n\n@うぇ\n\nwhen flag clicked\nforever\n if <(ステージ) = [15]> then\n show\n forever\n switch costume to (ゾンビHP)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [12]> then\n hide\n end\nend\n\n@うぃざー\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\nhide\ngo to x: (245) y: (60)\nswitch costume to (コスチューム2 v)\nset size to (120) %\nset [ゾンビhp v] to [30]\nshow\nset rotation style [left-right v]\nforever\n if <(ステージ) = [17]> then\n forever\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 x by (() - (X2))\n end\n end\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\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\nchange y by (-6)\n\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 set [y v] to [15]\n end\nend\n\nif <touching (2 v)?> then\n change y by (6)\nend\n\nbroadcast (弓当たる v)\nwait (1) seconds\n\nif <touching (1 v)?> then\n forever\nend\n\nwait until <(ステージ) = [16]>\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <<(ステージ) = [17]> and <not <(判定) = [撃破]>>> then\n wait (pick random (1) to (5)) seconds\n broadcast (発射 v)\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [16]> then\n set [判定 v] to [No]\n set [ゾンビhp v] to [30]\nend\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound [ダメージ v]\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 hide\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [17]> then\n show\nend\n\nwhen I receive [next v]\nif <(ステージ) = [18]> then\n if <not <(判定) = [撃破]>> then\n set [ゾンビhp v] to [30]\n change [ステージ v] by (-1)\n end\nend\n\n@うぇざー\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n show\n forever\n switch costume to (Hp)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [12]> then\n hide\n end\nend\n\n@頭\n\nwhen flag clicked\ngo to x: (-160) y: (-90)\nset size to (800) %\nhide\n\nwhen I receive [発射 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (ウィザー v)\nshow\ngo to (エンダードラゴン v)\npoint towards (1 v)\nforever\n move (10) steps\n if <<touching (_edge_ v)?> or <touching (地面 v)?>> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n delete this clone\n end\n if <touching (1 v)?> then\n broadcast (弓当たる v)\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n delete this clone\n end\nend\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n hide\n wait (1) seconds\n delete this clone\nend\n\nwhen I receive [攻撃準備 v]\nif <touching (4 v)?> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n hide\n wait (1) seconds\n delete this clone\nend\n\n
自称神アート⇩\n https://scratch.mit.edu/projects/960124650\n\n復活\n\nMINECRAFT PLATFORMER 3\nエンドラ討伐のやつです\nRTAしやがりください((\n\n◤マイクラプラフォまとめ\n 0((\n https://scratch.mit.edu/projects/888753090\n 1 (傑作)\n https://scratch.mit.edu/projects/941023653\n 2\n https://scratch.mit.edu/projects/950967433 ◢\n\n◤いつも通りコメントするならハートと星を\nIf you would like to comment as usual, please leave a heart and a star.             ◢
Duck Platformer
@Stage\n\nwhen I receive [tick v]\ndelete all of [data v]\nadd (join [mouse x: ] (round ((SCROLL X) + (mouse x)))) to [data v]\nadd (join [mouse y: ] (round ((SCROLL Y) + (mouse y)))) to [data v]\nadd (join [x: ] (round ([x v] of [player v]))) to [data v]\nadd (join [y: ] (round ([y v] of [player v]))) to [data v]\n\nwhen flag clicked\nshow list [data v]\nforever\n wait until <not <key (e v) pressed?>>\n wait until <key (e v) pressed?>\n hide list [data v]\n wait until <not <key (e v) pressed?>>\n wait until <key (e v) pressed?>\n show list [data v]\nend\n\nwhen flag clicked\nset [fly v] to [0]\nset [infinite timer v] to [0]\nif <<(username) = [NormanTheGamer]> or <(username) = [-DuckieGames-]>> then\n if <(username) = [NormanTheGamer]> then\n set [☁ norman viewed? v] to [1]\n end\n forever\n if <key (f v) pressed?> then\n set [fly v] to ((1) - (Fly))\n wait until <not <key (f v) pressed?>>\n end\n end\nend\n\nwhen I receive [tick v]\nchange [infinite timer v] by (1)\n\n@Blank\n\nwhen flag clicked\nif <(first time) = [0]> then\n broadcast (Reset All Data v)\n set [first time v] to [1]\nend\n\nset [first time v] to [0]\n\nwhen I receive [reset all data v]\nset [__personal record v] to [99999]\n\n@Player\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game On\n set [_move v] to [1]\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n if <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [exit v] to [reset]\n end\n end\n if <(EXIT) = [Win]> then\n broadcast (Win v)\n stop [this script v]\n else\n if <(EXIT) = [reset]> then\n broadcast (Timer v)\n else\n Death\n end\n end\nend\n\ndefine Game On\nif <(Checkpoint) = [1]> then\n set [x v] to [4026]\n set [y v] to [-100]\nelse\n set [x v] to [-180]\n set [y v] to [-80]\nend\nset [scroll x v] to (SCROLL X)\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [dash ability v] to [0]\nset [resistance v] to [0]\nset volume to (100) %\npoint in direction (90)\nset size to (65) %\nclear graphic effects\nshow\n\ndefine Tick\nControls\nswitch costume to (1 v)\nif <(Fly) = [1]> then\n set [sx v] to (((-right) - (-left)) * (10))\n set [sy v] to ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> - <<key (down arrow v) pressed?> or <key (s v) pressed?>>) * (10))\n if <(-space) > [0]> then\n set [sx v] to ((sx) * (3))\n set [sy v] to ((sy) * (3))\n end\nelse\n if <(resistance) = [0]> then\n if <not <<(dash ability) > [1]> and <(dash ability) < [6]>>> then\n if <(-right) = [1]> then\n change [sx v] by (2.1)\n point in direction (90)\n end\n if <(-left) = [1]> then\n change [sx v] by (-2.1)\n point in direction (-90)\n end\n set [sx v] to ((sx) * (0.8))\n end\n else\n if <(sx) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(-up) > [0]> then\n if <(in air) < [1]> then\n set [sy v] to [18]\n end\n if <(in air) < [1]> then\n start sound [Roblox New Jumping Sound Effect v]\n end\nend\nif <<(sy) > [-20]> and <<(Fly) = [0]> and <(_move) = [1]>>> then\n change [sy v] by (-1.5)\nend\nChange player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [6720]> then\n set [scroll x v] to [6720]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(x) < [-240]> then\n set [x v] to [-240]\nend\nif <(x) > [6960]> then\n set [x v] to [6960]\nend\nif <(y) < [-181]> then\n set [y v] to [-181]\nend\nset rotation style [left-right v]\nPosition\nif <<<(y) < [-180]> or <touching (danger v)?>> and <(Fly) = [0]>> then\n set [exit v] to [Die]\nend\nif <<(-space) > [0]> and <<(dash ability) = [0]> and <(Fly) = [0]>>> then\n set [dash ability v] to [1]\n set [dash v] to (<(in air) > [0]> + ())\n start sound [High Whoosh v]\n set [brightness v] effect to (100)\nend\nif <<(dash ability) > [1]> and <(dash ability) < [6]>> then\n set [sx v] to ((direction) / (3))\n if <(dash) = [1]> then\n set [sy v] to [0]\n end\nend\nif <(dash ability) > [0]> then\n change [dash ability v] by (1)\n if <(dash ability) < [12]> then\n change [brightness v] effect by (-10)\n if <((dash ability) mod (2)) = [1]> then\n create clone of (trail v)\n end\n else\n set [brightness v] effect to (-10)\n end\n if <(dash ability) > [30]> then\n set [dash ability v] to [0]\n end\nelse\n set [brightness v] effect to (0)\nend\nif <(resistance) > [0]> then\n change [resistance v] by (1)\n if <(resistance) > [10]> then\n set [resistance v] to [0]\n end\nend\nAnimate\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (level v)?> or <touching (semisolids 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 ((sy) * (0.9))\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 (level v)?> or <touching (semisolids v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <touching (semisolids v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<(-up) = [1]> and <<(in air) > [5]> and <<([abs v] of (sx) ) > [7]> and <not <<(dash ability) > [1]> and <(dash ability) < [6]>>>>>> then\n set [sx v] to ((direction) / (-12))\n set [resistance v] to [1]\n set [sy v] to [17]\n start sound [Roblox New Jumping Sound Effect v]\n end\n repeat until <not <<touching (level v)?> or <touching (semisolids 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 Test - Die\nif <touching (lava v)?> then\n set [exit v] to [Die]\nend\n\ndefine Animate\nif <(in air) > [0]> then\n if <(sy) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nelse\n if <([abs v] of (sx) ) > [0.2]> then\n switch costume to ((([floor v] of (((Infinite Timer) / (30)) * (15)) ) mod (13)) + (5))\n else\n switch costume to (2 v)\n end\nend\nif <(Fly) = [1]> then\n switch costume to (stand v)\nend\n\ndefine Controls\nset [-right v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> + ())\nset [-left v] to (<<key (left arrow v) pressed?> or <key (a v) pressed?>> + ())\nset [-space v] to (<<key (space v) pressed?> or <<key (f v) pressed?> or <key (j v) pressed?>>> + ())\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [-up v] by (1)\nelse\n set [-up v] to [0]\nend\nif <(_move) = [0]> then\n set [-right v] to [0]\n set [-left v] to [0]\n set [-up v] to [0]\n set [-space v] to [0]\nend\nchange [movement v] by <<(-left) = [1]> or <<(-up) = [1]> or <<(-right) = [1]> or <(-space) > [0]>>>>\n\nwhen I receive [start game? v]\nset [checkpoint v] to [0]\nset [__coins v] to [0]\nset [__blue coins v] to [0]\nset [_move v] to [1]\nset [movement v] to [0]\nbroadcast (Reset All Objects v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\nbroadcast (grenn flag v) and wait\n\ndefine Death\nset [death tick v] to [0]\nset [ghost v] to [0]\nrepeat (50)\n set [sx v] to [0]\n set [sy v] to [0]\n set [_move v] to [0]\n Tick\n broadcast (Tick v) and wait\n change [death tick v] by (1)\n if <((Death Tick) mod (10)) = [1]> then\n set [ghost v] to ((1) - (ghost))\n set [ghost v] effect to ((ghost) * (100))\n end\nend\nset [ghost v] effect to (0)\n\nwhen I receive [title screen v]\nhide\n\nwhen I receive [play game v]\nforever\n if <<(distance to [mouse-pointer v]) < [30]> and <mouse down?>> then\n start sound [duck v]\n set [vel v] to [3]\n set size to (66) %\n repeat until <(round (size)) < [65]>\n change [vel v] by (-1)\n change size by (vel)\n end\n wait until <not <mouse down?>>\n end\nend\n\n@Level\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n repeat (costume [number v])\n Clone at x: ((i) * (480)) y: [0] costume: ((i) + (1))\n change [i v] by (1)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Trail\n\nwhen I receive [tick v]\nswitch costume to (1 v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to ([size v] of [player v]) %\npoint in direction ([direction v] of [player v])\nset rotation style [left-right v]\nchange [ghost v] effect by (10)\nif <(tick) > [1]> then\n show\nend\nchange [tick v] by (1)\nif <(tick) > [9]> then\n delete this clone\nend\n\nwhen I start as a clone\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\nset [costume v] to ([costume # v] of [player v])\nset [tick v] to [0]\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [tick v] to [0]\nhide\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Game Objects\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (100) %\nMovement\n\ndefine Clone at x: (x) y: (y) type: (type)\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\ndefine Movement\nif <<(type) = [1]> or <(type) = [2]>> then\n switch costume to ((([floor v] of (((Infinite Timer) / (20)) * (10)) ) mod (4)) + (1))\nend\nif <(type) = [1]> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [__coins v] by (1)\n delete this clone\n end\nend\nif <(type) = [2]> then\n set [color v] effect to (100)\n if <touching (player v)?> then\n start sound [Collect v]\n change [__blue coins v] by (1)\n delete this clone\n end\nend\nif <(type) = [3]> then\n switch costume to ((5) + (Checkpoint))\n if <<touching (player v)?> and <(Checkpoint) = [0]>> then\n set [checkpoint v] to [1]\n start sound [Collect v]\n end\nend\nif <(type) = [4]> then\n switch costume to (7 v)\n if <touching (player v)?> then\n set [exit v] to [Win]\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [reset all objects v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [type v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [0] y: [-80] type: [1]\n Clone at x: [35] y: [-80] type: [1]\n Clone at x: [70] y: [-80] type: [1]\n Clone at x: [310] y: [0] type: [1]\n Clone at x: [655] y: [0] type: [1]\n Clone at x: [1042] y: [65] type: [1]\n Clone at x: [1682] y: [-100] type: [1]\n Clone at x: [1635] y: [130] type: [1]\n Clone at x: [1600] y: [130] type: [1]\n Clone at x: [1880] y: [13] type: [1]\n Clone at x: [1920] y: [13] type: [1]\n Clone at x: [1880] y: [-33] type: [1]\n Clone at x: [1920] y: [-33] type: [1]\n Clone at x: [2300] y: [20] type: [1]\n Clone at x: [2670] y: [135] type: [1]\n Clone at x: [2918] y: [135] type: [1]\n Clone at x: [3511] y: [162] type: [1]\n Clone at x: [3351] y: [162] type: [1]\n Clone at x: [2440] y: [293] type: [2]\n Clone at x: [3068] y: [-40] type: [2]\n Clone at x: [4270] y: [240] type: [2]\n Clone at x: [3251] y: [-20] type: [1]\n Clone at x: [4220] y: [240] type: [1]\n Clone at x: [4320] y: [240] type: [1]\n Clone at x: [4029] y: [-108] type: [3]\n Clone at x: [3880] y: [-30] type: [1]\n Clone at x: [3915] y: [-30] type: [1]\n Clone at x: [4133] y: [52] type: [1]\n Clone at x: [4295] y: [-28] type: [1]\n Clone at x: [4645] y: [10] type: [1]\n Clone at x: [4680] y: [10] type: [1]\n Clone at x: [4816] y: [264] type: [1]\n Clone at x: [5188] y: [182] type: [1]\n Clone at x: [5223] y: [182] type: [1]\n Clone at x: [5294] y: [16] type: [1]\n Clone at x: [5154] y: [16] type: [1]\n Clone at x: [5220] y: [-101] type: [1]\n Clone at x: [5360] y: [-101] type: [1]\n Clone at x: [5524] y: [-35] type: [1]\n Clone at x: [5624] y: [-35] type: [1]\n Clone at x: [5988] y: [-35] type: [1]\n Clone at x: [5888] y: [-35] type: [1]\n Clone at x: [6276] y: [8] type: [1]\n Clone at x: [6311] y: [8] type: [1]\n Clone at x: [6898] y: [114] type: [4]\nend\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Danger\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [960] y: [0] costume: [1]\n Clone at x: [2880] y: [0] costume: [2]\n Clone at x: [4800] y: [0] costume: [3]\n Clone at x: [5280] y: [0] costume: [4]\n Clone at x: [6240] y: [0] costume: [5]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\n@Semisolids\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nif <(y) > (([y v] of [player v]) + (-35))> then\n hide\nelse\n show\nend\nset [ghost v] effect to (100)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n Clone at x: [1615] y: [40] costume: [1]\n Clone at x: [1720] y: [-30] costume: [1]\n Clone at x: [2070] y: [13] costume: [1]\n Clone at x: [3255] y: [-50] costume: [2]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\n@Semisolid Art\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n Clone at x: [1615] y: [40] costume: [1]\n Clone at x: [1720] y: [-30] costume: [1]\n Clone at x: [2070] y: [13] costume: [1]\n Clone at x: [3255] y: [-50] costume: [2]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [tick v]\nif then\n delete this clone\nend\nshow\ngo to x: (-206) y: (150)\nswitch costume to (coins v)\ncreate clone of (_myself_ v)\ngo to x: (-175) y: (150)\nText (__Coins)\ngo to x: ((length of (timer)) * ((15) / (-2))) y: (150)\nText (timer)\nhide\n\ndefine Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n create clone of (_myself_ v)\n change x by (15)\n change [i v] by (1)\nend\n\nwhen I receive [start game? v]\nclear graphic effects\nbroadcast (Timer v)\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [timer v]\nset [movement v] to [0]\nrepeat until <(movement) > [0]>\n reset timer\nend\n\n@Title\n\nwhen flag clicked\nshow\nset [-use buttons v] to [1]\nshow list [fastest times v]\nbroadcast (Title Screen v)\nforever\n if <mouse down?> then\n change [-mouse v] by (1)\n else\n set [-mouse v] to [0]\n end\nend\n\nwhen flag clicked\nset volume to (30) %\n\nforever\n play sound [Dance Around v] until done\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (-100)\n change size by (((120) - (size)) / (5))\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n start sound [click xdxdxdxd v]\n broadcast (Intro v)\n set [-use buttons v] to [0]\n end\n end\n if <(costume [number v]) = [3]> then\n go to x: (120) y: (-100)\n change size by (((120) - (size)) / (5))\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n Make Fastest Times\n start sound [click xdxdxdxd v]\n hide list [fastest times v]\n set [-use buttons v] to [2]\n end\n end\n if <(costume [number v]) = [4]> then\n go to x: (180) y: (70)\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n show list [fastest times v]\n start sound [click xdxdxdxd v]\n set [-use buttons v] to [1]\n end\n if <<(-use buttons) = [1]> or <(-use buttons) = [0]>> then\n hide\n else\n show\n end\n end\n if <<(-use buttons) = [1]> or <(costume [number v]) = [4]>> then\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game? v]\nhide\ndelete this clone\n\ndefine Title\nset size to (100) %\nswitch costume to (6 v)\nwait (0.5) seconds\nset size to (0) %\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset size to (100) %\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\n\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\ndefine Make Fastest Times\ndelete all of [fastest times v]\nrepeat (50)\n add (join [Username] (join [ - ] [Score])) to [fastest times v]\nend\n\nwhen I receive [title screen v]\nshow\nset [-use buttons v] to [1]\nTitle\n\n@Background\n\nwhen flag clicked\nshow\n\nwhen I receive [title screen v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [tick v]\ngo to x: ((((0) - ((SCROLL X) / (1.3))) mod (480)) - (480)) y: ((0) - ((SCROLL Y) / (1.3)))\nswitch costume to (3 v)\nset [ghost v] effect to (70)\n\n@Win Screen\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (end screen v)\nstart sound [Win v]\nset [game time v] to (timer)\nif <(timer) < (__Personal Record)> then\n set [__personal record v] to (timer)\n set [leaderboard time v] to ((__Personal Record) * (1000))\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nstart sound [Magic Spell v]\ngo to x: (-88) y: (39)\nWrite Text (join (__Coins) [/40])\nif <(__Coins) = [40]> then\n replace item (1) of [stars v] with [1]\nend\ngo to x: (-14) y: (2)\nWrite Text (join (__Blue Coins) [/3])\nif <(__Blue Coins) = [3]> then\n replace item (2) of [stars v] with [1]\nend\ngo to x: (-100) y: (-37)\nWrite Text (join (Game Time) [<50])\nif <(Game Time) < [50]> then\n replace item (3) of [stars v] with [1]\nend\ngo to x: (70) y: (-73)\nWrite Text (__Personal Record)\ngo to x: (-50) y: (140)\nswitch costume to ((17) + (item (1) of [stars v]))\ncreate clone of (_myself_ v)\ngo to x: (0) y: (140)\nswitch costume to ((17) + (item (2) of [stars v]))\ncreate clone of (_myself_ v)\ngo to x: (50) y: (140)\nswitch costume to ((17) + (item (3) of [stars v]))\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nshow\nswitch costume to (results v)\ncreate clone of (_myself_ v)\nswitch costume to (end screen v)\nwait (1) seconds\nswitch costume to (click v)\ncreate clone of (_myself_ v)\nswitch costume to (end screen v)\nwait until <mouse down?>\nstart sound [click xdxdxdxd v]\nbroadcast (Fade v) and wait\n\nset [exit v] to [win]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n create clone of (_myself_ v)\n change x by (18)\n change [i v] by (1)\nend\nhide\n\nwhen I receive [reset all data v]\nAdd\n\ndefine Add\ndelete all of [stars v]\nrepeat (3)\n add [0] to [stars v]\nend\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Intro\n\nwhen I receive [intro v]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Start Game? v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [fade v]\nswitch costume to (fade v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nswitch costume to (2 v)\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (0.5) seconds\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nwait until <<key (any v) pressed?> or <mouse down?>>\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nbroadcast (Title Screen v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Level Art\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n repeat (costume [number v])\n Clone at x: ((i) * (480)) y: [0] costume: ((i) + (1))\n change [i v] by (1)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Wall\n\nwhen I receive [tick v]\nswitch costume to (blank v)\nset size to ((1) / ()) %\ngo to x: ((2877) - (SCROLL X)) y: (() - (SCROLL Y))\nswitch costume to (wall v)\nset size to (100) %\nif <touching (player v)?> then\n change [ghost v] effect by (10)\nelse\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game? v]\nshow\n\n@Music\n\nwhen I receive [start game? v]\nwait (0.5) seconds\nset volume to (30) %\nforever\n play sound [Tobu - Candyland v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@How To Play\n\nwhen I receive [start game? v]\nif <(How To Play) = [0]> then\n show\n wait (0.1) seconds\n wait until <(timer) > [1]>\n set [how to play v] to [1]\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [reset all objects v]\nset [how to play v] to [0]\n\nwhen I receive [tick v]\nif <(How To Play) = [0]> then\n change [ghost v] effect by (-10)\nelse\n change [ghost v] effect by (10)\nend\n\n
Edit: Thanks for giving this project so much attention. I'm really grateful! -Duckie\n\n\n▶️ Move with WASD or Arrow Keys. Press space to dash. Run towards a wall to wall jump! \n\nYESS FINALLY I FIXED IT!!! You can finally jump on the green platforms. The hitboxes for the duck are pretty wild, expect minor bugs!\n\n@NORMANTHEGAMER VIEWED + LOVED! (check the cloud variables to see that he viewed)\n\nComment QUACK!\n\nClick the duck for a surprise :D\n\n❤️ + ⭐ if you liked this game!\nFollow me for more games!\n\nMore Controls:\nPress Q + R to reset\n\nTry to get 3 stars! You have to collect all coins, blue coins, and beat the platformer in less than 50 seconds.\n\n▶️ Credits\nInspired by @Animator180\nOriginal by @Normanthegamer\n\nMusic:\nTobu - Candyland\n\n#games #all #art #music
CRAZY PLATFORMER!!!
@Stage\n\nwhen I receive [tick v]\ndelete all of [data v]\nadd (join [mouse x: ] (round ((SCROLL X) + (mouse x)))) to [data v]\nadd (join [mouse y: ] (round ((SCROLL Y) + (mouse y)))) to [data v]\nadd (join [x: ] (round ([x v] of [player v]))) to [data v]\nadd (join [y: ] (round ([y v] of [player v]))) to [data v]\n\nwhen flag clicked\nshow list [data v]\nforever\n wait until <not <key (e v) pressed?>>\n wait until <key (e v) pressed?>\n hide list [data v]\n wait until <not <key (e v) pressed?>>\n wait until <key (e v) pressed?>\n show list [data v]\nend\n\nwhen flag clicked\nset [fly v] to [0]\nset [infinite timer v] to [0]\nif <(username) = [NormanTheGamer]> then\n forever\n if <key (f v) pressed?> then\n set [fly v] to ((1) - (Fly))\n wait until <not <key (f v) pressed?>>\n end\n end\nend\n\nwhen I receive [tick v]\nchange [infinite timer v] by (1)\n\n@Blank\n\nwhen flag clicked\nif <(first time) = [0]> then\n broadcast (Reset All Data v)\n set [first time v] to [1]\nend\n\nset [first time v] to [0]\n\nwhen I receive [reset all data v]\nset [__personal record v] to [99999]\n\n@Player\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game On\n set [_move v] to [1]\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n if <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [exit v] to [reset]\n end\n end\n if <(EXIT) = [Win]> then\n broadcast (Win v)\n stop [this script v]\n else\n if <(EXIT) = [reset]> then\n broadcast (Timer v)\n else\n Death\n end\n end\nend\n\ndefine Game On\nif <(Checkpoint) = [1]> then\n set [x v] to [4026]\n set [y v] to [-100]\nelse\n set [x v] to [-180]\n set [y v] to [-80]\nend\nset [scroll x v] to (SCROLL X)\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [dash ability v] to [0]\nset [resistance v] to [0]\nset volume to (100) %\npoint in direction (90)\nset size to (65) %\nclear graphic effects\nshow\n\ndefine Tick\nControls\nswitch costume to (1 v)\nif <(Fly) = [1]> then\n set [sx v] to (((-right) - (-left)) * (10))\n set [sy v] to ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> - <<key (down arrow v) pressed?> or <key (s v) pressed?>>) * (10))\n if <(-space) > [0]> then\n set [sx v] to ((sx) * (3))\n set [sy v] to ((sy) * (3))\n end\nelse\n if <(resistance) = [0]> then\n if <not <<(dash ability) > [1]> and <(dash ability) < [6]>>> then\n if <(-right) = [1]> then\n change [sx v] by (2.1)\n point in direction (90)\n end\n if <(-left) = [1]> then\n change [sx v] by (-2.1)\n point in direction (-90)\n end\n set [sx v] to ((sx) * (0.8))\n end\n else\n if <(sx) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(-up) > [0]> then\n if <(in air) < [1]> then\n set [sy v] to [18]\n end\n if <(in air) < [1]> then\n start sound [Roblox New Jumping Sound Effect v]\n end\nend\nif <<(sy) > [-20]> and <<(Fly) = [0]> and <(_move) = [1]>>> then\n change [sy v] by (-1.5)\nend\nChange player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [6720]> then\n set [scroll x v] to [6720]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(x) < [-240]> then\n set [x v] to [-240]\nend\nif <(x) > [6960]> then\n set [x v] to [6960]\nend\nif <(y) < [-181]> then\n set [y v] to [-181]\nend\nset rotation style [left-right v]\nPosition\nif <<<(y) < [-180]> or <touching (danger v)?>> and <(Fly) = [0]>> then\n set [exit v] to [Die]\nend\nif <<(-space) > [0]> and <<(dash ability) = [0]> and <(Fly) = [0]>>> then\n set [dash ability v] to [1]\n set [dash v] to (<(in air) > [0]> + ())\n start sound [High Whoosh v]\n set [brightness v] effect to (100)\nend\nif <<(dash ability) > [1]> and <(dash ability) < [6]>> then\n set [sx v] to ((direction) / (3))\n if <(dash) = [1]> then\n set [sy v] to [0]\n end\nend\nif <(dash ability) > [0]> then\n change [dash ability v] by (1)\n if <(dash ability) < [12]> then\n change [brightness v] effect by (-10)\n if <((dash ability) mod (2)) = [1]> then\n create clone of (trail v)\n end\n else\n set [brightness v] effect to (-10)\n end\n if <(dash ability) > [30]> then\n set [dash ability v] to [0]\n end\nelse\n set [brightness v] effect to (0)\nend\nif <(resistance) > [0]> then\n change [resistance v] by (1)\n if <(resistance) > [10]> then\n set [resistance v] to [0]\n end\nend\nAnimate\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (level v)?> or <touching (semisolids 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 ((sy) * (0.9))\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 (level v)?> or <touching (semisolids v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <touching (semisolids v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<(-up) = [1]> and <<(in air) > [5]> and <<([abs v] of (sx) ) > [7]> and <not <<(dash ability) > [1]> and <(dash ability) < [6]>>>>>> then\n set [sx v] to ((direction) / (-12))\n set [resistance v] to [1]\n set [sy v] to [17]\n start sound [Roblox New Jumping Sound Effect v]\n end\n repeat until <not <<touching (level v)?> or <touching (semisolids 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 Test - Die\nif <touching (lava v)?> then\n set [exit v] to [Die]\n start sound [recording1 v]\nend\n\ndefine Animate\nif <(in air) > [0]> then\n if <(sy) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nelse\n if <([abs v] of (sx) ) > [0.2]> then\n switch costume to ((([floor v] of (((Infinite Timer) / (30)) * (15)) ) mod (13)) + (5))\n else\n switch costume to (2 v)\n end\nend\nif <(Fly) = [1]> then\n switch costume to (stand v)\nend\n\ndefine Controls\nset [-right v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> + ())\nset [-left v] to (<<key (left arrow v) pressed?> or <key (a v) pressed?>> + ())\nset [-space v] to (<<key (space v) pressed?> or <<key (f v) pressed?> or <key (j v) pressed?>>> + ())\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [-up v] by (1)\nelse\n set [-up v] to [0]\nend\nif <(_move) = [0]> then\n set [-right v] to [0]\n set [-left v] to [0]\n set [-up v] to [0]\n set [-space v] to [0]\nend\nchange [movement v] by <<(-left) = [1]> or <<(-up) = [1]> or <<(-right) = [1]> or <(-space) > [0]>>>>\n\nwhen I receive [start game? v]\nset [checkpoint v] to [0]\nset [__coins v] to [0]\nset [__blue coins v] to [0]\nset [_move v] to [1]\nset [movement v] to [0]\nbroadcast (Reset All Objects v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\nbroadcast (grenn flag v) and wait\n\ndefine Death\nset [death tick v] to [0]\nset [ghost v] to [0]\nrepeat (50)\n set [sx v] to [0]\n set [sy v] to [0]\n set [_move v] to [0]\n Tick\n broadcast (Tick v) and wait\n change [death tick v] by (1)\n if <((Death Tick) mod (10)) = [1]> then\n set [ghost v] to ((1) - (ghost))\n set [ghost v] effect to ((ghost) * (100))\n end\nend\nset [ghost v] effect to (0)\n\nwhen I receive [title screen v]\nhide\n\n@Level\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n repeat (costume [number v])\n Clone at x: ((i) * (480)) y: [0] costume: ((i) + (1))\n change [i v] by (1)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Trail\n\nwhen I receive [tick v]\nswitch costume to (1 v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to ([size v] of [player v]) %\npoint in direction ([direction v] of [player v])\nset rotation style [left-right v]\nchange [ghost v] effect by (10)\nif <(tick) > [1]> then\n show\nend\nchange [tick v] by (1)\nif <(tick) > [9]> then\n delete this clone\nend\n\nwhen I start as a clone\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\nset [costume v] to ([costume # v] of [player v])\nset [tick v] to [0]\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [tick v] to [0]\nhide\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Game Objects\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (100) %\nMovement\n\ndefine Clone at x: (x) y: (y) type: (type)\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\ndefine Movement\nif <<(type) = [1]> or <(type) = [2]>> then\n switch costume to ((([floor v] of (((Infinite Timer) / (20)) * (10)) ) mod (4)) + (1))\nend\nif <(type) = [1]> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [__coins v] by (1)\n delete this clone\n end\nend\nif <(type) = [2]> then\n set [color v] effect to (100)\n if <touching (player v)?> then\n start sound [Collect v]\n change [__blue coins v] by (1)\n delete this clone\n end\nend\nif <(type) = [3]> then\n switch costume to ((5) + (Checkpoint))\n if <<touching (player v)?> and <(Checkpoint) = [0]>> then\n set [checkpoint v] to [1]\n start sound [Collect v]\n end\nend\nif <(type) = [4]> then\n switch costume to (7 v)\n if <touching (player v)?> then\n set [exit v] to [Win]\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [reset all objects v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [type v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [0] y: [-80] type: [1]\n Clone at x: [35] y: [-80] type: [1]\n Clone at x: [70] y: [-80] type: [1]\n Clone at x: [310] y: [0] type: [1]\n Clone at x: [655] y: [0] type: [1]\n Clone at x: [1042] y: [65] type: [1]\n Clone at x: [1682] y: [-100] type: [1]\n Clone at x: [1635] y: [130] type: [1]\n Clone at x: [1600] y: [130] type: [1]\n Clone at x: [1880] y: [13] type: [1]\n Clone at x: [1920] y: [13] type: [1]\n Clone at x: [1880] y: [-33] type: [1]\n Clone at x: [1920] y: [-33] type: [1]\n Clone at x: [2300] y: [20] type: [1]\n Clone at x: [2670] y: [135] type: [1]\n Clone at x: [2918] y: [135] type: [1]\n Clone at x: [3511] y: [162] type: [1]\n Clone at x: [3351] y: [162] type: [1]\n Clone at x: [2440] y: [293] type: [2]\n Clone at x: [3068] y: [-40] type: [2]\n Clone at x: [4270] y: [240] type: [2]\n Clone at x: [3251] y: [-20] type: [1]\n Clone at x: [4220] y: [240] type: [1]\n Clone at x: [4320] y: [240] type: [1]\n Clone at x: [4029] y: [-108] type: [3]\n Clone at x: [3880] y: [-30] type: [1]\n Clone at x: [3915] y: [-30] type: [1]\n Clone at x: [4133] y: [52] type: [1]\n Clone at x: [4295] y: [-28] type: [1]\n Clone at x: [4645] y: [10] type: [1]\n Clone at x: [4680] y: [10] type: [1]\n Clone at x: [4816] y: [264] type: [1]\n Clone at x: [5188] y: [182] type: [1]\n Clone at x: [5223] y: [182] type: [1]\n Clone at x: [5294] y: [16] type: [1]\n Clone at x: [5154] y: [16] type: [1]\n Clone at x: [5220] y: [-101] type: [1]\n Clone at x: [5360] y: [-101] type: [1]\n Clone at x: [5524] y: [-35] type: [1]\n Clone at x: [5624] y: [-35] type: [1]\n Clone at x: [5988] y: [-35] type: [1]\n Clone at x: [5888] y: [-35] type: [1]\n Clone at x: [6276] y: [8] type: [1]\n Clone at x: [6311] y: [8] type: [1]\n Clone at x: [6898] y: [114] type: [4]\nend\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Danger\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [960] y: [0] costume: [1]\n Clone at x: [2880] y: [0] costume: [2]\n Clone at x: [4800] y: [0] costume: [3]\n Clone at x: [5280] y: [0] costume: [4]\n Clone at x: [6240] y: [0] costume: [5]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\n@Semisolids\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nif <(y) > (([y v] of [player v]) + (-35))> then\n hide\nelse\n show\nend\nset [ghost v] effect to (100)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n Clone at x: [1615] y: [40] costume: [1]\n Clone at x: [1720] y: [-30] costume: [1]\n Clone at x: [2070] y: [13] costume: [1]\n Clone at x: [3255] y: [-50] costume: [2]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\n@Semisolid Art\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n Clone at x: [1615] y: [40] costume: [1]\n Clone at x: [1720] y: [-30] costume: [1]\n Clone at x: [2070] y: [13] costume: [1]\n Clone at x: [3255] y: [-50] costume: [2]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [tick v]\nif then\n delete this clone\nend\nshow\ngo to x: (-206) y: (150)\nswitch costume to (coins v)\ncreate clone of (_myself_ v)\ngo to x: (-175) y: (150)\nText (__Coins)\ngo to x: ((length of (timer)) * ((15) / (-2))) y: (150)\nText (timer)\nhide\n\ndefine Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n create clone of (_myself_ v)\n change x by (15)\n change [i v] by (1)\nend\n\nwhen I receive [start game? v]\nclear graphic effects\nbroadcast (Timer v)\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [timer v]\nset [movement v] to [0]\nrepeat until <(movement) > [0]>\n reset timer\nend\n\nwhen flag clicked\nforever\n change [__coins v] by (1)\nend\n\n@Title\n\nwhen flag clicked\nshow\nset [-use buttons v] to [1]\nshow list [fastest times v]\nbroadcast (Title Screen v)\nforever\n if <mouse down?> then\n change [-mouse v] by (1)\n else\n set [-mouse v] to [0]\n end\nend\n\nwhen flag clicked\nset volume to (30) %\n\nforever\n play sound [Dance Around v] until done\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (-100)\n change size by (((120) - (size)) / (5))\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n start sound [click xdxdxdxd v]\n broadcast (Intro v)\n set [-use buttons v] to [0]\n end\n end\n if <(costume [number v]) = [3]> then\n go to x: (120) y: (-100)\n change size by (((120) - (size)) / (5))\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n Make Fastest Times\n start sound [click xdxdxdxd v]\n hide list [fastest times v]\n set [-use buttons v] to [2]\n end\n end\n if <(costume [number v]) = [4]> then\n go to x: (180) y: (70)\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n show list [fastest times v]\n start sound [click xdxdxdxd v]\n set [-use buttons v] to [1]\n end\n if <<(-use buttons) = [1]> or <(-use buttons) = [0]>> then\n hide\n else\n show\n end\n end\n if <<(-use buttons) = [1]> or <(costume [number v]) = [4]>> then\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game? v]\nhide\ndelete this clone\n\ndefine Title\nset size to (100) %\nswitch costume to (6 v)\nwait (0.5) seconds\nset size to (0) %\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset size to (100) %\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\n\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\ndefine Make Fastest Times\ndelete all of [fastest times v]\nrepeat (50)\n add (join [Username] (join [ - ] [Score])) to [fastest times v]\nend\n\nwhen I receive [title screen v]\nshow\nset [-use buttons v] to [1]\nTitle\n\n@Background\n\nwhen flag clicked\nshow\n\nwhen I receive [title screen v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [tick v]\ngo to x: ((((0) - ((SCROLL X) / (1.3))) mod (480)) - (480)) y: ((0) - ((SCROLL Y) / (1.3)))\nswitch costume to (3 v)\nset [ghost v] effect to (70)\n\n@Win Screen\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (end screen v)\nstart sound [Win v]\nset [game time v] to (timer)\nif <(timer) < (__Personal Record)> then\n set [__personal record v] to (timer)\n set [leaderboard time v] to ((__Personal Record) * (1000))\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nstart sound [Magic Spell v]\ngo to x: (-88) y: (39)\nWrite Text (join (__Coins) [/40])\nif <(__Coins) = [40]> then\n replace item (1) of [stars v] with [1]\nend\ngo to x: (-14) y: (2)\nWrite Text (join (__Blue Coins) [/3])\nif <(__Blue Coins) = [3]> then\n replace item (2) of [stars v] with [1]\nend\ngo to x: (-100) y: (-37)\nWrite Text (join (Game Time) [<50])\nif <(Game Time) < [50]> then\n replace item (3) of [stars v] with [1]\nend\ngo to x: (70) y: (-73)\nWrite Text (__Personal Record)\ngo to x: (-50) y: (140)\nswitch costume to ((17) + (item (1) of [stars v]))\ncreate clone of (_myself_ v)\ngo to x: (0) y: (140)\nswitch costume to ((17) + (item (2) of [stars v]))\ncreate clone of (_myself_ v)\ngo to x: (50) y: (140)\nswitch costume to ((17) + (item (3) of [stars v]))\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nshow\nswitch costume to (results v)\ncreate clone of (_myself_ v)\nswitch costume to (end screen v)\nwait (1) seconds\nswitch costume to (click v)\ncreate clone of (_myself_ v)\nswitch costume to (end screen v)\nwait until <mouse down?>\nstart sound [click xdxdxdxd v]\nbroadcast (Fade v) and wait\n\nset [exit v] to [win]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n create clone of (_myself_ v)\n change x by (18)\n change [i v] by (1)\nend\nhide\n\nwhen I receive [reset all data v]\nAdd\n\ndefine Add\ndelete all of [stars v]\nrepeat (3)\n add [0] to [stars v]\nend\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Intro\n\nwhen I receive [intro v]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Start Game? v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [fade v]\nswitch costume to (fade v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nswitch costume to (2 v)\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (0.5) seconds\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nwait until <<key (any v) pressed?> or <mouse down?>>\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nbroadcast (Title Screen v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Level Art\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n repeat (costume [number v])\n Clone at x: ((i) * (480)) y: [0] costume: ((i) + (1))\n change [i v] by (1)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Wall\n\nwhen I receive [tick v]\nswitch costume to (blank v)\nset size to ((1) / ()) %\ngo to x: ((2877) - (SCROLL X)) y: (() - (SCROLL Y))\nswitch costume to (wall v)\nset size to (100) %\nif <touching (player v)?> then\n change [ghost v] effect by (10)\nelse\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game? v]\nshow\n\n@Music\n\nwhen I receive [start game? v]\nwait (0.5) seconds\nset volume to (30) %\nforever\n play sound [Tobu - Candyland v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@How To Play\n\nwhen I receive [start game? v]\nif <(How To Play) = [0]> then\n show\n wait (0.1) seconds\n wait until <(timer) > [1]>\n set [how to play v] to [1]\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [reset all objects v]\nset [how to play v] to [0]\n\nwhen I receive [tick v]\nif <(How To Play) = [0]> then\n change [ghost v] effect by (-10)\nelse\n change [ghost v] effect by (10)\nend\n\n
▶️ hiii, i got the first remix, YAY! well i edited the platformer a bit... i tryed to add text every once in awhile. \n\n❤️ + ⭐ if you liked this game!\nFollow me for more games!\n\nMore Controls:\nPress Q + R to reset\n\nTry to get 3 stars! You have to collect all coins, blue coins, and beat the platformer in less than 50 seconds.\n\n▶️ Credits\nInspired by @Animator180\n\nMusic:\nTobu - Candyland
2D Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\nwait (1) seconds\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change x by (-2)\n end\n if <key (right arrow v) pressed?> then\n change x by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <not <color (#666666) is touching (#00ff55)?>> then\n change y by (-3)\n else\n if <key (up arrow v) pressed?> then\n start sound [boing v]\n repeat (20)\n change y by (3)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n broadcast (next level v)\n go to x: (217) y: (-64)\n end\nend\n\nwhen flag clicked\ngo to x: (194) y: (-83)\n\nwhen flag clicked\nforever\n if <touching color (#cc0099)?> then\n go to x: (200) y: (43)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n go to x: (212) y: (-88)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (217) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n go to x: (-164) y: (106)\n end\nend\n\n
Adventure through and to get to the yellow squares! Arrow keys to move. Up arrow= jump, left arrow= left, right arrow= right. Avoid red and try to get to the yellow square
Future | A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Xenogenesis \(mp3jerk.com\).mp3 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@LAG\n\nwhen flag clicked\nbroadcast (Begin v)\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen I receive [bruh v]\nset [level v] to [1]\n\n@Player\n\ndefine Reset the setup\nset size to (80) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [idk y v] to [0]\ngo to x: (-200) y: (0)\nclear graphic effects\npoint in direction (90)\nshow\n\ndefine death\nset [idk y v] to [1]\nrepeat (25)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nReset the setup\n\nwhen I receive [run the platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [run the platformer v]\nforever\n if <<[235] < (x position)> and <(idk y) = [0]>> then\n broadcast (Next level please? v)\n change [level v] by (1)\n Reset the setup\n end\nend\n\nwhen I receive [run the platformer v]\nset size to (80) %\nset [idk y v] to [0]\nset [level v] to [1]\nReset the setup\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(idk y) = [0]>> then\n change [x velocity v] by (2)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(idk y) = [0]>> then\n change [x velocity v] by (-2)\n end\n set [x velocity v] to ((X velocity) * (0.8))\n change x by (X velocity)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change x by ((X velocity) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [13]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-0.8)\n change y by (Y velocity)\n if <touching (level v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [12]\n end\n end\n change y by (1)\n if <touching (danger v)?> then\n death\n end\n if <(y position) < [-178]> then\n death\n end\nend\n\nwhen I receive [run the platformer v]\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 (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up-left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up-right v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (default v)\n end\nend\n\nwhen I receive [begin v]\nbroadcast (Run the platformer v)\nhide\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nset [level v] to [10]\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nset [level v] to [9]\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Button\n\nwhen flag clicked\nswitch costume to (btn v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nshow\n\nwhen this sprite clicked\n\nchange [level v] by (2)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n
W A S D - To Move\n\nStory: The Space Gang from 2028 decided to ruin the time machine so they went to the past, but why? you'll know it later...\n\nHe he, The 300TH LOVER - Me (Yereyen he he)\n300TH FAVER - idk who it is?
☁︎online platformer test
@Stage\n\n@blank\n\n@player\n\nwhen flag clicked\nset [cx v] to [0]\nset [cy v] to [0]\nset [goal? v] to [0]\nset [costume v] to [1]\nreset timer\n初期化\nforever\n go to [front v] layer\n if <(_sc?) = [0]> then\n if <(y position) < [-180]> then\n 初期化\n end\n 上下\n 左右\n if <(GOAL?) = [0]> then\n set [timer v] to ([floor v] of (timer) )\n end\n if <[1450] < ((cam y) + (y position))> then\n if <((cam x) + (x position)) < [480]> then\n set [goal? v] to [1]\n end\n end\n end\n if <not <(_sc?) = [0]>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [vx v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [vx v] by (-1)\n point in direction (-90)\n end\n set [vx v] to ((vx) * (0.9))\n change x by (vx)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n change [vy v] by (1)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>> then\n change [vy v] by (-1)\n end\n set [vy v] to ((vy) * (0.9))\n change y by (vy)\n end\n switch costume to (costume)\n if <<[0] < ((cam x) + (x position))> and <((cam x) + (x position)) < [2880]>> then\n change [cam x v] by (x position)\n set x to (0)\n end\n if <<[0] < ((cam y) + (y position))> and <((cam y) + (y position)) < [10000]>> then\n change [cam y v] by (y position)\n set y to (0)\n end\nend\n\ndefine 抗力\nrepeat until <not <touching (ground v)?>>\n change y by ((0) - ((vy) / ([abs v] of (vy) )))\nend\nset [vy v] to [0]\n\ndefine 上下\nif <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n change y by (-1)\n if <touching (ground v)?> then\n set [vy v] to [12]\n end\n change y by (1)\nend\nchange [vy v] by (-1)\nchange y by (vy)\nif <touching (ground v)?> then\n 抗力\nend\n\ndefine 初期化\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [vx v] to [0]\nset [vy v] to [0]\nset [cam x v] to (cx)\nset [cam y v] to (cy)\n\ndefine 左右\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [vx v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [vx v] by (-1)\n point in direction (-90)\nend\nset [vx v] to ((vx) * (0.9))\nchange x by (vx)\nchange y by (3)\nif <touching (ground v)?> then\n change x by ((0) - (vx))\n set [vx v] to [0]\nend\nchange y by (-3)\n\nwhen flag clicked\nforever\n if <key (u v) pressed?> then\n hide list [user v]\n wait until <not <key (u v) pressed?>>\n wait until <key (u v) pressed?>\n show list [user v]\n wait until <not <key (u v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [costume v] to (pick random (1) to ((2) + ((love&fav) + <(username) = [posuke1202]>)))\n wait until <not <mouse down?>>\n end\nend\n\n@ground\n\nwhen flag clicked\nhide\n[0] [0] [1]\n[480] [0] [2]\n[960] [0] [3]\n[1440] [0] [4]\n[1920] [0] [5]\n[2400] [0] [6]\n[2880] [360] [7]\n[2400] [360] [8]\n[1920] [720] [9]\n[1440] [720] [10]\n[960] [720] [11]\n[480] [1080] [12]\n[0] [1080] [13]\n[960] [1440] [14]\n[1440] [1440] [15]\n[200] [1440] [16]\n\nwhen I start as a clone\nshow\nset [gmc v] to (gmc)\nset [gmx v] to (gmx)\nset [gmy v] to (gmy)\nforever\n go to [front v] layer\n erase all\n switch costume to (960×720 v)\n go to x: (((0) - (cam x)) + (gmx)) y: (((0) - (cam y)) + (gmy))\n switch costume to ((gmc) + (1))\nend\n\ndefine (x) (y) (c#)\nset [gmc v] to (c#)\nset [gmx v] to (x)\nset [gmy v] to (y)\ncreate clone of (_myself_ v)\n\n@ground2\n\nwhen flag clicked\nhide\n[0] [0] [1]\n[480] [0] [2]\n[960] [0] [3]\n[1440] [0] [4]\n[1920] [0] [5]\n[2400] [0] [6]\n[2880] [360] [7]\n[2400] [360] [8]\n[1920] [720] [9]\n[1440] [720] [10]\n[960] [720] [11]\n[480] [1080] [12]\n[0] [1080] [13]\n[960] [1440] [14]\n[1440] [1440] [15]\n[100] [1440] [16]\n\nwhen I start as a clone\nshow\nset [gmc v] to (gmc)\nset [gmx v] to (gmx)\nset [gmy v] to (gmy)\nforever\n switch costume to (960×720 v)\n go to x: (((0) - (cam x)) + (gmx)) y: (((0) - (cam y)) + (gmy))\n switch costume to ((gmc) + (1))\nend\n\ndefine (x) (y) (c#)\nset [gmc v] to (c#)\nset [gmx v] to (x)\nset [gmy v] to (y)\ncreate clone of (_myself_ v)\n\n@save point\n\nwhen flag clicked\nhide\n[-1] [-135]\n[1920] [565]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [gmx v] to (gmx)\nset [gmy v] to (gmy)\nforever\n switch costume to (960×720 v)\n go to x: (((0) - (cam x)) + (gmx)) y: (((0) - (cam y)) + (gmy))\n switch costume to (flag v)\n if <touching (player v)?> then\n set [cx v] to (cam x)\n set [cy v] to (cam y)\n end\nend\n\ndefine (x) (y)\nset [gmx v] to (x)\nset [gmy v] to (y)\ncreate clone of (_myself_ v)\n\n@cloud\n\nwhen flag clicked\nset [☁ 1 v] to [0]\nset [☁ 2 v] to [0]\nset [☁ 3 v] to [0]\nset [☁ 4 v] to [0]\nset [☁ 5 v] to [0]\nset [☁ 6 v] to [0]\nset [☁ 7 v] to [0]\nset [☁ 8 v] to [0]\nset [☁ 9 v] to [0]\n999\nset [_t v] to [0]\nset [_id v] to (pick random (1) to (999))\nforever\n make data\n change [_t v] by (1)\n if <((_t) mod (3)) = [0]> then\n in\n end\n put mine (☁ 1)\n put mine (☁ 2)\n put mine (☁ 3)\n put mine (☁ 4)\n put mine (☁ 5)\n put mine (☁ 6)\n put mine (☁ 7)\n put mine (☁ 8)\n put mine (☁ 9)\n output\nend\n\ndefine make data\nset [_md v] to (join ((_ID) + (1000)) ((length of (username)) + (10)))\nset [_i v] to [1]\nrepeat (length of (username))\n set [_md v] to (join (_md) ((item # of (letter (_i) of (username)) in [text data v]) + (10)))\n change [_i v] by (1)\nend\nset [_md v] to (join (_md) (round (((cam x) + ([x position v] of [player v])) + (1240))))\nset [_md v] to (join (_md) (round (((cam y) + ([y position v] of [player v])) + (1180))))\nset [_md v] to (join (_md) (round (([direction v] of [player v]) + (360))))\nset [_md v] to (join (_md) ([costume # v] of [player v]))\n\ndefine in\nif <(pick random (0) to (1)) = [0]> then\n if <(pick random (0) to (1)) = [0]> then\n if <(pick random (0) to (1)) = [0]> then\n set [☁ 1 v] to (_md)\n else\n set [☁ 2 v] to (_md)\n end\n else\n if <(pick random (0) to (1)) = [0]> then\n set [☁ 3 v] to (_md)\n else\n set [☁ 4 v] to (_md)\n end\n end\nelse\n if <(pick random (0) to (1)) = [0]> then\n if <(pick random (0) to (1)) = [0]> then\n set [☁ 5 v] to (_md)\n else\n set [☁ 6 v] to (_md)\n end\n else\n if <(pick random (0) to (1)) = [0]> then\n set [☁ 7 v] to (_md)\n else\n if <(pick random (0) to (1)) = [0]> then\n set [☁ 8 v] to (_md)\n else\n set [☁ 9 v] to (_md)\n end\n end\n end\nend\n\ndefine put mine (☁︎)\nif <not <(_ID) = ((join (letter (1) of (☁︎)) (join (letter (2) of (☁︎)) (join (letter (3) of (☁︎)) (letter (4) of (☁︎))))) - (1000))>> then\n replace item ((join (letter (1) of (☁︎)) (join (letter (2) of (☁︎)) (join (letter (3) of (☁︎)) (letter (4) of (☁︎))))) - (1000)) of [cloud all v] with (☁︎)\n replace item ((join (letter (1) of (☁︎)) (join (letter (2) of (☁︎)) (join (letter (3) of (☁︎)) (letter (4) of (☁︎))))) - (1000)) of [cloud late v] with [0]\nend\n\ndefine 999\ndelete all of [cloud all v]\ndelete all of [cloud late v]\nrepeat (999)\n add [] to [cloud all v]\n add [49] to [cloud late v]\nend\n\ndefine output\nbroadcast (decl v)\nerase all\nset [_i v] to [1]\nset [players v] to [1]\ndelete all of [user v]\nrepeat (999)\n if <<(item (_i) of [cloud all v]) = []> or <(_i) = (_ID)>> then\n replace item (_i) of [cloud late v] with ((item (_i) of [cloud late v]) + (1))\n if <[50] < (item (_i) of [cloud late v])> then\n replace item (_i) of [cloud all v] with []\n end\n change [_i v] by (1)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <touching (mouse-pointer v)?> then\n say (_cloudname)\nend\n\nwhen I receive [decl v]\ndelete this clone\n\n@love&fav\n\nwhen flag clicked\nset [love&fav v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [costume v] to [3]\n set [love&fav v] to [1]\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow variable [timer v]\nshow variable [players v]\ngo to [front v] layer\nset size to (40) %\nhide\nset [_sc? v] to [0]\nhide variable [_sc? v]\nforever\n play sound [utsukushiigogo v] until done\nend\n\nwhen flag clicked\nforever\n if <(username) = [posuke1202]> then\n show variable [_sc? v]\n end\nend\n\n
\n ♡☆=open new skin\n\nHey! It's been a long time!\nThis work was made using an original scrolling program and a cloud system.\nUp to 999 players can play.\nWhy don't you play with your friends?\n\n〈control〉\nArrow keys or tap Move\nU-key Player List Display\n\n#all #game #art
⛏ MC Platformer ⛏ | Mobile! |
@Stage\n\nwhen I receive [wiadomość1 v]\nset [brightness v] effect to (30)\nset [level v] to [1]\nforever\n play sound [TheFatRat-Windfall v] until done\nend\n\nwhen flag clicked\nbroadcast (wiadomość1 v)\n\n@Level\n\nwhen flag clicked\nshow\nforever\n switch costume to ((level) + (1))\nend\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [wiadomość1 v]\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [player: x v] to [0]\nset [player: y v] to [0]\nset [level v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player: x v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player: x v] by (-.9)\n end\n set [player: x v] to ((Player: x) * (.9))\n change x by (Player: x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n change x by ((Player: x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(Player: x) > [0]> then\n set [player: x v] to [-5]\n else\n set [player: x v] to [5]\n end\n set [player: y v] to [12]\n else\n set [player: x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player: y v] by (-1)\n change y by (Player: y)\n if <touching (level v)?> then\n change y by ((Player: y) * (-1))\n set [player: y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [player: y v] by (12)\n end\n end\n change y by (1)\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <touching (lava v)?> then\n start sound [hurt v]\n go to x: (-200) y: (42)\n set [player: x v] to [0]\n set [player: y v] to [0]\n end\nend\n\nwhen I receive [wiadomość1 v]\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen I receive [wiadomość1 v]\nforever\n if <touching (water v)?> then\n change [player: y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [player: y v] by (2)\n end\n set [player: y v] to ((Player: y) * (.9))\n end\nend\n\nwhen I receive [wiadomość1 v]\nshow\nforever\n if <(x position) > [238]> then\n go to x: (-240) y: (42)\n change [level v] by (1)\n end\n if <<(x position) < [-240]> and <not <(level) = [1]>>> then\n go to x: (240) y: (42)\n change [level v] by (-1)\n end\nend\n\n@Lava\n\nwhen flag clicked\n\nwhen I receive [wiadomość1 v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@Water\n\nwhen flag clicked\n\nwhen I receive [wiadomość1 v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@Background\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
Follow @Masteryko for suprise on Your profile :D\nWASD | ARROWS | MOBILE\nCONTROL\n______________________________________________\n
Minecraft Platformer ⚠️gimmick⁉︎ (ギミック⁉︎)
@Stage\n\nwhen flag clicked\nforever\n play sound [【Minecraft】【BGM】 マイクラBGM その2 【超高音質】 - from YouTube.mp3 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nhide\nhide\nhide\nhide\nhide\nhide\ngo to [back v] layer\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\ngo to [back v] layer\nhide\nhide\nhide\nhide\nhide\nhide\n\nhide\ngo to [back v] layer\nhide\ngo to [back v] layer\nhide\nhide\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\n@太陽\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n change [d v] by (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (d) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <[] = [8]>\nhide\n\n@チェックポイント\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nstop [this script v]\n\nwhen I receive [2 v]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nset [ステージ v] to [1]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nステージ配置 [5200] [0] [11]\nステージ配置 [5900] [0] [12]\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\n\nset [ステージ v] to [1]\nhide\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n delete this clone\nend\n\ndelete this clone\n\n@ステージ\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nstop [this script v]\n\nwhen I receive [2 v]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nset [ステージ v] to [1]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nステージ配置 [5200] [0] [11]\nステージ配置 [5900] [0] [12]\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\n\nset [ステージ v] to [1]\nhide\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n delete this clone\nend\n\ndelete this clone\n\n@1ゴール\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) - (視点x)) ((My_y) - (支店y))\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nif <(ステージ) = [1]> then\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] [100] [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 [2940] [0] [7]\n ステージ配置 [3540] [0] [8]\n ステージ配置 [4000] [0] [9]\n ステージ配置 [5800] [0] [10]\nend\nswitch costume to (none v)\nbroadcast (プログラム 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 start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\ndelete this clone\n\nwhen I receive [2 v]\n\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\n\nステージ配置 [4480] [0] [10]\nステージ配置 [4480] [0] [10]\n\n@ \n\nwhen I receive [リトライ v]\n全初期化\n\nwhen [r v] key pressed\nif <(ゴールに触れているか) = [0]> then\n broadcast (リトライ v)\nend\n\ndefine 全初期化\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\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3 v)?> or <touching (ステージ4 v)?>> or >> 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3 v)?> or <touching (ステージ4 v)?>> or >>)))\nset [yの力 v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nshow\nrepeat (10)\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (右 v)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (左 v)\n change [xの力 v] by (-1)\nend\nif <not <<key (down arrow v) pressed?> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\n switch costume to (止まる v)\nend\n\n switch costume to (止まる2 v)\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4 v)?> or <touching (ステージ3 v)?>> or > then\n change y by (1)\n end\nend\nif <<<touching (ステージ4 v)?> or <touching (ステージ3 v)?>> or > 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 <<<<touching (ステージ4 v)?> or <touching (ステージ3 v)?>> or > or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <<<touching (ステージ4 v)?> or <touching (ステージ3 v)?>> or > 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4 v)?> or <touching (ステージ3 v)?>> or > and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [ニュッ2 v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <<touching (あたちゃダメなやつ4 v)?> or <<touching (ステージ2あたちゃダメなやつ v)?> or <<touching (あたちゃダメなやつ v)?> or <touching (あたちゃダメなやつ3 v)?>>>>> then\n if <(チェックポイント) = [0]> then\n start sound [Oops v]\n 初期位置\n end\n if <(チェックポイント) = [1]> then\n start sound [Oops v]\n 中間地点\n end\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (1ゴール v)?> then\n broadcast (2 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (2ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (3 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (3ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (4 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (4ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (ゲームクリアー v)\nend\n処理\nbroadcast (プログラム2 v)\n\n初期位置\nchange [ステージ v] by (1)\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (支店y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [支店y v] by ([floor v] of (((Y) - (支店y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (支店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4 v)?> or <touching (ステージ3 v)?>> or >> 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4 v)?> or <touching (ステージ3 v)?>> or >>)))\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3 v)?> or <<<touching (ステージ4 v)?> or <touching (ステージ3 v)?>> or >>> 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4 v)?> or <touching (ステージ3 v)?>> or >>)))\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 [視点x v] to [0]\nset [支店y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [1 v]\n\nbroadcast (2 v)\n\nbroadcast (2 v)\nbroadcast (2 v)\n\nsay [こんにちは!] for (2) seconds\n\nwhen [space v] key pressed\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\nbroadcast (1 v)\n\nwait (0.1) seconds\n\ndefine 中間地点\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [2100]\nset [支店y v] to [0]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\n\nwhen flag clicked\nset [チェックポイント v] to [0]\nforever\n if <touching (チェックポイント v)?> then\n set [チェックポイント v] to [1]\n end\nend\n\nwhen flag clicked\n\n@雲\n\nwhen flag clicked\nforever\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\n@スプライト3\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\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nforever\n Time [-220] [150] []\nend\n\nwhen I receive [2 v]\ngo to [front v] layer\nstop [other scripts in sprite v]\ngo to [front v] layer\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\n\n@あたちゃダメなやつ\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) - (視点x)) ((My_y) - (支店y))\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nif <(ステージ) = [1]> then\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] [100] [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 [2940] [0] [7]\n ステージ配置 [3540] [0] [8]\n ステージ配置 [4000] [0] [9]\n ステージ配置 [4480] [0] [10]\nend\nswitch costume to (none v)\nbroadcast (プログラム 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 start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [2 v]\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\n\n@スプライト4\n\n
新作   \nhttps://scratch.mit.edu/projects/964711779    \narrow key operation \nThe bed is a save point\nMobile compatible\nQuite difficult to tilt. ⚠️gimmick!⚠️\nvery difficult ⚠️gimmick ⚠️\n\n矢印キーで操作\nベットでセーブ\nモバイル対応\n傾結構むずかしい
【拡散希望】立場が逆!?Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nswitch backdrop to (平地 v)\nwait (3.5) seconds\nforever\n set volume to (20) %\n play sound [Popsicle v] until done\nend\n\nswitch backdrop to (地獄 v)\n\nwhen I receive [背景変更 v]\nnext backdrop\n\n@platformer\n\nwhen I receive [メッセージ1 v]\nswitch costume to (前 v)\ngo to x: (-210) y: (-90)\nshow\nset size to (80) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-190) y: (152)\ngo to x: (-190) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (コスチューム1 v)\n change [x2 v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (cat-a v)\n change [x2 v] by (0.8)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (前 v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1.0)\n if <touching (地面 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ2 v]\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ジャンプ v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (地面 v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [228]> then\n broadcast (次 v)\n change [ステージ v] by (1)\n hide\n set [x2 v] to [0]\n wait (2.5) seconds\n go to x: (-190) y: (-60)\n show\n end\n if <<touching (針 v)?> or <(y position) < [-174]>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [crashed oof v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-190) y: (-60)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nturn left (10) degrees\n\nrepeat (5)\n\nwait (0.1) seconds\n\nwhen flag clicked\nhide\n\n@地面\n\nwhen I receive [メッセージ1 v]\nshow\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (コスチューム12 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム13 v)\n end\n if <(ステージ) = [14]> then\n switch costume to (コスチューム14 v)\n end\n if <(ステージ) = [15]> then\n switch costume to (コスチューム15 v)\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム16 v)\n end\n if <(ステージ) = [17]> then\n switch costume to (コスチューム17 v)\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム18 v)\n end\n if <(ステージ) = [19]> then\n switch costume to (コスチューム19 v)\n end\n if <(ステージ) = [20]> then\n switch costume to (コスチューム20 v)\n end\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nhide variable [タイム v]\nforever\n repeat until <(costume [number v]) = [15]>\n wait (1) seconds\n change [タイム v] by (1)\n end\n show variable [タイム v]\nend\n\nwhen flag clicked\nhide\n\n@針\n\nwhen I receive [メッセージ1 v]\nshow\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (コスチューム12 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム13 v)\n end\n if <(ステージ) = [14]> then\n switch costume to (コスチューム14 v)\n end\n if <(ステージ) = [15]> then\n switch costume to (コスチューム15 v)\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム16 v)\n end\n if <(ステージ) = [17]> then\n switch costume to (コスチューム17 v)\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム18 v)\n end\n if <(ステージ) = [19]> then\n switch costume to (コスチューム19 v)\n end\n if <(ステージ) = [20]> then\n switch costume to (コスチューム20 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (サムネ v)\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (メッセージ1 v)\n\ngo to x: (-10) y: (0)\n\ngo to [front v] layer\n\n@素材\n\nwhen I receive [次 v]\nstart sound [Rip v]\nset [next色 v] to (pick random (1) to (200))\nreset timer\nrepeat (3)\n クローン:ID [なんか変な動き]\n wait (0.075) seconds\n クローン:ID [なんか変な動き2]\n wait (0.075) seconds\nend\n\nwhen I receive [次 v]\npoint in direction (90)\nset [brightness v] effect to (0)\nwait (0.0001) seconds\nrepeat (3)\n クローン:ID [◎]\n wait (0.15) seconds\n クローン:ID [◎2]\n wait (0.075) seconds\nend\nクローン:ID [◎3]\nクローン:ID [next]\n\nwhen I start as a clone\nshow\nif < (ID) contains [なんか変な動き]?> then\n set [ghost v] effect to (50)\n point in direction (180)\n if <(ID) = [なんか変な動き2]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\n set [クローン用ローカル変数 v] to [67.5]\n switch costume to (サイズハック v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (50)\n switch costume to (半透明のあれ v)\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (0.8))\n turn left (クローン用ローカル変数) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (ID) contains [◎]?> then\n go to x: (0) y: (0)\n point in direction (90)\n if <(ID) = [◎2]> then\n set [brightness v] effect to (100)\n else\n if <(ID) = [◎3]> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n end\n set [クローン用ローカル変数 v] to [10]\n switch costume to (◎ v)\n set size to (0) %\n if < (ID) contains [3]?> then\n repeat (25)\n if <[350] < (size)> then\n switch costume to (サイズハック v)\n end\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (1.2))\n change size by (クローン用ローカル変数)\n switch costume to (◎ v)\n end\n switch costume to (コスチューム1 v)\n clear graphic effects\n set [brightness v] effect to (10)\n start sound [Finger Snap v]\n wait (0.15) seconds\n go to [front v] layer\n set size to (100) %\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\n else\n repeat (40)\n if <[350] < (size)> then\n switch costume to (サイズハック v)\n end\n set [クローン用ローカル変数 v] to ((クローン用ローカル変数) * (1.2))\n change size by (クローン用ローカル変数)\n switch costume to (◎ v)\n end\n delete this clone\n end\nend\n\ndefine クローン:ID (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [next]> then\n set [brightness v] effect to (100)\n switch costume to (ねxt v)\n set size to (0) %\n go to x: (0) y: (0)\n repeat (25)\n change size by (((100) - (size)) / (3.8))\n go to [front v] layer\n end\n set [brightness v] effect to (-100)\n wait (0.15) seconds\n クローン:ID [q]\n クローン:ID [p]\n repeat (20)\n go to [front v] layer\n クローン:ID [残像]\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (ねxt v)\n end\n delete this clone\nend\nif <(ID) = [残像]> then\n change [ghost v] effect by (-10)\n switch costume to (ねxt2 v)\n repeat (5)\n change size by (-2)\n change [ghost v] effect by (18.5)\n end\n delete this clone\nend\nif <(ID) = [q]> then\n go [backward v] (2) layers\n wait (0.05) seconds\n set [brightness v] effect to (50)\n set size to (100) %\n switch costume to (コスチューム1 v)\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\nend\nif <(ID) = [p]> then\n go [backward v] (3) layers\n wait (0.1) seconds\n set [brightness v] effect to (100)\n set size to (100) %\n switch costume to (コスチューム1 v)\n repeat (20)\n switch costume to (コスチューム2 v)\n change y by ((-1) + ((y position) / (3.05)))\n switch costume to (コスチューム1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (next色)\nend\n\n
新作公開!!!!\n↓「【コラボ作品】Flash Platformer」\nhttps://scratch.mit.edu/projects/945121189\nよかったら見て下さい!!!\n\n傾向1p!ありがとうございます!\n\n\n\n(English is below↓)\n\n《日本語》\n皆さんこんにちは!@-Mwinter-です!\n今回は「立場が逆!?Platformer」というプラットフォーマーを作ってみました!\nこのプラットフォーマーは針が動いていつものキャラクターが障害物になるという設定です。\n今回も傾向1pのれるよう頑張ります!\n\n《操作方法》\n矢印キーで操作します。\n【モバイル対応】\nモバイルはあまりオススメしません。\n\nよければ❤と⭐お願いします!\n\n前回の作品も見てください!\n↓「上にのぼる!?Platformer」\nhttps://scratch.mit.edu/projects/945090689/\n\n友達の作品も見て下さい!\n↓「時を止める!?時間停止プラットフォーマー」\nhttps://scratch.mit.edu/projects/901564985\n\n《English》\n"Method of operation"\nOperate with arrow keys.\n[Mobile compatible]\nMobile is not recommended.\n\nPlease give ❤ and ⭐ if you like!\n\n#platformer #PLATFORMER #GAME #game #games\n #all #ALL #jump \n
ジャンプができない?プラットフォーマー!#game #platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Affectus v] until done\nend\n\nwhen I receive [platformerスタート v]\nstop [other scripts in sprite v]\nforever\n play sound [Sunshine v] until done\nend\n\n@地形\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen [timer v] > (タイマー)\nswitch costume to (1 v)\n\nwhen I receive [次! v]\nwait (1) seconds\nnext costume\n\n@トゲ\n\nwhen flag clicked\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]) = [4]> then\n go to x: (60) y: (0)\n point in direction (90)\n switch costume to (1 v)\n show\n end\n if <([costume # v] of [地形 v]) = [5]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [5]> then\n go to x: (0) y: (20)\n switch costume to (2 v)\n show\n end\n if <([costume # v] of [地形 v]) = [6]> then\n point in direction (90)\n switch costume to (3 v)\n show\n end\n if <([costume # v] of [地形 v]) = [7]> then\n switch costume to (4 v)\n turn left (4) degrees\n show\n end\n if <([costume # v] of [地形 v]) = [8]> then\n point in direction (90)\n switch costume to (5 v)\n show\n end\n if <([costume # v] of [地形 v]) = [9]> then\n point in direction (90)\n switch costume to (6 v)\n show\n end\n if <([costume # v] of [地形 v]) = [10]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [11]> then\n point in direction (90)\n switch costume to (7 v)\n show\n end\n if <([costume # v] of [地形 v]) = [12]> then\n hide\n end\nend\n\nwhen [timer v] > (タイマー)\nhide\n\n@バネ\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-160) y: (-77)\ngo to [back v] layer\nhide\nbroadcast (1 v)\nswitch costume to (1 v)\nforever\n if <touching (キャラ v)?> then\n wait until <not <touching (キャラ v)?>>\n if <not <touching (キャラ v)?>> then\n start sound [Jump v]\n end\n end\n if <([costume # v] of [地形 v]) = [2]> then\n go to x: (-35) y: (-95)\n show\n end\n if <([costume # v] of [地形 v]) = [3]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [5]> then\n go to x: (-75) y: (-95)\n show\n end\n if <([costume # v] of [地形 v]) = [6]> then\n go to x: (-110) y: (-95)\n show\n end\n if <([costume # v] of [地形 v]) = [7]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [8]> then\n go to x: (-15) y: (-85)\n show\n end\n if <([costume # v] of [地形 v]) = [9]> then\n go to x: (-30) y: (-23)\n show\n end\n if <([costume # v] of [地形 v]) = [10]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [11]> then\n go to x: (0) y: (-90)\n show\n end\n if <([costume # v] of [地形 v]) = [12]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [13]> then\n point in direction (68)\n go to x: (-45) y: (-92)\n show\n end\n if <([costume # v] of [地形 v]) = [14]> then\n hide\n end\nend\n\nwhen I receive [1 v]\nforever\n if <touching (キャラ v)?> then\n repeat (9)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\nwait until <not <touching (プレイヤー v)?>>\n\nwhen [timer v] > (タイマー)\nhide\n\n@バネ2\n\nwhen flag clicked\ngo to x: (-160) y: (-77)\ngo to [back v] layer\nhide\nbroadcast (1 v)\nswitch costume to (1 v)\nforever\n if <touching (キャラ v)?> then\n wait until <not <touching (キャラ v)?>>\n if <not <touching (キャラ v)?>> then\n start sound [Jump v]\n end\n end\n if <([costume # v] of [地形 v]) = [1]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [6]> then\n go to x: (100) y: (-95)\n show\n end\n if <([costume # v] of [地形 v]) = [7]> then\n if <([costume # v] of [地形 v]) = [10]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [11]> then\n go to x: (-70) y: (-90)\n show\n end\n if <([costume # v] of [地形 v]) = [12]> then\n hide\n end\nend\n\nif <([costume # v] of [地形 v]) = [5]> then\n go to x: (-110) y: (-95)\n show\nend\n\nwhen I receive [1 v]\nforever\n if <touching (キャラ v)?> then\n repeat (9)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\nwait until <not <touching (プレイヤー v)?>>\n\nwhen [timer v] > (タイマー)\nhide\n\n@偽物\n\nwhen flag clicked\ngo to [front 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]) = [3]> then\n point in direction (90)\n switch costume to (コスチューム2 v)\n show\n end\n if <([costume # v] of [地形 v]) = [4]> then\n point in direction (90)\n hide\n end\n if <touching (キャラ v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [次! v]\ngo to [back v] layer\nwait (3) seconds\ngo to [front v] layer\n\n@フリーNEXT 作者:k-44\n\nwhen I start as a clone\nset [banngou v] to [0]\nset size to (110) %\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>>>> then\n go to x: (-10000) y: (0)\n repeat (75)\n change x by (((0) - (x position)) / (7))\n end\n if <(costume [number v]) = [1]> then\n wait (0.5) seconds\n forever\n change x by (((600) - (x position)) / (9))\n end\n else\n if <(costume [number v]) = [2]> then\n wait (0.3) seconds\n forever\n change x by (((600) - (x position)) / (9))\n end\n else\n if <(costume [number v]) = [3]> then\n wait (0.1) seconds\n forever\n change x by (((600) - (x position)) / (9))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (3.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [次! v]\ngo to [front v] layer\nstart sound [High Whoosh v]\nswitch costume to ( \(1\) v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\n\n@キャラ\n\nwhen flag clicked\nhide\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 ([costume name v] of [キャラ設定 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 create clone of (_myself_ v)\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 (0.8)\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 (-0.8)\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 end\n end\n end\n end\n end\n end\n change y by (-1)\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 <not <([costume # v] of [地形 v]) = [14]>> then\n broadcast (次! v)\n A\n end\n end\n if <<touching (トゲ v)?> or <[-179] > (y position)>> then\n ダメージ\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n end\n if <touching (バネ2 v)?> then\n set [y v] to [20]\n end\n if <touching (バネ3 v)?> then\n set [y v] to [20]\n end\n end\nend\n\nwhen I receive [プレイヤー表示 v]\nshow\n\nwhen [timer v] > (タイマー)\nhide\n\nwait (0.5) seconds\n\ndefine A\nhide\nset [動ける? v] to [2]\nwait (3) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [動ける? v] to [1]\nセット\n\ndefine セット\ngo to x: (-200) y: (90)\n\nwhen I start as a clone\nrepeat (9)\n change size by (-3)\n change [ghost v] effect by (30)\nend\ndelete this clone\n\ndefine ダメージ\nhide\nstart sound [Crunch v]\nset [動ける? v] to [2]\nwait (1) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [動ける? v] to [1]\nセット\n\nwhen I receive [platformerスタート v]\nswitch costume to (player v)\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (タイマー)\nshow\n\nwhen [timer v] > (0)\nhide\n\n@バネ3\n\nwhen flag clicked\ngo to x: (-160) y: (-77)\ngo to [back v] layer\nhide\nbroadcast (1 v)\nswitch costume to (1 v)\nforever\n if <touching (キャラ v)?> then\n wait until <not <touching (キャラ v)?>>\n if <not <touching (キャラ v)?>> then\n start sound [Jump v]\n end\n end\n if <([costume # v] of [地形 v]) = [1]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [11]> then\n go to x: (140) y: (-90)\n show\n end\n if <([costume # v] of [地形 v]) = [7]> then\n if <([costume # v] of [地形 v]) = [10]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [12]> then\n hide\n end\nend\n\nif <([costume # v] of [地形 v]) = [5]> then\n go to x: (-110) y: (-95)\n show\nend\n\nwhen I receive [1 v]\nforever\n if <touching (キャラ v)?> then\n repeat (9)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\nwait until <not <touching (プレイヤー v)?>>\n\nwhen [timer v] > (タイマー)\nhide\n\n@キャラ設定\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nshow\ngo to x: (100) y: (105)\nset size to (0) %\nforever\n change size by (((150) - (size)) / (10))\nend\n\nwhen I receive [キャラ設定動き v]\nset size to (0) %\nrepeat (50)\n change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [platformerスタート v]\nhide\n\nwhen I receive [次 v]\nbroadcast (キャラ設定動き v)\nstart sound [Suction Cup v]\nwait (0.01) seconds\nnext costume\n\nwhen I receive [次2 v]\nbroadcast (キャラ設定動き v)\nstart sound [Suction Cup v]\nwait (0.01) seconds\nswitch costume to ((costume [number v]) - (1))\n\nwait (0.1) seconds\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [読み込み中 v]\nhide\n\nwhen I receive [オフライン v]\nhide\n\n@矢印2\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (180) y: (105)\nset size to (0) %\nforever\n change size by (((100) - (size)) / (10))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (次 v)\nswitch costume to (コスチューム2 v)\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [platformerスタート v]\nhide\n\nwhen I receive [読み込み中 v]\nhide\n\n@矢印\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (20) y: (105)\nset size to (0) %\nforever\n change size by (((100) - (size)) / (10))\nend\n\nwhen this sprite clicked\nbroadcast (次2 v)\nswitch costume to (コスチューム2 v)\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [platformerスタート v]\nhide\n\nwhen I receive [読み込み中 v]\nhide\n\n@通常\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen flag clicked\ngo to x: (-113) y: (92)\nset [モード v] to [0]\nshow\n\nwhen this sprite clicked\nset [モード v] to [1]\nstart sound [1 v]\nwait (0.8) seconds\nbroadcast (読み込み中 v)\n\nwhen I receive [読み込み中 v]\nhide\n\n@通常2\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen flag clicked\ngo to x: (-113) y: (-71)\nset [モード v] to [0]\nshow\n\nwhen this sprite clicked\nset [モード v] to [2]\nstart sound [1 v]\nwait (0.8) seconds\nbroadcast (読み込み中 v)\nhide\n\nwhen I receive [platformerスタート v]\nhide\n\nwhen I receive [読み込み中 v]\nhide\n\n@通常3\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen flag clicked\nshow\ngo to x: (-113) y: (11)\nset [モード v] to [0]\n\nshow\n\nwhen this sprite clicked\nset [モード v] to [3]\nstart sound [1 v]\nwait (0.8) seconds\nbroadcast (読み込み中 v)\nhide\n\nwhen I receive [読み込み中 v]\nhide\n\n@読み込み\n\nwhen I receive [読み込み中 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nshow\nrepeat (15)\n wait (0.5) seconds\n next costume\nend\nhide\nif <(モード) = [1]> then\n broadcast (platformerスタート v)\nelse\n if <(モード) = [2]> then\n broadcast (ミニゲーム v)\n else\n if <(モード) = [3]> then\n broadcast (タイムアタック v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (タイマー)\nhide\n\n@報告乱用に負けるな!2\n\nwhen I start as a clone\nchange [☁ 報告した人 v] by (1)\nshow\ngo to x: (69) y: (62)\nglide (0) secs to x: (-172) y: (-25)\ncreate clone of (_myself_ v)\ndelete this clone\n\ndefine 検知 (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen [timer v] > (0)\nswitch costume to (中を見る v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [720] [270]\n if <touching (mouse-pointer v)?> then\n forever\n create clone of (_myself_ v)\n end\n else\n set [報告 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen [timer v] > (0)\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (中を見る v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [720] [270]\n if <touching (mouse-pointer v)?> then\n forever\n create clone of (_myself_ v)\n end\n else\n set [報告 v] to [0]\n end\nend\n\nwhen this sprite clicked\nif <(username) = [k-44]> then\n\n@報告乱用に負けるな!\n\nwhen I start as a clone\nchange [☁ 報告した人 v] by (1)\nshow\ngo to x: (69) y: (62)\nglide (0) secs to x: (-172) y: (-25)\ncreate clone of (_myself_ v)\ndelete this clone\n\ndefine 検知 (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nswitch costume to (報告ボタン v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [485] [-210]\n if <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\n else\n set [報告 v] to [0]\n end\nend\n\nwhen [timer v] > (0)\nswitch costume to (報告ボタン v)\ngo to [front v] layer\nset [報告 v] to [0]\nset [animation v] to [0]\nforever\n reset timer\n 検知 [485] [-210]\n if <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\n else\n set [報告 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if < (username) contains [HOUKOKU]?> then\n create clone of (_myself_ v)\n end\n if < (username) contains [houkoku]?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen [timer v] > (0)\nforever\n if < (username) contains [HOUKOKURANYOU]?> then\n create clone of (_myself_ v)\n end\n if < (username) contains [houkoku]?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen this sprite clicked\nif <(username) = [k-44]> then\n\n@スプライト1\n\nwhen [timer v] > (0)\nforever\n if <(username) = [k-44]> then\nend\n\nwhen [timer v] > (0)\nshow\nwait (5) seconds\nhide\n\n@time\n\ndefine Time (x) (y) (表示する桁)\nshow\nbroadcast (削除 v)\nif <([costume # v] of [地形 v]) = [14]> then\n hide\nelse\n set [time表示用 v] to [0]\n set size to (100) %\n go to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n change x by ((((42.5) + (10)) * (size)) / (100))\n repeat (length of ([floor v] of (tt) ))\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 (tt)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\n if <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 (tt)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\n end\n hide\nend\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen I receive [表示 v]\nif <(モード) = [3]> then\n set [time v] to [0]\n forever\n if <not <([costume # v] of [地形 v]) = [14]>> then\n Time [-230] [170] [2]\n else\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [記録 v]\nforever\n set [記録 v] to (タイマー)\n \n stop [other scripts in sprite v]\n end\nend\n\nshow variable [記録 v]\n\nwhen I receive [platformerスタート v]\nif <(モード) = [3]> then\n set [tt v] to [0]\n switch costume to (コスチューム13 v)\n broadcast (表示 v)\nend\n\nwhen I receive [タイムアタック v]\nif <(モード) = [3]> then\n forever\n set [time v] to (join (letter (1) of (tt)) (join (letter (2) of (tt)) (join (letter (3) of (tt)) (join (letter (4) of (tt)) (join (letter (5) of (tt)) (letter (6) of (tt)))))))\n end\nend\n\nwhen I receive [platformerスタート v]\nforever\n if <([costume # v] of [地形 v]) = [14]> then\n set [タイム v] to (join (letter (1) of (tt)) (join (letter (2) of (tt)) (join (letter (3) of (tt)) (join (letter (4) of (tt)) (join (letter (5) of (tt)) (letter (6) of (tt)))))))\n stop [this script v]\n end\nend\n\nwhen [timer v] > (タイマー)\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\n\nwhen I receive [platformerスタート v]\nif <(モード) = [3]> then\n forever\n if <([costume # v] of [地形 v]) = [14]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [platformerスタート v]\nif <(モード) = [3]> then\n forever\n change [tt v] by (0.03)\n end\nend\n\n@カウントダウン\n\nwhen I receive [カウントダウン v]\nstart sound [カウントダウン電子音 v]\nshow\nクローン [1]\nクローン [2]\nクローン [3]\nクローン [4]\nwait (0.5) seconds\nhide\nbroadcast (platformerスタート v)\n\ndefine クローン (id)\nif <(id) = [1]> then\n switch costume to (3 v)\n カウントダウン\nend\nif <(id) = [2]> then\n switch costume to (2 v)\n カウントダウン\nend\nif <(id) = [3]> then\n switch costume to (1 v)\n カウントダウン\nend\nif <(id) = [4]> then\n switch costume to (go‼︎ v)\n カウントダウン\nend\n\ndefine カウントダウン\nset size to (50) %\nwait (0.1) seconds\nrepeat (25)\n change size by ((100) / ((size) - (15)))\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [タイムアタック v]\nbroadcast (カウントダウン v)\n\n@タイマー[2]\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [カウントダウン v]\nshow\nclear graphic effects\nset [ghost v] effect to (50)\n\n
傾向1位 &コミュ好きありがとう(;▽;)\n\nこれぞSTの力!\n【使い方】\n矢印キーで操作\nジャンプは出来ません\nバネを利用してクリアを目指しましょう!\n\n【制作時間】\n2時間\n【共有日】\n1月28日\n\n【クレジット】ーーーーーーーーーーーーーーーーーー\n背景:@goriraf0612\n曲:@-xaf-\nその他:自作\nこのNEXTはいつか配布します。\nーーーーーーーーーーーーーーーーーーーーーーーーー
Lights Out Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (cenário1 v)\nforever\n set volume to (150) %\n play sound [Nebula v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\ndefine movimento\nswitch costume to (normal v)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n switch costume to (cima v)\n create clone of (_myself_ v)\n if <(caindo) < [4]> then\n set [velocidade y v] to [12]\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (esquerda v)\n create clone of (_myself_ v)\n change [velocidade x v] by (-3)\n point in direction (90)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (direita v)\n create clone of (_myself_ v)\n change [velocidade x v] by (3)\n point in direction (90)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (normal v)\n set [velocidade x v] to [0]\nend\nset [velocidade x v] to ((velocidade x) * (0.8))\nchange [velocidade y v] by (GRAVIDADE)\nmova em passos (([abs v] of (velocidade x) ) + ([abs v] of (velocidade y) ))\n\ndefine mova em passos (passos)\nchange [caindo v] by (1)\nrepeat (passos)\n set [ultimo valor v] to (x position)\n change x by ((velocidade x) / (passos))\n if <touching (ground v)?> then\n set x to (ultimo valor)\n set [velocidade x v] to [0]\n end\n set [ultimo valor v] to (y position)\n change y by ((velocidade y) / (passos))\n if <touching (ground v)?> then\n set y to (ultimo valor)\n if <(velocidade y) < [0]> then\n set [caindo v] to [0]\n end\n set [velocidade y v] to [0]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [velocidade x v] to [0]\nset [gravidade v] to [-1]\nset [velocidade y v] to [0]\ngo to x: (-163) y: (0)\nforever\n movimento\nend\n\nwhen I start as a clone\nDesapareça [10]\n\ndefine Desapareça (frames)\nrepeat (frames)\n change [ghost v] effect by ((100) / (frames))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [210]> then\n go to x: (-173) y: (-43)\n broadcast (Next Level v)\n end\n if <<touching (obby v)?> or <(y position) = [-185]>> then\n start sound [Oops v]\n go to x: (-173) y: (43)\n set [velocidade y v] to [-5]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (up v)?> then\n set [velocidade x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n if <(caindo) < [1]> then\n start sound [Jump v]\n end\n end\nend\n\nwhen I receive [next level v]\nchange y by (3)\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (fantasia1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nswitch costume to (join [fantasia] (LEVEL))\n\n@Obby\n\nwhen flag clicked\ngo to x: (0) y: (-30)\nswitch costume to (fantasia1 v)\nforever\n switch costume to (join [fantasia] (LEVEL))\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>> then\n change [sine v] by (0.010)\n go to x: (0) y: ((-16) + (([cos v] of ((Sine) * (155)) ) * (10.5)))\n else\n go to x: (0) y: (-30)\n set [sine v] to [0]\n end\nend\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [7]>\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nforever\n set size to (65) %\n go to x: (210) y: (-42)\n if <(LEVEL) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [next level v]\nshow\n\n@up\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [9]> then\n show\n else\n hide\n end\nend\n\nwait until <not <touching (player v)?>>\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Jump v]\n set [velocidade y v] to [20]\n wait (0.5) seconds\n end\nend\n\n@LED\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (small v)\nset size to (110) %\nswitch costume to (costume1 v)\nforever\n show\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to (mouse-pointer v)\nend\n\n@Lightbulb\n\nwhen flag clicked\nset [lightbulbs v] to [0]\nshow\nforever\n if <touching (player v)?> then\n hide\n change [lightbulbs v] by (1)\n start sound [Collect v]\n end\nend\n\nwhen flag clicked\ngo to x: (35) y: (41)\nswitch costume to (light bulb1 v)\n\nwhen I receive [next level v]\nshow\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n go to x: (55) y: (70)\n end\n if <(LEVEL) = [2]> then\n go to x: (60) y: (-29)\n end\n if <(LEVEL) = [3]> then\n go to x: (-122) y: (110)\n end\n if <(LEVEL) = [4]> then\n go to x: (-170) y: (120)\n end\n if <(LEVEL) = [5]> then\n go to x: (7) y: (110)\n end\n if <(LEVEL) = [5]> then\n go to x: (7) y: (110)\n end\n if <(LEVEL) = [6]> then\n go to x: (45) y: (110)\n end\n if <(LEVEL) = [7]> then\n go to x: (35) y: (110)\n end\n if <(LEVEL) = [8]> then\n go to x: (-135) y: (110)\n end\n if <(LEVEL) = [9]> then\n go to x: (-135) y: (0)\n end\n if <(LEVEL) = [10]> then\n go to x: (-135) y: (20)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow variable [lightbulbs v]\nswitch costume to (small v)\nset size to (100) %\nswitch costume to (fantasia1 v)\ngo to x: (0) y: (0)\n\nwhen [timer v] > (0)\nhide variable [lightbulbs v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n reset timer\nend\n\n
Credits to \n@evy246\n@samcrach\n@CooperFan5\nThank for all the guys the made this project possible ❤\n-----------------------------------------------------------\nO M G 2155 wiews??? im SO happy thank u SOOOOOO much
2.5D FLIP GRAVITY// A PLATFORMER
@Stage\n\nwhen I receive [intro - sikkokuiroda end v]\nswitch backdrop to (backdrop1 v)\nset [color v] effect to (170)\n\nchange [color v] effect by (5)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nclear graphic effects\n\n@Assets\n\nwhen flag clicked\nforever\n create clone of (particles for walking:d v)\nend\n\nwhen I receive [intro - sikkokuiroda end v]\nforever\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nshow\n\nwhen I receive [next v]\nwait (0.1) seconds\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\nwhen I receive [death v]\n\n@Player\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> and <(([abs v] of (YV) ) / (YV)) = [1]>> * (jump height))\nend\nset [xv v] to (((XV) + ((<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> * ((speed) * (-1))) + (<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> * (speed)))) * (friction))\nchange x by (XV)\nset [slope2 v] to [0]\nrepeat until <<(Slope2) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope2 v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope2)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\nif <touching (end v)?> then\n broadcast (Scroll next v)\nend\nif <<<touching (danger v)?> or <<touching (lava v)?> or <touching (enemy v)?>>> or <touching (_edge_ v)?>> then\n set [x v] to (x position)\n set [y v] to (y position)\n go to x: (-203) y: (-10)\n broadcast (Death v)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\nend\nif <<touching (sword v)?> and <(SWORD) = []>> then\n set [sword v] to [1]\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nrepeat (1)\ngo to x: (-200) y: (-10)\nset [xv v] to [0]\nset [level v] to [1]\nset [yv v] to [1]\nset [sword v] to []\nshow\npoint in direction (90)\nset [switch in progress v] to []\nforever\n broadcast (Tick v)\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [1] Jump Height [-13] Speed [3] Friction [.75] Slope [8]\n end\nend\n\nwhen I receive [next v]\ngo to x: (-203) y: (-10)\n\nwhen flag clicked\nhide\nswitch costume to (player2 v)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-4.5)\n change [color v] effect by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen [c v] key pressed\nnext costume\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\n\nforever\n\nwhen I receive [intro - sikkokuiroda end v]\nbroadcast (PLAY v)\n\n@End\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (188) y: (-73)\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\n\nwhen I receive [scroll next v]\nstart sound [Ding Sound Effect v]\nbroadcast (Next v)\n\nset [switch in progress v] to [yes]\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [switch in progress v] to []\n\nwhen I receive [death v]\nrepeat (20)\n move (0) steps\nend\n\nwhen I receive [shake v]\ngo to x: ((Checkpoint X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Checkpoint Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n create clone of (player v)\nend\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n3D\n\nwhen I receive [intro - sikkokuiroda end v]\ngo to [front v] layer\nswitch costume to (1 v)\nshow\n3D\n\nwhen I receive [next v]\nwait (0.1) seconds\nchange [level v] by (1)\nswitch costume to (LEVEL)\n3D\n\nset [level v] to [2]\n\nnext costume\n\nwhen I receive [death v]\nset [switch in progress v] to [yes]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\nset [switch in progress v] to []\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\nwait (0.1) seconds\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\nchange [shake v] by (-0.25)\n\ndefine 3D\ngo to [front v] layer\nerase all\nclear graphic effects\nset [brightness v] effect to (-30)\nset size to (80) %\nrepeat (20)\n stamp\n go to [front v] layer\n change size by (1)\n change [brightness v] effect by (1.5)\nend\nset size to (100) %\nset [ghost v] effect to (100)\n\nrepeat (14)\n move (0) steps\nend\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [death v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\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 (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (X) y: (Y)\nshow\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level 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 set x to ((x position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n set y to ((y position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\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 (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 (1)\n if <touching (level 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 (5)\n create clone of (_myself_ v)\nend\n\n@Trampolines\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nhide\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\nforever\n if <not <(Switch In Progress) = [yes]>> then\n if <touching (player v)?> then\n start sound [jump v]\n switch costume to (3 v)\n set [yv v] to [-10]\n else\n if <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\nwhen I receive [next v]\nhide\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [5]> then\n show\n go to x: (-101) y: (32)\nelse\n if <(LEVEL) = [6]> then\n show\n go to x: (-163) y: (50)\n else\n if <(LEVEL) = [10]> then\n show\n go to x: (-100) y: (-38)\n else\n if <(LEVEL) = [12]> then\n show\n go to x: (-210) y: (-70)\n else\n hide\n end\n end\n end\nend\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\n\nwhen I receive [shake v]\ngo to x: ((Trampoline X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Trampoline Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\nset [sword v] to [1]\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nhide\nif <(LEVEL) = [6]> then\n go to x: (24) y: (13)\n switch costume to (heart v)\n create clone of (_myself_ v)\n go to x: (142) y: (-55)\n switch costume to (star v)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [heart/star y v] to (y position)\nshow\nforever\n set y to ((Heart/Star Y) + (([sin v] of ((timer) * (200)) ) * (8)))\n if <touching (player v)?> then\n start sound [sfx2 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@Particles for walking:D\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\ngo to (player v)\nchange x by (-10)\nchange y by (-16)\nset size to (pick random (50) to (100)) %\nset [speed x v] to (pick random (-1.0) to (1.0))\nset [speed y v] to (pick random (-1.0) to (1.0))\nshow\nwait (0) seconds\nrepeat (10)\n change x by ((my variable) + (speed x))\n change y by (speed y)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\n@NEON FORMER\n\nwhen flag clicked\nhide\n\n@Samples\n\nhide\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime death v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\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))\nset [is clone? v] to [1]\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 (_edge_ v)?> or <touching (level 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 (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 (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 (1)\n if <touching (level 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 (5)\n create clone of (_myself_ v)\nend\n\n@Block\n\n@Level2\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@level\n\n@5C5075F0-E640-43CE-8057-FF0617EFE57E\n\n@Sprite1\n\n@370d0e983782d37481fe77c2026b4033U\n\nwhen flag clicked\nhide\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\n\nwhen I receive [scroll next v]\n\nwait (2) seconds\nchange [level v] by (1)\n\nhide\n\n@Level3\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n3D\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (1 v)\nshow\n3D\n\nwhen I receive [next v]\nwait (0.1) seconds\nswitch costume to (LEVEL)\n\nset [level v] to [2]\n\nnext costume\n\nwhen I receive [death v]\nset [switch in progress v] to [yes]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\nset [switch in progress v] to []\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\nchange [shake v] by (-0.25)\n\ndefine 3D\n\nrepeat (14)\n move (0) steps\nend\n\n@b821b7ad9a80080a04f768bccc7478a3\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen this sprite clicked\nshow list [leaderboard v]\nhide\n\nwhen flag clicked\nshow list [leaderboard v]\nhide\n\nhide list [leaderboard v]\n\nwhen I receive [' v]\n\nshow\n\n@Button2\n\nwhen flag clicked\ngo to x: (-148) y: (122)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((107) - (size)) / (5))\n else\n change size by (((100) - (size)) / (10))\n end\nend\n\nwhen this sprite clicked\nhide list [leaderboard v]\nbroadcast (' v)\n\nwhen I receive [update leaderboard v]\nset [list pointer v] to [0]\nrepeat until <(list pointer) = ((length of [leaderboard v]) + (1))>\n change [list pointer v] by (1)\n if <(TIMER) < (item (list pointer) of [leaderboard v])> then\n insert (TIMER) at (list pointer) of [leaderboard v] \n broadcast (game over v)\n end\nend\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [6]> then\n broadcast (update leaderboard v)\n stop [this script v]\n end\nend\n\nwhen I receive [intro - sikkokuiroda end v]\nshow variable [timer v]\nset [timer v] to [0]\nforever\n change [timer v] by (0.1)\nend\n\n@Intro\n\ndefine x: (x1) y: (y1) から X: (x2) Y: (y2) DIV: (d) pattern: (p)\nif <(p) = [1]> then\n set [+x v] to (x1)\n set [+y v] to (y1)\n repeat until <<(round (+X)) = (x2)> and <(round (+Y)) = (y2)>>\n switch costume to (blank2 v)\n change [+x v] by (((x2) - (+X)) / (d))\n change [+y v] by (((y2) - (+Y)) / (d))\n switch costume to (text2 v)\n end\nelse\n go to x: (x1) y: (y1)\n repeat until <<(round (x position)) = (x2)> and <(round (y position)) = (y2)>>\n switch costume to (blank2 v)\n change x by (((x2) - (x position)) / (d))\n change y by (((y2) - (y position)) / (d))\n switch costume to (text v)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Start effect]> then\n set size to (100) %\n go to x: (0) y: (0)\n show\n switch costume to (effect v)\n if < ((count) / (2)) contains [.]?> then\n set [brightness v] effect to (100)\n else\n set [color v] effect to (86)\n set [brightness v] effect to (25)\n end\n Size(s): [5] Size(s): [1200] DIV: [3]\n delete this clone\nend\n\nwhen I receive [intro - sikkokuiroda v]\nswitch costume to (blank v)\nset [count v] to [0]\nrepeat until <(Time) > [1]>\n Clone [Start effect]\n wait (0.1) seconds\n change [count v] by (1)\nend\n\nwhen I receive [intro - sikkokuiroda v]\nset [time v] to [0]\nstart sound [Jim Yosef - Throwback v]\nrepeat until <(Time) > [6.3]>\n wait (0.065) seconds\n change [time v] by (0.1)\nend\n\nwhen flag clicked\nset [time v] to [0]\n\ndefine Clone (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [intro - sikkokuiroda v]\npoint in direction (90)\nClone [bar]\n\ndefine Size: (size1) から Size: (size2) Size: (speed)\nset size to (size1) %\nrepeat until <(round (size)) = (size2)>\n switch costume to (blank v)\n change size by (((size2) - (size)) / (speed))\n switch costume to (bar v)\nend\n\ndefine eaging (x1) (y1) (d1) (s1) → (x2) (y2) (d2) (s2) time (t1) to (t2) type (type) i (i) by Ttro-FX\ngo to x: (x1) y: (y1)\npoint in direction (d1)\nset size to (s1) %\ndelete all of [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nadd [] to [eaging2 v]\nif <(type) = [in]> then\n repeat until <(t2) < (timer)>\n replace item (1) of [eaging2 v] with ((((t2) - (t1)) - ((t2) - (timer))) / ((t2) - (t1)))\n replace item (3) of [eaging2 v] with (((i) - (1)) * (100))\n replace item (2) of [eaging2 v] with (((100) + (((((((1) - (item (1) of [eaging2 v])) * (((1) - (item (1) of [eaging2 v])) * ((1) - (item (1) of [eaging2 v])))) * (-100)) + (((3) * (((1) - (item (1) of [eaging2 v])) * ((1) - (item (1) of [eaging2 v])))) * ((item (1) of [eaging2 v]) * (-100)))) + (((3) * (((1) - (item (1) of [eaging2 v])) * (item (1) of [eaging2 v]))) * ((item (1) of [eaging2 v]) * (item (3) of [eaging2 v])))) + ((((100) * (item (1) of [eaging2 v])) * (item (1) of [eaging2 v])) * (item (1) of [eaging2 v])))) / (2))\n replace item (4) of [eaging2 v] with ((x1) + (((item (2) of [eaging2 v]) / (100)) * ((x2) - (x1))))\n replace item (5) of [eaging2 v] with ((y1) + (((item (2) of [eaging2 v]) / (100)) * ((y2) - (y1))))\n replace item (6) of [eaging2 v] with ((d1) + (((item (2) of [eaging2 v]) / (100)) * ((d2) - (d1))))\n replace item (7) of [eaging2 v] with ((s1) + (((item (2) of [eaging2 v]) / (100)) * ((s2) - (s1))))\n set [+x v] to (item (4) of [eaging2 v])\n set [+y v] to (item (5) of [eaging2 v])\n set [+d v] to (item (6) of [eaging2 v])\n set [+z v] to (item (7) of [eaging2 v])\n end\nend\nif <(type) = [out]> then\n repeat until <(t2) < (timer)>\n replace item (1) of [eaging2 v] with ((((t2) - (t1)) - ((t2) - (timer))) / ((t2) - (t1)))\n replace item (3) of [eaging2 v] with (((() - (i)) - (-1)) * (100))\n replace item (2) of [eaging2 v] with (((100) + (((((((1) - (item (1) of [eaging2 v])) * (((1) - (item (1) of [eaging2 v])) * ((1) - (item (1) of [eaging2 v])))) * (-100)) + (((3) * (((1) - (item (1) of [eaging2 v])) * ((1) - (item (1) of [eaging2 v])))) * ((item (1) of [eaging2 v]) * (item (3) of [eaging2 v])))) + (((3) * (((1) - (item (1) of [eaging2 v])) * (item (1) of [eaging2 v]))) * ((item (1) of [eaging2 v]) * (100)))) + ((((100) * (item (1) of [eaging2 v])) * (item (1) of [eaging2 v])) * (item (1) of [eaging2 v])))) / (2))\n replace item (4) of [eaging2 v] with ((x1) + (((item (2) of [eaging2 v]) / (100)) * ((x2) - (x1))))\n replace item (5) of [eaging2 v] with ((y1) + (((item (2) of [eaging2 v]) / (100)) * ((y2) - (y1))))\n replace item (6) of [eaging2 v] with ((d1) + (((item (2) of [eaging2 v]) / (100)) * ((d2) - (d1))))\n replace item (7) of [eaging2 v] with ((s1) + (((item (2) of [eaging2 v]) / (100)) * ((s2) - (s1))))\n set [+x v] to (item (4) of [eaging2 v])\n set [+y v] to (item (5) of [eaging2 v])\n set [+d v] to (item (6) of [eaging2 v])\n set [+z v] to (item (7) of [eaging2 v])\n end\nend\nif <(type) = [inout]> then\n eaging (x1) (y1) (d1) (s1) → ((x1) + (((x2) - (x1)) / (2))) ((y1) + (((y2) - (y1)) / (2))) ((d1) + (((d2) - (d1)) / (2))) ((s1) + (((s2) - (s1)) / (2))) time (t1) to ((t1) + (((t2) - (t1)) / (2))) type [in] i (i) by Ttro-FX\n eaging ((x1) + (((x2) - (x1)) / (2))) ((y1) + (((y2) - (y1)) / (2))) ((d1) + (((d2) - (d1)) / (2))) ((s1) + (((s2) - (s1)) / (2))) → (x2) (y2) (d2) (s2) time ((t1) + (((t2) - (t1)) / (2))) to (t2) type [out] i (i) by Ttro-FX\nend\nset [+x v] to (x2)\nset [+y v] to (y2)\nset [+d v] to (d2)\nset [+z v] to (s2)\n\nwhen I start as a clone\nif <(CloneID) = [bar]> then\n go to x: (0) y: (0)\n show\n switch costume to (bar v)\n Size: [200] から Size: [100] Size: [8]\n point in direction (90)\n repeat until <(Time) > [9]>\n go to [front v] layer\n end\nend\n\ndefine Size(s): (1) Size(s): (2) DIV: (d)\nset size to (1) %\nrepeat until <(round (size)) = (2)>\n switch costume to (blank v)\n change size by (((2) - (size)) / (d))\n switch costume to (effect v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Start effect]> then\n set size to (100) %\n go to x: (0) y: (0)\n show\n switch costume to (effect v)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen I receive [intro - sikkokuiroda v]\nClone [RW Set]\nwait until <(Time) > [1.3]>\nClone [Text]\nClone [Backdrop]\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (text v)\n show\n repeat until <(Time) > [5]>\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Backdrop]> then\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (backdrop v)\n show\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n set [+x v] to [0]\n set [+y v] to [0]\n set [+z v] to [0]\n set [+d v] to [0]\n clear graphic effects\n switch costume to (text v)\n show\n reset timer\n eaging [0] [0] [-90] [-50] → [0] [0] [0] [0] time [0] to [0.3] type [out] i [-1] by Ttro-FX\n wait (0.3) seconds\n change [+d v] by (1)\n repeat (30)\n change [+d v] by ([abs v] of (((90) - (direction)) / (3)) )\n change [chev dir v] by ((0) - ([abs v] of (((90) - (direction)) / (3)) ))\n end\n set [+d v] to [0]\n set [chev dir v] to [0]\n point in direction (90)\n switch costume to (text3 v)\n Clone [Text\(h\)]\n wait (0.5) seconds\n switch costume to (text v)\n wait (0.3) seconds\n set [easing v] to [1]\n set [easing2 v] to [1]\n repeat (17)\n if <[100] > (size)> then\n change size by (easing)\n set [easing v] to ((easing) * (easing2))\n set [easing2 v] to ((easing2) * (1.075))\n else\n switch costume to (blank v)\n change size by (easing)\n set [easing v] to ((easing) * (easing2))\n set [easing2 v] to ((easing2) * (1.075))\n switch costume to (text v)\n end\n end\n set size to (100) %\n wait (0.1) seconds\n x: [0] y: [0] から X: [0] Y: [500] DIV: [9] pattern: [2]\nend\n\nwhen I receive [intro - sikkokuiroda v]\nwait until <(Time) > [2.3]>\nClone [Text2]\n\nwhen I receive [intro - sikkokuiroda v]\nset [id v] to []\nwait until <(Time) > [1.5]>\nset [chev 1&3 x v] to [0]\nset [chev y v] to [0]\nset [chev z v] to [0.9]\nset [chev dir v] to [0]\nset [chev 2&4 x v] to [0]\nforever\n ChevClone\nend\n\nwhen I start as a clone\nif < (ID) contains [Chev]?> then\n clear graphic effects\n point in direction (90)\n switch costume to (ID)\n set [intro: x v] to (x position)\n set [intro: y v] to (y position)\n set [dir v] to (direction)\n set [z v] to (size)\n repeat (100)\n change [z v] by (100)\n 📷\n end\n delete this clone\nend\n\ndefine 📷\nset [name v] to (costume [name v])\nswitch costume to (size hack v)\nset size to ((Z) * (Chev Z)) %\nswitch costume to (pos hack v)\nif <<(Name) = [Chev1]> or <(Name) = [Chev2]>> then\n go to x: (((((Intro: X) + (Chev 1&3 X)) * (Chev Z)) * ([cos v] of (Chev Dir) )) - ((((Intro: Y) + (Chev Y)) * (Chev Z)) * ([sin v] of (Chev Dir) ))) y: (((((Intro: X) + (Chev 1&3 X)) * (Chev Z)) * ([sin v] of (Chev Dir) )) + ((((Intro: Y) + (Chev Y)) * (Chev Z)) * ([cos v] of (Chev Dir) )))\nelse\n if <<(Name) = [Chev3]> or <(Name) = [Chev4]>> then\n go to x: (((((Intro: X) + (Chev 2&4 X)) * (Chev Z)) * ([cos v] of (Chev Dir) )) - ((((Intro: Y) + (Chev Y)) * (Chev Z)) * ([sin v] of (Chev Dir) ))) y: (((((Intro: X) + (Chev 2&4 X)) * (Chev Z)) * ([sin v] of (Chev Dir) )) + ((((Intro: Y) + (Chev Y)) * (Chev Z)) * ([cos v] of (Chev Dir) )))\n end\nend\npoint in direction ((Dir) - (Chev Dir))\nswitch costume to (ID)\n\ndefine lots of clones (name) (size) (interval)\nClone (name) x [0] y [0] z (size) Dir [90] CloneNumber [1]\nClone (name) x (interval) y [0] z (size) Dir [90] CloneNumber [1]\nClone (name) x (() - (interval)) y [0] z (size) Dir [90] CloneNumber [1]\nClone (name) x [0] y (interval) z (size) Dir [90] CloneNumber [1]\nClone (name) x (interval) y (interval) z (size) Dir [90] CloneNumber [1]\nClone (name) x (() - (interval)) y (interval) z (size) Dir [90] CloneNumber [1]\nClone (name) x [0] y (() - (interval)) z (size) Dir [90] CloneNumber [1]\nClone (name) x (interval) y (() - (interval)) z (size) Dir [90] CloneNumber [1]\nClone (name) x (() - (interval)) y (() - (interval)) z (size) Dir [90] CloneNumber [1]\n\ndefine ChevClone\nlots of clones [Chev1] [100] [500]\nlots of clones [Chev3] [100] [500]\nWait2 [0.5] (timer)\nlots of clones [Chev2] [100] [500]\nlots of clones [Chev4] [100] [500]\nWait2 [0.5] (timer)\n\ndefine Clone (id) x (x) y (y) z (z) Dir (dir) CloneNumber (number)\nset size to (z) %\npoint in direction (dir)\nswitch costume to (pos hack v)\ngo to x: (x) y: (y)\nrepeat (number)\n set [id v] to (id)\n create clone of (_myself_ v)\nend\nswitch costume to (size hack v)\n\ndefine Wait2 () (timer)\nwait until <(() + (timer)) < (timer)>\n\ndefine y(c): (3) y(c): (4) DIV: (d)\nset [chev y v] to (3)\nrepeat until <(round (Chev Y)) = (4)>\n change [chev y v] by (((4) - (Chev Y)) / (d))\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n repeat until <(Time) > [2.8]>\n go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (+X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (+Y))\n point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (+D))\n set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (+Z)) %\n end\n repeat until <(Time) > [4.4]>\n go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (+X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (+Y))\n point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (+D))\n end\n repeat until <(Time) > [5.5]>\n point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (+D))\n set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (+Z)) %\n end\n repeat until <(Time) > [9]>\n go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (+X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (+Y))\n point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (+D))\n set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (+Z)) %\n end\nend\n\ndefine Shake\nset [shake:上がってこうぜ v] to [0]\nset [shake v] to [0]\nrepeat (10)\n change [shake:上がってこうぜ v] by (0.075)\n change [shake v] by (Shake:上がってこうぜ)\nend\nrepeat (11)\n change [shake v] by (((0) - (Shake)) / (8))\nend\nset [shake:上がってこうぜ v] to [0]\nset [shake v] to [0]\n\nwhen I receive [intro - sikkokuiroda v]\nforever\n Shake\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h\)]> then\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (text2 v)\n show\n go to x: (0) y: (0)\n x: [0] y: [0] から X: [500] Y: [0] DIV: [2] pattern: [1]\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h\)]> then\n repeat until <(Time) > [9]>\n switch costume to (blank2 v)\n go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (+X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (+Y))\n point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (+D))\n set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (+Z)) %\n switch costume to (text2 v)\n end\nend\n\ndefine x(c2): (1) x(c2): (2) DIV: (d)\nset [chev 1&3 x v] to (1)\nrepeat until <(Chev 1&3 X) > (2)>\n change [chev 1&3 x v] by (((2) - (Chev 1&3 X)) / (d))\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h\)]> then\n wait (0.2) seconds\n Clone [Text\(h2\)]\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h2\)]> then\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (text2 v)\n show\n x: [-500] y: [0] から X: [0] Y: [0] DIV: [2] pattern: [1]\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(h2\)]> then\n repeat until <(Time) > [9]>\n go to x: ((([sin v] of ((timer) * (900)) ) * ((Shake) * (1.5))) + (+X)) y: ((([cos v] of ((timer) * (500)) ) * ((Shake) / (1.4))) + (+Y))\n point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (+D))\n set size to (((([sin v] of ((timer) * (500)) ) * ((Shake) * (2))) + (100)) + (+Z)) %\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [effect?]> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (90)\n switch costume to (effect? v)\n repeat until <(Time) > [9]>\n go to [front v] layer\n end\nend\n\nwhen I receive [intro - sikkokuiroda v]\ngo to x: (0) y: (0)\nwait (1) seconds\nClone [effect?]\n\nwhen I receive [intro - sikkokuiroda v]\nwait until <(Time) > [2.8]>\nx(c2): [0] x(c2): [500] DIV: [5]\nset [chev 1&3 x v] to [500]\n\nwhen I start as a clone\nif <(CloneID) = [Text\(y\)]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n switch costume to (text v)\n show\n x: [0] y: [-500] から X: [0] Y: [0] DIV: [9] pattern: [2]\n switch costume to (text4 v)\n set size to (100) %\n set [easing v] to [1]\n set [easing2 v] to [1]\n repeat (17)\n if <[100] > (size)> then\n change size by (easing)\n change x by ((([sin v] of ((timer) * (1000000)) ) * (easing)) * (easing2))\n change [color v] effect by (10)\n set [easing v] to ((easing) * (easing2))\n set [easing2 v] to ((easing2) * (1.1))\n else\n switch costume to (blank v)\n change size by (easing)\n change x by ((([sin v] of ((timer) * (1000000)) ) * (easing)) * (easing2))\n set [easing v] to ((easing) * (easing2))\n set [easing2 v] to ((easing2) * (1.1))\n change [color v] effect by (10)\n switch costume to (text4 v)\n end\n end\n broadcast (Intro - sikkokuiroda end v)\nend\n\nwhen I receive [intro - sikkokuiroda v]\nwait until <(Time) > [4.5]>\ny(c): [0] y(c): [500] DIV: [5]\nset [chev y v] to [500]\n\nwhen I start as a clone\nif <(CloneID) = [Text\(y\)]> then\n repeat until <(Time) > [5.9]>\n point in direction (((([sin v] of ((timer) * (500)) ) * ((Shake) / (1.5))) + (90)) + (+D))\n end\nend\n\ndefine eaging2 (x1) (y1) (d1) (s1) → (x2) (y2) (d2) (s2) time (t1) to (t2) type (type) i (i) by Ttro-FX\ngo to x: (x1) y: (y1)\npoint in direction (d1)\nset size to (s1) %\ndelete all of [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nadd [] to [eaging v]\nif <(type) = [in]> then\n repeat until <(t2) < (timer)>\n replace item (1) of [eaging v] with ((((t2) - (t1)) - ((t2) - (timer))) / ((t2) - (t1)))\n replace item (3) of [eaging v] with (((i) - (1)) * (100))\n replace item (2) of [eaging v] with (((100) + (((((((1) - (item (1) of [eaging v])) * (((1) - (item (1) of [eaging v])) * ((1) - (item (1) of [eaging v])))) * (-100)) + (((3) * (((1) - (item (1) of [eaging v])) * ((1) - (item (1) of [eaging v])))) * ((item (1) of [eaging v]) * (-100)))) + (((3) * (((1) - (item (1) of [eaging v])) * (item (1) of [eaging v]))) * ((item (1) of [eaging v]) * (item (3) of [eaging v])))) + ((((100) * (item (1) of [eaging v])) * (item (1) of [eaging v])) * (item (1) of [eaging v])))) / (2))\n replace item (4) of [eaging v] with ((x1) + (((item (2) of [eaging v]) / (100)) * ((x2) - (x1))))\n replace item (5) of [eaging v] with ((y1) + (((item (2) of [eaging v]) / (100)) * ((y2) - (y1))))\n replace item (6) of [eaging v] with ((d1) + (((item (2) of [eaging v]) / (100)) * ((d2) - (d1))))\n replace item (7) of [eaging v] with ((s1) + (((item (2) of [eaging v]) / (100)) * ((s2) - (s1))))\n go to x: (item (4) of [eaging v]) y: (item (5) of [eaging v])\n point in direction (item (6) of [eaging v])\n set size to (item (7) of [eaging v]) %\n end\nend\nif <(type) = [out]> then\n repeat until <(t2) < (timer)>\n replace item (1) of [eaging v] with ((((t2) - (t1)) - ((t2) - (timer))) / ((t2) - (t1)))\n replace item (3) of [eaging v] with (((() - (i)) - (-1)) * (100))\n replace item (2) of [eaging v] with (((100) + (((((((1) - (item (1) of [eaging v])) * (((1) - (item (1) of [eaging v])) * ((1) - (item (1) of [eaging v])))) * (-100)) + (((3) * (((1) - (item (1) of [eaging v])) * ((1) - (item (1) of [eaging v])))) * ((item (1) of [eaging v]) * (item (3) of [eaging v])))) + (((3) * (((1) - (item (1) of [eaging v])) * (item (1) of [eaging v]))) * ((item (1) of [eaging v]) * (100)))) + ((((100) * (item (1) of [eaging v])) * (item (1) of [eaging v])) * (item (1) of [eaging v])))) / (2))\n replace item (4) of [eaging v] with ((x1) + (((item (2) of [eaging v]) / (100)) * ((x2) - (x1))))\n replace item (5) of [eaging v] with ((y1) + (((item (2) of [eaging v]) / (100)) * ((y2) - (y1))))\n replace item (6) of [eaging v] with ((d1) + (((item (2) of [eaging v]) / (100)) * ((d2) - (d1))))\n replace item (7) of [eaging v] with ((s1) + (((item (2) of [eaging v]) / (100)) * ((s2) - (s1))))\n go to x: (item (4) of [eaging v]) y: (item (5) of [eaging v])\n point in direction (item (6) of [eaging v])\n set size to (item (7) of [eaging v]) %\n end\nend\nif <(type) = [inout]> then\n eaging2 (x1) (y1) (d1) (s1) → ((x1) + (((x2) - (x1)) / (2))) ((y1) + (((y2) - (y1)) / (2))) ((d1) + (((d2) - (d1)) / (2))) ((s1) + (((s2) - (s1)) / (2))) time (t1) to ((t1) + (((t2) - (t1)) / (2))) type [in] i (i) by Ttro-FX\n eaging2 ((x1) + (((x2) - (x1)) / (2))) ((y1) + (((y2) - (y1)) / (2))) ((d1) + (((d2) - (d1)) / (2))) ((s1) + (((s2) - (s1)) / (2))) → (x2) (y2) (d2) (s2) time ((t1) + (((t2) - (t1)) / (2))) to (t2) type [out] i (i) by Ttro-FX\nend\ngo to x: (x2) y: (y2)\npoint in direction (d2)\nset size to (s2) %\n\nwhen I start as a clone\nif <(CloneID) = [White]> then\n set size to (100) %\n go to x: (0) y: (0)\n show\n switch costume to (white v)\n go to [front v] layer\n set [ghost time v] to [0]\n set [ghost v] effect to (100)\n set [ghost v] to [100]\n repeat until <(ghost time) > [0.7]>\n go to [front v] layer\n change [ghost v] by (((0) - (ghost)) / (10))\n set [ghost v] effect to (ghost)\n end\n wait until <(Time) > [1.2]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [White]> then\n repeat until <(ghost time) > [0.7]>\n wait (0.065) seconds\n change [ghost time v] by (0.1)\n end\nend\n\nwhen I receive [intro - sikkokuiroda end v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [intro - sikkokuiroda end v]\nrepeat until <(ghost time) > [2]>\n wait (0.065) seconds\n change [ghost time v] by (0.1)\nend\n\nwhen I receive [intro - sikkokuiroda v]\nClone [White]\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n wait until <(Time) > [4.5]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n wait until <(Time) > [4.4]>\n Clone [Text\(y\)]\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\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 <(CloneID) = [Text\(h\)]> then\n repeat until <(Time) > [7]>\n switch costume to (blank2 v)\n switch costume to (text2 v)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [SW/4\(1\)]> then\n hide\n go to x: (120) y: (5)\n wait (0.8) seconds\n set size to (150) %\n set [brightness v] effect to (100)\n point in direction (90)\n switch costume to (sw//1 v)\n show\n go to [front v] layer\n repeat (24)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [SW/4\(2\)]> then\n hide\n go to x: (-122) y: (-20)\n wait (1.3) seconds\n set [brightness v] effect to (100)\n point in direction (-90)\n set size to (150) %\n switch costume to (sw//1 v)\n show\n go to [front v] layer\n repeat (24)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Text\(y\)]> then\n Clone [SW/4\(1\)]\n Clone [SW/4\(2\)]\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW1]> then\n wait (0.3) seconds\n go to x: (120) y: (-90)\n point in direction (90)\n set size to (80) %\n switch costume to (rw//1 v)\n go to [front v] layer\n set [brightness v] effect to (100)\n repeat (24)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW2]> then\n wait (0.3) seconds\n go to x: (0) y: (-90)\n point in direction (90)\n set size to (80) %\n switch costume to (rw//1 v)\n go to [front v] layer\n set [brightness v] effect to (100)\n repeat (24)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW3]> then\n wait (0.3) seconds\n go to x: (-120) y: (-90)\n point in direction (90)\n set size to (80) %\n switch costume to (rw//1 v)\n go to [front v] layer\n set [brightness v] effect to (100)\n repeat (24)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW4]> then\n wait (0.3) seconds\n go to x: (-120) y: (90)\n point in direction (90)\n set size to (80) %\n switch costume to (rw//1 v)\n go to [front v] layer\n set [brightness v] effect to (100)\n repeat (24)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW5]> then\n wait (0.3) seconds\n go to x: (120) y: (90)\n point in direction (90)\n set size to (80) %\n switch costume to (rw//1 v)\n go to [front v] layer\n set [brightness v] effect to (100)\n repeat (24)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW6]> then\n wait (0.3) seconds\n go to x: (0) y: (90)\n point in direction (90)\n set size to (80) %\n switch costume to (rw//1 v)\n go to [front v] layer\n set [brightness v] effect to (100)\n repeat (24)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [RW Set]> then\n show\n switch costume to (blank v)\n wait (1.3) seconds\n Clone [RW1]\n Clone [RW2]\n Clone [RW3]\n Clone [RW4]\n Clone [RW5]\n Clone [RW6]\nend\n\nwhen I receive [intro - sikkokuiroda end v]\nwait (2) seconds\nbroadcast (project start v)\n\nwhen flag clicked\nbroadcast (Intro - sikkokuiroda v)\n\n
PART 2 IS HERE GUYS MUCH FUN I SPENT MORE TIME ON IT\nhttps://scratch.mit.edu/projects/986614414/\n——————————————————————————————\nFUN FACT:this is my first ever project that has not gotten any bad comments thanx guys\n———————————————————————————\nA REALLY GOOD PLATFORMER FOR THE GRAVITY STUDIO\nALSO MOBILE FRIENDLY\nJUST SIX LEVELS FOR THIS PART 1 \n------------------------------------------------------------------\nFOR THE PART 2 WILL BE MORE LEVELS AND ADVANCED STUFF\n----------------------------------------------------------------\nsounds funny but remix and share for a follow\n\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#all#music#art#stories#allgamestrending\n#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games#all#music#art#stories#allgamestrending#games\n\n
platformer
@Stage\n\n@Thousand Absolutes (0;00;46;03)2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [setsize v] to [101]\nforever\n change size by (((setsize) - (size)) / (5))\nend\n\nwhen flag clicked\nwait (10) seconds\nplay sound [Thousand_Absolutes_Xaf_Remix v] until done\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n change size by (2)\n wait until <not <key (any v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [setsize v] to [108]\n else\n set [setsize v] to [105]\n end\n else\n set [setsize v] to [101]\n end\nend\n\n@イントロ\n\ndefine クローン 情報: (情報1) (情報2) (情報3) (情報4) (情報5) pos: (x) (y) (dir) (size) 回数: (クローン回数)\ndelete all of [cl pos / 情報 v]\nadd (情報1) to [cl pos / 情報 v]\nadd (情報2) to [cl pos / 情報 v]\nadd (情報3) to [cl pos / 情報 v]\nadd (情報4) to [cl pos / 情報 v]\nadd (情報5) to [cl pos / 情報 v]\nadd (x) to [cl pos / 情報 v]\nadd (y) to [cl pos / 情報 v]\nadd (dir) to [cl pos / 情報 v]\nadd (size) to [cl pos / 情報 v]\nif <(クローン回数) = []> then\n create clone of (_myself_ v)\nelse\n repeat (クローン回数)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [cl pos / 情報 v]) = [フェードイン]> then\n クローン 情報: [BBG] [] [] [] [] pos: [0] [0] [90] [100] 回数: []\n クローン 情報: [アイコン] [] [] [] [] pos: [0] [240] [90] [90] 回数: []\n クローン 情報: [入り] [] [] [] [] pos: [0] [0] [90] [100] 回数: []\n delete this clone\nend\nif <(item (1) of [cl pos / 情報 v]) = [入り]> then\n switch costume to (fadein v)\n repeat until <[2.772] < (timer)>\n go to [front v] layer\n go [backward v] (1) layers\n show\n end\n repeat until <[5] < (timer)>\n go to [front v] layer\n go [backward v] (1) layers\n show\n replace item (9) of [cl pos / 情報 v] with ((item (9) of [cl pos / 情報 v]) + (((0) - (item (9) of [cl pos / 情報 v])) / (10)))\n 配置 [] [] [] [] 空欄ならcl pos6~9に合わせます\n end\n delete this clone\nend\nif <(item (1) of [cl pos / 情報 v]) = [アイコン]> then\n switch costume to (icon v)\n wait until <[2.047] < (timer)>\n show\n repeat until <[2.772] < (timer)>\n 配置 [] [] [] [] 空欄ならcl pos6~9に合わせます\n replace item (7) of [cl pos / 情報 v] with ((item (7) of [cl pos / 情報 v]) + (((0) - (item (7) of [cl pos / 情報 v])) / (10)))\n replace item (9) of [cl pos / 情報 v] with ((item (9) of [cl pos / 情報 v]) + (((100) - (item (9) of [cl pos / 情報 v])) / (20)))\n go to [front v] layer\n end\n replace item (4) of [cl pos / 情報 v] with [40]\n repeat until <[3.264] < (timer)>\n 配置 [] [] [] [] 空欄ならcl pos6~9に合わせます\n replace item (4) of [cl pos / 情報 v] with ((item (4) of [cl pos / 情報 v]) + (((1) - (item (4) of [cl pos / 情報 v])) / (2)))\n replace item (7) of [cl pos / 情報 v] with ((item (7) of [cl pos / 情報 v]) + (((0) - (item (7) of [cl pos / 情報 v])) / (10)))\n replace item (8) of [cl pos / 情報 v] with ((item (8) of [cl pos / 情報 v]) + (((105) - (item (8) of [cl pos / 情報 v])) / (20)))\n replace item (9) of [cl pos / 情報 v] with ((item (9) of [cl pos / 情報 v]) + (((0) - (item (9) of [cl pos / 情報 v])) / (item (4) of [cl pos / 情報 v])))\n go to [front v] layer\n end\n switch costume to (rubiks v)\n replace item (8) of [cl pos / 情報 v] with [75]\n repeat until <[10] < (timer)>\n 配置 [] [] [] [] 空欄ならcl pos6~9に合わせます\n replace item (8) of [cl pos / 情報 v] with ((item (8) of [cl pos / 情報 v]) + ((((90) + (([cos v] of ((item (4) of [cl pos / 情報 v]) * (4)) ) * (10))) - (item (8) of [cl pos / 情報 v])) / (20)))\n replace item (7) of [cl pos / 情報 v] with ((item (7) of [cl pos / 情報 v]) + (((0) - (item (7) of [cl pos / 情報 v])) / (10)))\n replace item (9) of [cl pos / 情報 v] with ((item (9) of [cl pos / 情報 v]) + (((100) - (item (9) of [cl pos / 情報 v])) / (5)))\n replace item (4) of [cl pos / 情報 v] with ((item (4) of [cl pos / 情報 v]) + (1))\n go to [front v] layer\n end\n replace item (4) of [cl pos / 情報 v] with [0]\n repeat (20)\n switch costume to (sizhak 100+ v)\n replace item (5) of [cl pos / 情報 v] with (size)\n set size to ((1) / ()) %\n replace item (4) of [cl pos / 情報 v] with (((item (4) of [cl pos / 情報 v]) + (-0.5)) * (1.15))\n change y by (item (4) of [cl pos / 情報 v])\n turn right (-1) degrees\n set size to (item (5) of [cl pos / 情報 v]) %\n switch costume to (rubiks v)\n end\n delete this clone\nend\nif <(item (1) of [cl pos / 情報 v]) = [BBG]> then\n repeat until <[10] < (timer)>\n show\n switch costume to (bbg v)\n go to [back v] layer\n end\n delete this clone\nend\n\ndefine 配置 (x) (y) (dir) (size) 空欄ならcl pos6~9に合わせます\nreplace item (5) of [cl pos / 情報 v] with (costume [name v])\nswitch costume to (sizhak 100+ v)\nset size to ((1) / ()) %\nif <(join (x) (join (y) (join (dir) (size)))) = []> then\n set x to (((((item (6) of [cl pos / 情報 v]) + (item (1) of [@all pos / 雑用 v])) * (item (3) of [@all pos / 雑用 v])) * ([sin v] of (item (4) of [@all pos / 雑用 v]) )) - ((((item (7) of [cl pos / 情報 v]) + (item (2) of [@all pos / 雑用 v])) * (item (3) of [@all pos / 雑用 v])) * ([cos v] of (item (4) of [@all pos / 雑用 v]) )))\n set y to (((((item (6) of [cl pos / 情報 v]) + (item (1) of [@all pos / 雑用 v])) * (item (3) of [@all pos / 雑用 v])) * ([cos v] of (item (4) of [@all pos / 雑用 v]) )) + ((((item (7) of [cl pos / 情報 v]) + (item (2) of [@all pos / 雑用 v])) * (item (3) of [@all pos / 雑用 v])) * ([sin v] of (item (4) of [@all pos / 雑用 v]) )))\n point in direction ((item (8) of [cl pos / 情報 v]) + ((item (4) of [@all pos / 雑用 v]) - (90)))\n if <((item (9) of [cl pos / 情報 v]) * (item (3) of [@all pos / 雑用 v])) < [100.0]> then\n switch costume to (sizhak 100- v)\n end\n if <((item (9) of [cl pos / 情報 v]) * (item (3) of [@all pos / 雑用 v])) < [0.5]> then\n hide\n else\n show\n set size to ((item (9) of [cl pos / 情報 v]) * (item (3) of [@all pos / 雑用 v])) %\n end\nelse\n set x to (((((x座標) + (item (1) of [@all pos / 雑用 v])) * (item (3) of [@all pos / 雑用 v])) * ([sin v] of (item (4) of [@all pos / 雑用 v]) )) - ((((y) + (item (2) of [@all pos / 雑用 v])) * (item (3) of [@all pos / 雑用 v])) * ([cos v] of (item (4) of [@all pos / 雑用 v]) )))\n set y to (((((x座標) + (item (1) of [@all pos / 雑用 v])) * (item (3) of [@all pos / 雑用 v])) * ([cos v] of (item (4) of [@all pos / 雑用 v]) )) + ((((y) + (item (2) of [@all pos / 雑用 v])) * (item (3) of [@all pos / 雑用 v])) * ([sin v] of (item (4) of [@all pos / 雑用 v]) )))\n point in direction ((向き) + ((item (4) of [@all pos / 雑用 v]) - (90)))\n if <((大きさ) * (item (3) of [@all pos / 雑用 v])) < [100.0]> then\n switch costume to (sizhak 100- v)\n end\n if <((item (9) of [cl pos / 情報 v]) * (item (3) of [@all pos / 雑用 v])) < [0.5]> then\n hide\n else\n show\n set size to ((大きさ) * (item (3) of [@all pos / 雑用 v])) %\n end\nend\nswitch costume to (item (5) of [cl pos / 情報 v])\n\nwhen I receive [イントロ v]\n\ndelete all of [@all pos / 雑用 v]\nadd ((0) + (join [カメラ x] [])) to [@all pos / 雑用 v]\nadd ((0) + (join [カメラ y] [])) to [@all pos / 雑用 v]\nadd ((1) + (join [カメラ 倍率] [])) to [@all pos / 雑用 v]\nadd ((90) + (join [カメラ 向き] [])) to [@all pos / 雑用 v]\nadd [0] to [@all pos / 雑用 v]\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizhak 100+ v)\nset size to (100) %\nstart sound [Unknown Brain - Dancing On The Moon v]\nreset timer\nクローン 情報: [フェードイン] [] [] [] [] pos: [] [] [] [] 回数: []\nクローン 情報: [サビ] [] [] [] [] pos: [] [] [] [] 回数: []\ndelete all of [cl pos / 情報 v]\nwait until <[11] < (timer)>\nbroadcast (イントロ終了 v)\n\ndefine しゃけ発生 大きさ: (大きさ) 長さ: (長さ) 終了時間: (時間) 位置情報 x: (x) y: (y) 向き: (dir) 空欄なら0,0,90になります\nreplace item (5) of [@all pos / 雑用 v] with (大きさ)\nrepeat until <(時間) < (timer)>\n replace item (5) of [@all pos / 雑用 v] with ((item (5) of [@all pos / 雑用 v]) + (((0) - (item (5) of [@all pos / 雑用 v])) / (長さ)))\n replace item (1) of [@all pos / 雑用 v] with ((x) + (([sin v] of ((timer) * (561)) ) * (item (5) of [@all pos / 雑用 v])))\n replace item (2) of [@all pos / 雑用 v] with ((y) + (([cos v] of ((timer) * (241)) ) * (item (5) of [@all pos / 雑用 v])))\n replace item (4) of [@all pos / 雑用 v] with (((<(dir) = []> * (90)) + (dir)) + (([cos v] of ((timer) * (459)) ) * (item (5) of [@all pos / 雑用 v])))\nend\n\nwhen I start as a clone\nif <(item (1) of [cl pos / 情報 v]) = [サビ]> then\n クローン 情報: [BgFX] [3] [1] [] [] pos: [] [] [] [] 回数: []\n クローン 情報: [BgFX] [3] [2] [] [] pos: [] [] [] [] 回数: []\n クローン 情報: [BgFX] [4] [] [] [] pos: [0] [0] [90] [0] 回数: []\n クローン 情報: [BgFX] [1] [] [] [] pos: [] [] [] [] 回数: []\n クローン 情報: [BgFX] [6] [] [] [] pos: [] [] [] [] 回数: []\n クローン 情報: [BgFX] [7] [] [] [] pos: [] [] [] [] 回数: []\n クローン 情報: [BgFX] [8] [] [] [] pos: [] [] [] [] 回数: []\nend\nif <(item (1) of [cl pos / 情報 v]) = [SW]> then\n if <(item (2) of [cl pos / 情報 v]) = [1]> then\n switch costume to (sw1-1 v)\n set [brightness v] effect to (item (3) of [cl pos / 情報 v])\n set [ghost v] effect to (item (4) of [cl pos / 情報 v])\n repeat (18)\n 配置 [] [] [] [] 空欄ならcl pos6~9に合わせます\n next costume\n end\n end\n delete this clone\nend\nif <(item (1) of [cl pos / 情報 v]) = [BgFX]> then\n if <(item (2) of [cl pos / 情報 v]) = [8]> then\n wait until <[4.081] < (timer)>\n SW生成 x: [-120] y: [60] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n SW生成 x: [120] y: [60] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n SW生成 x: [-120] y: [-60] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n SW生成 x: [120] y: [-60] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n wait until <[5.313] < (timer)>\n SW生成 x: [0] y: [0] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n wait until <[6.699] < (timer)>\n SW生成 x: [-180] y: [0] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n SW生成 x: [180] y: [0] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n wait until <[7.953] < (timer)>\n SW生成 x: [-180] y: [140] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n SW生成 x: [-180] y: [-140] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n SW生成 x: [180] y: [140] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n SW生成 x: [180] y: [-140] 大きさ: [100] 種類: [1] 明るさ: [100] 幽霊: [0] 奥行き: [10]\n end\n if <(item (2) of [cl pos / 情報 v]) = [9]> then\n set [brightness v] effect to (item (4) of [cl pos / 情報 v])\n if <(item (3) of [cl pos / 情報 v]) = [1]> then\n switch costume to (sw1-1 v)\n end\n repeat (18)\n next costume\n 配置 [] [] [] [] 空欄ならcl pos6~9に合わせます\n end\n delete this clone\n end\n if <(item (2) of [cl pos / 情報 v]) = [7]> then\n wait until <[7.292] < (timer)>\n replace item (4) of [@all pos / 雑用 v] with [90]\n repeat until <[7.953] < (timer)>\n replace item (1) of [@all pos / 雑用 v] with ((item (1) of [@all pos / 雑用 v]) + (((80) - (item (1) of [@all pos / 雑用 v])) / (10)))\n end\n repeat until <[8.606] < (timer)>\n replace item (1) of [@all pos / 雑用 v] with ((item (1) of [@all pos / 雑用 v]) + (((-80) - (item (1) of [@all pos / 雑用 v])) / (10)))\n end\n repeat until <[9.241] < (timer)>\n replace item (1) of [@all pos / 雑用 v] with ((item (1) of [@all pos / 雑用 v]) + (((0) - (item (1) of [@all pos / 雑用 v])) / (10)))\n replace item (3) of [@all pos / 雑用 v] with ((item (3) of [@all pos / 雑用 v]) + (((1.4) - (item (3) of [@all pos / 雑用 v])) / (10)))\n replace item (5) of [@all pos / 雑用 v] with ((item (5) of [@all pos / 雑用 v]) + (((210) - (item (5) of [@all pos / 雑用 v])) / (20)))\n end\n repeat until <[10] < (timer)>\n replace item (5) of [@all pos / 雑用 v] with ((item (5) of [@all pos / 雑用 v]) + (((290) - (item (5) of [@all pos / 雑用 v])) / (8)))\n end\n replace item (5) of [@all pos / 雑用 v] with [280]\n delete this clone\n end\n if <(item (2) of [cl pos / 情報 v]) = [6]> then\n wait until <[3.264] < (timer)>\n しゃけ発生 大きさ: [10] 長さ: [10] 終了時間: [4.027] 位置情報 x: [0] y: [0] 向き: [90] 空欄なら0,0,90になります\n しゃけ発生 大きさ: [20] 長さ: [10] 終了時間: [4.55] 位置情報 x: [0] y: [0] 向き: [90] 空欄なら0,0,90になります\n replace item (5) of [@all pos / 雑用 v] with [10]\n repeat until <[5.313] < (timer)>\n replace item (5) of [@all pos / 雑用 v] with ((item (5) of [@all pos / 雑用 v]) + (((1) - (item (5) of [@all pos / 雑用 v])) / (12)))\n replace item (1) of [@all pos / 雑用 v] with (([sin v] of ((timer) * (561)) ) * (item (5) of [@all pos / 雑用 v]))\n replace item (2) of [@all pos / 雑用 v] with (([cos v] of ((timer) * (241)) ) * (item (5) of [@all pos / 雑用 v]))\n replace item (4) of [@all pos / 雑用 v] with ((item (4) of [@all pos / 雑用 v]) + (((450) - (item (4) of [@all pos / 雑用 v])) / (item (5) of [@all pos / 雑用 v])))\n end\n しゃけ発生 大きさ: [10] 長さ: [10] 終了時間: [5.974] 位置情報 x: [0] y: [] 向き: [] 空欄なら0,0,90になります\n しゃけ発生 大きさ: [20] 長さ: [20] 終了時間: [6.599] 位置情報 x: [] y: [] 向き: [-90] 空欄なら0,0,90になります\n しゃけ発生 大きさ: [20] 長さ: [10] 終了時間: [7.292] 位置情報 x: [] y: [] 向き: [90] 空欄なら0,0,90になります\n delete this clone\n end\n if <(item (2) of [cl pos / 情報 v]) = [4]> then\n しぇぶ発生 時間: [3.399] 種類: [1]\n しぇぶ発生 時間: [3.993] 種類: [2]\n しぇぶ発生 時間: [4.685] 種類: [1]\n しぇぶ発生 時間: [5.313] 種類: [2]\n しぇぶ発生 時間: [5.973] 種類: [1]\n しぇぶ発生 時間: [6.666] 種類: [2]\n しぇぶ発生 時間: [7.294] 種類: [1]\n しぇぶ発生 時間: [7.952] 種類: [2]\n しぇぶ発生 時間: [8.613] 種類: [1]\n しぇぶ発生 時間: [9.239] 種類: [2]\n delete this clone\n end\n if <(item (2) of [cl pos / 情報 v]) = [5]> then\n show\n if <(item (3) of [cl pos / 情報 v]) = [1]> then\n switch costume to (chev v)\n end\n if <(item (3) of [cl pos / 情報 v]) = [2]> then\n switch costume to (chev2 v)\n end\n repeat until <[1000] < (item (9) of [cl pos / 情報 v])>\n replace item (9) of [cl pos / 情報 v] with ((item (9) of [cl pos / 情報 v]) + (((item (9) of [cl pos / 情報 v]) / (20)) + (4)))\n 配置 [] [] [] [] 空欄ならcl pos6~9に合わせます\n go to [back v] layer\n go [forward v] (1) layers\n end\n delete this clone\n end\n if <(item (2) of [cl pos / 情報 v]) = [3]> then\n wait until <[2.8] < (timer)>\n switch costume to (海苔 v)\n show\n repeat until <[8] < (timer)>\n switch costume to (sizhak 100+ v)\n set size to ((1) / ()) %\n if <(item (3) of [cl pos / 情報 v]) = [1]> then\n go to x: (0) y: ((240) + ((item (5) of [@all pos / 雑用 v]) * (-0.5)))\n end\n if <(item (3) of [cl pos / 情報 v]) = [2]> then\n go to x: (0) y: ((-240) + ((item (5) of [@all pos / 雑用 v]) * (0.5)))\n end\n set size to (100) %\n switch costume to (海苔 v)\n go to [front v] layer\n end\n repeat until <[11] < (timer)>\n switch costume to (sizhak 100+ v)\n set size to ((1) / ()) %\n if <(item (3) of [cl pos / 情報 v]) = [1]> then\n go to x: (0) y: ((240) + ((item (5) of [@all pos / 雑用 v]) * (-0.51)))\n end\n if <(item (3) of [cl pos / 情報 v]) = [2]> then\n go to x: (0) y: ((-240) + ((item (5) of [@all pos / 雑用 v]) * (0.51)))\n end\n set size to (100) %\n switch costume to (海苔 v)\n end\n set y to (((item (3) of [cl pos / 情報 v]) - (1.5)) * (-200))\n replace item (4) of [@all pos / 雑用 v] with [0]\n repeat (50)\n switch costume to (sizhak 100+ v)\n set size to ((1) / ()) %\n replace item (4) of [cl pos / 情報 v] with ((item (4) of [cl pos / 情報 v]) + (((item (3) of [cl pos / 情報 v]) - (1.5)) * (-2)))\n change y by (item (4) of [cl pos / 情報 v])\n set size to (100) %\n switch costume to (海苔 v)\n end\n delete this clone\n end\n if <(item (2) of [cl pos / 情報 v]) = [1]> then\n クローン 情報: [BgFX] [2] [1] [] [] pos: [-480] [125] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [2] [] [] pos: [480] [75] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [1] [] [] pos: [-480] [25] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [2] [] [] pos: [480] [-25] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [1] [] [] pos: [-480] [-75] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [2] [] [] pos: [480] [-125] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [1] [] [] pos: [0] [125] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [2] [] [] pos: [0] [75] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [1] [] [] pos: [0] [25] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [2] [] [] pos: [0] [-25] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [1] [] [] pos: [0] [-75] [90] [100] 回数: []\n クローン 情報: [BgFX] [2] [2] [] [] pos: [0] [-125] [90] [100] 回数: []\n delete this clone\n end\n if <(item (2) of [cl pos / 情報 v]) = [2]> then\n switch costume to (謎の線 v)\n show\n repeat until <[10] < (timer)>\n 配置 [] [] [] [] 空欄ならcl pos6~9に合わせます\n replace item (6) of [cl pos / 情報 v] with ((item (6) of [cl pos / 情報 v]) + (((item (3) of [cl pos / 情報 v]) - (1.5)) * (-10)))\n if <[480] < (item (6) of [cl pos / 情報 v])> then\n if <(item (3) of [cl pos / 情報 v]) = [1]> then\n クローン 情報: [BgFX] [2] [1] [] [] pos: [-480] (item (7) of [cl pos / 情報 v]) [90] [100] 回数: []\n delete this clone\n end\n end\n if <[-480] > (item (6) of [cl pos / 情報 v])> then\n if <(item (3) of [cl pos / 情報 v]) = [2]> then\n クローン 情報: [BgFX] [2] [2] [] [] pos: [480] (item (7) of [cl pos / 情報 v]) [90] [100] 回数: []\n delete this clone\n end\n end\n end\n delete this clone\n end\nend\n\ndefine しぇぶ発生 時間: (時間) 種類: (種類)\nwait until <(時間) < (timer)>\nクローン 情報: [BgFX] [5] (種類) [] [] pos: [0] [0] [90] [0] 回数: []\n\ndefine SW生成 x: (x) y: (y) 大きさ: (siz) 種類: (typ) 明るさ: (lit) 幽霊: (gst) 奥行き: (z)\nクローン 情報: [SW] (typ) [-100] ((gst) + (50)) [] pos: ((x) + (z)) ((y) + ((z) * (-1))) [90] (siz) 回数: []\nクローン 情報: [SW] (typ) (lit) (gst) [] pos: (x) (y) [90] (siz) 回数: []\n\nwhen flag clicked\nbroadcast (イントロ v) and wait\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム7 v)\nhide\nwait (10) seconds\nshow\n\nwhen I receive [次のステージ v]\nnext costume\n\n@障害物\n\nwhen flag clicked\nswitch costume to (針 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [1 v]\nnext costume\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@プレイヤー\n\ndefine 死\ngo to [front v] layer\nswitch costume to (死 v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [出久 v] to (pick random (15) to (18))\nstart sound [crashed oof v]\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (出久) degrees\n change y by (出久)\n change [出久 v] by (-1)\nend\nhide\nswitch costume to (死 v)\nwait (0.5) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\nshow\nset rotation style [left-right v]\n\nwhen I start as a clone\nrepeat (7)\n change [ghost v] effect by (7)\n switch costume to (クローン v)\n change size by (-10)\nend\ndelete this clone\n\ndefine 動作\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n create clone of (_myself_ v)\n change [x v] by (1.1)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [14]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (y)\nif <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <(x position) > [230]> then\n broadcast (次のステージ v)\n go to x: (-182) y: (30)\n repeat (105)\n set [y v] to [0]\n end\nend\nif <touching (障害物 v)?> then\n 死\nend\n\nwhen I receive [1 v]\ngo to x: (-182) y: (30)\nshow\n\nwhen I receive [イントロ終了 v]\nshow\nset rotation style [left-right v]\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (-182) y: (30)\ngo [backward v] (1) layers\nforever\n 動作\n しゃがむ\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@NEXTだお\n\nwhen I start as a clone\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or <(costume [name v]) = [next]>>>> then\n set [brightness v] effect to (0)\n go to [front v] layer\n set x to (-465)\n set y to (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\n wait (0.9) seconds\n delete this clone\nend\nif <<(costume [name v]) = [4]> or <<(costume [name v]) = [5]> or <(costume [name v]) = [6]>>> then\n go to [front v] layer\n change [color v] effect by (10)\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <<(costume [name v]) = [☆]> or <<(costume [name v]) = [♡]> or <(costume [name v]) = [👤]>>> then\n set [color v] effect to (0)\n go to [front v] layer\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(costume [name v]) = [4]> then\n wait (0.3) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [5]> then\n wait (0.2) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [6]> then\n wait (0.1) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [♡]> then\n wait (0.2) seconds\n repeat until <[319] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [👤]> then\n wait (0.125) seconds\n repeat until <[360] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [☆]> then\n wait (0.2) seconds\n repeat until <[185] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I receive [次のステージ v]\nhide\nstart sound [High Whoosh v]\nクローン [1]\nwait (0.15) seconds\nクローン [2]\nwait (0.15) seconds\nクローン [3]\nwait (0.15) seconds\nクローン [next]\nwait (0.75) seconds\nクローン [5]\nwait (0.15) seconds\nクローン [6]\nwait (0.15) seconds\nクローン [7]\nクローン [☆]\nクローン [♡]\nクローン [👤]\nchange [color v] effect by (15)\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\n\nstart sound [Finger Snap v]\n\n
project for goriraf\nArrow keys\n【クレジット】\n@-Xaf- 音楽\n@Yuto1226 platformer\n\n拡散してくれた神たち\n@sans-1115\n@keroberosu4545\n@rururann\n@zui777\n@sobamesikun\n@sizimioisiiyo\n@\n@\n@\n@\n@\n\n
【Platformer】アニメ!×プラットフォーマー
@Stage\n\nwhen flag clicked\nstart sound [始まるℤ v]\n\nset volume to (100) %\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (intro v)\nwait (5) seconds\nclear graphic effects\n\nforever\n play sound [プラットフォーマーの曲 v] until done\nend\n\nwait (1) seconds\n\n@軽量\n\n@playerプレイヤー\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (70) %\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 flag clicked\nset [time v] to [0]\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nset [ゲームモード🎮 v] to [1]\nif <(キャラクター) = [1]> then\n switch costume to (2 v)\n broadcast (あ v)\nend\nif <(キャラクター) = [2]> then\n switch costume to (3 v)\n broadcast (い v)\nend\nif <(キャラクター) = [3]> then\n switch costume to (4 v)\n broadcast (う v)\nend\nif <(キャラクター) = [4]> then\n switch costume to (5 v)\n broadcast (え v)\nend\nif <(キャラクター) = [5]> then\n switch costume to (6 v)\n broadcast (お v)\nend\nwait (1) seconds\nshow\nwait (1.1) 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 (障害物 v)?> or <touching (障害物2 v)?>> then\n start sound [死 v]\n repeat (10)\n change [ghost v] effect by (10)\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 (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 [ジャンプの時の効果音 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 [16.3]\n start sound [ジャンプの時の効果音 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 (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 broadcast (next v)\n start sound [シュシュ v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n if <<touching (ボインバネ v)?> or <touching (ボインバネ2 v)?>> then\n start sound [Jump v]\n set [yだー v] to [20]\n end\nend\n\nwhen flag clicked\nset [timeタイム v] to [0]\n\nwhen I receive [レッツゴー⤴start✰✰ v]\n\nchange [timeタイム v] by (1)\nset [timeタイム v] to [0]\nshow variable [☁ 世界記録🌎 v]\nshow variable [timeタイム v]\nrepeat until <([costume # v] of [地面 v]) = [10]>\nif <<(TIMEタイム) < (☁ 世界記録🌎)> or <(☁ 世界記録🌎) = [0]>> then\n set [世界記録🌎 v] to (TIMEタイム)\nend\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nwait (2) seconds\nshow variable [time v]\nset [time v] to [0]\nrepeat until <([costume # v] of [地面 v]) = [13]>\n change [time v] by (1)\n wait (1) seconds\nend\n\n@障害物\n\nwhen flag clicked\n\nwhen I receive [next v]\nnext costume\n\nforever\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nhide\nwait (0.2) seconds\nswitch costume to (0 v)\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\n\n@地面\n\nwhen I receive [あ v]\n\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]) = [5]> then\n broadcast (4 v)\nend\nif <(costume [number v]) = [4]> 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 (0 v)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [レッツゴー⤴start✰✰ v]\n\nrepeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [time v] by (1)\n if <(costume [number v]) = [11]> 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\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (0 v)\n\ngo to [front v] layer\n\n@サムネ❄\n\nwhen [timer v] > (たいまー)\nstart sound [サムネの音 v]\ngo to [front v] layer\nshow\nset [pixelate v] effect to (100)\nset [ghost v] effect to (100)\nrepeat (10)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [たいまー v] to (timer)\nend\n\nwhen [timer v] > (たいまー)\nshow\n\n@NEXT「次」\n\nwhen I receive [next v]\nset [動く v] to [0]\nstart sound [Coin v]\nshow\nswitch costume to (次のステージ 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\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@音楽\n\nwhen I receive [ホームhome v]\nplay sound [ルンルンるん v] until done\n\nwhen I receive [お v]\nstop all sounds\nwait (2.89) seconds\nplay sound [Bling-Bang-Bang-Born v] until done\n\nwhen I receive [あ v]\nstop all sounds\nwait (2.89) seconds\nplay sound [YOASOBI Idol \(アイドルEnglish Ver v] until done\n\nwhen I receive [い v]\nstop all sounds\nwait (2.89) seconds\nplay sound [King Gnu - 逆夢 v] until done\n\nwhen I receive [う v]\nstop all sounds\nwait (2.89) seconds\nplay sound [進撃の巨人 OPフル 心臓を捧げよ v] until done\n\nwhen I receive [え v]\nstop all sounds\nwait (2.89) seconds\nplay sound [ピースサイン v] until done\n\n@太陽\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n go to [back v] layer\n change [太陽☀ v] by (9.65)\n change size by ([cos v] of (太陽☀) )\nend\n\n@キャラ選択\n\nwhen flag clicked\nhide\nset [キャラクター v] to [1]\ngo to x: (18) y: (79)\n\nwhen I receive [ホームhome v]\nshow\nrepeat until <(タイトル画面だー) = [0]>\n if <(キャラクター) = [1]> then\n switch costume to (キャラクター1 v)\n end\n if <(キャラクター) = [2]> then\n switch costume to (キャラクター2 v)\n end\n if <(キャラクター) = [3]> then\n switch costume to (キャラクター3 v)\n end\n if <(キャラクター) = [4]> then\n switch costume to (キャラクター4 v)\n end\n if <(キャラクター) = [5]> then\n switch costume to (キャラクター5 v)\n end\nend\nhide\n\n@紹介?\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nrepeat (30)\n change [ghost v] effect by (3)\nend\nhide\nbroadcast (ホームhome v)\n\n@キャラクター次\n\nwhen flag clicked\nhide\nswitch costume to (ボタン🔘 v)\ngo to x: (-51) y: (42)\n\nwhen I receive [ホームhome v]\nshow\nrepeat until <(タイトル画面だー) = [0]>\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(詳細・switch✰) = [1]>>> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [次 v]\n change [キャラクター v] by (-1)\n if <(キャラクター) = [0]> then\n set [キャラクター v] to [5]\n end\n end\n end\nend\nhide\n\n@キャラクター次2\n\nwhen flag clicked\nhide\nswitch costume to (ボタン🔘 v)\ngo to x: (128) y: (40)\n\nwhen I receive [ホームhome v]\nshow\nrepeat until <(タイトル画面だー) = [0]>\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(詳細・switch✰) = [1]>>> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [次の音 v]\n change [キャラクター v] by (1)\n if <(キャラクター) = [6]> then\n set [キャラクター v] to [1]\n end\n end\n end\nend\nhide\n\n@STARTボタン\n\nwhen flag clicked\nhide\ngo to x: (15) y: (28)\nset [タイトル画面だー v] to [1]\n\nwhen I receive [ホームhome v]\nset [タイトル画面だー v] to [1]\nset [ボタンswitch🔘 v] to [1]\nshow\nset x to (113)\nrepeat (6)\n change x by ((50) / (-3))\nend\nrepeat until <(タイトル画面だー) = [0]>\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [115]>\n change size by (5)\n end\n wait until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n if <mouse down?> then\n play sound [決定ボタンを押す53 v] until done\n set [タイトル画面だー v] to [0]\n broadcast (レッツゴー⤴START✰✰ v)\n end\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\nhide\n\ngo to [front v] layer\n\n@タイトル画面のバック\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nwait (0.32) seconds\nhide\n\n@障害物2\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nhide\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n show\n end\n if <([costume # v] of [地面 v]) = [12]> then\n hide\n end\nend\n\n@Time\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@ボインバネ\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nhide\nforever\n if <([costume # v] of [地面 v]) = [12]> then\n show\n end\n if <([costume # v] of [地面 v]) = [13]> then\n hide\n end\nend\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nswitch costume to (1 v)\nforever\n if <touching (playerプレイヤー v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@ボインバネ2\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nhide\nforever\n if <([costume # v] of [地面 v]) = [12]> then\n show\n end\n if <([costume # v] of [地面 v]) = [13]> then\n hide\n end\nend\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nswitch costume to (1 v)\nforever\n if <touching (playerプレイヤー v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@㌰・㌥・㌧・㌫など\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nhide\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n show\n end\n if <([costume # v] of [地面 v]) = [12]> then\n hide\n end\nend\n\nturn right (5) degrees\n\nforever\n\n@❤⭐follow要求\n\nwhen flag clicked\nhide\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nwait (1.5) seconds\ncreate clone of (_myself_ v)\ngo to x: (152) y: (250)\nswitch costume to (ぐれー v)\nset size to (40) %\npoint in direction (90)\nshow\nstart sound [Water Drop v]\nrepeat (30)\n change y by (((145) - (y position)) / (4))\nend\nrepeat (3)\n next costume\n wait (0.75) seconds\nend\nrepeat (30)\n change y by (((220) - (y position)) / (4))\nend\nhide\n\nwhen I start as a clone\ngo to x: (66) y: (92)\nset [ghost v] effect to (100)\nswitch costume to (マウス v)\ngo to [front v] layer\nset size to (45) %\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (20)\n change x by (((115) - (x position)) / (4))\n change y by (((140) - (y position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((156) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((229) - (x position)) / (4))\n change y by (((95) - (y position)) / (4))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen I receive [音◯ v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [音 v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [レッツゴー⤴start✰✰ v]\nwait (2.6) seconds\nplay sound [Click v] until done\nwait (0.5) seconds\nplay sound [Click v] until done\nwait (0.5) seconds\nplay sound [Click v] until done\n\nwhen this sprite clicked\nstart sound [決定ボタンを押す53 v]\n\n
ERROR: type should be string, got " https://scratch.mit.edu/projects/990461674 \\n     ★☆Anime!×Platformer☆★   \\n  English\\n▶Can be operated with iPad or PC.\\nI worked really hard, so please spread the word ❤ and ⭐!\\n▶Highest Records @ProjectZProduction 27seconds!\\n   ★☆アニメ!×プラットフォーマー☆★\\n  ¦日本語¦\\n▶アイパットまたはPCで操作できます。\\n 頑張ったので,❤と⭐と拡散よろしくお願いします!\\n ▶ 最高記録:@ProjectZProductionさん 27秒!\\n  @daizuma-tatsudora様、♡&☆!?\\n  @nigirimaru様、♡&☆!?\\n   \\n   English&日本語\\nAnime:アニメ 推しの子,進撃の巨人,呪術廻戦,僕のヒーローアカデミア マッシュル\\n Oshinoko,Shingekinokyozin,Jujutukaisen,Bokunohi-ro-akademia Massyuru\\n    ❤+⭐happy(´▽`)\\n‐‐‐‐‐クレジット ‐‐‐‐‐\\nBGM: flay away\\n背景、キャラ選択の参考:@YY-H 様\\n音:効果音ラボ様\\nマッシュ:@hetagu_123様\\nProgram:@mikankundazo様\\n\\n 拡散( `・∀・´)ノヨロシクね‼返信します。\\n       Tag⋆タグ\\n#Platformer #Anime #follow #haku-0089 #KAKUSAN #all #games #all #games\\n  \\n(・∀・)ン? \\n U^ェ^Uワンッ!\\n(=^・^=)ニャー\\n   (^O^)フォローシテネ!\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n❤+⭐×100=add stage! ステージ追加‼\\n❤+⭐=150=Create a scrolling version of this project :) このプロジェクトのスクロール版作ります‼\\n と、いうことで❤と⭐お願いしまs((殴\\n \\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nこれを観たあなた!コメントに\\n 「I LOVE プラットフォーマー」と、言ってください。いいことがあるかもしれませんよぉ~,,,!(多分です) "
- Glow Platformer Adventure! - Part 2!
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Player\n\nwhen I receive [next level v]\nswitch costume to (normal v)\ngo to x: (-226) y: (-30)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (13)\nend\nhide\ndelete this clone\n\nwhen I receive [death v]\ngo to x: (-226) y: (-30)\n\nwhen flag clicked\nswitch costume to (normal v)\nhide\n\nwhen backdrop switches to [8 v]\ngo to x: (-226) y: (0)\n\nif <key (up arrow v) pressed?> then\n\nmove (10) steps\n\nwhen flag clicked\nset [color v] effect to (0)\n\nrepeat (10)\n\nmove (10) steps\n\nwait (15) seconds\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nshow\ngo to x: (-210) y: (200)\nhide variable [score v]\nset [score v] to [0]\nset [my variable v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [my variable v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [my variable v] by (-0.7)\n end\n set [my variable v] to ((my variable) * (0.9))\n change x by (my variable)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((my variable) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(my variable) > [0]> then\n set [my variable v] to [-1]\n else\n set [my variable v] to [5]\n end\n set [yv v] to [10]\n else\n set [my variable 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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n switch costume to (normal v)\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <touching (level portal v)?> then\n broadcast (Next level v)\n start sound [Coin v]\n end\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n start sound [Low Whoosh v]\n switch costume to (normal v)\n broadcast (death v)\n end\n if <touching (trampoline v)?> then\n start sound [Boing v]\n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ski lift thing v)?> then\n set [yv v] to [1]\n end\nend\n\nmove (10) steps\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nswitch backdrop to (1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 v]\ngo to x: (7) y: (55)\n\nwhen backdrop switches to [8 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [8 v]\nhide\n\nwhen flag clicked\ngo to x: (7) y: (-125)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to x: (7) y: (-130)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (3)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nset [timer v] to (timer)\n\nwhen flag clicked\n\nwhen [timer v] > ((Timer) + (0.01))\n\nwhen [timer v] > ((Timer) + (0.01))\n\nshow\ngo to [back v] layer\n\n@Level portal\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (Next level v)\n end\nend\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-240) to (240)) y: (190)\nset size to (pick random (25) to (100)) %\nset [brightness v] effect to (size)\nset [ghost v] effect to (size)\nshow\nglide (((100) - (size)) / (10)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen I receive [gameplay start v]\n\nshow\n\nwhen flag clicked\nforever\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\n@Ski lift thing\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <touching (player v)?> then\n broadcast (Ski thing activate v)\n end\nend\n\nwhen I receive [death v]\ngo to x: (36) y: (28)\n\nwhen I receive [ski thing activate v]\nrepeat (50)\n change x by (5)\nend\nwait (3) seconds\nrepeat (50)\n change x by (-5)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen backdrop switches to [5 v]\nhide\n\n@Ski lift thing rope\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen backdrop switches to [5 v]\nhide\n\n@Ski lift thing attacher\n\nwhen I receive [ski thing activate v]\nrepeat (50)\n change x by (5)\nend\nwait (3) seconds\nrepeat (50)\n change x by (-5)\nend\n\nwhen I receive [death v]\ngo to x: (36) y: (28)\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen backdrop switches to [5 v]\nhide\n\n@Sign\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [8 v]\nshow\n\n
Arrow keys to move and jump\nতততততততততততততততততততততততততততততততততততত\nTry to reach the end!\nতততততততততততততততততততততততততততততততততততত\nYou are Glow, a small adventurer on a conquest to find the treasure you have heard rumors about. As you venture you will find secrets and pass dangerous levels as you progress on your way to finding the big prize at the end! What will happen next? Comment what you think!\nতততততততততততততততততততততততততততততততততততত\nHey! ;)\nতততততততততততততততততততততততততততততততততততত\nCredits:\nTemplate by JoelGalaxyKing\ncardinalgirls101 for the snowfall effect
✨スイカゲームplatformer 2✨♤In space♤
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [fade v] until done\nend\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 (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 (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 (fruit2 v)\nset size to (50) %\n\nwhen I receive [3 v]\nswitch costume to (fruit3 v)\nset size to (60) %\n\nwhen I receive [4 v]\nswitch costume to (fruit4 v)\nset size to (70) %\n\nwhen flag clicked\nswitch costume to (fruit1 v)\nset size to (40) %\n\nwhen I receive [1 v]\nswitch costume to (fruit1 v)\n\nwhen I receive [5 v]\nswitch costume to (fruit5 v)\nset size to (75) %\n\nwhen I receive [6 v]\nswitch costume to (fruit6 v)\nset size to (80) %\n\nwhen I receive [7 v]\nswitch costume to (fruit7 v)\nset size to (85) %\n\nwhen I receive [8 v]\nswitch costume to (fruit8 v)\nset size to (95) %\n\nwhen I receive [9 v]\nswitch costume to (fruit9 v)\nset size to (100) %\n\nwhen I receive [10 v]\nswitch costume to (fruit10 v)\n\nwhen I receive [11 v]\nswitch costume to (fruit11 v)\n\nwhen I receive [12 v]\nswitch costume to (fruit11 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) = [0]>\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@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
#1 https://scratch.mit.edu/projects/937955507/\n久しぶりの新作ゲームです!\nスイカゲームプラットフォーマーの続編です!\nno advertising / 宣伝禁止\n1p!\n日本語は下\n➥Use arrow keys to control.\n➥Avoid the needles!\n➥The last stage is difficult but clear.\n\n➥矢印キーで動かします!\n➥針を避けてください!\n➥最後のステージは難しいですが、クリアできます!
Goomba's Quest: A platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) < [13]> then\n play sound [01-super-mario-bros.mp3 v] until done\n end\nend\n\nset [level v] to [16]\n\n@goomba\n\nwhen flag clicked\ngo to x: (-212) y: (-104)\nshow\nswitch costume to (goomba2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <touching color (#003fff)?>>> then\n change x by (-5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <touching color (#003fff)?>>> then\n change x by (5)\n end\n if <touching color (#cb4f0f)?> then\n set y to (-104)\n set [yvel v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yvel v] by (11)\n end\n if <<key (space v) pressed?> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n change [yvel v] by (22)\n end\n else\n if <<touching (sprite2 v)?> or <touching (sprite4 v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yvel v] by (2)\n end\n if <touching color (#ffff99)?> then\n else\n change [yvel v] by (-0.75)\n end\n else\n set [air v] to [4]\n change [yvel v] by (-1)\n end\n end\n change y by (Yvel)\n if <(x position) > [250]> then\n if <(Level) < [17]> then\n broadcast (Next Level v)\n go to x: (-212) y: (-104)\n end\n end\n if <(y position) > [186]> then\n set y to (185)\n end\n if <<touching color (#ff0000)?> or <touching (bowza v)?>> then\n broadcast (Lose Life v)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <<touching (sprite2 v)?> or <touching (sprite4 v)?>> then\n wait (1) seconds\n change [air v] by (-1)\n end\nend\n\nwhen I receive [lose life v]\ngo to x: (-212) y: (-104)\nchange [deaths v] by (1)\n\nwhen flag clicked\nforever\n wait (0.3) seconds\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n next costume\n end\nend\n\nbroadcast (Next Level v)\n\n@Sprite1\n\nwhen flag clicked\nwait (1) seconds\nforever\n hide\n if <(Level) = [6]> then\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\n if <(Level) = [10]> then\n wait (0.25) seconds\n create clone of (_myself_ v)\n end\n if <(Level) = [14]> then\n wait (0.2) seconds\n create clone of (_myself_ v)\n end\n if <(Level) = [15]> then\n wait (0.2) seconds\n create clone of (_myself_ v)\n end\n if <(Level) = [16]> then\n wait (0.25) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (227) y: (pick random (-113) to (173))\nif <(Level) = [16]> then\n set x to (25)\nend\nforever\n turn left (4) degrees\n change x by (-5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (goomba v)?> then\n broadcast (Lose Life v)\n delete this clone\n end\n if <(Level) = [7]> then\n delete this clone\n end\n if <(Level) = [11]> then\n delete this clone\n end\n if <(Level) = [17]> then\n delete this clone\n end\nend\n\nset [level v] to [16]\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (50)\nforever\n if <<(Level) = [8]> or <(Level) = [9]>> then\n show\n else\n hide\n end\nend\n\n@bowza\n\nwhen flag clicked\nhide\ngo to x: (111) y: (-65)\nforever\n if <(Level) = [16]> then\n show\n if <touching color (#cb4f0f)?> then\n set y to (-63)\n wait (3) seconds\n change [bowser v] by (15)\n else\n change [bowser v] by (-0.5)\n end\n change y by (BOWSER)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) > [12]> then\n stop all sounds\n play sound [10-king-koopa-s-castle.mp3 v] until done\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [17]> then\n forever\n hide\n end\n end\nend\n\n@toad\n\nwhen flag clicked\nset [music done? v] to [0]\nforever\n if <(Level) = [17]> then\n stop all sounds\n broadcast (play v)\n wait until <(music done?) = [1]>\n end\nend\n\nwhen flag clicked\nhide\nhide\ngo [backward v] (1000000) layers\nhide\nforever\n if <(Level) = [17]> then\n show\n say [Thank You Goomba! The Spell has been Reversed!] for (5) seconds\n wait until <[2] < [1]>\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[17] > (Level)> then\n hide\n end\nend\n\nforever\nend\n\nrepeat (16)\n broadcast (Next Level v)\nend\n\nforever\nend\n\nwhen I receive [play v]\nplay sound [12-world-clear.mp3 v] until done\nset [music done? v] to [1]\n\nstop [all v]\n\n@Sprite3\n\nwhen flag clicked\nshow variable [deaths v]\nhide\n\nshow\nhide variable [deaths v]\n\n
Arrow keys to move, rest of instructions are in game.\nMy first platformer! Yay!\nPlease notify me of any glitches!\nThere are 4 worlds with 4 levels each (16 levels)\nAll levels are possible (yes, even 4-3)\nUnfortunately there is a glitch that I have no idea how to fix, it will not play the ending music :( if you could please help by remixing and fixing it I will put you in the credits and add the music :) win win right?
Emoji platformer Part 2
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n play sound [Video Game 2 v] until done\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n
Thanks to @--Awesomecode-- for the platformer engine\n╔┓┏╦━━╦┓╔┓╔━━╗ \n║┗┛║┗━╣┃║┃║┏┓║ \n║┏┓║┏━╣┗╣┗╣┗┛║ \n╚┛┗╩━━╩━╩━╩━━╝
LONGer PLATFORMER!!
@Stage\n\nwhen flag clicked\nhide variable [skin v]\nset [brightness v] effect to (0)\nforever\n change [brightness v] effect by (-0.01)\nend\n\n@地面\n\nwhen I receive [next v]\nchange [level v] by (1)\nnext costume\n\nhide\n\nwhen I receive [作品start! v]\nforever\n play sound [Sunset v] until done\nend\n\nwhen I receive [作品start! v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nset [level v] to [1]\n\n@ゲート\n\nwhen flag clicked\nshow\n\n@Detector\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\n@スプライト3\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [作品start! v]\ngo to [back v] layer\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リス多 v]\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n if <(level) = [20]> then\n next costume\n else\n if <(level) = [39]> then\n next costume\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [43]> then\n switch costume to (costume2 v)\n end\nend\n\n@プレイヤー\n\nwhen flag clicked\nset size to (1) %\n\nwhen I receive [next v]\nstart sound [Rip v]\n\nwhen I receive [over v]\nstart sound [Oops v]\n\nwhen I receive [作品start! v]\nforever\n play sound [Thousand_Absolutes_Xaf_Remix v] until done\nend\n\nwhen flag clicked\n重力定義\n\ndefine 重力定義\ngo to x: (-200) y: (0)\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 end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (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 (-4)\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\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 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 change y by (-1)\n if <touching (地面 v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n if <touching (危険 v)?> then\n go to x: (-200) y: (0)\n end\n if <(y position) = [-185]> then\n go to x: (-200) y: (0)\n end\n if <(x position) = [245]> then\n broadcast (次のステージ v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (over v)\n end\nend\n\nwhen I receive [over v]\ngo to x: (-365) y: (95)\n\nwhen flag clicked\nforever\n if <touching (ゲート v)?> then\n broadcast (next v)\n end\nend\n\nwhen I receive [next v]\ngo to x: (-365) y: (95)\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [作品start! v]\nshow\n\nwhen flag clicked\nforever\n if <touching (スプライト3 v)?> then\n broadcast (over v)\n else\n if <touching color (#ff0000)?> then\n broadcast (over v)\n end\n end\nend\n\nwhen I receive [♥と★ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [リス多 v]\ngo to x: (-365) y: (95)\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> 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 flag clicked\nset [skin v] to [0]\nforever\n if <(skin) = [1]> then\n set [pixelate v] effect to (70)\n else\n set [pixelate v] effect to (0)\n if <(skin) = [2]> then\n set [fisheye v] effect to (100)\n else\n set [pixelate v] effect to (0)\n set [fisheye v] effect to (0)\n end\n end\nend\n\nwhen [s v] key pressed\nchange [skin v] by (1)\n\nwhen flag clicked\nforever\n if <(skin) = [3]> then\n set [skin v] to [0]\n end\nend\n\nwhen I receive [over v]\nchange [lifes v] by (-1)\n\nset [lifes v] to [10]\n\nwhen flag clicked\nforever\n if <(lifes) < [0]> then\n broadcast (death v)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nbroadcast (作品Start! v)\n\n@LONG\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [lifes v] to [10]\n\n@CLIPLY_372109170_FREE_FIREWORKS_400\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nswitch backdrop to (プラットフォーマーの背景 v)\nhide\nforever\n if <(level) = [44]> then\n switch backdrop to (backdrop1 v)\n go to [front v] layer\n show\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [death v]\nshow\ngo to [front v] layer\nforever\n change size by (5)\nend\n\n@Sprite3\n\n
improved long platformer
Timed Platformer
@Stage\n\nwhen I receive [start timer v]\nstart sound [02-normal-mix-tetris-the-grand-master-zn-2-soundtrack-arcade v]\nswitch backdrop to (blank-drop v)\nwait until <(timer) < [1500]>\nstop all sounds\nstart sound [Tetris Grandmaster 3 OST - Level 2 v]\nswitch backdrop to (yellow-drop v)\nwait until <(timer) < [500]>\nstop all sounds\nstart sound [Clang v]\nstart sound [Reference? \(shortened\) v]\nswitch backdrop to (red-drop v)\n\nwhen flag clicked\nreset timer\nswitch backdrop to (black-drop v)\nset [timer v] to [5000]\nrepeat until <(timer) > [5]>\n set [timer v] to (round (((5) - (timer)) * (1000)))\nend\nset [timer v] to [0]\nbroadcast (timer fail v)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\n\nwhen I receive [start timer v]\nreset timer\nrepeat until <(timer) > ((timer start) / (50))>\n set [timer v] to (round ((timer start) - ((timer) * (50))))\nend\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (out of time v)\n\n@Text\n\nwhen flag clicked\nstart sound [Clock Ticking v]\nshow\nswitch costume to (costume1 v)\nwait until <(timer) < [4500]>\nswitch costume to (costume2 v)\nwait until <mouse down?>\nstop all sounds\nstart sound [Ding v]\nbroadcast (stop timer v)\n\nwhen I receive [timer fail v]\nstop all sounds\nstop [other scripts in sprite v]\nwait (0.01) seconds\nswitch costume to (costume3 v)\nplay sound [Oops v] until done\nstop [all v]\n\nwhen I receive [stop timer v]\nswitch costume to (costume4 v)\nwait (2) seconds\nset [timer v] to ((5000) - (timer))\nset [timer start v] to (timer)\nswitch costume to (costume5 v)\nwait (2) seconds\nbroadcast (start timer v)\nhide\n\nwhen I receive [out of time v]\nstop [other scripts in sprite v]\nswitch costume to (costume6 v)\nshow\nset [timer v] to [0]\nstart sound [Lose v]\n\nwhen I receive [win v]\nstop all sounds\nwait (0.1) seconds\nstart sound [Victory is Yours! v]\nswitch costume to (costume7 v)\nshow\n\n@TimerThousands\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (letter (1) of (timer))\n if <(length of (timer)) = [4]> then\n go to x: (-155) y: (0)\n show\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen I receive [stop timer v]\nwait (3) seconds\nstop [other scripts in sprite v]\nset size to (50) %\nglide (0.5) secs to x: (-210) y: (130)\nforever\n if <(length of (timer)) = [4]> then\n switch costume to (letter (1) of (timer))\n else\n switch costume to (0 v)\n end\nend\n\n@TimerHundreds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (letter ((length of (timer)) - (2)) of (timer))\n if <(length of (timer)) = [4]> then\n go to x: (-52) y: (0)\n show\n else\n if <(length of (timer)) = [3]> then\n go to x: (-103) y: (0)\n show\n else\n go to x: (0) y: (0)\n hide\n end\n end\nend\n\nwhen I receive [stop timer v]\nwait (3) seconds\nstop [other scripts in sprite v]\nset size to (50) %\nglide (0.5) secs to x: (-159) y: (130)\nforever\n if <(length of (timer)) > [2]> then\n switch costume to (letter ((length of (timer)) - (2)) of (timer))\n else\n switch costume to (0 v)\n end\nend\n\n@TimerTens\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (letter ((length of (timer)) - (1)) of (timer))\n if <(length of (timer)) = [4]> then\n go to x: (52) y: (0)\n show\n else\n if <(length of (timer)) = [3]> then\n go to x: (0) y: (0)\n show\n else\n if <(length of (timer)) = [2]> then\n go to x: (-52) y: (0)\n show\n else\n go to x: (0) y: (0)\n hide\n end\n end\n end\nend\n\nwhen I receive [stop timer v]\nwait (3) seconds\nstop [other scripts in sprite v]\nset size to (50) %\nglide (0.5) secs to x: (-107) y: (130)\nforever\n if <(length of (timer)) > [1]> then\n switch costume to (letter ((length of (timer)) - (1)) of (timer))\n else\n switch costume to (0 v)\n end\nend\n\n@TimerOnes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (letter (length of (timer)) of (timer))\n if <(length of (timer)) = [4]> then\n go to x: (155) y: (0)\n show\n else\n if <(length of (timer)) = [3]> then\n go to x: (103) y: (0)\n show\n else\n if <(length of (timer)) = [2]> then\n go to x: (52) y: (0)\n show\n else\n go to x: (0) y: (0)\n show\n end\n end\n end\nend\n\nwhen I receive [stop timer v]\nwait (3) seconds\nstop [other scripts in sprite v]\nset size to (50) %\nglide (0.5) secs to x: (-56) y: (130)\nforever\n switch costume to (letter (length of (timer)) of (timer))\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [run v] to [0]\ngo to x: (0) y: (0)\nset size to (70) %\nhide\n\nwhen I receive [start timer v]\nshow\nforever\n if <<(left) = [1]> and <(right) = [1]>> then\n switch costume to (middle v)\n else\n if <(left) = [1]> then\n switch costume to (left v)\n else\n if <(right) = [1]> then\n switch costume to (right v)\n else\n switch costume to (middle v)\n end\n end\n end\nend\n\nwhen I receive [start timer v]\nset drag mode [not draggable v]\nset [level v] to [1]\nshow\npoint in direction (90)\ngo to x: (-211) y: (-36)\nset [y v] to [0]\nset [x v] to [0]\nset [run v] to [1]\nforever\n if <(run) = [1]> then\n change [y v] by (-0.7)\n if <(right) = [1]> then\n change [x v] by (1)\n end\n if <(left) = [1]> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.889989))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-3)\n change x by ((x) * (-1))\n if <(jump) = [1]> then\n set [y v] to [8]\n if <[0] < (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <(jump) = [1]> then\n if <touching color (#000000)?> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <[230] < (x position)> then\n broadcast (new level v)\n go to x: (-211) y: (-36)\n end\n if <[-200] > (y position)> then\n go to x: (-211) y: (-36)\n end\n if <touching color (#ff0000)?> then\n go to x: (-211) y: (-36)\n end\n if <touching color (#005aff)?> then\n set [y v] to [17.8]\n end\n end\nend\n\nwhen I receive [new level v]\nchange [level v] by (1)\nif <(level) > [25]> then\n stop [other scripts in sprite v]\n broadcast (win v)\nend\n\nwhen I receive [out of time v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\n@Platformer\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [start timer v]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [win v]\nhide\n\nwhen I receive [out of time v]\nhide\n\n@Left\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [start timer v]\nset [ghost v] effect to (50)\nshow\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [left v] to [1]\n else\n set [left v] to [0]\n end\nend\n\n@Jump\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [start timer v]\nset [ghost v] effect to (50)\nshow\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\nend\n\n@Right\n\nwhen I receive [start timer v]\nset [ghost v] effect to (50)\nshow\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [right v] to [1]\n else\n set [right v] to [0]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
Stop the timer close to 0, but not at 0, or you'll lose! However close you get to it determines the time you have to beat the 25-level platformer!\n\nUse the arrow keys, WASD, or the arrow buttons.\n\nMy best score is 1137. (The time I still had left after beating it)\n\nHowever the closest I've stopped the timer to zero is 1. (seriously)\nEdit from 4/25/2024: I just stopped it at 0, I didn't even know that was possible!
||プラットフォーマー夢島編 / Platformer Dream Island||
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [next stage v]\nnext backdrop\n\n@スプライト1\n\n\n\n\n\nchange x by (-2)\n\nwhen flag clicked\n\nset [y座標 v] to [10]\n\nchange y by (-10)\n\nstart sound [ニャー v]\n\nwhen I receive [start v]\ngo to x: (-100) y: (-22)\nset [x座標 v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (space v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n switch costume to (costume2 v)\n set [x座標 v] to [10]\n else\n if <<key (left arrow v) pressed?> or <<key (space v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (costume3 v)\n set [x座標 v] to [-10]\n else\n switch costume to (costume1 v)\n end\n end\n set [x座標 v] to ((X座標) * (0.75))\n change x by (X座標)\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座標))\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座標)> then\n set [x座標 v] to [-10]\n else\n set [x座標 v] to [10]\n end\n set [y座標 v] to [15]\n else\n set [x座標 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y座標 v] by (-1)\n change y by (Y座標)\n if <touching (地面 v)?> then\n change y by (() - (Y座標))\n set [y座標 v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [y座標 v] to [15]\n end\n end\n change y by (1)\n if <<touching (トゲ v)?> or <(y position) < [-174]>> then\n start sound [デュクシ v]\n go to x: (-100) y: (-21)\n end\n if <[215] < (x position)> then\n broadcast (NEXT STAGE v)\n go to x: (-149) y: (-21)\n if <(backdrop [number v]) = [14]> then\n broadcast (アニメーション v)\n end\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 (costume4 v)\n end\nend\n\n@地面\n\nwhen I receive [next stage v]\nnext costume\nwait (1) seconds\nif <(backdrop [number v]) = [14]> then\n broadcast (アニメーション v)\n set [クリア? v] to [YES]\n broadcast (クリア v)\n broadcast (HONEY LEMON v)\n if <(あなたのタイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (あなたのタイム)\n end\n show variable [あなたのタイム v]\nend\n\nwhen flag clicked\nset [ハニーレモン v] to [オフ]\nhide variable [あなたのタイム v]\nhide variable [☁ 世界記録 v]\nswitch costume to (コスチューム1 v)\n\nrepeat until <(クリア?) = [YES]>\n set [あなたのタイム v] to (timer)\nend\n\nwhen flag clicked\nreset timer\nset [あなたのタイム v] to [0]\nset [クリア? v] to [NO]\ngo to [back v] layer\n\nforever\n\nwhen I receive [クリア v]\nset [あなたのタイム v] to (timer)\nset [あなたのタイム v] to (timer)\n\nrepeat (10)\n\n@トゲ\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム4 v)\n\n@スプライト2\n\nwhen flag clicked\n\nwhen flag clicked\nrepeat until <(ハニーレモン) = [ON]>\n play sound [PopAdv8bitVer v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [honey lemon v]\nswitch costume to (コスチューム2 v)\nshow\ngo to x: (-144) y: (203)\nrepeat (6)\n change y by (-10)\nend\nwait (1) seconds\nrepeat (6)\n change y by (10)\nend\nhide\n\nwhen I receive [honey lemon v]\nstop all sounds\nforever\n play sound [ドキメキダイアリー \(1\) v] until done\nend\n\nwhen I receive [honey lemon v]\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (-144) y: (203)\nrepeat (6)\n change y by (-10)\nend\nwait (1) seconds\nrepeat (6)\n change y by (10)\nend\nhide\n\n@ナレーション\n\nwhen flag clicked\n\nspeak [ここは様々な夢を叶える場所]::tts\n\nwhen I receive [next stage v]\nwait (1) seconds\nif <(backdrop [number v]) = [2]> then\n if <(language::translate) = [日本語]> then\n say [おっと、ネコがりんごを取りに来ましたね]\n speak [おっと、ネコがりんごを取りに来ましたね]::tts\n say []\n else\n say [Oops, the cat came to pick up the apple.]\n speak [Oops, the cat came to pick up the apple.]::tts\n say []\n end\nelse\n if <(backdrop [number v]) = [3]> then\n if <(language::translate) = [日本語]> then\n say [草むらにゴボが隠れてますね]\n speak [草むらにゴボが隠れてますね]::tts\n say []\n else\n say [Gobo is hiding in the grass.]\n speak [Gobo is hiding in the grass.]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [4]> then\n if <(language::translate) = [日本語]> then\n say [おっと、出てきてネコを呼びました]\n speak [おっと、出てきてネコを呼びました]::tts\n say []\n else\n say [Gobo came out and called the cat.]\n speak [Gobo I came out and called the cat.]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [5]> then\n if <(language::translate) = [日本語]> then\n say [どうやらゴボの夢はネコとりんごを食べることでしたね]\n speak [どうやらゴボの夢はネコとりんごを食べることでしたね]::tts\n say []\n else\n say [Apparently Gobo's dream was to eat cats and apples.]\n speak [Apparently Gobo's dream was to eat cats and apples.]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [6]> then\n if <(language::translate) = [日本語]> then\n say [落ちないように崖を足場にして次へ行きましょう]\n speak [落ちないように崖を足場にして次へ行きましょう]::tts\n say []\n else\n say [Use the cliff as a foothold to avoid falling and move on to the next step.]\n speak [Use the cliff as a foothold to avoid falling and move on to the next step.]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [7]> then\n if <(language::translate) = [日本語]> then\n say [これはスーパーキャットがプラットフォーマー民から追いかけられてますね]\n speak [これはスーパーキャットがプラットフォーマー民から追いかけられてますね]::tts\n say []\n else\n say [This is Super Cat being chased by platformer people.]\n speak [This is Super Cat being chased by platformer people.]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [8]> then\n if <(language::translate) = [日本語]> then\n say [プラットフォーマー民たちがりんごパーティしてますね]\n speak [プラットフォーマー民たちがりんごパーティしてますね]::tts\n say []\n else\n say [Platformer people are having an apple party.]\n speak [Platformer people are having an apple party.]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [9]> then\n if <(language::translate) = [日本語]> then\n say [おっと、そこには空飛ぶボートに乗ってるカントリーボール!]\n speak [おっと、そこには空飛ぶボートに乗ってるカントリーボール!]::tts\n say []\n else\n say [Oh, and there's a country ball on a flying boat!]\n speak [Oh, and there's a country ball on a flying boat!]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [10]> then\n if <(language::translate) = [日本語]> then\n say [どうやらカントリーボールたちの夢は空飛ぶボートに乗ることでしたね]\n speak [どうやらカントリーボールたちの夢は空飛ぶボートに乗ることでしたね]::tts\n say []\n else\n say [Apparently countryballs' dream was to ride on a flying boat.]\n speak [Apparently countryballs' dream was to ride on a flying boat.]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [11]> then\n if <(language::translate) = [日本語]> then\n say [ここからは空飛ぶボートを飛び越えましょう]\n speak [ここからは空飛ぶボートを飛び越えましょう]::tts\n say []\n else\n say [Now let's jump over the flying boat]\n speak [Now let's jump over the flying boat]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [12]> then\n if <(language::translate) = [日本語]> then\n say [とんでもない量の針があります]\n speak [とんでもない量の針があります]::tts\n say []\n else\n say [There are an incredible amount of needles]\n speak [There are an incredible amount of needles]::tts\n say []\n end\n else\n if <(backdrop [number v]) = [13]> then\n if <(language::translate) = [日本語]> then\n say [最後に一つだけあなたの願いを叶えましょう。そこの木へ行ってください!]\n speak [最後に一つだけあなたの願いを叶えましょう。そこの木へ行ってください!]::tts\n say []\n else\n say [Let's make one last wish come true. Go to that tree!]\n speak [Let's make one last wish come true. Go to that tree!]::tts\n say []\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\nsay [おっと、ネコがりんごを取りに来ましたね]\nspeak [おっと、ネコがりんごを取りに来ましたね]::tts\nsay []\n\nsay [草むらにゴボが隠れてますね]\nspeak [草むらにゴボが隠れてますね]::tts\nsay []\n\nsay [どうやらゴボの夢はネコとりんごを食べることでしたね]\nspeak [どうやらゴボの夢はネコとりんごを食べることでしたね]::tts\nsay []\n\nwhen I receive [クリア v]\nif <(language::translate) = [日本語]> then\n say [クリアおめでとうございます!]\n speak [クリアおめでとうございます!]::tts\n say []\nelse\n say [Congratulations on clearing!]\n speak [Congratulations on clearing!]::tts\n say []\nend\nif <(language::translate) = [日本語]> then\n say [有名スクラッチャーになるっていう夢を"ゲーム内"で叶えました]\n speak [有名スクラッチャーになるっていう夢を"ゲーム内"で叶えました]::tts\n say []\nelse\n say [I made my dream of becoming a famous scratcher come true "in-game"]\n speak [I made my dream of becoming a famous scratcher come true "in-game"]::tts\n say []\nend\nif <(language::translate) = [日本語]> then\n say [でも、この後頑張ったら有名スクラッチャーになれるかもしれませんよ。。。?]\n speak [でも、この後かんばったら有名スクラッチャーになれるかもしれませんよ。。。?]::tts\n say []\nelse\n say [But if you work hard after this, you might become a famous scratcher. . . ?]\n speak [But if you work hard after this, you might become a famous scratcher. . . ?]::tts\n say []\nend\nif <(language::translate) = [日本語]> then\n say [その夢、リアルで叶ったらいいですね!]\n speak [その夢、リアルで叶ったらいいですね!]::tts\n say []\nelse\n say [It would be great if that dream came true in real life!]\n speak [It would be great if that dream came true in real life!]::tts\n say []\nend\nif <(language::translate) = [日本語]> then\n say [ちなみにクリアとハート&星したらフォローします!]\n speak [ちなみにクリアとハート&星したらフォローします!]::tts\n say []\nelse\n say [By the way, I will follow you if you clear, heart & star!]\n speak [By the way, I will follow you if you clear, heart & star!]::tts\n say []\nend\nif <(language::translate) = [日本語]> then\n say [それでは、また会いましょう!]\n speak [それでは、また会いましょう!]::tts\n say []\nelse\n say [See you soon!]\n speak [See you soon!]::tts\n say []\nend\nif <(language::translate) = [日本語]> then\n say [以上、きゃんうぅ〜るのマネージャーでした!]\n speak [以上、きゃんうぅ〜るのマネージャーでした!]::tts\n say []\nelse\n say [That’s all for being the manager of Canwool!]\n speak [That’s all for being the manager of Canwool!]::tts\n say []\nend\nswitch costume to (コスチューム2 v)\nset voice to (squeak v)::tts\nif <(language::translate) = [日本語]> then\n say [みんな、遊んでくれてありがとうね!]\n speak [みんな、遊んでくれてありがとうね!]::tts\n say []\nelse\n say [Thank you everyone for playing!]\n speak [Thank you everyone for playing!]::tts\n say []\nend\n\nsay [クリアおめでとうございます!]\nspeak [クリアおめでとうございます!]::tts\n\nsay [有名スクラッチャーになるっていう夢を"ゲーム内"で叶えました]\nspeak [有名スクラッチャーになるっていう夢をゲーム内で叶えました]::tts\n\nsay [でも、この後かんばったら有名スクラッチャーになれるかもしれませんよ。。。?]\nspeak [でも、この後かんばったら有名スクラッチャーになれるかもしれませんよ。。。?]::tts\nsay [その夢、リアルで叶ったらいいですね!]\nspeak [その夢、リアルで叶ったらいいですね!]::tts\nsay [ちなみにクリアとハート&星したらフォローします!]\nspeak [ちなみにクリアとハート&星したらフォローします!]::tts\nsay [まぁ、チャット欄で言ってもらわないとわかりませんので]\nspeak [まぁ、チャット欄で言ってもらわないとわかりませんので]::tts\nsay [「クリアとハート&星したよ」って言ってください!]\nspeak [クリアとハート&星したよって言ってください!]::tts\nsay [それでは、また会いましょう!]\nspeak [それでは、また会いましょう!]::tts\nsay [以上、きゃんうぅ〜るのマネージャーでした!]\nspeak [以上、きゃんうぅ〜るのマネージャーでした!]::tts\nset voice to (squeak v)::tts\nsay [みんな、遊んでくれてありがとうね!]\nspeak [みんな、遊んでくれてありがとうね!]::tts\n\nsay []\n\nwhen I receive [start v]\nset voice to (tenor v)::tts\nswitch costume to (コスチューム1 v)\nif <(language::translate) = [日本語]> then\n set language to (ja v)::tts\n say [ここは様々な夢を叶えるところ]\n speak [ここは様々な夢を叶えるところ]::tts\n say []\nelse\n set language to (en v)::tts\n say [This is a place where all dreams come true]\n speak [This is a place where all dreams come true]::tts\n say []\nend\n\n@スプライト3\n\nset size to (100) %\n\nchange size by (10)\n\nwhen flag clicked\ngo to x: (19) y: (46)\nset [プレーヤー名 v] to (username)\nhide variable [プレーヤー名 v]\nhide\n\nwhen I receive [アニメーション v]\nset [映像? v] to [ON]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (3)\n wait (0.2) seconds\n next costume\n start sound [recording1 v]\nend\nshow variable [プレーヤー名 v]\nstart sound [「わぁーーっ♪」 v]\nplay sound [スタジアムの歓声1 v] until done\nwait (0.5) seconds\nhide\nset [映像? v] to [OFF]\nhide variable [プレーヤー名 v]\nswitch backdrop to (背景14 v)\nset [ハニーレモン v] to [ON]\nbroadcast (クリア v)\nbroadcast (HONEY LEMON v)\n\n@スプライト4\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (START v)\n\nshow\nset [ghost v] effect to (0)\n\n
今、このプロジェクト見た人へ!\nこの人フォローしてほしいなぁ! @hanerucat\n【日本語】\nここはどんな夢でも叶う、\n夢島!色んな人たちが夢を\n叶いにこの島へ来ている。\nナレーターさんが色んな人たちの\n夢を語ってくれてるよ!\nバグがあったらコメントで教えてください!\n━━━━━━━━━━━━\n【操作方法】\n・ ↑、wキーでジャンプ\n・ ←、→で右左へ移動\n|━━━━━━━━━━━━|\n【English】\nAny dream can come true here,\nDream island! Various people dream\nI came to this island just in time.\nThe narrator is from various people.\nHe's telling me his dreams!\nIf you find any bugs, please let me know in the comments!\n━━━━━━━━━━━━\n【Method of operation】\n・Jump with ↑, w keys\n・ Move right or left with ←, →\n|━━━━━━━━━━━━|\nかんばったから\n❤&⭐&フォローお願いします!\n遊んでくれた有名人:\n@kakipi-900\n@IBKN2381220\n@Murasakineko_Pinkcat\n@o_su_si_\n@trumpU\n|━━━━━━━━━━━━|\n・クレジット・\n効果音━効果音ラボ\nドキメキダイアリー━@aoiroscratch\nBGM━@mizuiro\nサムネ素材━@black-hole4521\n\n#games # all\n
The best platformer ever! (-;*
@Stage\n\nwhen backdrop switches to [intro35 v]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-220) y: (150)\nswitch backdrop to (intro1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a 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 (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w 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 (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#523530)?> then\n switch backdrop to (next backdrop v)\n go to x: (-220) y: (150)\n end\n if <touching color (#ff0000)?> then\n go to x: (-220) y: (150)\n end\n if <touching color (#44ab15)?> then\n start sound [jump v]\n set [yv v] to [22]\n end\n if <touching color (#98d6f3)?> 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\nend\n\nwhen backdrop switches to [intro32 v]\nask [What was the shark's name?] and wait\nif <(answer) = [Bubbles]> then\n switch backdrop to (next backdrop v)\n go to x: (-220) y: (150)\nelse\n switch backdrop to (previous backdrop v)\n go to x: (-220) y: (150)\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-220) y: (150)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> and <touching color (#98d6f3)?>> then\n set [yv v] to [-1]\n end\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n switch backdrop to (previous backdrop v)\n go to x: (-220) y: (150)\n end\nend\n\nwhen flag clicked\nforever\n if then\nend\n\n
WAD or arrow key to move, P for previous level, the rest is explained in the project! (:\nI will be constantly making updates and new levels, so you can find new surprises each week! Also I will try to reply to all comments. Feel free to remix, but please give credit and keep in mind that this is my first project, so it may not be the best. Love and Favorite!\nEnjoy!!! (: \nPS. None of the levels are impossible, I played through all of them myself!\nsincerely, luz!\n rr
~ONLINE~ stick man platformer 【Geometry Dash】〜オンライン〜 棒人間【ジオメトリーダッシュ】2
@Stage\n\nwhen flag clicked\nswitch backdrop to (red1 v)\n\nwhen flag clicked\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\n@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 (スプライト2 v)?> or <touching (障害物 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) = [KAMAYUN]> 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 then\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\nglide (0.1) secs to (rqqqlevel2 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 change [color v] effect by (0)\nend\n\nwhen flag clicked\nshow\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) = [suno00]> 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@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: (8280) (-150)\nsetup clone at x,y: (5000) (-150)\nsetup clone at x,y: (3000) (-150)\nsetup clone at x,y: (600) (-80)\nset [showing v] to [-1]\n\n@障害物\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 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 receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\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\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@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@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [ANGELPLAYA - LET THEM HAVE IT \[NCS Release\] v] until done\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@Samune\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\nwhen I start as a clone\nswitch costume to (big v)\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@スプライト1\n\n
       傾向1pやったー!\n   [日本語は下。⭐️&❤️&フォローよろ]\n        【English】\nI worked hard to make it, so press ★ and ♥! Also, I'm very grateful to the original author!\nLet's comment on how long it took!\nSorry the course ended in the middle of the day. But if it is very popular, we may make a second half. Please press ❤️ and ⭐️ for that!\n[Operation method]\n[Move] Arrow keys / A and D keys\n[Jump] Arrow key/W key\n[Crouching] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Squatting in a diagonal place + moving\n[Wall Kick] Move to the wall + jump\n[Glider] Space key after clearing\n[Emoji] E key/R key\n[Back to start] Q key + R key\n[See who is playing now] N key\n[Rainbow-colored stickman] The person with the fastest time\nBy @kisinniti\n         【日本語】\nジオメトリーダッシュの棒人間オンラインゲームです!頑張って作ったので★と♥を押してね!\nどれぐらいかかったかもコメントしてね!\nあと、ジオメトリーダッシュ本家をやってる人なら分かると思いますが、コースがまた半分(?)で終わってしまっています…。すみません!ですが人気が高ければまた後半を作るかもしれないので⭐️と❤️(できればフォローも)お願いします!\n        [操作方法]\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\nBy @ksinniti様
Sus Cube | A Platformer remix
@Stage\n\nwhen flag clicked\nforever\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\nset size to (45) %\nswitch costume to (red v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1.5)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1.5)\n point in direction (90)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [16]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [16]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n delete this clone\n end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (-10)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [thanks v])\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (red v)\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (impostor v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (187) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [back v] layer\n\nwhen flag clicked\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
Hey Guys!! Welcome to Sus Cube!!\nThis game is from one of my very old accounts\nUse arrows or WASD to move\n❤️ and ⭐ to unlock imposter\nWatch out for the spikes and lava!!\nComment "Sus" if you made it to the end :D\nA ❤️ and ⭐will be appreciated
Platformer
@Stage\n\n@Player\n\nwhen I receive [makeplayerfollowhitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n else\n switch costume to (costume1 v)\n end\n end\n wait (0.04) seconds\nend\n\nwhen flag clicked\nif <touching color (#9966ff)?> then\n repeat (16)\n change y by (10)\n end\n repeat (16)\n change x by (-10)\n end\nend\n\n@hitbox\n\nwhen flag clicked\nshow\nset size to (50) %\nset [spawnx v] to [-203]\nset [spawny v] to [63]\ngo to x: (spawnX) y: (spawnY)\nset rotation style [left-right v]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (makeplayerfollowhitbox v)\n up/down movement [12] [-1]\n right/left movement [10] [0.6]\n checknextlevel\nend\n\ndefine up/down movement (jump height) (fall speed)\nchange y by (yvelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n if <touching (level v)?> then\n checktouchinglava\n change y by (((yvelocity) / ([abs v] of (yvelocity) )) * (-1))\n end\n end\n if <<not <(yvelocity) > [50]>> and <key (up arrow v) pressed?>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine right/left movement (move speed) (drag)\nchange x by (xvelocity)\nif <touching (level v)?> then\n checktouchinglava\n repeat ([ceiling v] of ([abs v] of (xvelocity) ) )\n if <touching (level v)?> then\n checktouchinglava\n change x by (((xvelocity) / ([abs v] of (xvelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [xvelocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xvelocity) * (drag))\n\ndefine checknextlevel\nif <(x position) > [235]> then\n broadcast (next level v)\n go to x: (spawnX) y: (spawnY)\nend\n\ndefine checktouchinglava\nif <touching color (#ff0000)?> then\n go to x: (spawnX) y: (spawnY)\nend\n\ndefine checktouchingspike\nif <touching color (#a9a9a9)?> then\n go to x: (spawnX) y: (spawnY)\nend\n\nwhen flag clicked\nforever\n if <touching color (#9966ff)?> then\n repeat (16)\n change y by (10)\n end\n repeat (16)\n change y by (-10)\n end\n end\nend\n\nwhen flag clicked\n\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Hi, \nthis is a platformer there are 20 level \nmovement for palyer\nup key:jump\nright key: move right\nleft key: move left\n\navoid toching lava or lava spike as the level go level gets harder and harder.Its not very hard.\n\n\n
Among Us platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nstart sound [Amidst - Carousel v]\nbroadcast (Intro v)\n\nwhen I receive [intro; v]\nswitch backdrop to (1 v)\nwait (1) seconds\nforever\n play sound [Vexento - Trippy Love v] until done\nend\n\nwhen I receive [platformerスタート v]\nstop [other scripts in sprite v]\nforever\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\nend\n\n@プレイヤー\n\nwhen I start as a clone\nswitch costume to ([costume name v] of [キャラ設定 v])\nchange [ghost v] effect by (20)\nrepeat (9)\n change [ghost v] effect by (14)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (player v)\nhide\n\nwhen I receive [platformerスタート v]\nset volume to (100) %\ngo to [back v] layer\nset [動くの禁止!! v] to [1]\nswitch costume to ([costume name v] of [キャラ設定 v])\nshow\nset rotation style [left-right v]\npoint in direction (90)\nセット\nset [変数 v] to [0]\nset [y v] to [0]\nforever\n if <(動くの禁止!!) = [1]> then\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [変数 v] by (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [変数 v] by (-0.8)\n point in direction (-90)\n end\n change x by (変数)\n set [変数 v] to ((変数) * (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 ((変数) * (-1.2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <(変数) > [0]> then\n set [変数 v] to [-5]\n else\n set [変数 v] to [5]\n end\n set [y v] to [14]\n start sound [壁キック v]\n else\n set [変数 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 create clone of (_myself_ v)\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 <not <([costume # v] of [地形 v]) = [11]>> then\n if <(キル) = [1]> then\n broadcast (次! v)\n end\n end\n end\n if <<touching (2 v)?> or <touching (マグマ v)?>> then\n ダメージ\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n end\n if <(y position) < [-180]> then\n ダメージ\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: (0)\n\nwhen I receive [プレイヤー表示 v]\nshow\n\ndefine ダメージ\nset [動くの禁止!! v] to [2]\nstart sound [crashed oof v]\nrepeat (30)\n change [ghost v] effect by (3)\nend\nセット\nclear graphic effects\nset [動くの禁止!! v] to [1]\n\nwhen I receive [次! v]\nhide\nset [動くの禁止!! v] to [2]\nchange [level v] by (1)\nセット\nset volume to (0) %\nset volume to (100) %\nset [動くの禁止!! v] to [1]\nshow\nbroadcast (K v)\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [intro; v]\n\n@地形\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [platformerスタート v]\nshow\n\nwhen I receive [intro v]\nswitch costume to (1 v)\n\nwhen I receive [次! v]\nnext costume\n\nwhen I receive [インポスター v]\nswitch costume to (11 v)\n\n@Intro\n\ndefine x: (x1) y: (y1) から X: (x2) Y: (y2) DIV: (d) 初期V: (v)\ngo to x: (x1) y: (y1)\nset [v v] to (v)\nset [distance moved v] to [0]\nrepeat until <(Distance moved) > (([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) / (3))>\n change [v v] by ((v) / (7))\n change x by ((v) * ((([abs v] of ((x2) - (x1)) ) / ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )) * (((x2) - (x1)) / ([abs v] of ((x2) - (x1)) ))))\n change y by ((v) * ((([abs v] of ((y2) - (y1)) ) / ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )) * (((y2) - (y1)) / ([abs v] of ((y2) - (y1)) ))))\n set [distance moved v] to ((Distance moved) + (v))\nend\nrepeat until <<(round (x position)) = (x2)> and <(round (y position)) = (y2)>>\n change x by (((x2) - (x position)) / (d))\n change y by (((y2) - (y position)) / (d))\nend\n\nwhen flag clicked\nhide\n\ndefine C ()\nset [クローン番号 v] to ()\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nswitch costume to (クローン番号)\nif <<<(クローン番号) = [1]> or <(クローン番号) = [2]>> or <(クローン番号) = [3]>> then\n x: [0] y: [100] から X: [0] Y: [-500] DIV: [10] 初期V: [10]\n delete this clone\nend\nif <(クローン番号) = [4]> then\n go to x: (0) y: (0)\n show\n set size to (0) %\n repeat (30)\n set [1 v] to ((((200) - (size)) / (8)) + ((1) * (0.8)))\n change size by (1)\n end\n repeat (30)\n change [ghost v] effect by (-2)\n end\n delete this clone\nend\nif <(クローン番号) = [5]> then\n show\n x: [0] y: [-180] から X: [0] Y: [10] DIV: [10] 初期V: [10]\n wait (2) seconds\n delete this clone\nend\n\nwhen I receive [intro v]\nwait (0.5) seconds\nset [ghost v] effect to (5)\nC [1]\nwait (0.2) seconds\nC [2]\nwait (0.2) seconds\nC [3]\nwait (1) seconds\nC [4]\nwait (1.5) seconds\nbroadcast (1 v) and wait\nC [5]\nwait (2) seconds\nC [2]\nwait (0.2) seconds\nC [1]\nbroadcast (Intro; v)\n\n@1\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) / (6))\n end\n wait until <[7] < (timer)>\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((-100) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\nelse\n if <<[4] < (costume [number v])> and <[10] > (costume [number v])>> then\n if <(variable) = [1]> then\n go to x: (0) y: (0)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [variable v] to (pick random (-20) to (20))\n set [?/? v] to (pick random (1) to (360))\n set [? v] to [0]\n repeat (60)\n go to [front v] layer\n point in direction (?/?)\n move (variable) steps\n change [? v] by (variable)\n point in direction ((?) + (?/?))\n if <touching (_edge_ v)?> then\n if on edge, bounce\n set [?/? v] to (direction)\n end\n set [variable v] to ((variable) * (0.95))\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n go to (random position v)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (100)\n point in direction (pick random (1) to (360))\n repeat until <[6] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n change [ghost v] effect by (-4)\n end\n delete this clone\n end\n end\nend\n\ndefine Back Dust\n\ndefine Dust\nset [variable v] to [1]\nrepeat (20)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [1 v]\nrepeat (7)\n Dust\nend\n\n@2\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [platformerスタート v]\npoint in direction (90)\nhide\nforever\n if <(Imposter) = [0]> then\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]) = [3]> then\n point in direction (90)\n switch costume to (1 v)\n show\n end\n if <([costume # v] of [地形 v]) = [4]> then\n hide\n end\n if <([costume # v] of [地形 v]) = [5]> then\n go to x: (120) y: (-50)\n switch costume to (2 v)\n show\n end\n if <([costume # v] of [地形 v]) = [6]> then\n point in direction (90)\n switch costume to (3 v)\n show\n end\n if <([costume # v] of [地形 v]) = [7]> then\n go to x: (120) y: (70)\n switch costume to (4 v)\n turn left (6) degrees\n show\n end\n if <([costume # v] of [地形 v]) = [8]> then\n go to x: (50) y: (-42)\n point in direction (90)\n switch costume to (5 v)\n show\n end\n if <([costume # v] of [地形 v]) = [9]> then\n point in direction (90)\n switch costume to (6 v)\n show\n end\n if <([costume # v] of [地形 v]) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nset [imposter v] to [0]\n\nwhen I receive [インポスター v]\nset [imposter v] to [1]\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@矢印2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (次 v)\nswitch costume to (コスチューム2 v)\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [platformerスタート v]\nhide\n\nwhen I receive [intro; v]\nwait (3) seconds\ngo to [front v] layer\nshow\ngo to x: (180) y: (105)\nset size to (0) %\nforever\n change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [intro; v]\nwait (3) seconds\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@矢印\n\nwhen this sprite clicked\nbroadcast (次2 v)\nswitch costume to (コスチューム2 v)\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [platformerスタート v]\nhide\n\nwhen I receive [intro; v]\nwait (3) seconds\ngo to [front v] layer\nshow\ngo to x: (20) y: (105)\nset size to (0) %\nforever\n change size by (((100) - (size)) / (10))\nend\n\nwhen I receive [intro; v]\nwait (3) seconds\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@キャラ設定\n\nwhen I receive [キャラ設定動き v]\nset size to (0) %\nrepeat (50)\n change size by (((35) - (size)) / (10))\nend\n\nwhen I receive [platformerスタート v]\nhide\n\nwhen I receive [次 v]\nbroadcast (キャラ設定動き v)\nstart sound [Suction Cup v]\nwait (0.01) seconds\nnext costume\n\nwhen I receive [次2 v]\nbroadcast (キャラ設定動き v)\nstart sound [Suction Cup v]\nwait (0.01) seconds\nswitch costume to ((costume [number v]) - (1))\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen I receive [intro; v]\nwait (3) seconds\ngo to [front v] layer\nswitch costume to (player v)\nshow\ngo to x: (100) y: (105)\nset size to (0) %\nforever\n change size by (((35) - (size)) / (10))\nend\n\nwhen flag clicked\nhide\n\n@通常\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen this sprite clicked\nstart sound [1 v]\nwait (0.8) seconds\nbroadcast (platformerスタート v)\nbroadcast (隠せ v)\nhide\n\nwhen I receive [intro; v]\nwait (3) seconds\ngo to x: (-113) y: (92)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [隠せ v]\nhide\n\n@ナイフ\n\nwhen flag clicked\nhide\n\nwhen I receive [インポスター v]\nshow\nset rotation style [left-right v]\nforever\n go to (プレイヤー v)\n point in direction ([direction v] of [プレイヤー v])\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [インポスター v]\nforever\n if <key (z v) pressed?> then\n point in direction ([direction v] of [プレイヤー v])\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n switch costume to (コスチューム1 v)\n end\nend\n\n@インポスター\n\nwhen [timer v] > (タイマー)\nhide\n\nwhen this sprite clicked\nstart sound [1 v]\nwait (0.8) seconds\nbroadcast (platformerスタート v)\nbroadcast (インポスター v)\nbroadcast (隠せ v)\nhide\n\nwhen I receive [intro; v]\nwait (3) seconds\ngo to x: (-113) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [隠せ v]\nhide\n\n@3\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [platformerスタート v]\nrepeat (10)\n go to [back v] layer\nend\npoint in direction (90)\nhide\nforever\n if <(Imposter) = [1]> then\n if <([costume # v] of [地形 v]) = [12]> then\n x [60] y [-71.5] hy? [y] d? [90] k [1]\n end\n if <([costume # v] of [地形 v]) = [13]> then\n x [] y [] hy? [y] d? [90] k []\n end\n if <([costume # v] of [地形 v]) = [14]> then\n x [] y [] hy? [y] d? [90] k []\n end\n if <([costume # v] of [地形 v]) = [15]> then\n x [] y [] hy? [y] d? [90] k []\n end\n if <([costume # v] of [地形 v]) = [16]> then\n x [] y [] hy? [y] d? [90] k []\n end\n if <([costume # v] of [地形 v]) = [17]> then\n x [] y [] hy? [y] d? [90] k []\n end\n if <([costume # v] of [地形 v]) = [18]> then\n x [] y [] hy? [y] d? [90] k []\n end\n if <([costume # v] of [地形 v]) = [19]> then\n x [] y [] hy? [y] d? [90] k []\n end\n end\nend\n\nwhen flag clicked\nset [キル v] to [0]\nset [imposter v] to [0]\nhide\n\nwhen I receive [インポスター v]\nset [imposter v] to [1]\n\ndefine x (x) y (y) hy? (hy?) d? (d?) k (1-20)\nswitch costume to (1-20)\ngo to x: (x) y: (y)\npoint in direction (d?)\nif <(hy?) = [y]> then\n show\nelse\n hide\nend\nforever\n if <<touching (ナイフ v)?> and <<key (space v) pressed?> or <key (z v) pressed?>>> then\n set [キル v] to [1]\n play sound [crashed oof v] until done\n hide\n end\nend\n\nwhen I receive [次 v]\nset [キル v] to [0]\n\n@スプライト1\n\n
新作公開!\nhttps://scratch.mit.edu/projects/958452801/\n\nどうもk-44です。今回は有名なゲームのAmong Usのプラットフォーマーを作りました。\n\n【使い方】ーーーーーーーーーーーーーーーーーーーー\n矢印キーで操作\nインポスターは避ける\nゴールを目指せ!\nーーーーーーーーーーーーーーーーーーーーーーーーー\n\n【クレジット】ーーーーーーーーーーーーーーーーーー\n背景,地面,文字 @Ironman201005\n曲,ナイフ, @Electricbulb_\nーーーーーーーーーーーーーーーーーーーーーーーーー\n\n【タグ】ーーーーーーーーーーーーーーーーーーーーー\n#game #platformer #Among Us\nーーーーーーーーーーーーーーーーーーーーーーーーー
Doodle platformer 3 #All #Trending #Games
@Stage\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-200] [0] Set Size To: [100]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (3 v)\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (2 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 (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels 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) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (levels 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)) > [50]>>> and <touching (levels v)?>> then\n switch costume to (4 v)\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (spikes v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-200] [0] Set Size To: [100]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-200] [0] Set Size To: [100]\n end\n if <touching (trampolines v)?> then\n set [y v] to [22]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> or <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>>>> then\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n Place Player: [-200] [0] Set Size To: [100]\n change [level v] by (1)\n wait (1) seconds\n if <(Level) = [10]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(Level) = [10]>\n change [time v] by (1)\n wait (1) seconds\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(☁ WR) > (Time)> then\n set [☁ wr v] to (Time)\n end\nend\n\nwhen flag clicked\nforever\n play sound [240_full_platform-fighter_0155_preview v] until done\n set size to (80) %\nend\n\n@Trampolines\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@ThumbnailSprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Blank\n\n@Blank2\n\n@Blank3\n\n@Blank4\n\n
Move with arrow keys,wasd or mobile friendly jump over spikes and lava.\nPlease love and fave\nAdd to +50 studios for a follow :)\nWhat the heck!!!!!!!!!!!!!!!!!!!!\nfirstttt on trendinggggggggg!!!!!!!!!!!!!!!! Tysm guys!\nshoutout to: @theGamerverse
Lavender | A Scrolling Platformer | #all #games #trending #scrolling #art
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Happy Robot v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (0.25) seconds\ngo to [front v] layer\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (blue sky 2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\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) < [-178]> or <<touching (spikes v)?> or <touching (lavender soap v)?>>> 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 [speed y 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 <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\nend\nrepeat 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\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\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 (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nwhen I receive [setip v]\nif <(save) = [1]> then\n go to x: (-100) y: (100)\nend\n\nwhen I receive [portal exit v]\nstop [other scripts in sprite v]\nrepeat (25)\n change size by (1)\n change [ghost v] effect by (4)\nend\nhide\nbroadcast (Win v)\n\ngo to (portal v)\n\nwhen flag clicked\nshow\nset size to (10) %\nrepeat (10)\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (Portal exit v)\n end\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\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setip v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n if <(save) = [1]> then\n switch costume to (platform 4 v)\n else\n if <(save) = [2]> then\n switch costume to (platform 9 v)\n else\n switch costume to (platform 1 v)\n end\n end\n switch backdrop to (blue sky 2 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\n@spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 receive [setip v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n if <(save) = [1]> then\n switch costume to (platform 4 v)\n else\n if <(save) = [2]> then\n switch costume to (costume13 v)\n else\n switch costume to (platform 1 v)\n end\n end\n switch backdrop to (blue sky 2 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\n@text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setip v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n if <(save) = [1]> then\n switch costume to (platform 4 v)\n else\n if <(save) = [2]> then\n switch costume to (platform 9 v)\n else\n switch costume to (platform 1 v)\n end\n end\n switch backdrop to (blue sky 2 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\n@lavender soap\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 receive [setip v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n if <(save) = [1]> then\n switch costume to (platform 4 v)\n else\n if <(save) = [2]> then\n switch costume to (costume13 v)\n else\n switch costume to (platform 1 v)\n end\n end\n switch backdrop to (blue sky 2 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\n@checkpoint\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 [setip v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n if <(save) = [1]> then\n switch costume to (platform 4 v)\n else\n if <(save) = [2]> then\n switch costume to (costume13 v)\n else\n switch costume to (platform 1 v)\n end\n end\n switch backdrop to (blue sky 2 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(costume [number v]) = [4]>> then\n set [color v] effect to (-10)\n set [save v] to [1]\n end\n if <<touching (player v)?> and <(costume [number v]) = [9]>> then\n set [color v] effect to (-10)\n set [save v] to [2]\n end\nend\n\nset [color v] effect to (0)\n\nwhen flag clicked\nset [save v] to [0]\n\n\n\n\n\n@Portal\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 [setip v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n if <(save) = [1]> then\n switch costume to (costume4 v)\n else\n if <(save) = [2]> then\n switch costume to (costume9 v)\n else\n switch costume to (costume1 v)\n end\n end\n switch backdrop to (blue sky 2 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\n\nwhen I start as a clone\nset [whirl v] effect to (2000)\nforever\n turn right (15) degrees\nend\n\n@Sprite1\n\nwhen I receive [win v]\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n
Hello.\n\nOMG!!! It's in art tending! \nAND IN GAMES TRENDING!\n\nUse arrow keys or mobile to move. Go to checkpoints and find the portal. Avoid spikes and lavender soap! Good Luck\n\nDisclaimer: This project is art related!\n\nTags:\n#all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art #all #games #trending #scrolling #art
platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (tło2 v)\n\n@player\n\nwhen flag clicked\nhide\nset size to (20) %\nshow\nset [yvelocity v] to [0]\nset [spawn x v] to [0]\nset [spawn x v] to [-223]\nset [spawny v] to [-76]\ngo to x: (spawn X) y: (spawnY)\nforever\n Up/Down Movement [16] [-1]\n Right/Left Movement [10] [0.6]\nend\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yVelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <touching (level v)?> then\n change y by (((yVelocity) / ([abs v] of (yVelocity) )) * (-1))\n end\n end\n if <<not <(yVelocity) > [0]>> and <key (up arrow v) pressed?>> then\n set [yvelocity v] to (jump height)\n switch costume to (hight v)\n create clone of (ogon v)\n else\n set [yvelocity v] to [0]\n create clone of (ogon v)\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [231]> then\n broadcast (next level v)\n go to x: (-218) y: (-76)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (tło3 v)\nforever\n if <touching (duszek1 v)?> then\n go to x: (-198) y: (-71)\n end\nend\n\nwhen flag clicked\nswitch costume to (left v)\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n go to x: (-223) y: (-76)\n end\nend\n\nwhen backdrop switches to [tło4 v]\ngo to x: (-223) y: (-76)\n\nwhen backdrop switches to [tło3 v]\ngo to x: (-223) y: (-76)\n\nwhen backdrop switches to [tło2 v]\ngo to x: (-223) y: (-76)\n\nwhen backdrop switches to [tło2 v]\ngo to x: (-223) y: (-76)\n\nwhen flag clicked\nswitch backdrop to (tło3 v)\nforever\n if <touching (duszek2 v)?> then\n go to x: (-198) y: (-71)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (tło3 v)\nforever\n if <touching (duszek3 v)?> then\n go to x: (-198) y: (-71)\n end\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (level v)?> then\n set x to (((xVelocity) / ([abs v] of (xVelocity) )) * (1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n switch costume to (left v)\n set [xvelocity v] to (move speed)\n create clone of (ogon v)\nelse\n if <key (left arrow v) pressed?> then\n switch costume to (right v)\n set [xvelocity v] to ((move speed) * (-1))\n create clone of (ogon v)\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\nwhen backdrop switches to [tło7 v]\ngo to x: (-223) y: (-76)\n\nwhen backdrop switches to [tło8 v]\ngo to x: (-223) y: (-76)\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen flag clicked\nforever\n wait (1) seconds\nend\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostium6 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nnext backdrop\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (28) y: (-36)\nhide\n\nshow\n\nwhen backdrop switches to [tło4 v]\nhide\n\nwhen backdrop switches to [tło6 v]\nhide\n\nwhen backdrop switches to [tło4 v]\nshow\n\ngo to x: (28) y: (-35)\n\nwhen backdrop switches to [tło5 v]\nhide\n\n@ogon\n\nwhen I start as a clone\ngo to (player v)\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (12) %\nrepeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nchange size by (-1.5)\n\n@Duszek2\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen backdrop switches to [tło5 v]\nshow\nswitch costume to (kostium2 v)\n\ngo to x: (28) y: (-35)\n\nwhen backdrop switches to [tło6 v]\nhide\nswitch costume to (kostium2 v)\n\nshow\n\ngo to x: (-6) y: (-19)\n\n@Duszek3\n\nwhen flag clicked\ngo to x: (-60) y: (-75)\nhide\npoint in direction (90)\n\ngo to x: (-6) y: (-19)\n\nwhen backdrop switches to [tło6 v]\nshow\nswitch costume to (zęby v)\nforever\n turn right (10) degrees\nend\n\nwhen backdrop switches to [tło8 v]\nhide\n\n@Sprite1\n\nwhen backdrop switches to [tło8 v]\nshow\nchange [ghost v] effect by (40)\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen backdrop switches to [tło8 v]\nshow\nforever\n repeat (20)\n change size by (2)\n end\n repeat (20)\n change size by (-2)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\npoint in direction (90)\n\nturn right (1) degrees\n\nturn left (1) degrees\n\n@Sprite3\n\nchange size by (100)\n\nwhen backdrop switches to [tło2 v]\n\nwhen backdrop switches to [tło3 v]\nhide\n\nwhen I receive [tło v]\nshow\nswitch costume to (costume1 v)\nrepeat (3)\n next costume\n wait (0.50) seconds\nend\n\n@tło\n\nwhen flag clicked\nshow\n\nwhen I receive [start 2 v]\nhide\n\n@Zrzut ekranu 2024-03-01 070842\n\nwhen I receive [start 2 v]\nshow\nwait (0.1) seconds\nforever\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nhide\n\n@Zrzut ekranu 2024-03-01 072046\n\nwhen I receive [next level v]\nshow\n\nwhen this sprite clicked\nhide\n\nwhen I receive [start 2 v]\nshow\n\nwhen flag clicked\nhide\n\n@Zrzut ekranu 2024-03-01 073752\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (start 2 v)\n\nwhen backdrop switches to [tło2 v]\n\nwhen I receive [start 2 v]\nhide\n\nwhen flag clicked\nforever\n change size by (1)\n wait (0.5) seconds\n change size by (-1)\n wait (0.5) seconds\nend\n\n
(❁´◡`❁(✿◡‿◡)use arows and left arow is broken This platformer are easy and enoyable Good Game (❁´◡`❁)(✿◡‿◡)\nMy alt @Alt_RolsikMopsikI╰(*°▽°*)╯(^///^)\n
#3 | 建築ができる! Fortnite Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Treenan v] until done\nend\n\nwhen flag clicked\nset volume to (0) %\nrepeat (70)\n change volume by (1)\nend\n\nwhen [s v] key pressed\nif <(username) = [-5min-]> then\n broadcast (Next Level v)\nend\n\n@ 軽量\n\nset [☁ server v] to [90]\n\nset [☁ world v] to [1000]\n\nset [☁ ☁ v] to [0]\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (fortnite 2024-02-03 18-26-42 v)\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@針\n\nwhen I receive [next level v]\nshow\nnext costume\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (危険 lv.1 v)\n\nwhen flag clicked\nshow\n\nwhen I receive [next v]\nhide\n\n@当たったら次へ行くやつ\n\nwhen flag clicked\nshow\nswitch costume to (end v)\nforever\n if <not <(Level) = [1]>> then\n show\n if <(Level) = [13]> then\n switch costume to (end2 v)\n else\n switch costume to (end v)\n end\n else\n hide\n end\nend\n\nwhen I receive [switch v]\nhide\n\n@ステージ\n\nwhen I receive [next level v]\nshow\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen flag clicked\nshow\nhide variable [タイム v]\nhide variable [☁ world v]\nif <(costume [number v]) = [14]> then\n broadcast (Switch v)\nend\nforever\n if <(costume [number v]) = [12]> then\n set [タイム v] to (time)\n show variable [タイム v]\n show variable [☁ world v]\n change [☁ クリア者 v] by (1)\n set [☁ server v] to (タイム)\n stop [this script v]\n else\n hide variable [タイム v]\n hide variable [☁ world v]\n end\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\nset [☁ クリア者 v] to [50]\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nset [☁ server v] to [93]\n\nwhen I receive [裏の裏 v]\nswitch costume to (level 15 v)\nchange [☁ ☁ v] by (1)\nadd (username) to [☁裏 v]\n\n@ プレイ ヤ~\n\ndefine Reset\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen [r v] key pressed\nReset\nbroadcast (Death v)\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to [front v] layer\nswitch costume to (普通 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-200) y: (0)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n 移動,他\nend\n\nwhen I receive [death v]\ngo to x: (-200) y: (0)\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\nshow\n\nwhen flag clicked\n\nforever\n if <key (q v) pressed?> then\n if <(モード) = [⛏]> then\n broadcast (建築 v)\n else\n broadcast (⛏ v)\n end\n wait until <not <key (q v) pressed?>>\n end\nend\n\ndefine 移動,他\nset drag mode [not draggable v]\nchange [y v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(横) < [0]>> then\n change [x v] by (-0.8)\n switch costume to (left v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <[0] < (横)>>> then\n switch costume to (right v)\n change [x v] by (0.8)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ステージ v)?> or <touching (建築 v)?>> then\n change y by (1)\nend\nif <<touching (ステージ v)?> or <touching (建築 v)?>> then\n change y by (1)\nend\nif <<touching (ステージ v)?> or <touching (建築 v)?>> then\n change y by (2)\nend\nif <<touching (ステージ v)?> or <touching (建築 v)?>> then\n change y by (2)\nend\nif <<touching (ステージ v)?> or <touching (建築 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 <[0] < (縦)>>> then\n start sound [Jump v]\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\nend\nchange y by (y)\nif <<touching (ステージ v)?> or <touching (建築 v)?>> then\n change y by ((0) - (y))\n set [y v] to [1]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <[0] < (縦)>> and <<touching (ステージ v)?> or <touching (建築 v)?>>> then\n start sound [Jump v]\n set [y v] to [15]\n switch costume to (up v)\nend\nchange y by (1)\nif <touching (当たったら次へ行くやつ v)?> then\n broadcast (NEXT v)\n Reset\nend\nif <<<touching (針 v)?> or <(y position) = [-184]>> or <touching (敵2 v)?>> then\n Reset\n broadcast (Death v)\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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?>> or <<mouse down?> and <(x position) > (mouse x)>>>>>> then\n switch costume to (普通 v)\nend\n\n@⛏&建築\n\nwhen flag clicked\nset [モード v] to [⛏]\nswitch costume to (⛏ v)\nforever\n 移動\nend\n\nwhen I receive [建築 v]\nswitch costume to (建築 v)\n\nwhen I receive [⛏ v]\nset [ダメージ v] to [0]\nset [モード v] to [⛏]\nswitch costume to (⛏ v)\n\ndefine 移動\ngo to ( プレイ ヤ~ v)\n\nwhen [space v] key pressed\nbroadcast (⛏ v)\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(マウス動かしている) = [1]>> then\n wait (0) seconds\n if <(モード) = [⛏]> then\n switch costume to (⛏2 v)\n set [ダメージ v] to [1]\n start sound [剣の素振り1 v]\n wait (0.5) seconds\n switch costume to (⛏ v)\n set [ダメージ v] to [0]\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n set [check? v] to []\n if <key (z v) pressed?> then\n set [check? v] to [壁]\n end\n if <key (x v) pressed?> then\n set [check? v] to [床]\n end\n if <key (c v) pressed?> then\n set [check? v] to [階段]\n end\n if <key (v v) pressed?> then\n set [check? v] to [屋根]\n end\n if <not <(check?) = []>> then\n set [建築 v] to (check?)\n if <(モード) = [⛏]> then\n broadcast (建築 v)\n end\n end\nend\n\n@NEXT\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide\n\nwhen I receive [next v]\nstart sound [Rip v]\ngo to [front v] layer\nshow\ngo to x: (-750) y: (0)\nreset timer\nrepeat until <(timer) > [1.5]>\n change x by (((400) - (x position)) * (0.1))\nend\nhide\nbroadcast (Next Level v)\n\n@建築preview\n\nwhen flag clicked\nset [建築 v] to [壁]\nhide\n\nwhen I receive [建築 v]\nset [モード v] to [建築]\nset [ghost v] effect to (30)\nshow\nrepeat until <(モード) = [⛏]>\n go to (mouse-pointer v)\n if <key (z v) pressed?> then\n set [建築 v] to [壁]\n end\n if <key (x v) pressed?> then\n set [建築 v] to [床]\n end\n if <key (c v) pressed?> then\n set [建築 v] to [階段]\n end\n if <key (v v) pressed?> then\n set [建築 v] to [屋根]\n end\n if <<touching ( プレイ ヤ~ v)?> or <<touching (ステージ v)?> or <<touching (針 v)?> or <<touching (ステージ v)?> or <touching (敵2 v)?>>>>> then\n switch costume to (join (建築) [3])\n else\n switch costume to (join (建築) [2])\n if <mouse down?> then\n create clone of (建築 v)\n wait until <not <mouse down?>>\n end\n end\nend\nhide\n\n@照準\n\nwhen flag clicked\nhide\n\nwhen I receive [建築 v]\nhide\n\n@建築\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (4) layers\ngo [forward v] (2) layers\n\nwhen I start as a clone\nstart sound [木材に釘を打つ v]\nshow\nif <(建築) = [壁]> then\n switch costume to (壁 v)\n go to x: (mouse x) y: (mouse y)\nend\nif <(建築) = [階段]> then\n switch costume to (階段 v)\n go to x: (mouse x) y: (mouse y)\nend\nif <(建築) = [床]> then\n switch costume to (床 v)\n go to x: (mouse x) y: (mouse y)\nend\nif <(建築) = [屋根]> then\n switch costume to (屋根 v)\n go to x: (mouse x) y: (mouse y)\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(モード) = [⛏]> then\n if <<<touching (⛏&建築 v)?> and <mouse down?>> and <(ダメージ) = [1]>> then\n set [ダメージ v] to [0]\n start sound [重いパンチ3 v]\n delete this clone\n end\n end\nend\n\n@文字\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (level 1 v)\ngo to [back v] layer\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next level v]\nshow\nnext costume\n\ngo [backward v] (4) layers\n\n@ターボ対策(借)\n\nwhen flag clicked\nset [ターボ判定 v] to [0]\nforever\n change [ターボ判定 v] by (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n set [ターボ判定 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(ターボ判定) = [10]> then\n show\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <key ((join [?] []) v) pressed?> then\n broadcast (裏の裏 v)\n end\nend\n\n@モバイルボタン\n\nwhen flag clicked\ngo to x: (-200) y: (-145)\nhide\n表示\n建築id初期化\n\nwhen I start as a clone\nswitch costume to (join (id) [])\nshow\n\ndefine 表示\nset [id v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (70)\nend\n\nwhen I start as a clone\nforever\n if <(id) = [5]> then\n set [select? v] to <(モード) = [⛏]>\n else\n set [select? v] to <<(モード) = [建築]> and <(建築) = (item (id) of [建築id v])>>\n end\n if <(select?) = [true]> then\n switch costume to (join (id) [s])\n else\n switch costume to (join (id) [])\n end\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\nend\n\ndefine 建築id初期化\ndelete all of [建築id v]\nadd [壁] to [建築id v]\nadd [床] to [建築id v]\nadd [階段] to [建築id v]\nadd [屋根] to [建築id v]\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(id) = [5]> then\n if <(モード) = [建築]> then\n wait (0) seconds\n broadcast (⛏ v)\n end\n else\n set [建築 v] to (item (id) of [建築id v])\n if <not <(モード) = [建築]>> then\n broadcast (建築 v)\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\n@スティック\n\nwhen flag clicked\ngo to x: (180) y: (-120)\nset [スティックx v] to [190]\nset [スティックy v] to [-140]\nswitch costume to (パッド v)\nshow\nforever\n set [動作 v] to [0]\n set rotation style [don't rotate v]\n go to x: (スティックx) y: (スティックy)\n set [横 v] to [0]\n set [縦 v] to [0]\n wait until <mouse down?>\n set [マウス動かしている v] to [1]\n if <touching (mouse-pointer v)?> then\n repeat until <not <mouse down?>>\n go to x: (スティックx) y: (スティックy)\n point towards (mouse-pointer v)\n if <(distance to [mouse-pointer v]) < [30]> then\n move (distance to [mouse-pointer v]) steps\n set [マウス動かしている v] to [1]\n else\n set [マウス動かしている v] to [0]\n move (25) steps\n end\n if <((スティックx) - (-10)) < (x position)> then\n set [横 v] to [1]\n set [マウス動かしている v] to [0]\n else\n if <(x position) < ((スティックx) - (10))> then\n set [横 v] to [-1]\n set [マウス動かしている v] to [0]\n else\n set [横 v] to [0]\n set [マウス動かしている v] to [0]\n end\n end\n if <((スティックy) - (-10)) < (y position)> then\n set [縦 v] to [1]\n set [マウス動かしている v] to [0]\n else\n if <(y position) < ((スティックy) - (10))> then\n set [縦 v] to [-1]\n set [マウス動かしている v] to [0]\n else\n set [縦 v] to [0]\n set [マウス動かしている v] to [0]\n end\n end\n end\n else\n wait until <not <mouse down?>>\n end\nend\n\n@土台\n\nwhen flag clicked\ngo to x: (190) y: (-140)\nswitch costume to (パッドの土台2 v)\nset [ghost v] effect to (25)\nshow\n\n@敵2\n\nwhen flag clicked\nset [数 v] to [0]\nhide\n\nwhen I start as a clone\nchange [数 v] by (1)\nset [敵2: x v] to [0]\nset [敵2: y v] to [0]\nswitch costume to (1 v)\nif <(Level) = [7]> then\n go to x: (150) y: (-60)\nelse\n go to x: (150) y: (50)\nend\nshow\nforever\n set rotation style [left-right v]\n if <not <touching (ステージ v)?>> then\n change [敵2: y v] by (-1)\n end\n set [借2 v] to (敵2: y)\n change y by (借2)\n if <<touching (ステージ v)?> or <touching (建築 v)?>> then\n set [敵2: y v] to [0]\n else\n change y by (敵2: y)\n end\n change y by ((0) - (借2))\n if <([x position v] of [ プレイ ヤ~ v]) > (x position)> then\n point in direction (90)\n if <<touching (建築 v)?> and <touching color (#fee226)?>> then\n change [敵2: x v] by (0)\n else\n change [敵2: x v] by (0.5)\n end\n else\n if <(x position) > ([x position v] of [ プレイ ヤ~ v])> then\n point in direction (-90)\n if <<touching (建築 v)?> and <touching color (#fee226)?>> then\n change [敵2: x v] by (0)\n else\n change [敵2: x v] by (-0.5)\n end\n end\n end\n set [借2 v] to (敵2: x)\n change x by (借2)\n if <touching (ステージ v)?> then\n change y by (15)\n if <touching (ステージ v)?> then\n change y by (-15)\n else\n 坂を登る\n end\n else\n change x by (借2)\n end\n change x by ((0) - (借2))\n set [敵2: x v] to ((敵2: x) * (0.9))\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n wait (pick random (0.5) to (2)) seconds\n change y by (-3)\n if <touching (ステージ v)?> then\n if <(size) = [250]> then\n set [敵2: y v] to [16]\n else\n set [敵2: y v] to [12]\n end\n end\n change y by (3)\nend\n\ndefine 坂を登る\nchange y by (-15)\nrepeat (15)\n change y by (1)\n if <not <touching (ステージ v)?>> then\n change x by (敵2: x)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(size) = [250]> then\n set [敵2: hp v] to [2]\nelse\n set [敵2: hp v] to [1]\nend\nforever\n if <<touching (⛏&建築 v)?> and <<(ダメージ) = [1]> or <<(size) = [250]> and <(ダメージ) = [1]>>>> then\n set [敵2: y v] to [1]\n start sound [ポフ v]\n change [敵2: hp v] by (-1)\n if <(HP) > [0]> then\n switch costume to (2 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n wait (0.05) seconds\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [death v]\nif <(bot?) = [0]> then\n stop [other scripts in sprite v]\n broadcast (Bot製造 v)\nend\ndelete this clone\n\nwhen I receive [bot製造 v]\nwait (0.1) seconds\nset [bot? v] to [1]\nif <not <(Level) = [10]>> then\n if <(Level) = [5]> then\n set size to (100) %\n create clone of (_myself_ v)\n else\n if <(Level) = [6]> then\n set size to (100) %\n create clone of (_myself_ v)\n wait (2) seconds\n set size to (250) %\n create clone of (_myself_ v)\n else\n if <(Level) = [7]> then\n set size to (120) %\n create clone of (_myself_ v)\n else\n if <(Level) = [11]> then\n set size to (250) %\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n else\n hide\n end\n end\n end\n end\nend\nset [bot? v] to [0]\n\nwhen I receive [next level v]\nbroadcast (Bot製造 v)\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (-70)\nset [lang v] to []\nforever\n if <(Level) = [1]> then\n wait until <touching ( プレイ ヤ~ v)?>\n ask [日本語: j, English: e] and wait\n if <<<(answer) = [j]> or <(answer) = [japanese]>> or <<(answer) = [日本語]> or <<(answer) = [j]> or <(answer) = [にほんご]>>>> then\n set [lang v] to [ja]\n else\n set [lang v] to [en]\n end\n if <(lang) = [ja]> then\n [よお!! タップで次] と [] 秒の間隔で話す\n [この次のステージはチュートリアルになってる タップで次] と [] 秒の間隔で話す\n [チュートリアルをやりたくなければ次へ進んでいいぞ タップで次] と [] 秒の間隔で話す\n ask [話を聞く?y/n] and wait\n if <<(answer) = [y]> or <(answer) = [y]>> then\n [建築は壁、床、屋根、階段の4種類あります。タップで次] と [] 秒の間隔で話す\n [この四つの建築を使ってゴールしましょう タップで次] と [] 秒の間隔で話す\n [次のステージに行くぞ] と [] 秒の間隔で話す\n broadcast (Next Level v)\n else\n [次のステージに行くぞ] と [] 秒の間隔で話す\n broadcast (Next Level v)\n end\n else\n [hi. Tap Next] と [] 秒の間隔で話す\n [It's a tutorial down the road. Tap Next] と [] 秒の間隔で話す\n [If you don't want to do the tutorial, you can move on. Tap Next] と [] 秒の間隔で話す\n ask [Want to hear a story? y/n] and wait\n if <<(answer) = [y]> or <(answer) = [y]>> then\n [There are four types of construction: walls, floors, roofs, and stairs. Tap Next] と [] 秒の間隔で話す\n [Use these four architectures to reach your goal! Tap Next] と [] 秒の間隔で話す\n else\n [Let's move on to the next stage.] と [] 秒の間隔で話す\n broadcast (Next Level v)\n end\n end\n else\n if <(Level) = [2]> then\n go to x: (-100) y: (-70)\n wait until <touching ( プレイ ヤ~ v)?>\n if <(lang) = [ja]> then\n [やりたくなかったら進んでOK タップで次] と [] 秒の間隔で話す\n [まずはQキー+Xキーか下の床のボタンを押そう タップで次] と [] 秒の間隔で話す\n [そしたら灰色に合わせてクリックしましょう タップで次] と [] 秒の間隔で話す\n else\n [If you don't want to do it, go ahead and do it. Tap Next] と [] 秒の間隔で話す\n [First, press the Q + X keys or the button on the floor below Tap Next] と [] 秒の間隔で話す\n [Then click on it to match the gray color Tap Next] と [] 秒の間隔で話す\n end\n else\n end\n end\nend\n\ndefine (言葉) と (間隔) 秒の間隔で話す\nset [言葉\(\( v] to [1]\nset [借\(\( v] to []\nrepeat (length of (言葉))\n set [借\(\( v] to (join (借\(\() (letter (言葉\(\() of (言葉)))\n say (借\(\()\n if <(間隔) = []> then\n start sound [キ v]\n wait (0.03) seconds\n else\n start sound [キ v]\n wait (間隔) seconds\n end\n change [言葉\(\( v] by (1)\nend\nwait (0.5) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nsay []\n\nwhen flag clicked\nforever\n if <not <<(Level) = [1]> or <(Level) = [2]>>> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n show\n end\nend\n\n
==日本語版説明は下に記載==\n\n*Add hidden elements!!!!If you find it, don't comment!!!!\n※隠し要素追加!!見つけてもコメントしないでね!!\n\nEnglish\nFortnite Platformer where you can build!\nGo through various stages and clear them!\n\nPC\nMovement: WASD or Arrow keys\nWall: Z\nFloor: X\nStairs: C\nRoof: V\nHold pickaxe: Space\nBuild & Shake Pickaxe: Click\nRespawn: R\n\nMobile\nMove: Joystick\nSelect building piece & hold pickaxe: Button at bottom of screen\nBuild & pickaxe swing: Tap\n\n\n日本語\n建築ができるFortnite Platformer!!\n色々なステージを通ってクリアしよう!\n\nPC\n移動: WASD or 矢印\n壁: Z\n床: X\n階段: C\n屋根: V\nツルハシを持つ: スペース\n建築する&ツルハシを振る: クリック\nリスポーン: R\n\nモバイル\n移動: ジョイスティック\n建築ピース選択&ツルハシを持つ: 画面下のボタン\n建築する&ツルハシを振る: タップ\n\n?
Blockz 3D Platformer (99.99% Pen)
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@blank\n\n@Game loop\n\nwhen flag clicked\nbroadcast (init v) and wait\nset [oldtime v] to (timer)\nforever\n Game loop\nend\n\ndefine Game loop\nset [deltatime v] to ((timer) - (oldTime))\nset [oldtime v] to (timer)\nbroadcast (update v)\nerase all\nbroadcast (draw v)\n\nwhen flag clicked\nforever\n broadcast (forever v)\nend\n\n@Draw\n\ndefine Set Point 1 (x) (y) (z)\nset [x1 v] to (x)\nset [y1 v] to (y)\nset [z1 v] to (z)\n\ndefine Set Point 2 (x) (y) (z)\nset [x2 v] to (x)\nset [y2 v] to (y)\nset [z2 v] to (z)\n\ndefine Init trigonometry\nset [sinx v] to ([sin v] of (CameraRotX) )\nset [cosx v] to ([cos v] of (CameraRotX) )\nset [siny v] to ([sin v] of (CameraRotY) )\nset [cosy v] to ([cos v] of (CameraRotY) )\n\ndefine Z clipping\nif <<(z1) < (NearZ)> or <(z2) < (NearZ)>> then\n set [p v] to (((NearZ) - (z1)) / ((z2) - (z1)))\n if <(z1) < (NearZ)> then\n Set Point 1 ((x1) + (((x2) - (x1)) * (p))) ((y1) + (((y2) - (y1)) * (p))) (NearZ)\n else\n Set Point 2 ((x1) + (((x2) - (x1)) * (p))) ((y1) + (((y2) - (y1)) * (p))) (NearZ)\n end\nend\n\ndefine Draw 3D line - p1 (x1) (y1) (z1) p2 (x2) (y2) (z2) size (size)\nSet Point 1 ((x1) - (CameraX)) ((y1) - (CameraY)) ((z1) - (CameraZ))\nSet Point 2 ((x2) - (CameraX)) ((y2) - (CameraY)) ((z2) - (CameraZ))\nSet Point 1 (((z1) * (sinY)) + ((x1) * (cosY))) (y1) (((z1) * (cosY)) - ((x1) * (sinY)))\nSet Point 2 (((z2) * (sinY)) + ((x2) * (cosY))) (y2) (((z2) * (cosY)) - ((x2) * (sinY)))\nSet Point 1 (x1) (((y1) * (cosX)) - ((z1) * (sinX))) (((y1) * (sinX)) + ((z1) * (cosX)))\nSet Point 2 (x2) (((y2) * (cosX)) - ((z2) * (sinX))) (((y2) * (sinX)) + ((z2) * (cosX)))\nif <<(z1) > (NearZ)> or <(z2) > (NearZ)>> then\n Z clipping\n set pen size to (((size) / (((z1) + (z2)) / (2))) * (FL))\n go to x: (((x1) / (z1)) * (FL)) y: (((y1) / (z1)) * (FL))\n pen down\n go to x: (((x2) / (z2)) * (FL)) y: (((y2) / (z2)) * (FL))\n pen up\nend\n\ndefine Init\nset [nearz v] to [0.3]\nset [fl v] to [300]\n\ndefine Draw\nInit trigonometry\nswitch costume to (small v)\nset size to ((1) / (0)) %\nswitch costume to (big v)\nBlock Order\nDraw All Blocks\n\nwhen I receive [draw v]\nDraw\n\nwhen I receive [init v]\nInit\n\ndefine Draw Block at (x) (y) (z) size (sizex) (sizey) (sizez)\nDraw 3D line - p1 ((x) + ()) ((y) + ()) ((z) + ()) p2 ((x) + (sizex)) ((y) + ()) ((z) + ()) size (PEN SIZE)\nDraw 3D line - p1 ((x) + (sizex)) ((y) + ()) ((z) + ()) p2 ((x) + (sizex)) ((y) + (sizey)) ((z) + ()) size (PEN SIZE)\nDraw 3D line - p1 ((x) + (sizex)) ((y) + (sizey)) ((z) + ()) p2 ((x) + ()) ((y) + (sizey)) ((z) + ()) size (PEN SIZE)\nDraw 3D line - p1 ((x) + ()) ((y) + (sizey)) ((z) + ()) p2 ((x) + ()) ((y) + ()) ((z) + ()) size (PEN SIZE)\nDraw 3D line - p1 ((x) + ()) ((y) + ()) ((z) + (sizez)) p2 ((x) + (sizex)) ((y) + ()) ((z) + (sizez)) size (PEN SIZE)\nDraw 3D line - p1 ((x) + (sizex)) ((y) + ()) ((z) + (sizez)) p2 ((x) + (sizex)) ((y) + (sizey)) ((z) + (sizez)) size (PEN SIZE)\nDraw 3D line - p1 ((x) + (sizex)) ((y) + (sizey)) ((z) + (sizez)) p2 ((x) + ()) ((y) + (sizey)) ((z) + (sizez)) size (PEN SIZE)\nDraw 3D line - p1 ((x) + ()) ((y) + (sizey)) ((z) + (sizez)) p2 ((x) + ()) ((y) + ()) ((z) + (sizez)) size (PEN SIZE)\nDraw 3D line - p1 ((x) + ()) ((y) + ()) ((z) + ()) p2 ((x) + ()) ((y) + ()) ((z) + (sizez)) size (PEN SIZE)\nDraw 3D line - p1 ((x) + (sizex)) ((y) + ()) ((z) + ()) p2 ((x) + (sizex)) ((y) + ()) ((z) + (sizez)) size (PEN SIZE)\nDraw 3D line - p1 ((x) + ()) ((y) + (sizey)) ((z) + ()) p2 ((x) + ()) ((y) + (sizey)) ((z) + (sizez)) size (PEN SIZE)\nDraw 3D line - p1 ((x) + (sizex)) ((y) + (sizey)) ((z) + ()) p2 ((x) + (sizex)) ((y) + (sizey)) ((z) + (sizez)) size (PEN SIZE)\n\ndefine Draw All Blocks\nset [i v] to [0]\nrepeat (length of [layerids v])\n change [i v] by (1)\n set [getid v] to (item (i) of [layerids v])\n set pen color to (item (getID) of [blockcolor v])\n set pen (transparency v) to (30)\n Draw Block at (item (getID) of [blockx v]) (item (getID) of [blocky v]) (item (getID) of [blockz v]) size (item (getID) of [blocksizex v]) (item (getID) of [blocksizey v]) (item (getID) of [blocksizez v])\nend\n\ndefine Block Order\ndelete all of [layerids v]\ndelete all of [layervalues v]\nset [i v] to [0]\nrepeat (length of [blockx v])\n change [i v] by (1)\n set [vx v] to (((item (i) of [blockx v]) + ((item (i) of [blocksizex v]) / (2))) - (CameraX))\n set [vy v] to (((item (i) of [blocky v]) + ((item (i) of [blocksizey v]) / (2))) - (CameraY))\n set [vz v] to (((item (i) of [blockz v]) + ((item (i) of [blocksizez v]) / (2))) - (CameraZ))\n set [z v] to (((vx) * (vx)) + (((vy) * (vy)) + ((vz) * (vz))))\n add (z) to [layervalues v]\n set [sort_low v] to [1]\n set [sort_high v] to (length of [layervalues v])\n repeat until <not <(sort_Low) < (sort_High)>>\n set [sort_mid v] to ([floor v] of (((sort_Low) + (sort_High)) / (2)) )\n if <(z) < (item (item (sort_Mid) of [layerids v]) of [layervalues v])> then\n set [sort_low v] to ((sort_Mid) + (1))\n else\n set [sort_high v] to (sort_Mid)\n end\n end\n insert (i) at (sort_Low) of [layerids v] \nend\n\nwhen flag clicked\nset [pen size v] to [0.1]\n\n@Update\n\nwhen I receive [init level v]\nset [collision v] to [0]\nset [playervely v] to [0]\n\nwhen I receive [update v]\nUpdate\n\ndefine Update\nUpdate Camera Rotation\nUpdate Player\nPlayer Shadow\nUpdate Camera Position\nreplace item (1) of [blockx v] with (PlayerX)\nreplace item (1) of [blocky v] with (PlayerY)\nreplace item (1) of [blockz v] with (PlayerZ)\nreplace item (2) of [blockx v] with (PlayerX)\nreplace item (2) of [blocky v] with (ShadowY)\nreplace item (2) of [blockz v] with (PlayerZ)\n\ndefine Update Camera Rotation\nchange [camerarotx v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * ((180) * (DeltaTime)))\nchange [cameraroty v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * ((-180) * (DeltaTime)))\nif <mouse down?> then\n if <(mouseRotation) = [0]> then\n set [mouserotation v] to [1]\n set [mouseox v] to (mouse x)\n set [mouseoy v] to (mouse y)\n else\n change [camerarotx v] by (((mouse y) - (mouseOy)) * (0.5))\n change [cameraroty v] by (((mouse x) - (mouseOx)) * (-0.5))\n set [mouseox v] to (mouse x)\n set [mouseoy v] to (mouse y)\n end\nelse\n set [mouserotation v] to [0]\nend\nif <(CameraRotX) < [-90]> then\n set [camerarotx v] to [-90]\nend\nif <(CameraRotX) > [30]> then\n set [camerarotx v] to [30]\nend\n\ndefine Update Camera Position\nset [camerax v] to (((PlayerX) + ((PlayerSize) / (2))) + ((8) * (([sin v] of (CameraRotY) ) * ([cos v] of (CameraRotX) ))))\nset [cameray v] to (((PlayerY) + ((PlayerSize) / (2))) + ((-8) * ([sin v] of (CameraRotX) )))\nset [cameraz v] to (((PlayerZ) + ((PlayerSize) / (2))) + ((-8) * (([cos v] of (CameraRotY) ) * ([cos v] of (CameraRotX) ))))\n\ndefine Check Player Collision\nif <(collision) = [end]> then\n stop [this script v]\nend\ndelete all of [collisionid v]\ndelete all of [collisiontype v]\nset [c v] to [2]\nset [collision v] to [0]\nrepeat ((length of [blockx v]) - (2))\n change [c v] by (1)\n if <<(PlayerX) < ((item (c) of [blockx v]) + (item (c) of [blocksizex v]))> and <((PlayerX) + (PlayerSize)) > (item (c) of [blockx v])>> then\n if <<(PlayerY) < ((item (c) of [blocky v]) + (item (c) of [blocksizey v]))> and <((PlayerY) + (PlayerSize)) > (item (c) of [blocky v])>> then\n if <<(PlayerZ) < ((item (c) of [blockz v]) + (item (c) of [blocksizez v]))> and <((PlayerZ) + (PlayerSize)) > (item (c) of [blockz v])>> then\n set [collision v] to [1]\n add (c) to [collisionid v]\n add (item (c) of [block type v]) to [collisiontype v]\n end\n end\n end\nend\nif <[collisiontype v] contains [end]?> then\n start sound [end v]\n set [collision v] to [end]\n change [level v] by (1)\n broadcast (Init Level v)\nend\nif <<[collisiontype v] contains [lava]?> or <(PlayerY) < [-10]>> then\n start sound [die v]\n set [playerx v] to (PlayerStartX)\n set [playery v] to (PlayerStartY)\n set [playerz v] to (PlayerStartZ)\n set [playervely v] to [0]\n set [camerarotx v] to [-20]\n set [cameraroty v] to [0]\n set [collision v] to [0]\nend\n\ndefine Update Player\nPlayer Y movement <(PlayerVelY) > [0]>\nset [movex v] to (<key (d v) pressed?> - <key (a v) pressed?>)\nset [movez v] to (<key (w v) pressed?> - <key (s v) pressed?>)\nset [mag v] to ([sqrt v] of (((moveX) * (moveX)) + ((moveZ) * (moveZ))) )\nif <(mag) > [0]> then\n set [movex v] to (((moveX) / (mag)) * ((DeltaTime) * (PLAYER SPEED)))\n set [movez v] to (((moveZ) / (mag)) * ((DeltaTime) * (PLAYER SPEED)))\n Player XZ movement (((moveX) * ([cos v] of (CameraRotY) )) - ((moveZ) * ([sin v] of (CameraRotY) ))) (((moveX) * ([sin v] of (CameraRotY) )) + ((moveZ) * ([cos v] of (CameraRotY) )))\nend\n\ndefine Player Y movement <ydir>\nchange [playery v] by ((PlayerVelY) * (DeltaTime))\nchange [playervely v] by ((-15) * (DeltaTime))\nif <(PlayerVelY) < [-8]> then\n set [playervely v] to [-8]\nend\nchange [playery v] by (((<ydir> * (2)) - (1)) * (0.001))\nCheck Player Collision\nif <(collision) = [1]> then\n set [playervely v] to [0]\n if <ydir> then\n set [c v] to [0]\n repeat (length of [collisionid v])\n change [c v] by (1)\n set [gety v] to ((item (item (c) of [collisionid v]) of [blocky v]) - (PlayerSize))\n if <(getY) < (PlayerY)> then\n set [playery v] to (getY)\n end\n end\n else\n set [c v] to [0]\n repeat (length of [collisionid v])\n change [c v] by (1)\n set [gety v] to ((item (item (c) of [collisionid v]) of [blocky v]) + (item (item (c) of [collisionid v]) of [blocksizey v]))\n if <(getY) > (PlayerY)> then\n set [playery v] to (getY)\n end\n end\n if <key (space v) pressed?> then\n set [playervely v] to (JUMP HEIGHT)\n start sound [jump v]\n end\n if <[collisiontype v] contains [bouncy]?> then\n set [playervely v] to [8]\n start sound [bouncy v]\n end\n if <<[collisiontype v] contains [bouncy]?> and <<<(Level) = [6]> or <(Level) = [7]>> or >> then\n set [playervely v] to [15]\n start sound [bouncy v]\n end\n if <<[collisiontype v] contains [bouncy]?> and <(Level) = [8]>> then\n set [playervely v] to [13]\n start sound [bouncy v]\n end\n if <[collisiontype v] contains [small]?> then\n set [playersize v] to [2]\n end\n end\nelse\n change [playery v] by (((<ydir> * (2)) - (1)) * (-0.001))\nend\n\ndefine Player XZ movement (x) (z)\nchange [playerx v] by (x)\nCheck Player Collision\nif <(collision) = [1]> then\n change [playerx v] by (() - (x))\nend\nchange [playerz v] by (z)\nCheck Player Collision\nif <(collision) = [1]> then\n change [playerz v] by (() - (z))\nend\n\nwhen flag clicked\nset [jump height v] to [6]\nset [player speed v] to [4]\n\ndefine Player Shadow\nset [c v] to [2]\nset [shadowy v] to [-9999999999999999999]\nrepeat ((length of [blockx v]) - (2))\n change [c v] by (1)\n if <<(PlayerX) < ((item (c) of [blockx v]) + (item (c) of [blocksizex v]))> and <((PlayerX) + (PlayerSize)) > (item (c) of [blockx v])>> then\n if <<(PlayerZ) < ((item (c) of [blockz v]) + (item (c) of [blocksizez v]))> and <((PlayerZ) + (PlayerSize)) > (item (c) of [blockz v])>> then\n set [gety v] to ((item (c) of [blocky v]) + (item (c) of [blocksizey v]))\n if <<(ShadowY) < (getY)> and <not <(PlayerY) < (getY)>>> then\n set [shadowy v] to (getY)\n end\n end\n end\nend\n\n@Levels\n\nwhen I receive [init v]\nInit\n\ndefine Init level\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [blockz v]\ndelete all of [blocksizex v]\ndelete all of [blocksizey v]\ndelete all of [blocksizez v]\ndelete all of [blockcolor v]\ndelete all of [block type v]\nset [camerarotx v] to [-20]\nset [camerarotx v] to [0]\nif <(Level) = [1]> then\n Level 1\n stop [this script v]\nend\nif <(Level) = [2]> then\n Level 2\n stop [this script v]\nend\nif <(Level) = [3]> then\n Level 3\n stop [this script v]\nend\nif <(Level) = [4]> then\n Level 4\n stop [this script v]\nend\nif <(Level) = [5]> then\n Level 5\n stop [this script v]\nend\nif <(Level) = [6]> then\n Level 6\n stop [this script v]\nend\nif <(Level) = [7]> then\n Level 7\n stop [this script v]\nend\nif <(Level) = [8]> then\n Level 8\n stop [this script v]\nend\nif <(Level) = [9]> then\n Level 9\n stop [this script v]\nend\nif <(Level) = [10]> then\n Level 10\n stop [this script v]\nend\nif <(Level) = [11]> then\n Level 11\nend\n\nwhen I receive [init level v]\nInit level\n\ndefine Add Block at (x) (y) (z) size (sizex) (sizey) (sizez) type (type)\nadd (x) to [blockx v]\nadd (y) to [blocky v]\nadd (z) to [blockz v]\nadd (sizex) to [blocksizex v]\nadd (sizey) to [blocksizey v]\nadd (sizez) to [blocksizez v]\nadd (item (item # of (type) in [block type name v]) of [block type color v]) to [blockcolor v]\nadd (type) to [block type v]\n\ndefine Level 1\nAdd Player [0] [0] [0]\nAdd Block at [-2] [0] [-2] size [5] [1] [5] type [ground]\nAdd Block at [0] [0] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [0] [6] size [1] [1] [1] type [lava]\nAdd Block at [0] [0] [8] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [0] [10] size [3] [1] [3] type [ground]\nAdd Block at [0] [1] [11] size [1] [1] [1] type [end]\n\ndefine Add Player (x) (y) (z)\nset [playerx v] to (x)\nset [playery v] to (y)\nset [playerz v] to (z)\nset [playerstartx v] to (x)\nset [playerstarty v] to (y)\nset [playerstartz v] to (z)\nAdd Block at (PlayerX) (PlayerY) (PlayerZ) size (PlayerSize) (PlayerSize) (PlayerSize) type [player]\nAdd Block at [0] [0] [0] size (PlayerSize) [0] (PlayerSize) type [shadow]\n\ndefine Add block Type (name) color (r) (g) (b)\nadd (name) to [block type name v]\nadd ((((r) * (65536)) + ((g) * (256))) + (b)) to [block type color v]\n\ndefine Init Block Types\nAdd block Type [player] color [100] [255] [255]\nAdd block Type [shadow] color [100] [100] [255]\nAdd block Type [ground] color [255] [255] [255]\nAdd block Type [end] color [0] [255] [0]\nAdd block Type [lava] color [255] [0] [0]\nAdd block Type [bouncy] color [255] [255] [0]\nAdd block Type [ice] color [161] [231] [247]\n\ndefine Init\nset [playersize v] to [0.8]\ndelete all of [block type name v]\ndelete all of [block type color v]\nInit Block Types\nbroadcast (Init Level v)\n\ndefine Level 2\nAdd Player [-9] [-3] [3]\nAdd Block at [-0.5] [0] [-0.5] size [2] [1] [8] type [ground]\nAdd Block at [-0.5] [0] [9] size [2] [1] [2] type [bouncy]\nAdd Block at [-7.5] [1.5] [9] size [6] [1] [2] type [ground]\nAdd Block at [-7] [2.5] [9.5] size [1] [0.5] [1] type [end]\nAdd Block at [0.5] [1] [1.5] size [1] [0.5] [2] type [lava]\nAdd Block at [-0.5] [1] [5] size [1] [0.5] [2.5] type [lava]\nAdd Block at [-1.9] [2.5] [9] size [0.1] [2] [0.1] type [lava]\nAdd Block at [-3] [2.5] [11] size [0.1] [2] [0.1] type [lava]\nAdd Block at [-3.5] [2.5] [10] size [0.1] [2] [0.1] type [lava]\nAdd Block at [-5] [2.5] [9] size [0.1] [2] [0.1] type [lava]\nAdd Block at [-5] [2.5] [10.8] size [0.1] [2] [0.1] type [lava]\nAdd Block at [-3.5] [-1] [-0.5] size [2] [1] [2] type [bouncy]\nAdd Block at [-6.5] [-2] [-0.5] size [2] [1] [2] type [bouncy]\nAdd Block at [-6.5] [-3] [2.5] size [2] [1] [2] type [bouncy]\nAdd Block at [-9.5] [-4] [2.5] size [2] [1] [2] type [ground]\n\ndefine Level 3\nAdd Player [0] [1] [0]\nAdd Block at [0] [0] [0] size [5] [1] [5] type [ground]\nAdd Block at [2] [1] [2] size [1] [11] [1] type [ground]\nAdd Block at [0] [1] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [2] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [3] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [4] [4] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [4] [5] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [4] [6] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [7] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [8] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [9] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [12] [2] size [1] [1] [1] type [end]\n\ndefine Level 4\nAdd Player [0.5] [0] [-1.5]\nAdd Block at [-1] [0] [-2] size [4] [1] [4] type [ground]\nAdd Block at [2] [1] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [3] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [5] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [7] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [9] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [11] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [13] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [13] [4] size [1] [1] [6] type [ground]\nAdd Block at [2] [14] [5] size [1] [0.5] [1] type [lava]\nAdd Block at [2] [14] [6] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [14] [7] size [1] [2] [1] type [lava]\nAdd Block at [2] [14] [8] size [1] [3] [1] type [bouncy]\nAdd Block at [2] [14] [9] size [1] [4] [1] type [lava]\nAdd Block at [1.5] [14] [12] size [2] [1] [4] type [ground]\nAdd Block at [1.5] [14] [17] size [2] [1] [2] type [bouncy]\nAdd Block at [-0.5] [16] [17] size [2] [1] [2] type [bouncy]\nAdd Block at [-0.5] [17] [14] size [2] [1] [2] type [ground]\nAdd Block at [0] [18] [14.5] size [1] [1] [1] type [end]\n\ndefine Level 5\nAdd Player [0] [0] [0]\nAdd Block at [-1] [0] [-1] size [3] [1] [3] type [ground]\nAdd Block at [-5] [0] [0] size [4] [1] [1] type [ground]\nAdd Block at [-3] [1] [0] size [1] [0.25] [1] type [lava]\nAdd Block at [-5] [1] [0] size [1] [0.25] [1] type [bouncy]\nAdd Block at [-5] [0] [0] size [1] [1] [5] type [ground]\nAdd Block at [-5] [1] [2] size [1] [0.25] [1] type [lava]\nAdd Block at [-4] [1] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [-2] [3] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [5] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [7] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [9] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [11] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [13] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [-2] [15] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [-2] [17] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [-2] [19] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [-2] [21] [6] size [1] [1] [1] type [bouncy]\nAdd Block at [-3.5] [21] [8] size [0.75] [1] [4] type [ground]\nAdd Block at [-0.25] [21] [8] size [0.75] [1] [4] type [ground]\nAdd Block at [-3.5] [21] [8] size [4] [1] [0.75] type [ground]\nAdd Block at [-3.5] [21] [11.25] size [4] [1] [0.75] type [ground]\nAdd Block at [-3.5] [6] [8] size [0.25] [15] [4] type [lava]\nAdd Block at [0.25] [6] [8] size [0.25] [15] [4] type [lava]\nAdd Block at [-3.5] [6] [8] size [4] [15] [0.25] type [lava]\nAdd Block at [-3.5] [6] [11.75] size [4] [15] [0.25] type [lava]\nAdd Block at [-2] [6] [9.5] size [1] [0.5] [1] type [end]\n\ndefine Level 6\nAdd Player [0] [0] [0]\nAdd Block at [-1] [0.5] [4] size [0.25] [4] [7] type [lava]\nAdd Block at [1.8] [0.5] [4] size [0.25] [4] [7] type [lava]\nAdd Block at [-1] [0] [-1] size [3] [1] [3] type [ground]\nAdd Block at [0] [0] [4] size [1] [1] [1] type [ground]\nAdd Block at [0] [0] [7] size [1] [1] [1] type [ground]\nAdd Block at [0] [0] [10] size [1] [1] [1] type [ground]\nAdd Block at [-0.5] [-3] [15] size [2] [1] [2] type [bouncy]\nAdd Block at [-0.5] [-3] [25] size [2] [1] [2] type [bouncy]\nAdd Block at [-2] [-3] [35] size [5] [1] [5] type [ground]\nAdd Block at [-0.5] [-3] [40] size [2] [1] [2] type [bouncy]\nAdd Block at [3] [4] [36.5] size [2] [1] [2] type [bouncy]\nAdd Block at [-0.5] [11] [33] size [2] [1] [2] type [bouncy]\nAdd Block at [-4] [18] [36.5] size [2] [1] [2] type [bouncy]\nAdd Block at [-0.5] [25] [40] size [2] [1] [2] type [bouncy]\nAdd Block at [-1] [32] [42] size [3] [1] [3] type [ground]\nAdd Block at [-1] [32] [47] size [3] [1] [3] type [ground]\nAdd Block at [-1] [32] [52] size [3] [1] [3] type [ground]\nAdd Block at [0] [33] [53] size [1] [0.5] [1] type [end]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <key (r v) pressed?> then\n broadcast (Init Level v)\n end\nend\n\ndefine Level 7\nAdd Player [1] [0] [1]\nAdd Block at [0] [0] [0] size [3] [1] [11] type [ground]\nAdd Block at [0] [1] [3.5] size [2] [2.5] [1] type [lava]\nAdd Block at [1] [1] [6.5] size [2] [2.5] [1] type [lava]\nAdd Block at [1] [1] [9] size [1] [0.5] [1] type [bouncy]\nAdd Block at [3] [7] [8] size [3] [1] [3] type [ground]\nAdd Block at [6] [7] [11] size [5] [6] [1] type [lava]\nAdd Block at [6] [7] [7] size [5] [6] [1] type [lava]\nAdd Block at [8] [1] [9] size [1] [0.5] [1] type [bouncy]\nAdd Block at [11] [7] [8] size [3] [1] [3] type [ground]\nAdd Block at [12] [8] [9] size [1] [0.5] [1] type [bouncy]\nAdd Block at [11] [14] [6] size [3] [1] [2] type [ground]\nAdd Block at [11] [14] [0] size [3] [1] [6] type [lava]\nAdd Block at [11.5] [15] [5] size [0.25] [1.25] [0.25] type [ground]\nAdd Block at [13.25] [15] [4] size [0.25] [2.5] [0.25] type [ground]\nAdd Block at [11.5] [15] [3] size [0.25] [3.75] [0.25] type [ground]\nAdd Block at [13.25] [15] [2] size [0.25] [5] [0.25] type [ground]\nAdd Block at [11.5] [15] [1] size [0.25] [6.25] [0.25] type [ground]\nAdd Block at [11] [21.5] [-3] size [3] [1] [3] type [ground]\nAdd Block at [3] [21.5] [-3] size [8] [1] [3] type [bouncy]\nAdd Block at [0] [21.5] [-3] size [3] [1] [3] type [ground]\nAdd Block at [1] [22.5] [-2] size [1] [1] [1] type [end]\nAdd Block at [9] [21.5] [-2] size [0.25] [10] [0.25] type [lava]\nAdd Block at [7] [21.5] [-1] size [0.25] [10] [0.25] type [lava]\nAdd Block at [5] [21.5] [-2.5] size [0.25] [10] [0.25] type [lava]\nAdd Block at [3] [21.5] [-1] size [0.25] [10] [0.25] type [lava]\n\ndefine Level 8\nAdd Player [2] [1] [2]\nAdd Block at [0] [-9] [19] size [5] [14] [1] type [ground]\nAdd Block at [0] [-9] [0] size [5] [1] [20] type [ground]\nAdd Block at [0] [4] [0] size [5] [1] [20] type [ground]\nAdd Block at [4] [-9] [0] size [1] [14] [20] type [ground]\nAdd Block at [0] [-9] [0] size [1] [14] [20] type [ground]\nAdd Block at [0] [-9] [0] size [5] [14] [1] type [ground]\nAdd Block at [1] [0] [1] size [3] [1] [3] type [ground]\nAdd Block at [1] [-5] [3] size [3] [6] [1] type [ground]\nAdd Block at [1] [-1] [7] size [3] [6] [1] type [ground]\nAdd Block at [1] [-5] [3] size [3] [1] [5] type [ground]\nAdd Block at [1] [-1] [7] size [3] [1] [5] type [ground]\nAdd Block at [1] [-5] [8] size [3] [0.5] [3] type [lava]\nAdd Block at [1] [-5] [11] size [3] [1] [5] type [ground]\nAdd Block at [1] [-5] [15] size [3] [6] [1] type [lava]\nAdd Block at [2] [-4] [13.5] size [1] [0.5] [1] type [bouncy]\nAdd Block at [1] [-1] [11] size [3] [6] [1] type [ground]\nAdd Block at [1] [-8] [10.5] size [1.5] [3] [5.5] type [lava]\nAdd Block at [2.5] [-8] [3] size [1.5] [3] [5.5] type [lava]\nAdd Block at [2.5] [-8] [1.5] size [1] [0.5] [1] type [bouncy]\nAdd Block at [2] [-1] [1.5] size [1] [1] [1] type [end]\n\ndefine Level 9\nAdd Player [0] [0] [0]\nAdd Block at [-1] [0] [-1] size [3] [1] [3] type [ground]\nAdd Block at [-4] [0] [2] size [9] [13] [9] type [ground]\nAdd Block at [-1] [13] [5] size [3] [10] [3] type [ground]\nAdd Block at [-2] [1] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [-4] [2] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [-6] [3] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [-7] [4] [2] size [3] [1] [3] type [ground]\nAdd Block at [-7] [4] [8] size [3] [1] [2] type [ground]\nAdd Block at [-6] [5] [10] size [1] [1] [1] type [bouncy]\nAdd Block at [-6] [6] [12] size [1] [1] [1] type [ground]\nAdd Block at [-4] [7] [12] size [1] [1] [1] type [bouncy]\nAdd Block at [-2] [8] [12] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [9] [12] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [10] [12] size [1] [1] [1] type [bouncy]\nAdd Block at [4] [11] [12] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [13] [8] size [3] [3] [1] type [ground]\nAdd Block at [6] [14] [9] size [0.5] [0] [0.5] type []\nAdd Block at [0.5] [13] [9.25] size [0] [3] [1.75] type [lava]\nAdd Block at [-3.5] [13] [5] size [2.5] [3] [4.25] type [ground]\nAdd Block at [-2.5] [13] [2] size [4.5] [0.25] [3] type [lava]\nAdd Block at [-0.5] [13.25] [3] size [1] [0.25] [1] type [bouncy]\nAdd Block at [3] [13] [6] size [1] [1] [1] type [bouncy]\nAdd Block at [-2.75] [16] [5.75] size [1] [1] [1] type [bouncy]\nAdd Block at [-2.75] [17] [3.25] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [18] [3.25] size [1] [1] [1] type [bouncy]\nAdd Block at [2.75] [19] [3.25] size [1] [1] [1] type [bouncy]\nAdd Block at [2.75] [20] [6.25] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [23] [6] size [1] [1] [1] type [end]\n\ndefine Level 10\nAdd Player [6] [1] [-7]\nAdd Block at [0] [0] [0] size [13] [1] [5] type [ground]\nAdd Block at [1] [3] [3] size [5] [1] [1] type [lava]\nAdd Block at [2] [2] [3] size [1] [3] [1] type [lava]\nAdd Block at [3] [1] [3] size [1] [3] [1] type [lava]\nAdd Block at [4] [2] [3] size [1] [3] [1] type [lava]\nAdd Block at [7] [3] [3] size [5] [1] [1] type [bouncy]\nAdd Block at [8] [1] [3] size [1] [3] [1] type [bouncy]\nAdd Block at [9] [2] [3] size [1] [3] [1] type [bouncy]\nAdd Block at [10] [1] [3] size [1] [3] [1] type [bouncy]\nAdd Block at [5] [0] [-4] size [3] [1] [3] type [ground]\nAdd Block at [5] [0] [-8] size [3] [1] [3] type [ground]\n\nLevel 10\nstop [this script v]\n\ndefine Level 11\n\n@time\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\nset [on/off v] to [off]\nset [wait v] to [0]\nset [time v] to [0]\nset [level v] to [1]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [forever v]\nif <<<key (t v) pressed?> and <(on/off) = [off]>> and <(wait) = [0]>> then\n set [wait v] to [1]\n show variable [time v]\n set [on/off v] to [on]\nend\nif <<<key (t v) pressed?> and <(on/off) = [on]>> and <(wait) = [0]>> then\n set [wait v] to [1]\n hide variable [time v]\n set [on/off v] to [off]\nend\nif <not <key (t v) pressed?>> then\n set [wait v] to [0]\nend\nif <(Level) > [9]> then\n show variable [☁ world record v]\n show variable [time v]\n broadcast (end v)\n wait (0.25) seconds\n stop [other scripts in sprite v]\nend\n\nwhen I receive [end v]\nif <(Time) < (☁ World Record)> then\n set [☁ world record v] to (Time)\nend\n\n@popup\n\nwhen flag clicked\ngo to x: (0) y: (-219)\ngo to [back v] layer\nhide\nset [ghost v] effect to (100)\nwait (2) seconds\nbroadcast (popup v)\nglide (1.5) secs to x: (0) y: (-160)\nwait (2) seconds\nbroadcast (popdown v)\nglide (1.5) secs to x: (0) y: (-219)\nforever\n wait (30) seconds\n broadcast (popup v)\n glide (1.5) secs to x: (0) y: (-160)\n wait (2) seconds\n broadcast (popdown v)\n glide (1.5) secs to x: (0) y: (-219)\n wait (30) seconds\n broadcast (popup2 v)\n glide (1.5) secs to x: (0) y: (-160)\n wait (4) seconds\n broadcast (popdown2 v)\n glide (1.5) secs to x: (0) y: (-219)\nend\n\nwhen I receive [popup v]\nswitch costume to (like and favorite v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [popdown v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [popdown2 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [popup2 v]\nswitch costume to (low quality v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
---------------[Blockz 3D Platformer]-------------- \nA fun 3D platformer that requires skill and patience \n\n-Please scroll down to read info/controls\n\n-STOP ADVERTISING OR YOU WILL BE REPORTED\n\n-FEATURED????? TYSM! I never thought this would blow up! I got a new racing game in the works so be sure to check it out when it comes out\n\n-FOR EVERYBODY WONDERING YES I DID USE @ggenije's TUTORIAL BUT I STILL CODED IT ALL AND MADE ALL OF THE LEVELS - ALSO HE MADE A TUTORIAL FOR A REASON\n\n-Turbowarp link - https://turbowarp.org/961182247?hqpen&fps=250\n\n- 40+ hours of coding please consider liking, favoriting and following\n\n-Controls\n\n-WASD to move\n-Arrow keys or mouse to move camera\n-Press the spacebar to jump\n-Press T to show time\n-Press R to respawn\n\n-Notes\n-Post your time in the comments\n-If any bugs are found please tell me\n\n-Credit to @ggenije for the tutorial\n\n-Tags\n\n\n#Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D #Games #Fun #All #Animation #Platformer #3D
!-RAIN PLATFORMER-!
@Stage\n\nwhen flag clicked\nforever\n play sound [\[Glitch_Hop_110BPM_-_Pegboard_Nerds_Tristam_-_Razo v] until done\nend\n\n@Ground\n\nwhen I receive [end v]\nhide\n\nhide\n\ngo to [front v] layer\n\nforever\n\nwhen flag clicked\n\nhide\n\nshow\nwait (16) seconds\n\nwhen flag clicked\nforever\n if <(username) = [Griffpatch]> then\n set [☁ views by griff v] to [1]\n end\nend\n\nset [☁ views by griff v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (play v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (01 v)\ngo [forward v] (1) layers\n\n@Player\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (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 [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (spikes v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [242]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [15]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\n@Spikes\n\ngo to x: (122) y: (0)\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\n@Thumbnail2\n\nwhen flag clicked\nshow\nhide\nforever\n go to [front v] layer\nend\n\n@Trail\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 I receive [fire collected v]\nswitch costume to (fire trail v)\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\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (message v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\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\nforever\n go to [front v] layer\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n set [timer for thumb v] to (timer)\nend\n\nwhen [timer v] > ((Timer for thumb) + (0.01))\nswitch costume to (splash v)\nshow\ngo to x: (0) y: (0)\nset [brightness v] effect to (50)\ngo to [front v] layer\nset y to (100)\nrepeat (10)\n set y to ((y position) / (2))\nend\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nset [brightness v] effect to (5)\n\nforever\n\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen [timer v] > (10)\n\n@Particle\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (20) to (50))\nshow\nset y to (10000)\nset [myx v] to (pick random ((ScrollX) - (400)) to ((ScrollX) + (400)))\nset [bubble speed v] to (pick random (-5) to (-12))\nset size to (pick random (50) to (60)) %\nrepeat (30)\n switch costume to (costume2 v)\n change y by (Bubble speed)\n set x to ((MyX) - (ScrollX))\n switch costume to (costume1 v)\n change size by (-1)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n change size by (-1)\nend\n\n\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> or <<(Level) = [3]> or <(Level) = [4]>>> then\n hide\n stop [this script v]\n else\n show\n switch costume to (costume1 v)\n hide\n go to [back v] layer\n forever\n create clone of (_myself_ v)\n end\n end\nend\n\ndelete this clone\n\n
Night Platformer
@Stage\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide variable [time v]\n\n set [time v] to (timer)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n 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 end\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (normal v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (angel v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (187) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [back v] layer\n\nwhen flag clicked\n\n@TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\nset size to (45) %\nswitch costume to (red v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1.5)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1.5)\n point in direction (90)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [16]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [16]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n delete this clone\n end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (-10)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [thanks v])\nend\n\n
Welcome to a night platformer! I hope you enjoy playing the game. It’s a simple platformer but it is my first game! \n\n
VOIDED doors platformer || IPGT++ :)
@Stage\n\nwhen flag clicked\nforever\n play sound [Untitled 9 - 2_2_24, 12 v] until done\nend\n\n@flicker\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (20)\n wait (pick random (0.1) to (0.3)) seconds\n switch costume to (pick random (1) to (3))\n wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(Next level) = [2]> then\n hide\n end\nend\n\n@light\n\nwhen flag clicked\nset size to (100) %\nhide\nforever\n go to [front v] layer\n if <<(Next level) = [2]> or <[2] < (Next level)>> then\n show\n go to (player v)\n end\nend\n\nshow\ngo to (player v)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (20)\nset size to (100) %\nhide\nforever\n if <<(Next level) = [2]> or <[2] < (Next level)>> then\n show\n end\nend\n\n@text2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Next level) = [11]> then\n show\n if <touching (player v)?> then\n next costume\n wait (0.5) seconds\n show\n stop [all v]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set y to ((0) + ((50) * ([cos v] of (((timer) - (2)) * (200)) )))\nend\n\n@ground2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set y to ((0) + ((10) * ([cos v] of (((timer) - (4)) * (100)) )))\nend\n\nwhen flag clicked\nforever\n if <(Next level) = [2]> then\n end\nend\n\n@ground1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n set y to ((0) + ((15) * ([cos v] of (((timer) - (3)) * (200)) )))\nend\n\nwhen flag clicked\nshow\nforever\n if <(Next level) = [2]> then\nend\n\ngo [forward v] (2) layers\n\n@player\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<touching (ground1 v)?> or <touching (ground2 v)?>>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air) < [8]>> then\n set [y velocity v] to [14]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n walk [4]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n walk [-4]\n end\nend\n\ndefine handle ground <moving up>\nswitch costume to (costume2 v)\nrepeat until <not <<touching (ground1 v)?> or <touching (ground2 v)?>>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nswitch costume to (change this to your player v)\n\nwhen flag clicked\nset [next level v] to [0]\nset [deaths v] to [0]\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set x to (-230)\n if <(y position) < [-100]> then\n set y to (-100)\n end\n change [deaths v] by (1)\n change [lives v] by (-1)\n broadcast (reboot level v)\n end\nend\n\ndefine die / next level\nif <(x position) > [230]> then\n set x to (-230)\n if <(y position) < [-100]> then\n set y to (-100)\n else\n if <[-5] < (y position)> then\n set y to (-5)\n end\n end\n broadcast (next level v)\n change [next level v] by (1)\nend\n\nwhen flag clicked\nforever\n die / next level\nend\n\nwhen flag clicked\ngo to x: (-230) y: (5)\n\nwhen flag clicked\nforever\n if <(Next level) = [2]> then\n end\nend\n\ngo to [front v] layer\n\n@Enemy\n\n@mist\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n set y to ((0) + ((15) * ([cos v] of (((timer) - (7)) * (200)) )))\nend\n\n@text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nif <(Next level) = [12]> then\n switch costume to (costume12 v)\nend\n\n@Dust\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (0.4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\ngo to x: (pick random (0) to (240)) y: (250)\nset [ghost v] effect to (pick random (60) to (90))\nset size to (pick random (0) to (60)) %\npoint in direction (pick random (-100) to (-179))\nrepeat (10)\n move (pick random (1) to (5)) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (pick random (1) to (5)) steps\nend\nhide\ndelete this clone\n\n@Dust (Small)\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\ngo to x: (pick random (0) to (240)) y: (250)\nset [ghost v] effect to (pick random (80) to (90))\nset size to (pick random (0) to (5)) %\npoint in direction (pick random (-100) to (-179))\nrepeat (10)\n move (pick random (1) to (5)) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (pick random (1) to (5)) steps\nend\nhide\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
epic platformer\nwasd like always\nending kinda broken\nFLASH WARNING UR EYES MIGHT DIE\n\nW\n
Pizza Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (logo v)\n\nwhen I receive [start level 1 v]\nswitch backdrop to (starting v)\n\n@Pizza [Player]\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#ccffdd)?> then\n change y by (2)\n if <touching color (#ccffdd)?> then\n change y by (2)\n if <touching color (#ccffdd)?> then\n change y by (2)\n if <touching color (#ccffdd)?> then\n change y by (2)\n if <touching color (#ccffdd)?> then\n change y by (2)\n if <touching color (#ccffdd)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#ccffdd)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#ccffdd)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [13]\n end\n end\n change y by (1)\n if <touching color (#e5ccff)?> then\n set [y v] to [22]\n end\n if <touching color (#ffd499)?> then\n set [y v] to [30]\n end\nend\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-171) y: (-57)\nshow\n\nwhen backdrop switches to [level 2 v]\nforever\n if <touching (_edge_ v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-171) y: (-57)\n end\nend\n\nwhen backdrop switches to [level 3 v]\nforever\n if then\n switch backdrop to (next backdrop v)\n go to x: (-171) y: (-57)\n end\nend\n\nwhen backdrop switches to [level 4 v]\nforever\n if then\n switch backdrop to (next backdrop v)\n go to x: (-171) y: (-57)\n end\nend\n\nwhen backdrop switches to [level 5 v]\nforever\n if then\n switch backdrop to (next backdrop v)\n go to x: (-171) y: (-57)\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-159) y: (-57)\n end\nend\n\nwhen I receive [talk v]\nsay [Yes.] for (2) seconds\nbroadcast (Talk Back to YES v)\n\nwhen I receive [sister and me talk v]\nsay [I am 15 years old now sis!] for (3) seconds\nbroadcast (Me answer sis' question v)\n\nwhen flag clicked\nhide\nset size to (40) %\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching (_edge_ v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-171) y: (-57)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [level 26 v]\nhide\n\n@START\n\nwhen flag clicked\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 flag clicked\nshow\ngo to x: (-24) y: (10)\n\nwhen this sprite clicked\nswitch backdrop to (level 1 v)\nhide\n\nwhen backdrop switches to [logo v]\nhide\n\nwhen backdrop switches to [starting v]\nshow\n\n@Stranger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (29) y: (-39)\n\nwhen this sprite clicked\nsay [Stranger!!! ] for (2) seconds\nsay [Behind me is danger, if you want to go, go, if not, then turn back] for (5) seconds\nwait (1) seconds\nhide\nbroadcast (Finish talking to stranger1 v)\n\nwhen backdrop switches to [level 12 v]\nhide\n\nwhen backdrop switches to [level 24 v]\nswitch costume to (costume2 v)\ngo to x: (-134) y: (-82)\nset size to (50) %\nshow\nsay [Hello Player! Welcome back to Pizza City!]\n\nwhen backdrop switches to [level 25 v]\nhide\n\nwhen flag clicked\nset size to (100) %\n\nwhen backdrop switches to [level 11 v]\nshow\n\n@Stranger 2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen this sprite clicked\nsay [Did the man say anything to you?] for (2.5) seconds\nbroadcast (Talk v)\n\nwhen I receive [talk back to yes v]\nsay [Ok.] for (1) seconds\nsay [You did it through the hard part behind him!] for (4.5) seconds\nsay [Great!] for (1.5) seconds\nsay [Go on with your trip!] for (1.5) seconds\nwait (1) seconds\nhide\nbroadcast (Finish talking to stranger2 v)\n\nwhen backdrop switches to [level 13 v]\nshow\ngo to x: (29) y: (-63)\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 24 v]\nswitch costume to (costume3 v)\ngo to x: (60) y: (-100)\nset size to (50) %\nshow\nsay [Hello Player! Glad to meet you!]\n\nwhen backdrop switches to [level 25 v]\nhide\n\nwhen flag clicked\nset size to (100) %\n\n@Sister\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [level 15 v]\nshow\ngo to x: (43) y: (-56)\n\nwhen this sprite clicked\nask [WAIT! I never asked you this when you were little, are you a girl or a boy?] and wait\nif <<(answer) = [Girl]> or <(answer) = [girl]>> then\n say [You are my sister!] for (2) seconds\nend\nif <<(answer) = [boy]> or <(answer) = [Boy]>> then\n say [You are my brother!] for (2) seconds\nend\nsay [I never saw you when you were 8, how old are you now!?!] for (5) seconds\nbroadcast (Sister and me Talk v)\n\nwhen backdrop switches to [level 16 v]\nhide\n\nwhen I receive [me answer sis' question v]\nsay [Whoa you're 15!?] for (2) seconds\nsay [I'm 18!] for (2) seconds\nsay [Bye! See you later when we meet!] for (2) seconds\nwait (1) seconds\nhide\nbroadcast (Finish talking to sis v)\n\nwhen backdrop switches to [level 25 v]\nswitch costume to (costume2 v)\ngo to x: (-53) y: (-56)\nshow\nif <<(answer) = [Girl]> or <(answer) = [girl]>> then\n say [Hello my sister! You're home! Mom and Dad are in the house!]\nelse\n if <<(answer) = [boy]> or <(answer) = [Boy]>> then\n say [Hello my brother! You're home! Mom and Dad are in the house!]\n else\n say [Hello my brother/sister! You're home! Mom and Dad are in the house!]\n end\nend\n\nwhen backdrop switches to [level 26 v]\nhide\n\n@Sprite1\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (-35) y: (-137)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 2 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level 3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level 4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [level 5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [level 7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [level 8 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [level 6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [level 9 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [level 10 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [level 11 v]\nswitch costume to (costume11 v)\n\nwhen backdrop switches to [level 12 v]\nswitch costume to (costume12 v)\n\nwhen backdrop switches to [level 13 v]\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [level 14 v]\nswitch costume to (costume14 v)\n\nwhen backdrop switches to [level 15 v]\nswitch costume to (costume15 v)\n\nwhen backdrop switches to [level 16 v]\nswitch costume to (costume16 v)\n\nwhen backdrop switches to [level 17 v]\nswitch costume to (costume17 v)\n\nwhen backdrop switches to [level 18 v]\nswitch costume to (costume18 v)\n\nwhen backdrop switches to [level 20 v]\nswitch costume to (costume20 v)\n\nwhen backdrop switches to [level 21 v]\nswitch costume to (costume21 v)\n\nwhen backdrop switches to [level 19 v]\nswitch costume to (costume19 v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 22 v]\nswitch costume to (costume22 v)\n\nwhen backdrop switches to [level 23 v]\nswitch costume to (costume23 v)\n\nwhen backdrop switches to [level 24 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level 20 v]\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [level 21 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (1) seconds\nbroadcast (STAR IT ALL v)\n\nwhen I receive [star it all v]\nshow\nset [ghost v] effect to (100)\nwait (0) seconds\nset [ghost v] effect to (95)\nwait (0) seconds\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (85)\nwait (0) seconds\nset [ghost v] effect to (80)\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (65)\nwait (0) seconds\nset [ghost v] effect to (60)\nwait (0) seconds\nset [ghost v] effect to (55)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (45)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (35)\nwait (0) seconds\nset [ghost v] effect to (30)\nwait (0) seconds\nset [ghost v] effect to (25)\nwait (0) seconds\nset [ghost v] effect to (20)\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (10)\nwait (0) seconds\nset [ghost v] effect to (5)\nwait (0) seconds\nset [ghost v] effect to (0)\nstart sound [pop v]\nbroadcast (ghost v)\n\nwhen backdrop switches to [starting v]\nhide\n\nswitch costume to (costume2 v)\n\n@Sprite4\n\nwhen I receive [ghost v]\nshow\nset [ghost v] effect to (100)\nwait (0) seconds\nset [ghost v] effect to (95)\nwait (0) seconds\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (85)\nwait (0) seconds\nset [ghost v] effect to (80)\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (65)\nwait (0) seconds\nset [ghost v] effect to (60)\nwait (0) seconds\nset [ghost v] effect to (55)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (45)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (35)\nwait (0) seconds\nset [ghost v] effect to (30)\nwait (0) seconds\nset [ghost v] effect to (25)\nwait (0) seconds\nset [ghost v] effect to (20)\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (10)\nwait (0) seconds\nset [ghost v] effect to (5)\nwait (0) seconds\nset [ghost v] effect to (0)\nstart sound [pop v]\nbroadcast (GHOST2 v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [starting v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [ghost2 v]\nshow\nset [ghost v] effect to (100)\nwait (0) seconds\nset [ghost v] effect to (95)\nwait (0) seconds\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (85)\nwait (0) seconds\nset [ghost v] effect to (80)\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (65)\nwait (0) seconds\nset [ghost v] effect to (60)\nwait (0) seconds\nset [ghost v] effect to (55)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (45)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (35)\nwait (0) seconds\nset [ghost v] effect to (30)\nwait (0) seconds\nset [ghost v] effect to (25)\nwait (0) seconds\nset [ghost v] effect to (20)\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (10)\nwait (0) seconds\nset [ghost v] effect to (5)\nwait (0) seconds\nset [ghost v] effect to (0)\nstart sound [pop v]\nbroadcast (sheep v)\n\nwhen backdrop switches to [starting v]\nhide\n\n@Rainbow Sheep\n\nwhen flag clicked\ngo to x: (22) y: (4)\nhide\n\nwhen I receive [sheep v]\nshow\nset [ghost v] effect to (100)\nwait (0) seconds\nset [ghost v] effect to (95)\nwait (0) seconds\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (85)\nwait (0) seconds\nset [ghost v] effect to (80)\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (65)\nwait (0) seconds\nset [ghost v] effect to (60)\nwait (0) seconds\nset [ghost v] effect to (55)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (45)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (35)\nwait (0) seconds\nset [ghost v] effect to (30)\nwait (0) seconds\nset [ghost v] effect to (25)\nwait (0) seconds\nset [ghost v] effect to (20)\nwait (0) seconds\nset [ghost v] effect to (15)\nwait (0) seconds\nset [ghost v] effect to (10)\nwait (0) seconds\nset [ghost v] effect to (5)\nwait (0) seconds\nset [ghost v] effect to (0)\nstart sound [pop v]\nwait (1) seconds\nplay sound [recording1 v] until done\nwait (1) seconds\nbroadcast (Start Level 1 v)\n\nwhen backdrop switches to [starting v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 26 v]\ngo to x: (65) y: (-42)\nshow\n\nwhen this sprite clicked\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [level 1 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 11 v]\ngo to x: (274) y: (31)\nshow\n\nwhen backdrop switches to [level 13 v]\ngo to x: (274) y: (31)\nshow\n\nwhen backdrop switches to [level 14 v]\ngo to x: (274) y: (31)\nhide\n\nwhen I receive [finish talking to sis v]\nhide\n\nwhen I receive [finish talking to stranger1 v]\nhide\n\nwhen I receive [finish talking to stranger2 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-185) y: (33)\nshow\n\nwhen backdrop switches to [level 13 v]\ngo to x: (-185) y: (33)\nshow\n\nwhen backdrop switches to [level 14 v]\ngo to x: (-185) y: (33)\nhide\n\nwhen I receive [finish talking to stranger1 v]\nhide\n\nwhen I receive [finish talking to sis v]\nhide\n\nwhen I receive [finish talking to stranger2 v]\nhide\n\nshow\n\n
-Use arrow keys to move\n-Avoid red\n-Purple makes you jump higher\n-Orange makes you jump more higher than purple\n==================ENJOY==================
[拡散希望]platformer
@Stage\n\n@棘\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ステージ v]) = [1]> then\n hide\n end\n if <([costume # v] of [ステージ v]) = [2]> then\n show\n switch costume to (コスチューム1 v)\n end\n if <([costume # v] of [ステージ v]) = [3]> then\n show\n switch costume to (コスチューム1 v)\n end\n if <([costume # v] of [ステージ v]) = [4]> then\n show\n switch costume to (コスチューム2 v)\n end\n if <([costume # v] of [ステージ v]) = [5]> then\n show\n switch costume to (コスチューム3 v)\n end\n if <([costume # v] of [ステージ v]) = [6]> then\n show\n switch costume to (コスチューム4 v)\n end\n if <([costume # v] of [ステージ v]) = [7]> then\n show\n switch costume to (コスチューム1 v)\n end\n if <([costume # v] of [ステージ v]) = [8]> then\n show\n switch costume to (コスチューム5 v)\n end\n if <([costume # v] of [ステージ v]) = [9]> then\n hide\n end\nend\n\n@当たったら死\n\nwhen flag clicked\nset [color v] effect to (100)\n\n@次への扉\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@ステージ\n\nwhen I receive [次へ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@ぷら君\n\nwhen flag clicked\n初期位置\nset size to (100) %\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n 左右\n ジャンプ\n 重力\n 次\n しゃがむ\n 死\nend\n\ndefine 左右\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [x v] by (1.75)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [x v] by (-1.75)\nend\nset [x v] to ((x) * (0.8))\nchange x by (x)\n\ndefine ジャンプ\nchange y by (-1)\nif < and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>>> then\n change [y v] by (16)\nend\nchange y by (1)\n\ndefine 重力\nif then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n if <(x) > [0]> then\n set [x v] to [-20]\n else\n set [x v] to [20]\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\nend\nchange [y v] by (-1)\nchange y by (y)\nif then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\n\ndefine 次\nif <touching (次への扉 v)?> then\n 初期位置\n broadcast (次へ v)\n set [y v] to [0]\n set [x v] to [0]\nend\n\ndefine 初期位置\ngo to x: (-198) y: (101)\n\ndefine しゃがむ\nif <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>>> then\n switch costume to (コスチューム2 v)\nelse\n switch costume to (コスチューム3 v)\nend\n\ndefine 死\nif <<touching (当たったら死 v)?> or <touching (棘 v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n 初期位置\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト1 v)?> then\n change x by (3)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nset x to (-274)\nforever\n wait (0.7) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (-274) y: (pick random (215) to (-215))\nforever\n change x by (3)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n if <touching (次への扉 v)?> then\n delete this clone\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nshow\n\n
ステージはめっちゃ少ないですww\n参照数300いくごとにステージ増やします\n傾向がちで狙いってるのでお願いします。\nフォローしてくれた人ありがとう(^○^)\n30個のスタジオに入れるとフォローと全ての作品に…?\n拡散したら名前書くよ\n\n\n\n\n#game\n
COOL _ EMOJI PLATFORMER Game _B)_
@Stage\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [!11!7\(096!\)75211 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [-y v] to [0]\nset [grav v] to [-1]\nforever\n show\n switch costume to (costume1 v)\n control\n move in steps (([abs v] of (-x) ) + ([abs v] of (-y) ))\n switch costume to (costume2 v)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to ((2) + (((timer) * (30)) mod (8)))\n end\n if <(falling) > [0]> then\n if <(-y) < [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume12 v)\n end\n end\nend\n\ndefine control\nset rotation style [don't rotate v]\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(falling) < [3]> then\n if <(touching) > [0]> then\n start sound [High Whoosh v]\n end\n set [-y v] to [13]\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [-x v] by (-2)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [-x v] by (2)\nend\nset [-x v] to ((-x) * (0.8))\nchange [-y v] by (grav)\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [lv v] to (x position)\n change x by ((-x) / (steps))\n if touching level\n if <(touching) > [0]> then\n x\n end\n set [lv v] to (y position)\n change y by ((-y) / (steps))\n if touching level\n if <(touching) > [0]> then\n y\n end\nend\nset rotation style [left-right v]\n\ndefine if touching level\nif <touching (sprite2 v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nset [-y v] to [0]\ngo to x: (0) y: (0)\n\ndefine x\nchange y by (1)\nif touching level\nif <(touching) > [0]> then\n change y by (1)\n if touching level\n if <(touching) > [0]> then\n change y by (-2)\n set x to (LV)\n set [-x v] to [0]\n stop [this script v]\n end\nend\n\nx\n\ndefine y\nset y to (LV)\nif <(-y) > [0]> then\n set [-y v] to [0]\n stop [this script v]\nend\nset [falling v] to [0]\nset [-y v] to ((-y) * (0.8))\n\nif <[] < [0]> then\n\ndefine screen\nif <(x position) > [238]> then\n change [level v] by (1)\n go to x: (-212) y: (-69)\nend\nif <touching color (#d04747)?> then\n start sound [Crunch v]\n go to x: (-212) y: (-69)\nend\nif <(y position) < [-179]> then\n start sound [Crunch v]\n go to x: (-212) y: (-69)\nend\n\nset x to (-233)\n\nchange [level v] by (-1)\nset x to (233)\n\nwhen flag clicked\nset [-y v] to [10]\npoint in direction (90)\ngo to x: (-154) y: (-30)\nset [level v] to [1]\nforever\n screen\nend\n\nset [level v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to ((level) + (1))\nend\n\n@Sprite3\n\n@Sprite4\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (1000)\n\n
Movement: WASD or Arrow Keys\nwrite some ideas in the comments to make part 2!!\nremix the project and add more levels YAY\n- there's a hidden easter egg in this game try to find it good luck \n5 views: ✔\n10 views: ✔\n15 views:✔ \n20 views: ✔\n50 views: ✔\n100 VIEWS : ✔\n250 VIEWS : ✔\n500 VIEWS : ✔\n1000 VIEWS : ✔\n2000 views?:HOW\n3k views: impossible without any of you :)\n5k views ?!:\n6k views: seriously?!\n\n#Game #explore #all #trend
꧁༺ A PLATFORMER ༻꧂
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (Intro v)\nwait (2.2) seconds\nbroadcast (Finish Intro v)\n\nwhen flag clicked\nwait (0.001) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\n\n@Player\n\ndefine Vertical movement\nchange y by (Y Speed)\nVertical Colition\nGravity\n\ndefine Vertical Colition\nif <touching (level v)?> then\n if <[0] > (Y Speed)> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\n set [above the platform? v] to [Yes]\n if <(Y Speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n end\n set [y speed v] to [0]\nend\n\ndefine Gravity\nchange [y speed v] by (-1)\n\nwhen I receive [finish intro v]\nset x to (-196)\nset y to (10)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nforever\n Horizontal Movement\n Vertical movement\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [ghost v] effect to (100)\n\ndefine Horizontal Movement\nchange x by (X Speed)\nHorizontal Collision\nFriction\n\ndefine Friction\nset [x speed v] to ((X Speed) * (0.8))\n\ndefine Horizontal Collision\nif <touching (level v)?> then\n repeat (3)\n change y by (1)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change y by (-3)\n if <[0] > (X Speed)> then\n repeat until <not <touching (level v)?>>\n change x by (1)\n end\n end\n if <(X Speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change x by (-1)\n end\n end\n set [x speed v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<<key (space v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> and <(Above the platform?) = [Yes]>> then\n change [y speed v] by (13)\n set [above the platform? v] to [No]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-196) y: (10)\n\nwhen I receive [death v]\ngo to x: (-196) y: (10)\n\nwhen I receive [death v]\nplay sound [Punch Sound Effect v] until done\n\nwhen I receive [finish intro v]\nset [levels v] to [1]\n\nwhen I receive [play v]\nforever\n if <not <(LEVELS) = [10]>> then\n if <(x position) > [235]> then\n broadcast (Next Level v)\n start sound [Ding Sound Effect v]\n change [levels v] by (1)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n play sound [Be Motived @Scratcheurscratch v] until done\nend\n\n@Level\n\nwhen I receive [finish intro v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spike\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\ndefine Create Spike with X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [finish intro v]\nCreate Spike with X: [-105] Y: [-76]\nCreate Spike with X: [84] Y: [-76]\n\nwhen I receive [next level v]\nif <(LEVELS) = [2]> then\n Create Spike with X: [77] Y: [-76]\n Create Spike with X: [-43] Y: [-76]\nend\nif <(LEVELS) = [4]> then\n Create Spike with X: [-125] Y: [-76]\n Create Spike with X: [-86] Y: [-76]\n Create Spike with X: [40] Y: [-76]\n Create Spike with X: [80] Y: [-76]\nend\nif <(LEVELS) = [5]> then\n Create Spike with X: [72] Y: [-76]\n Create Spike with X: [110] Y: [-76]\n Create Spike with X: [-20] Y: [95]\nend\nif <(LEVELS) = [6]> then\n Create Spike with X: [-20] Y: [95]\n Create Spike with X: [184] Y: [-76]\nend\nif <(LEVELS) = [8]> then\n Create Spike with X: [10] Y: [-76]\nend\nif <(LEVELS) = [9]> then\n Create Spike with X: [-137] Y: [-76]\n Create Spike with X: [-102] Y: [-76]\n Create Spike with X: [-65] Y: [-76]\n Create Spike with X: [65] Y: [-76]\n Create Spike with X: [102] Y: [-76]\n Create Spike with X: [137] Y: [-76]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n change [move v] by (5)\n change y by ([sin v] of (Move) )\nend\n\ndefine Create Lava with X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif <(LEVELS) = [3]> then\n Create Lava with X: [82] Y: [-213]\nend\nif <(LEVELS) = [6]> then\n Create Lava with X: [82] Y: [-213]\nend\nif <(LEVELS) = [7]> then\n Create Lava with X: [82] Y: [-214]\nend\nif <(LEVELS) = [8]> then\n Create Lava with X: [0] Y: [-213]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\n@Walk particles\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <(Y Speed) < [0]> then\n wait until <(Y Speed) = [-1]>\n repeat until <(Y Speed) > [0]>\n repeat (2)\n move (0) steps\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (pick random (130) to (150)) %\nshow\npoint in direction (pick random (-360) to (360))\ngo to (player v)\nchange x by (X Speed)\nchange y by (-15)\nwait (0.075) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@INTRO, DEATH, NEXT LEVEL\n\nwhen I receive [death v]\ngo to x: (0) y: (0)\nswitch costume to (death v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-14)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (14)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nswitch costume to (next v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-14)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (14)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (death v)\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (0.47) seconds\nplay sound [Connect v] until done\nwait (0.47) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\nbroadcast (Play v)\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [finish intro v]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [play v]\nforever\n go to x: (-12) y: (-90)\n if <(LEVELS) = [2]> then\n switch costume to (level 2 v)\n end\n if <(LEVELS) = [3]> then\n switch costume to (level 3 v)\n end\n if <(LEVELS) = [4]> then\n switch costume to (level 4 v)\n end\n if <(LEVELS) = [5]> then\n switch costume to (level 5 v)\n end\n if <(LEVELS) = [6]> then\n switch costume to (level 6 v)\n end\n if <(LEVELS) = [7]> then\n switch costume to (level 7 v)\n end\n if <(LEVELS) = [8]> then\n switch costume to (level 8 v)\n end\n if <(LEVELS) = [9]> then\n switch costume to (level 9 v)\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Fave) = [1]>>> then\n wait (pick random (15) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (4) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [message1 v]\nwait (5) seconds\nstop [other scripts in sprite v]\n\n@detector\n\nwhen flag clicked\nhide\nset [favorite v] to [0]\nset [love 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 <<(Love) = [1]> and <(Favorite) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (message v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [love 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 [love 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 [favorite v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [favorite v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
꧁༺HELLO༻꧂\n\n(Français) ( English⏬)\n\nSalut les gars, aujourd'hui j'ai fait mon premier platformer.✌️\nJe fais cela pour mes 100 followers✨ \nJ'espère que cela va vous plaire car j'ai mis 7 heures à le faire !! ✅\nAmuse-toi bien sur mon platformer !!\n❤️et⭐pour un épisode 2 \n ⏩⏩⏩⏩⏩⚔️SUIS-MOI⚔️⏪⏪⏪⏪⏪\n\n \n ꧁༺HELLO༻꧂\n\n(English)\nHi guys, today I made my first platformer.✌️\nI'm doing this for my 100 followers✨ \nHope you'll like it because I spent 7 hours to do it!!! ✅\nHave fun on my platformer!!!\n❤️and⭐for episode 2 \n ⏩⏩⏩⏩⏩⚔️FOLLOW-ME⚔️⏪⏪⏪⏪⏪
星のPlatformer 2【モバイル対応】
@Stage\n\nwhen I receive [ゴール到達 v]\nif <<not <(username) = [Soh2023]>> and <(☁ タイムの世界記録) > (タイム / time)>> then\n set [☁ タイムの世界記録 v] to (タイム / time)\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\nforever\n play sound [Nautilus v] until done\nend\n\nwhen I receive [next star v]\nswitch backdrop to (2 v)\n\nwhen I receive [next star2 v]\nswitch backdrop to (3 v)\n\nwhen I receive [next star3 v]\nstop [other scripts in sprite v]\nbroadcast (black hole v)\nforever\n play sound [死後の世界 v] until done\nend\n\nwhen I receive [black hole v]\nswitch backdrop to (4 v)\n\nwhen I receive [ゴール到達 v]\nstop [other scripts in sprite v]\nswitch backdrop to (5 v)\n\n@プレイヤー\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide variable [☁ 隠しゴール到達回数 v]\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> 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 <touching (トゲ v)?> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (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 [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n change [yだー v] by (-0.7)\n else\n change [yだー v] by (-0.9)\n end\n change y by (yだー)\n if <<touching (road- v)?> or <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) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n clear graphic effects\n end\n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (-1)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwait (1) seconds\n\nwait (2.4) seconds\n\nset [ぱざ v] to [10]\n\nwhen I receive [next star v]\nstop [other scripts in sprite v]\nbroadcast (ロケット v)\ngo to x: (-220) y: (50)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> 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 <touching (トゲ 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 <touching (トゲ2 v)?> then\n switch costume to (player2 v)\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n switch costume to (player3 v)\n else\n switch costume to (player v)\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 (-1.5)\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 (1.5)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (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 [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n change [yだー v] by (-0.7)\n else\n change [yだー v] by (-0.9)\n end\n change y by (yだー)\n if <<touching (road- v)?> or <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) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\nhide variable [溶けるまで / until it melts v]\nforever\n if <touching (ロケット v)?> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen I receive [next star2 v]\nstop [other scripts in sprite v]\nbroadcast (ロケット2 v)\ngo to x: (-220) y: (50)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> then\n set [溶けるまで / until it melts v] to [10]\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 if <([costume # v] of [ステージ v]) = [10]> then\n go to x: (-210) y: (0)\n else\n go to x: (-210) y: (100)\n end\n end\n if <touching (トゲ v)?> then\n set [溶けるまで / until it melts v] to [10]\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n if <([costume # v] of [ステージ v]) = [10]> then\n go to x: (-210) y: (0)\n else\n go to x: (-210) y: (100)\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 point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (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 [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n change [yだー v] by (-0.7)\n else\n change [yだー v] by (-0.9)\n end\n change y by (yだー)\n if <<touching (road- v)?> or <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) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n clear graphic effects\n end\n end\nend\n\nwhen I receive [ロケット v]\nforever\n if <touching (ロケット2 v)?> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen I receive [ロケット2 v]\nset [溶けるまで / until it melts v] to [10]\nsay [暑い... / hot...] for (2) seconds\nshow variable [溶けるまで / until it melts v]\nforever\n clear graphic effects\n set [溶けるまで / until it melts v] to [10]\n repeat until <(溶けるまで / until it melts) < [1]>\n wait (1) seconds\n change [溶けるまで / until it melts v] by (-1)\n end\n repeat (4)\n change [fisheye v] effect by (25)\n change [brightness v] effect by (-25)\n end\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n switch costume to (player v)\n clear graphic effects\n if <([costume # v] of [ステージ v]) = [10]> then\n go to x: (-210) y: (0)\n else\n go to x: (-210) y: (100)\n end\nend\n\nwhen I receive [ロケット2 v]\nhide variable [溶けるまで / until it melts v]\nset [溶けるまで / until it melts v] to []\nforever\n if <touching (ロケット3 v)?> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen I receive [next v]\nset [溶けるまで / until it melts v] to [10]\n\nwhen I receive [next star3 v]\nswitch costume to (player v)\nstop [other scripts in sprite v]\nbroadcast (ロケット3 v)\ngo to x: (-220) y: (50)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> 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 if <<([costume # v] of [ステージ v]) = [17]> or <([costume # v] of [ステージ v]) = [18]>> then\n go to x: (-216) y: (0)\n else\n go to x: (-216) y: (50)\n end\n end\n if <<<touching (トゲ v)?> or <touching (破片 v)?>> or <touching (トゲ3 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 if <([costume # v] of [ステージ v]) = [18]> then\n go to x: (-216) y: (0)\n else\n go to x: (-216) y: (50)\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 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 if <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [yだー v] by (1)\n end\n if <<<(y position) > (mouse y)> and <mouse down?>> or <key (down arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [yだー v] by (-1)\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 set [yだー v] to ((yだー) * (0.9))\n change y by (yだー)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by ((yだー) * (-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 if <(x position) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n if <([costume # v] of [ステージ v]) = [18]> then\n go to x: (-216) y: (0)\n else\n go to x: (-216) y: (50)\n end\n clear graphic effects\n end\n end\n if <<touching (road- v)?> or <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\nend\n\nwhen I receive [ロケット3 v]\nforever\n if <([costume # v] of [ステージ v]) = [20]> then\n wait (0.5) seconds\n if <touching (ホワイトホール v)?> then\n stop [other scripts in sprite v]\n broadcast (ローディング2 v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [ゴール到達 v]\nshow variable [☁ 隠しゴール到達回数 v]\ngo to x: (-220) y: (50)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> 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 if <([costume # v] of [ステージ v]) = [10]> then\n go to x: (-210) y: (0)\n else\n go to x: (-210) y: (100)\n end\n end\n if <touching (トゲ 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 if <([costume # v] of [ステージ v]) = [10]> then\n go to x: (-210) y: (0)\n else\n go to x: (-210) y: (100)\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 point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (ステージ v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (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 [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n change [yだー v] by (-0.7)\n else\n change [yだー v] by (-0.9)\n end\n change y by (yだー)\n if <<touching (road- v)?> or <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) > [180]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n clear graphic effects\n end\n end\nend\n\nset [溶けるまで / until it melts v] to [10]\n\nwhen [r v] key pressed\nstart sound [crashed oof v]\nrepeat (10)\n change [ghost v] effect by (7)\nend\nclear graphic effects\ngo to x: (-210) y: (100)\n\nwhen I receive [ロケット2 v]\nforever\n if <([costume # v] of [ステージ v]) = [12]> then\n set [溶けるまで / until it melts v] to [99999999999999999999999999999999999999999999999999999999999999999999]\n end\nend\n\nwhen I receive [ゴール到達 v]\nforever\n if <([costume # v] of [ステージ v]) = [22]> then\n change [☁ 隠しゴール到達回数 v] by (1)\n stop [this script v]\n end\nend\n\n@ステージ\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide variable [☁ 隠しゴール到達回数 v]\nset [今いる星 v] to [金星 / Venus]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next star v]\nset [今いる星 v] to [海王星 / Neptune]\nnext costume\n\nwhen I receive [next star2 v]\nset [今いる星 v] to [太陽 / Sun]\nnext costume\n\nwhen flag clicked\nshow variable [今いる星 v]\nset [タイム / time v] to [0]\nshow variable [タイム / time v]\nforever\n wait (1) seconds\n change [タイム / time v] by (1)\nend\n\nwhen I receive [next star3 v]\nset [今いる星 v] to [ブラックホール / Black Hole]\nnext costume\n\nwhen I receive [ゴール到達 v]\nstop [other scripts in sprite v]\nset [今いる星 v] to [???]\nswitch costume to (21 v)\n\n@トゲ\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [next star2 v]\nnext costume\n\nwhen I receive [next star v]\nnext costume\n\nwhen I receive [g2 v]\nforever\n if <(costume [number v]) = [16]> then\n go to x: (0) y: (100)\n repeat (10)\n change y by (-10)\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (10)\n change y by (10)\n end\n wait (1) seconds\n else\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nif <(costume [number v]) = [17]> then\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (19 v)\nshow\nset size to (pick random (50) to (150)) %\ngo to x: (pick random (-300) to (300)) y: (300)\nrepeat until <<touching (ステージ v)?> or <touching (破片・トゲ感知 v)?>>\n change y by (join [-] (pick random (10) to (30)))\nend\nrepeat (4)\n change [pixelate v] effect by (25)\n change [brightness v] effect by (25)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [ゴール到達 v]\nswitch costume to (21 v)\n\nwhen I receive [g3 v]\nforever\n if <(costume [number v]) = [18]> then\n turn right (2.8) degrees\n else\n point in direction (90)\n stop [this script v]\n end\nend\n\nwhen I receive [next star3 v]\nforever\n if <(costume [number v]) = [17]> then\n broadcast (g v)\n stop [this script v]\n end\nend\n\nwhen I receive [g v]\nforever\n if <(costume [number v]) = [17]> then\n go to x: (0) y: (-100)\n repeat (10)\n change y by (10)\n end\n go to x: (0) y: (0)\n wait (1.7) seconds\n repeat (10)\n change y by (-10)\n end\n wait (1.7) seconds\n else\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen I receive [next star3 v]\nforever\n if <(costume [number v]) = [16]> then\n broadcast (g2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [next star3 v]\nnext costume\n\nwhen I receive [next star3 v]\nforever\n if <(costume [number v]) = [18]> then\n broadcast (g3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [next star3 v]\nforever\n if <(costume [number v]) = [19]> then\n hide\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\n else\n show\n delete this clone\n end\nend\n\n@トゲ2\n\nwhen I receive [next star v]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [next star2 v]\nhide\n\n@爆発1\n\nwhen I receive [爆発 v]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset size to (200) %\nset volume to (100) %\nshow\ngo to x: (0) y: (0)\nswitch costume to (4 v)\nplay sound [se_enep01 v] until done\nstop [all v]\n\nwhen flag clicked\nhide\n\n@ロケット\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (2 v)\n repeat (30)\n change y by (10)\n end\n broadcast (next star v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n if <([costume # v] of [ステージ v]) = [1]> then\n show\n else\n hide\n end\nend\n\n@ターボ対策ソフト\n\nwhen I receive [ターボチェック v]\nreset timer\nwait (0) seconds\nif <(timer) = [0]> then\n broadcast (爆発 v)\nend\n\nwhen [space v] key pressed\nbroadcast (ターボチェック v)\n\nwhen flag clicked\nforever\n reset timer\n wait (0) seconds\n if <(timer) = [0]> then\n broadcast (爆発 v) and wait\n end\nend\n\nwhen flag clicked\nforever\n broadcast (ターボチェック v)\nend\n\n@メッセージ\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (95) y: (-245)\nhide\nforever\n if <<[message v] contains [♡]?> and <[message v] contains [★]?>> then\n show\n start sound [Coin v]\n repeat (5)\n go to [front v] layer\n change y by (10)\n end\n wait (1) seconds\n repeat (5)\n go to [front v] layer\n change y by (-10)\n end\n hide\n stop [this script v]\n end\nend\n\n@センサー\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n if <[message v] contains [♡]?> then\n delete (item # of [♡] in [message v]) of [message v]\n else\n add [♡] to [message v]\n end\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@センサー2\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n if <[message v] contains [★]?> then\n delete (item # of [★] in [message v]) of [message v]\n else\n add [★] to [message v]\n end\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@視界\n\nwhen flag clicked\nhide\n\nwhen I receive [next star v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (50)\n\nwhen I receive [next star2 v]\nhide\n\n@ギミック1\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\n@ロケット2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n if <([costume # v] of [ステージ v]) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next star v]\nforever\n if <([costume # v] of [ステージ v]) = [6]> then\n wait (1) seconds\n if <touching (プレイヤー v)?> then\n switch costume to (2 v)\n repeat (30)\n change y by (10)\n end\n broadcast (next star2 v)\n stop [this script v]\n end\n end\nend\n\n@視界2\n\nwhen flag clicked\nhide\n\nwhen I receive [next star2 v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (40)\n\nwhen I receive [next star3 v]\nhide\n\n@ロケット3\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (-35)\nforever\n if <([costume # v] of [ステージ v]) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next star2 v]\nforever\n if <([costume # v] of [ステージ v]) = [12]> then\n broadcast (判定 v)\n wait (1) seconds\n if <touching (プレイヤー v)?> then\n set [溶けるまで / until it melts v] to [99999999999999999999999999999999999999999999999999999]\n hide variable [溶けるまで / until it melts v]\n switch costume to (2 v)\n repeat (10)\n change y by (10)\n end\n broadcast (ブラックホール!?!? v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [吸い込まれる v]\ngo to x: (0) y: (65)\nrepeat (10)\n change x by (-16)\n change y by (-2)\nend\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nbroadcast (ローディング v)\nhide\n\n@ブラックホール\n\nwhen flag clicked\nhide\n\nwhen I receive [ブラックホール!?!? v]\nshow\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-2)\nend\nclear graphic effects\nbroadcast (吸い込まれる v)\n\nwhen I receive [next star3 v]\nhide\n\n@謎の演出\n\nwhen flag clicked\nhide\n\nwhen I receive [next star3 v]\nforever\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to [back v] layer\nshow\nswitch costume to (pick random (1) to (3))\ngo to x: (300) y: (pick random (200) to (-200))\nrepeat (20)\n change x by (-30)\nend\ndelete this clone\n\ngo [backward v] (4) layers\n\nwhen I receive [ゴール到達 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@視界3\n\nwhen flag clicked\nhide\n\nwhen I receive [next star3 v]\nhide variable [溶けるまで / until it melts v]\nshow\nset [ghost v] effect to (50)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [ローディング2 v]\nstop [other scripts in sprite v]\ngo [backward v] (1) layers\n\nwhen I receive [ゴール到達 v]\nhide\n\n@破片\n\nwhen flag clicked\nhide\n\nwhen I receive [next star3 v]\nforever\n wait (pick random (2) to (8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (pick random (25) to (50)) %\nclear graphic effects\ngo to x: (pick random (300) to (-300)) y: (300)\nswitch costume to (pick random (1) to (6))\nset [パターン v] to (pick random (1) to (2))\nif <(パターン) = [1]> then\n point in direction (pick random (0) to (180))\nelse\n point in direction (pick random (0) to (-179))\nend\nrepeat until <<touching (破片・トゲ感知 v)?> or <touching (ステージ v)?>>\n change y by (join [-] (pick random (5) to (20)))\nend\nrepeat (4)\n change [pixelate v] effect by (25)\n change [brightness v] effect by (25)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [ゴール到達 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@破片・トゲ感知\n\nwhen flag clicked\nhide\n\nwhen I receive [next star3 v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@ローディング\n\nwhen flag clicked\nhide\n\nwhen I receive [ローディング v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (next star3 v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\nhide\n\n@トゲ3\n\nwhen flag clicked\ngo to x: (190) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\nhide\n\nwhen I receive [next star3 v]\nforever\n if <([costume # v] of [ステージ v]) = [17]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next star3 v]\ngo to x: (0) y: (0)\n\n@広告\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nforever\n show\n start sound [Collect v]\n repeat (10)\n change x by (-8)\n end\n wait (2) seconds\n repeat (10)\n change x by (8)\n end\n hide\n wait (30) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@ホワイトホール\n\nwhen flag clicked\nhide\n\nwhen I receive [next star3 v]\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nforever\n if <([costume # v] of [ステージ v]) = [20]> then\n show\n else\n hide\n end\nend\n\n@ローディング2\n\nwhen flag clicked\nhide\n\nwhen I receive [ローディング2 v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (ゴール到達 v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@変数当たり判定\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (100)\nforever\n if <touching (プレイヤー v)?> then\n hide variable [☁ 最速クリアタイム v]\n hide variable [タイム / time v]\n hide variable [今いる星 v]\n else\n show variable [☁ 最速クリアタイム v]\n show variable [タイム / time v]\n show variable [今いる星 v]\n end\nend\n\nwhen I receive [next star3 v]\nswitch costume to (2 v)\n\n@変数当たり判定2\n\nwhen I receive [next star2 v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (100)\nforever\n if <touching (プレイヤー v)?> then\n hide variable [溶けるまで / until it melts v]\n else\n show variable [溶けるまで / until it melts v]\n end\nend\n\nwhen I receive [判定 v]\nstop [other scripts in sprite v]\nhide variable [溶けるまで / until it melts v]\n\nwhen flag clicked\nhide\n\n@ステージ2\n\nwhen I receive [ゴール到達 v]\nforever\n if <([costume # v] of [ステージ v]) = [21]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [ゴール到達 v]\nforever\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\n
説明は最後まで読んでください。\nEnglish is below.\n\n[日本語]\nこのプラットフォーマーはいろいろな星を探検するプラットフォーマーです。\n\n~遊び方~\n・モバイル対応とありますが、PCのプレイ推奨です。\n(難易度が高いため)なのでモバイルでクリア出来たらすごい!!\n・旗は2回押してね。\n・ハートと星を押すと感謝のメッセージが表示されます。\n・矢印キー、タップで操作。\n・Rキーでリスタートできます。\n・隠しゴールあります!!ただし超簡単に行けます!!(((\n・奈落に落ちたり、針に当たったりしないようにしよう。\n・星ごとにその星の特徴があります。例えば、重力が違ったりなどです。\n・星を進んでいくごとに難易度は上がります。\n・ターボモードにすると太陽系が爆発して滅びます(((\n\nPlease read the explanation to the end.\n[English]\nThis platformer is a platformer where you explore various planets.\n\n~How to play~\n-Press the flag twice.\n-Press the heart and star to jump higher and make the player rainbow colored.\n・Operation with arrow keys and tap.\n- You can restart with the R key.\n・There is a hidden goal!!\n- Try not to fall into the abyss or get hit by the needle.\n・Each star has its own characteristics. For example, gravity is different.\n- The difficulty level increases as you advance through the stars.\n・If you set it to turbo mode, the solar system will explode and be destroyed.
Midnight - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (100)\nrepeat (33)\n change [ghost v] effect by (-3)\nend\nwait (1) seconds\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n play sound [Epic Adventure Music - Shadow Ninja.mp3 v] until done\nend\n\n@Ninja\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\npoint in direction (90)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\nforever\n if <(y position) < [-179]> then\n go to x: (-200) y: (-100)\n set [speed y v] to [0]\n end\n if <touching color (#680303)?> then\n go to x: (-200) y: (-100)\n set [speed y v] to [0]\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-200) y: (-100)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (left arrow v) pressed?> then\n Walk (-90) (-8)\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (8)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [backdrop18]>> then\n if <(x position) = [248]> then\n go to x: (-200) y: (-100)\n switch backdrop to (next backdrop v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#686803)?> then\n set [speed y v] to [25]\n end\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#b2b2b2)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#b2b2b2)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop17]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\n
Help Ninja find his way back to Tokyo!\n\n-Use the arrow keys to move the ninja.\n-Avoid falling into the darkness.\n-Don't touch the red!\n\nPlease love, favourite and even remix if you want to.\n
City l A Platformer #All #Games #Trending
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\ndefine X velocity\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-0.75)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Low Whoosh v]\n change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Death\nif <<touching (danger v)?> or <touching (toxic waste v)?>> then\n start sound [Crunch v]\n broadcast (dead v)\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [14]> then\n go to x: (-190) y: (55)\n switch backdrop to (yor mum v)\n start sound [Connect v]\n broadcast (message1 v)\n change [level v] by (1)\n end\nend\n\nset [flag v] to [0]\n\nwhen flag clicked\nswitch costume to (green v)\n\nwhen I receive [end intro v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (Cloud - Setup v) and wait\nshow\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (LEVEL) to [my values to send v]\n broadcast (Cloud - Tick v)\n Collision and Wall Jump\n Death\n Trampoline Jump\n Level Change\nend\n\nwhen [r v] key pressed\ngo to x: (-190) y: (135)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [up arrow v] key pressed\nswitch costume to (costume3 v)\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [front v] layer\nend\n\n@Toxic Waste\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (65) y: (75)\n glide (1) secs to x: (65) y: (53)\nend\n\n@Assets\n\nwhen flag clicked\nforever\n hide\nend\n\n@Tn\n\nwhen flag clicked\nforever\n hide\nend\n\n
✦✦ City ll A Platformer✦✦\nShoutout - @-Adjust- \nThis got taken down :( [Reshared] by ST :)\n————————————————————————\nHi! Welcome to my newest platformer! I spent a while on this, so I hope you enjoy! :D\nA ❤ + ⭐ would be appreciated!\nCould we get this on trending? :DD\nEvery level is 100% possible :)\n——\n✦ Instructions:\n1. Arrow Keys + WASD [Mobile Friendly] \n2. Avoid Toxic Waste, Spikes, Stop Signs + Cones\n3. Press R to restart the level\n——\n✦ Tags: (Ignore)\n#games#all#trending#music#art#animations#games#all#popular#explore#games#all#trending#music#art#animations#games#all#popular#explore#games#all#trending#music#art#animations#games#allpopular#explore#games#all#trending#music#art#animations#games#all#popular#explore#games#all#trending#music#art#animations#games#all#popular#explore#games#all#trending#music#art#animations#games#all#popular#explore\n\n\n
Platformer 3D | 2.7k blocks
@Stage\n\n@BLANK\n\n@Renderer\n\ndefine Go to x: (x) y: (y) z: (z)\nset p to x: ((x) - (PUBLIC.CamX)) y: ((y) - (PUBLIC.CamY)) z: ((z) - (PUBLIC.CamZ))\nset p to x: (((private.px) * (private.CamCosY)) - ((private.pz) * (private.CamSinY))) y: (private.py) z: (((private.px) * (private.CamSinY)) + ((private.pz) * (private.CamCosY)))\nset p to x: (private.px) y: (((private.py) * (private.CamCosX)) - ((private.pz) * (private.CamSinX))) z: (((private.py) * (private.CamSinX)) + ((private.pz) * (private.CamCosX)))\ngo to x: (((private.px) / (private.pz)) * (PUBLIC.FOCALLENGHT)) y: (((private.py) / (private.pz)) * (PUBLIC.FOCALLENGHT))\n\ndefine Render\nset [private.i v] to [1]\nrepeat ((length of [px v]) / (3))\n set [private.currenttriangle. v] to ((((item (private.I) of [id v]) - (1)) * (3)) + (1))\n set [private.x1 v] to (item ((private.CurrentTriangle.) + (0)) of [px v])\n set [private.y1 v] to (item ((private.CurrentTriangle.) + (0)) of [py v])\n set [private.z1 v] to (item ((private.CurrentTriangle.) + (0)) of [pz v])\n set [private.x2 v] to (item ((private.CurrentTriangle.) + (1)) of [px v])\n set [private.y2 v] to (item ((private.CurrentTriangle.) + (1)) of [py v])\n set [private.z2 v] to (item ((private.CurrentTriangle.) + (1)) of [pz v])\n set [private.x3 v] to (item ((private.CurrentTriangle.) + (2)) of [px v])\n set [private.y3 v] to (item ((private.CurrentTriangle.) + (2)) of [py v])\n set [private.z3 v] to (item ((private.CurrentTriangle.) + (2)) of [pz v])\n set pen color to r: (item ((private.CurrentTriangle.) + (0)) of [rgb v]) g: (item ((private.CurrentTriangle.) + (1)) of [rgb v]) b: (item ((private.CurrentTriangle.) + (2)) of [rgb v])\n fill 3D triangle from (private.x1) (private.y1) (private.z1) to (private.x2) (private.y2) (private.z2) to (private.x3) (private.y3) (private.z3)\n change [private.i v] by (1)\nend\n\nset [private.x v] to (x)\nset [private.y v] to (y)\nset [private.z v] to (z)\nset pen color to (#119600)\nfill 3D triangle from (private.x) (private.y) (private.z) to ((private.x) + (50)) (private.y) (private.z) to ((private.x) + (50)) ((private.y) + (50)) (private.z)\nchange pen (color v) by (1)\nfill 3D triangle from (private.x) (private.y) (private.z) to (private.x) ((private.y) + (50)) (private.z) to ((private.x) + (50)) ((private.y) + (50)) (private.z)\nchange pen (color v) by (1)\nfill 3D triangle from (private.x) ((private.y) + (50)) (private.z) to (private.x) (private.y) (private.z) to (private.x) (private.y) ((private.z) + (50))\nchange pen (color v) by (1)\nfill 3D triangle from (private.x) (private.y) ((private.z) + (50)) to (private.x) ((private.y) + (50)) (private.z) to (private.x) ((private.y) + (50)) ((private.z) + (50))\nchange pen (color v) by (1)\nfill 3D triangle from (private.x) (private.y) ((private.z) + (50)) to ((private.x) + (50)) (private.y) ((private.z) + (50)) to ((private.x) + (50)) (private.y) ((private.z) + (0))\nchange pen (color v) by (1)\nfill 3D triangle from ((private.x) + (50)) (private.y) ((private.z) + (50)) to ((private.x) + (50)) (private.y) ((private.z) + (50)) to ((private.x) + (50)) (private.y) ((private.z) + (0))\nchange pen (color v) by (1)\nfill 3D triangle from ((private.x) + (0)) (private.y) ((private.z) + (50)) to ((private.x) + (0)) (private.y) ((private.z) + (0)) to ((private.x) + (50)) (private.y) (private.z)\nchange pen (color v) by (1)\nfill 3D triangle from ((private.x) + (50)) (private.y) ((private.z) + (50)) to ((private.x) + (50)) ((private.y) + (50)) ((private.z) + (50)) to (private.x) ((private.y) + (50)) ((private.z) + (50))\nchange pen (color v) by (1)\nfill 3D triangle from ((private.x) + (50)) (private.y) ((private.z) + (50)) to ((private.x) + (0)) ((private.y) + (50)) ((private.z) + (50)) to ((private.x) + (0)) ((private.y) + (0)) ((private.z) + (50))\nchange pen (color v) by (1)\nfill 3D triangle from ((private.x) + (50)) ((private.y) + (50)) (private.z) to ((private.x) + (50)) (private.y) (private.z) to ((private.x) + (50)) (private.y) ((private.z) + (50))\nchange pen (color v) by (1)\nfill 3D triangle from ((private.x) + (50)) ((private.y) + (50)) ((private.z) + (50)) to ((private.x) + (50)) ((private.y) + (50)) (private.z) to ((private.x) + (50)) (private.y) ((private.z) + (50))\nfill 3D triangle from (private.x) ((private.y) + (50)) (private.z) to (private.x) (private.y) (private.z) to (private.x) (private.y) ((private.z) + (50))\nfill 3D triangle from (private.x) (private.y) (private.z) to ((private.x) + (50)) (private.y) (private.z) to ((private.x) + (50)) ((private.y) + (50)) (private.z)\n\npen up\nGo to x: [2] y: [1] z: [10]\npen down\nGo to x: [2] y: [1] z: [10]\npen up\nGo to x: [2] y: [1] z: [10]\npen down\nGo to x: (private.x) y: ((private.y) + (50)) z: ((private.z) + (0))\npen up\n\ndefine Controls\ncalculate trig values\n\ndefine set p to x: (x) y: (y) z: (z)\nset [private.px v] to (x)\nset [private.py v] to (y)\nset [private.pz v] to (z)\n\ndefine calculate trig values\nset [private.camcosx v] to ([cos v] of (PUBLC.CamRotX) )\nset [private.camsinx v] to ([sin v] of (PUBLC.CamRotX) )\nset [private.camcosy v] to ([cos v] of (PUBLC.CamRotY) )\nset [private.camsiny v] to ([sin v] of (PUBLC.CamRotY) )\n\ndefine fillTri (a) (b) (c) (d) (e) (f) (r)\nset [_tri2 v] to ([sqrt v] of ((((c) - (e)) * ((c) - (e))) + (((d) - (f)) * ((d) - (f)))) )\nset [_tri3 v] to ([sqrt v] of ((((a) - (e)) * ((a) - (e))) + (((b) - (f)) * ((b) - (f)))) )\nset [_tri4 v] to ([sqrt v] of ((((a) - (c)) * ((a) - (c))) + (((b) - (d)) * ((b) - (d)))) )\nset [_tri1 v] to (((_tri2) + ((_tri3) + (_tri4))) / (2))\nset [_tri0 v] to ((2) * ([sqrt v] of ((((_tri1) - (_tri2)) * (((_tri1) - (_tri3)) * ((_tri1) - (_tri4)))) / (_tri1)) ))\nchange [_tri1 v] by (_tri1)\ngo to x: (((((_tri2) * (a)) + ((_tri3) * (c))) + ((_tri4) * (e))) / (_tri1)) y: (((((_tri2) * (b)) + ((_tri3) * (d))) + ((_tri4) * (f))) / (_tri1))\nset pen size to (_tri0)\npen down\nif <(_tri0) > [0]> then\n if <<(_tri3) < (_tri2)> or <(_tri4) < (_tri2)>> then\n if <(_tri4) < (_tri3)> then\n set [_tri1 v] to ((x position) - (e))\n set [_tri2 v] to ((y position) - (f))\n else\n set [_tri1 v] to ((x position) - (c))\n set [_tri2 v] to ((y position) - (d))\n end\n else\n set [_tri1 v] to ((x position) - (a))\n set [_tri2 v] to ((y position) - (b))\n end\n set [_tri1 v] to (([sqrt v] of (((_tri1) * (_tri1)) + ((_tri2) * (_tri2))) ) / ((_tri0) / (2)))\n set [_tri8 v] to ((((_tri1) * (r)) / ((_tri1) - (1))) + (.25))\n set [_tri1 v] to ((.5) - ((.5) / (_tri1)))\n set [_tri2 v] to (((x position) - (a)) / (_tri0))\n set [_tri3 v] to (((y position) - (b)) / (_tri0))\n set [_tri4 v] to (((x position) - (c)) / (_tri0))\n set [_tri5 v] to (((y position) - (d)) / (_tri0))\n set [_tri6 v] to (((x position) - (e)) / (_tri0))\n set [_tri7 v] to (((y position) - (f)) / (_tri0))\n repeat until <(_tri0) < (_tri8)>\n set [_tri0 v] to ((_tri1) * (_tri0))\n set pen size to ((_tri0) + (.5))\n go to x: ((a) + ((_tri0) * (_tri2))) y: ((b) + ((_tri0) * (_tri3)))\n go to x: ((c) + ((_tri0) * (_tri4))) y: ((d) + ((_tri0) * (_tri5)))\n go to x: ((e) + ((_tri0) * (_tri6))) y: ((f) + ((_tri0) * (_tri7)))\n go to x: ((a) + ((_tri0) * (_tri2))) y: ((b) + ((_tri0) * (_tri3)))\n if <(_tri8) < [-3]> then\n pen up\n stop [this script v]\n end\n end\nend\nset pen size to (r)\ngo to x: (a) y: (b)\ngo to x: (c) y: (d)\ngo to x: (e) y: (f)\ngo to x: (a) y: (b)\npen up\n\ndefine Transform point x: (x) y: (y) z: (z)\nset p to x: ((x) - (PUBLIC.CamX)) y: ((y) - (PUBLIC.CamY)) z: ((z) - (PUBLIC.CamZ))\nset p to x: (((private.px) * (private.CamCosY)) - ((private.pz) * (private.CamSinY))) y: (private.py) z: (((private.px) * (private.CamSinY)) + ((private.pz) * (private.CamCosY)))\nset p to x: (private.px) y: (((private.py) * (private.CamCosX)) - ((private.pz) * (private.CamSinX))) z: (((private.py) * (private.CamSinX)) + ((private.pz) * (private.CamCosX)))\n\ndefine fill 3D triangle from (x1) (y1) (z1) to (x2) (y2) (z2) to (x3) (y3) (z3)\nTransform point x: (x1) y: (y1) z: (z1)\nset [private.x1 v] to (private.px)\nset [private.y1 v] to (private.py)\nset [private.z1 v] to (private.pz)\nTransform point x: (x2) y: (y2) z: (z2)\nset [private.x2 v] to (private.px)\nset [private.y2 v] to (private.py)\nset [private.z2 v] to (private.pz)\nTransform point x: (x3) y: (y3) z: (z3)\nset [private.x3 v] to (private.px)\nset [private.y3 v] to (private.py)\nset [private.z3 v] to (private.pz)\nif <<(private.z1) > [7]> and <<(private.z2) > [7]> and <(private.z3) > [7]>>> then\n change pen (brightness v) by (((((0) - (private.z1)) + (((0) - (private.z2)) + ((0) - (private.z3)))) / (6)) + (30))\n if <(((((0) - (private.z1)) + (((0) - (private.z2)) + ((0) - (private.z3)))) / (6)) + (90)) > [5]> then\n fillTri ((PUBLIC.FOCALLENGHT) * ((private.x1) / (private.z1))) ((PUBLIC.FOCALLENGHT) * ((private.y1) / (private.z1))) ((PUBLIC.FOCALLENGHT) * ((private.x2) / (private.z2))) ((PUBLIC.FOCALLENGHT) * ((private.y2) / (private.z2))) ((PUBLIC.FOCALLENGHT) * ((private.x3) / (private.z3))) ((PUBLIC.FOCALLENGHT) * ((private.y3) / (private.z3))) [1]\n end\nend\n\ndefine Add 3D triangle from: (x1) (y1) (z1) to: (x2) (y2) (z2) to: (x3) (y3) (z3) RGB: (r) (g) (b)\nadd (x1) to [px v]\nadd (y1) to [py v]\nadd (z1) to [pz v]\nadd (x2) to [px v]\nadd (y2) to [py v]\nadd (z2) to [pz v]\nadd (x3) to [px v]\nadd (y3) to [py v]\nadd (z3) to [pz v]\nadd (r) to [rgb v]\nadd (g) to [rgb v]\nadd (b) to [rgb v]\n\ndefine set pen color to r: (r) g: (g) b: (b)\nset pen color to ((((r) * (65536)) + ((g) * (256))) + (b))\n\ndefine calculate distances.\ndelete all of [distance v]\nset [private.i v] to [1]\nrepeat ((length of [px v]) / (3))\n set [private.x1 v] to (item ((private.I) + (0)) of [px v])\n set [private.y1 v] to (item ((private.I) + (0)) of [py v])\n set [private.z1 v] to (item ((private.I) + (0)) of [pz v])\n set [private.x2 v] to (item ((private.I) + (1)) of [px v])\n set [private.y2 v] to (item ((private.I) + (1)) of [py v])\n set [private.z2 v] to (item ((private.I) + (1)) of [pz v])\n set [private.x3 v] to (item ((private.I) + (2)) of [px v])\n set [private.y3 v] to (item ((private.I) + (2)) of [py v])\n set [private.z3 v] to (item ((private.I) + (2)) of [pz v])\n set p to x: (((private.x1) + ((private.x2) + (private.x3))) / (3)) y: (((private.y1) + ((private.y2) + (private.y3))) / (3)) z: (((private.z1) + ((private.z2) + (private.z3))) / (3))\n set p to x: ((private.px) - (PUBLIC.CamX)) y: ((private.py) - (PUBLIC.CamY)) z: ((private.pz) - (PUBLIC.CamZ))\n add ([sqrt v] of (((private.px) * (private.px)) + (((private.py) * (private.py)) + ((private.pz) * (private.pz)))) ) to [distance v]\n change [private.i v] by (3)\nend\n\ndefine Add layer (i) (id)\nset [private.lower v] to [0]\nset [private.index v] to [0]\nset [private.upper v] to (length of [distance v])\nrepeat until <not <(private.lower) < (private.upper)>>\n set [private.middle v] to ([floor v] of (((private.lower) + (private.upper)) / (2)) )\n if <(i) < (item (item ((private.middle) + (1)) of [id v]) of [distance v])> then\n set [private.lower v] to ((private.middle) + (1))\n else\n set [private.upper v] to (private.middle)\n end\n change [private.index v] by (1)\n if <(private.Index) > (length of [distance v])> then\n stop [this script v]\n end\nend\ninsert (id) at ((private.lower) + (1)) of [id v] \n\ndefine sort triangles.\ndelete all of [id v]\nset [private.i v] to [1]\nrepeat (length of [distance v])\n Add layer (item (private.I) of [distance v]) (private.I)\n change [private.i v] by (1)\nend\n\ndefine z clip triangle case A: (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nset [private.z1 v] to (((z2) - (1)) / ((z2) - (z1)))\nset [private.x1 v] to ((PUBLIC.FOCALLENGHT) * ((x2) - (((x2) - (x1)) * (private.z1))))\nset [private.y1 v] to ((PUBLIC.FOCALLENGHT) * ((y2) - (((y2) - (y1)) * (private.z1))))\nset [private.z2 v] to (((z3) - (1)) / ((z3) - (z1)))\nset [private.x2 v] to ((PUBLIC.FOCALLENGHT) * ((x3) - (((x3) - (x1)) * (private.z2))))\nset [private.y2 v] to ((PUBLIC.FOCALLENGHT) * ((y3) - (((y3) - (y1)) * (private.z2))))\nfillTri (private.x1) (private.y1) ((PUBLIC.FOCALLENGHT) * ((x2) / (z2))) ((PUBLIC.FOCALLENGHT) * ((y2) / (z2))) ((PUBLIC.FOCALLENGHT) * ((x3) / (z3))) ((PUBLIC.FOCALLENGHT) * ((y3) / (z3))) [1]\nfillTri (private.x1) (private.y1) (private.x2) (private.y2) ((PUBLIC.FOCALLENGHT) * ((x3) / (z3))) ((PUBLIC.FOCALLENGHT) * ((y3) / (z3))) [1]\n\ndefine z clip triangle case B: (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nset [private.z1 v] to (((z3) - (1)) / ((z3) - (z1)))\nset [private.x1 v] to ((PUBLIC.FOCALLENGHT) * ((x3) - (((x3) - (x1)) * (private.z1))))\nset [private.y1 v] to ((PUBLIC.FOCALLENGHT) * ((y3) - (((y3) - (y1)) * (private.z1))))\nset [private.z2 v] to (((z3) - (1)) / ((z3) - (z2)))\nset [private.x2 v] to ((PUBLIC.FOCALLENGHT) * ((x3) - (((x3) - (x2)) * (private.z2))))\nset [private.y2 v] to ((PUBLIC.FOCALLENGHT) * ((y3) - (((y3) - (y2)) * (private.z2))))\nfillTri (private.x1) (private.y1) (private.x2) (private.y2) ((PUBLIC.FOCALLENGHT) * ((x3) / (z3))) ((PUBLIC.FOCALLENGHT) * ((y3) / (z3))) [1]\n\ndefine Add square at x: (x) y: (y) z: (z) with an RGB value of (r) (g) (b)\nset [private.x v] to (x)\nset [private.y v] to (y)\nset [private.z v] to (z)\nAdd 3D triangle from: (private.x) (private.y) (private.z) to: ((private.x) + (20)) (private.y) (private.z) to: ((private.x) + (20)) (private.y) ((private.z) + (20)) RGB: (r) (g) (b)\nAdd 3D triangle from: (private.x) (private.y) (private.z) to: (private.x) (private.y) ((private.z) + (20)) to: ((private.x) + (20)) (private.y) ((private.z) + (20)) RGB: (r) (g) (b)\n\ndefine Add game\nif <(PUBLIC.LEVEL) = [1]> then\n Level 1\nelse\n if <(PUBLIC.LEVEL) = [2]> then\n Level 2\n else\n if <(PUBLIC.LEVEL) = [3]> then\n level 3\n else\n if <(PUBLIC.LEVEL) = [4]> then\n Level 4\n else\n if <(PUBLIC.LEVEL) = [5]> then\n Level 5\n else\n if <(PUBLIC.LEVEL) = [6]> then\n Level 6\n else\n if <(PUBLIC.LEVEL) = [7]> then\n Level 7\n else\n if <(PUBLIC.LEVEL) = [8]> then\n Level 8\n else\n if <(PUBLIC.LEVEL) = [9]> then\n Level 9\n else\n if <(PUBLIC.LEVEL) = [10]> then\n Level 10\n else\n if <(PUBLIC.LEVEL) = [11]> then\n Level 11\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Add cube at x: (x) y: (y) z: (z) with an RGB value of (r) (g) (b)\nadd (x) to [cube x v]\nadd (y) to [cube y v]\nadd (z) to [cube z v]\nset [private.x v] to (x)\nset [private.y v] to (y)\nset [private.z v] to (z)\nAdd 3D triangle from: (private.x) (private.y) (private.z) to: ((private.x) + (20)) (private.y) (private.z) to: ((private.x) + (20)) (private.y) ((private.z) + (20)) RGB: (r) (g) (b)\nAdd 3D triangle from: (private.x) (private.y) (private.z) to: (private.x) (private.y) ((private.z) + (20)) to: ((private.x) + (20)) (private.y) ((private.z) + (20)) RGB: (r) (g) (b)\nAdd 3D triangle from: (private.x) (private.y) (private.z) to: ((private.x) + (20)) ((private.y) - (20)) (private.z) to: ((private.x) + (20)) (private.y) (private.z) RGB: (r) (g) (b)\nAdd 3D triangle from: ((private.x) + (0)) (private.y) (private.z) to: ((private.x) + (20)) ((private.y) - (20)) (private.z) to: ((private.x) + (0)) ((private.y) - (20)) (private.z) RGB: (r) (g) (b)\nAdd 3D triangle from: ((private.x) + (20)) (private.y) (private.z) to: ((private.x) + (20)) ((private.y) - (20)) ((private.z) + (20)) to: ((private.x) + (20)) ((private.y) - (20)) (private.z) RGB: (r) (g) (b)\nAdd 3D triangle from: ((private.x) + (20)) (private.y) ((private.z) + (20)) to: ((private.x) + (20)) ((private.y) - (20)) ((private.z) + (20)) to: ((private.x) + (20)) ((private.y) - (0)) (private.z) RGB: (r) (g) (b)\nAdd 3D triangle from: (private.x) (private.y) (private.z) to: (private.x) ((private.y) - (20)) ((private.z) + (20)) to: (private.x) ((private.y) - (20)) (private.z) RGB: (r) (g) (b)\nAdd 3D triangle from: (private.x) (private.y) ((private.z) + (20)) to: (private.x) ((private.y) - (20)) ((private.z) + (20)) to: (private.x) ((private.y) - (0)) (private.z) RGB: (r) (g) (b)\nAdd 3D triangle from: (private.x) ((private.y) - (20)) (private.z) to: ((private.x) + (20)) ((private.y) - (20)) (private.z) to: ((private.x) + (20)) ((private.y) - (20)) ((private.z) + (20)) RGB: (r) (g) (b)\nAdd 3D triangle from: (private.x) ((private.y) - (20)) (private.z) to: (private.x) ((private.y) - (20)) ((private.z) + (20)) to: ((private.x) + (20)) ((private.y) - (20)) ((private.z) + (20)) RGB: (r) (g) (b)\nAdd 3D triangle from: (private.x) (private.y) ((private.z) + (20)) to: ((private.x) + (20)) ((private.y) - (20)) ((private.z) + (20)) to: ((private.x) + (20)) (private.y) ((private.z) + (20)) RGB: (r) (g) (b)\nAdd 3D triangle from: ((private.x) + (0)) (private.y) ((private.z) + (20)) to: ((private.x) + (20)) ((private.y) - (20)) ((private.z) + (20)) to: ((private.x) + (0)) ((private.y) - (20)) ((private.z) + (20)) RGB: (r) (g) (b)\n\ndefine Create a row of tiles by changing the x: (x) y: (y) and z position: (z) and loop: (times) with a RGB value of: (r) (g) (b)\nrepeat (times)\n change [private.rowstartx v] by (x)\n change [private.rowstarty v] by (y)\n change [private.rowstartz v] by (z)\n Add cube at x: (private.rowstartx) y: (private.rowstarty) z: (private.rowstartz) with an RGB value of (r) (g) (b)\nend\n\nwhen I receive [respawn v]\nset [public.camx v] to [0]\nset [publc.camrotx v] to [0]\nset [publc.camroty v] to [180]\nset [public.camy v] to [0]\nset [public.camz v] to [90]\nset [public.focallenght v] to [240]\ndelete all of [cube x v]\ndelete all of [cube y v]\ndelete all of [cube z v]\ndelete all of [lava x v]\ndelete all of [lava y v]\ndelete all of [lava z v]\ndelete all of [px v]\ndelete all of [flag x v]\ndelete all of [flag y v]\ndelete all of [flag z v]\ndelete all of [py v]\ndelete all of [pz v]\ndelete all of [rgb v]\nAdd game\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nset [public.camx v] to [0]\nset [publc.camrotx v] to [0]\nset [publc.camroty v] to [180]\nset [public.camy v] to [0]\nset [public.camz v] to [90]\nset [public.focallenght v] to [240]\nchange [public.level v] by (1)\ndelete all of [cube x v]\ndelete all of [cube y v]\ndelete all of [cube z v]\ndelete all of [lava x v]\ndelete all of [lava y v]\ndelete all of [lava z v]\ndelete all of [px v]\ndelete all of [py v]\ndelete all of [pz v]\ndelete all of [rgb v]\ndelete all of [flag x v]\ndelete all of [flag y v]\ndelete all of [flag z v]\nwait (5) seconds\nAdd game\nControls\ncalculate distances.\nsort triangles.\nerase all\nRender\n\ndefine Level 1\nAdd cube at x: [-10] y: [0] z: [0] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [20] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [50] y: [20] z: [-40] with an RGB value of [0] [70] [120]\nadd [50] to [flag x v]\nadd [20] to [flag y v]\nadd [-80] to [flag z v]\nAdd cube at x: [50] y: [20] z: [-80] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Level 2\nAdd cube at x: [-10] y: [0] z: [0] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [20] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [40] z: [-80] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [40] z: [-100] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [40] z: [-120] with an RGB value of [0] [70] [129]\nadd [-10] to [flag x v]\nadd [40] to [flag y v]\nadd [-140] to [flag z v]\nAdd cube at x: [-10] y: [40] z: [-140] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Add Lava at x: (x) y: (y) z: (z) with a RGB value of: (r) (g) (b)\nadd (x) to [lava x v]\nadd (y) to [lava y v]\nadd (z) to [lava z v]\nAdd cube at x: (x) y: (y) z: (z) with an RGB value of (r) (g) (b)\n\nwhen I receive [start game v]\nforever\n set pen color to (#119600)\n set pen size to (2)\n broadcast (Tick - Player v) and wait\n Controls\n calculate distances.\n sort triangles.\n erase all\n Render\nend\n\nwhen flag clicked\nset [public.level v] to [1]\nset [public.camx v] to [0]\nset [publc.camrotx v] to [0]\nset [publc.camroty v] to [180]\nset [public.camy v] to [0]\nset [public.camz v] to [90]\nset [public.focallenght v] to [240]\ndelete all of [cube x v]\ndelete all of [cube y v]\ndelete all of [cube z v]\ndelete all of [lava x v]\ndelete all of [lava y v]\ndelete all of [lava z v]\ndelete all of [px v]\ndelete all of [py v]\ndelete all of [pz v]\ndelete all of [rgb v]\nAdd game\nhide\n\ndefine level 3\nAdd cube at x: [-10] y: [-20] z: [20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [0] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [-40] with a RGB value of: [200] [0] [0]\nAdd Lava at x: [-10] y: [-20] z: [-60] with a RGB value of: [200] [0] [0]\nadd [-10] to [flag x v]\nadd [-20] to [flag y v]\nadd [-80] to [flag z v]\nAdd cube at x: [-10] y: [-20] z: [-80] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Level 4\nAdd cube at x: [-10] y: [-20] z: [20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [0] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [-40] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [0] z: [-60] with an RGB value of [0] [70] [120]\nAdd cube at x: [-30] y: [0] z: [-60] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-50] y: [0] z: [-60] with a RGB value of: [200] [0] [0]\nadd [-70] to [flag x v]\nadd [0] to [flag y v]\nadd [-60] to [flag z v]\nAdd cube at x: [-70] y: [0] z: [-60] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Level 5\nAdd cube at x: [-10] y: [-20] z: [20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [0] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [0] z: [-40] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [0] z: [-60] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [0] z: [-80] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [20] z: [-120] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [40] z: [-160] with an RGB value of [0] [70] [120]\nadd [-10] to [flag x v]\nadd [40] to [flag y v]\nadd [-180] to [flag z v]\nAdd cube at x: [-10] y: [40] z: [-180] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Level 6\nAdd cube at x: [-10] y: [-20] z: [20] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [-40] z: [-20] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [-40] z: [-60] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [-20] z: [-100] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [-120] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [-20] z: [-160] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [-180] with a RGB value of: [200] [0] [0]\nadd [-10] to [flag x v]\nadd [-20] to [flag y v]\nadd [-200] to [flag z v]\nAdd cube at x: [-10] y: [-20] z: [-200] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Level 7\nAdd cube at x: [-10] y: [-20] z: [20] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd cube at x: [10] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd cube at x: [30] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [50] y: [-20] z: [-20] with a RGB value of: [200] [0] [0]\nAdd cube at x: [90] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [110] y: [-20] z: [-20] with a RGB value of: [200] [0] [0]\nadd [130] to [flag x v]\nadd [-20] to [flag y v]\nadd [-20] to [flag z v]\nAdd cube at x: [130] y: [-20] z: [-20] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Level 8\nAdd cube at x: [-10] y: [-20] z: [20] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [0] z: [-60] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [20] z: [-100] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [20] z: [-120] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [20] z: [-140] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-30] y: [20] z: [-140] with a RGB value of: [200] [0] [0]\nadd [-50] to [flag x v]\nadd [20] to [flag y v]\nadd [-140] to [flag z v]\nAdd cube at x: [-50] y: [20] z: [-140] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\nbroadcast (Respawn v)\n\ndefine Level 9\nAdd cube at x: [-10] y: [-20] z: [20] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [-40] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [-40] z: [-80] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-40] z: [-100] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [-40] z: [-120] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [-20] z: [-160] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [-180] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [-20] z: [-200] with an RGB value of [0] [70] [120]\nadd [-10] to [flag x v]\nadd [-20] to [flag y v]\nadd [-220] to [flag z v]\nAdd cube at x: [-10] y: [-20] z: [-220] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Level 10\nAdd cube at x: [-10] y: [-20] z: [20] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [-20] z: [-20] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-10] y: [-20] z: [-40] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-10] y: [-20] z: [-60] with an RGB value of [0] [70] [120]\nAdd cube at x: [-30] y: [-20] z: [-60] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-50] y: [-20] z: [-60] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-90] y: [-20] z: [-60] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-110] y: [-20] z: [-60] with a RGB value of: [200] [0] [0]\nAdd cube at x: [-130] y: [-20] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [-130] y: [-20] z: [0] with an RGB value of [0] [70] [120]\nAdd Lava at x: [-130] y: [-20] z: [20] with a RGB value of: [200] [0] [0]\nadd [-130] to [flag x v]\nadd [-20] to [flag y v]\nadd [40] to [flag z v]\nAdd cube at x: [-130] y: [-20] z: [40] with an RGB value of [0] [255] [0]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\ndefine Level 11\nAdd cube at x: [-10] y: [40] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [-30] y: [20] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [-50] y: [0] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [-70] y: [20] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [-90] y: [40] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [10] y: [20] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [30] y: [0] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [50] y: [20] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [70] y: [40] z: [-40] with an RGB value of [0] [70] [120]\nAdd cube at x: [-10] y: [40] z: [160] with an RGB value of [0] [70] [120]\nAdd cube at x: [-30] y: [20] z: [160] with an RGB value of [0] [70] [120]\nAdd cube at x: [-50] y: [0] z: [160] with an RGB value of [0] [70] [120]\nAdd cube at x: [-70] y: [20] z: [160] with an RGB value of [0] [70] [120]\nAdd cube at x: [-90] y: [40] z: [160] with an RGB value of [0] [70] [120]\nAdd cube at x: [10] y: [20] z: [160] with an RGB value of [0] [70] [120]\nAdd cube at x: [30] y: [0] z: [160] with an RGB value of [0] [70] [120]\nAdd cube at x: [50] y: [20] z: [160] with an RGB value of [0] [70] [120]\nAdd cube at x: [70] y: [40] z: [160] with an RGB value of [0] [70] [120]\nset [private.rowstartx v] to [-10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [10]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [30]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [50]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-50]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-70]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [70]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\nset [private.rowstartx v] to [-90]\nset [private.rowstarty v] to [-20]\nset [private.rowstartz v] to [100]\nCreate a row of tiles by changing the x: [0] y: [0] and z position: [-20] and loop: [3] with a RGB value of: [0] [100] [0]\n\n@Collisions\n\ndefine check collisions y +\nset [private.stop v] to [0]\nset [private.index v] to [1]\nset [private.index v] to [1]\nrepeat (length of [cube x v])\n if <(PUBLIC.CamY) > ((item (private.Index) of [cube y v]) - (0))> then\n if <(PUBLIC.CamY) < ((item (private.Index) of [cube y v]) + (20))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [cube x v]) - (0))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [cube x v]) + (25))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [cube z v]) - (0))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [cube z v]) + (30))> then\n set [public.camy v] to ((item (private.Index) of [cube y v]) + (20))\n set [private.vely v] to [0]\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\ndefine Controls.\nset [private.velx v] to [0]\nset [private.velz v] to [0]\nif <(Private.OnGround?) = [0]> then\n change [private.vely v] by (-0.3)\nend\nif <key (space v) pressed?> then\n if <(Private.OnGround?) = [1]> then\n set [private.vely v] to [4]\n start sound [fast-simple-chop-5-6270 v]\n end\nend\nif <key (up arrow v) pressed?> then\n change [publc.camrotx v] by (3)\nend\nif <key (down arrow v) pressed?> then\n change [publc.camrotx v] by (-3)\nend\nif <key (right arrow v) pressed?> then\n change [publc.camroty v] by (3)\nend\nif <key (left arrow v) pressed?> then\n change [publc.camroty v] by (-3)\nend\nset [private.velx v] to [0]\nset [private.velz v] to [0]\nif <key (w v) pressed?> then\n change [private.velx v] by (([sin v] of (PUBLC.CamRotY) ) * (2))\n change [private.velz v] by (([cos v] of (PUBLC.CamRotY) ) * (2))\nend\nif <key (s v) pressed?> then\n change [private.velx v] by (([sin v] of (PUBLC.CamRotY) ) * (-2))\n change [private.velz v] by (([cos v] of (PUBLC.CamRotY) ) * (-2))\nend\nif <key (a v) pressed?> then\n change [private.velx v] by (([sin v] of ((PUBLC.CamRotY) - (90)) ) * (2))\n change [private.velz v] by (([cos v] of ((PUBLC.CamRotY) - (90)) ) * (2))\nend\nif <key (d v) pressed?> then\n change [private.velx v] by (([sin v] of ((PUBLC.CamRotY) + (90)) ) * (2))\n change [private.velz v] by (([cos v] of ((PUBLC.CamRotY) + (90)) ) * (2))\nend\n\nwhen I receive [tick - player v]\ncheck touching.\nControls.\nMove Player in x by a speed of (private.VelX)\nMove Player in y by a speed of (private.VelY)\nmove player in z by a speed of (private.VelZ)\nCam detections.\n\ndefine check touching.\nset [private.onground? v] to [0]\nset [private.index v] to [1]\nrepeat (length of [cube x v])\n if <((PUBLIC.CamY) - (0.2)) > ((item (private.Index) of [cube y v]) - (0))> then\n if <((PUBLIC.CamY) - (0.2)) < ((item (private.Index) of [cube y v]) + (20))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [cube x v]) - (0))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [cube x v]) + (20))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [cube z v]) - (0))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [cube z v]) + (30))> then\n set [private.onground? v] to [1]\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\ndefine Move Player in y by a speed of (speedy)\nrepeat ([abs v] of (speedy) )\n if <(speedy) > [0]> then\n change [public.camy v] by (1)\n Check flag collisions\n check lava collisions\n check collisions y -\n else\n change [public.camy v] by (-1)\n Check flag collisions\n check lava collisions\n check collisions y +\n end\n if <(private.stop) = [1]> then\n stop [this script v]\n end\nend\n\ndefine Move Player in x by a speed of (speedx)\nrepeat ([abs v] of (speedx) )\n if <(speedx) > [0]> then\n change [public.camx v] by (1)\n Check flag collisions\n check lava collisions\n Check Collisions x -\n else\n change [public.camx v] by (-1)\n Check flag collisions\n check lava collisions\n check collisions x +\n end\nend\n\ndefine check collisions x +\nset [private.index v] to [1]\nrepeat (length of [cube x v])\n if <(PUBLIC.CamY) > ((item (private.Index) of [cube y v]) - (20))> then\n if <(PUBLIC.CamY) < ((item (private.Index) of [cube y v]) + (5))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [cube x v]) - (0))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [cube x v]) + (30))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [cube z v]) - (0))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [cube z v]) + (30))> then\n set [public.camx v] to ((item (private.Index) of [cube x v]) + (30))\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\ndefine move player in z by a speed of (speed)\nrepeat ([abs v] of (speed) )\n if <(speed) > [0]> then\n change [public.camz v] by (1)\n Check flag collisions\n check lava collisions\n check collisions z -\n else\n change [public.camz v] by (-1)\n Check flag collisions\n check lava collisions\n check collisions z +\n end\nend\n\ndefine check collisions z +\nset [private.index v] to [1]\nrepeat (length of [cube x v])\n if <(PUBLIC.CamY) > ((item (private.Index) of [cube y v]) - (20))> then\n if <(PUBLIC.CamY) < ((item (private.Index) of [cube y v]) + (5))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [cube x v]) - (0))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [cube x v]) + (20))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [cube z v]) - (0))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [cube z v]) + (30))> then\n set [public.camz v] to ((item (private.Index) of [cube z v]) + (30))\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\ncheck collisions z +\n\ndefine check collisions z -\nset [private.index v] to [1]\nrepeat (length of [cube x v])\n if <(PUBLIC.CamY) > ((item (private.Index) of [cube y v]) - (20))> then\n if <(PUBLIC.CamY) < ((item (private.Index) of [cube y v]) + (5))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [cube x v]) - (0))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [cube x v]) + (20))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [cube z v]) - (10))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [cube z v]) + (30))> then\n set [public.camz v] to ((item (private.Index) of [cube z v]) + (-10))\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\ndefine Check Collisions x -\nset [my variable v] to [0]\nset [private.index v] to [1]\nrepeat (length of [cube x v])\n if <(PUBLIC.CamY) > ((item (private.Index) of [cube y v]) - (20))> then\n if <(PUBLIC.CamY) < ((item (private.Index) of [cube y v]) + (5))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [cube x v]) - (10))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [cube x v]) + (20))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [cube z v]) - (0))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [cube z v]) + (30))> then\n set [public.camx v] to ((item (private.Index) of [cube x v]) - (10))\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\ndefine check collisions y -\nset [private.stop v] to [0]\nset [private.index v] to [1]\nset [private.index v] to [1]\nrepeat (length of [cube x v])\n if <(PUBLIC.CamY) > ((item (private.Index) of [cube y v]) - (20))> then\n if <(PUBLIC.CamY) < ((item (private.Index) of [cube y v]) + (20))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [cube x v]) - (0))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [cube x v]) + (20))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [cube z v]) - (0))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [cube z v]) + (20))> then\n set [public.camy v] to ((item (private.Index) of [cube y v]) - (20))\n set [private.vely v] to [0]\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\nif <(PUBLIC.CamY) > [-5]> then\n\ndefine Cam detections.\nif <(PUBLIC.CamY) < [-200]> then\n broadcast (Respawn v)\nend\nif <(PUBLC.CamRotX) < [-90]> then\n set [publc.camrotx v] to [-90]\nend\nif <(PUBLC.CamRotX) > [90]> then\n set [publc.camrotx v] to [90]\nend\n\ndefine Check flag collisions\nset [private.index v] to [1]\nrepeat (length of [flag x v])\n if <(PUBLIC.CamY) > ((item (private.Index) of [flag y v]) - (20))> then\n if <(PUBLIC.CamY) < ((item (private.Index) of [flag y v]) + (25))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [flag x v]) - (10))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [flag x v]) + (20))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [flag z v]) - (0))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [flag z v]) + (20))> then\n start sound [success_bell-6776 v]\n broadcast (Next Level v)\n stop [this script v]\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\ndefine check lava collisions\nset [my variable v] to [0]\nset [private.index v] to [1]\nrepeat (length of [lava x v])\n if <(PUBLIC.CamY) > ((item (private.Index) of [lava y v]) - (20))> then\n if <(PUBLIC.CamY) < ((item (private.Index) of [lava y v]) + (25))> then\n if <(PUBLIC.CamX) > ((item (private.Index) of [lava x v]) - (5))> then\n if <(PUBLIC.CamX) < ((item (private.Index) of [lava x v]) + (23))> then\n if <(PUBLIC.CamZ) > ((item (private.Index) of [lava z v]) - (0))> then\n if <(PUBLIC.CamZ) < ((item (private.Index) of [lava z v]) + (20))> then\n broadcast (Respawn v)\n end\n end\n end\n end\n end\n end\n change [private.index v] by (1)\nend\n\nwhen I receive [start game v]\nforever\n if <(Private.OnGround?) = [1]> then\n if <<<<key (w v) pressed?> or <key (d v) pressed?>> or <key (a v) pressed?>> or <key (s v) pressed?>> then\n start sound (join [step ] (pick random (1) to (2)))\n wait (0.2) seconds\n end\n end\nend\n\n@Slide\n\nwhen I receive [next level v]\nwait (4) seconds\nshow\nswitch costume to (big v)\npoint in direction (90)\ngo to x: (-660) y: (0)\nswitch costume to (costume1 v)\nstart sound [fast-simple-chop-5-6270 v]\nrepeat ([abs v] of (((0) - (x position)) / (6)) )\n switch costume to (big v)\n change x by ([abs v] of (((0) - (x position)) / (6)) )\n switch costume to (costume1 v)\n if <(x position) > [-1]> then\n wait (1) seconds\n broadcast (start game v)\n start sound [fast-simple-chop-5-6270 v]\n repeat ([abs v] of (((660) - (x position)) / (6)) )\n switch costume to (big v)\n change x by ([abs v] of (((660) - (x position)) / (6)) )\n switch costume to (costume1 v)\n if <(x position) > [580]> then\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Menu\n\nwhen flag clicked\nhide\nbroadcast (Menu v)\n\nwhen I receive [menu v]\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (font v)\ncreate clone of (_myself_ v)\nswitch costume to (play button v)\ncreate clone of (_myself_ v)\nswitch costume to (slide v)\ncreate clone of (_myself_ v)\nswitch costume to (screenshot 2024-02-10 110419 v)\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [Slide]?> then\n repeat (10)\n hide\n end\nend\nif < (costume [name v]) contains [Background]?> then\n go to x: (0) y: (0)\nend\nif < (costume [name v]) contains [Font]?> then\n go to x: (-400) y: (100)\n repeat ([abs v] of (((0) - (x position)) / (6)) )\n switch costume to (big v)\n change x by (((0) - (x position)) / (6))\n switch costume to (font v)\n end\nend\nif < (costume [name v]) contains [Play Button]?> then\n go to x: (400) y: (-50)\n repeat ([abs v] of (((0) - (x position)) / (6)) )\n switch costume to (big v)\n change x by (((0) - (x position)) / (6))\n switch costume to (play button v)\n end\nend\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [Play Button]?> then\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (6))\n if <mouse down?> then\n broadcast (StartGameSlide v) and wait\n end\n else\n change size by (((100) - (size)) / (6))\n end\n end\nend\n\nwhen I receive [startgameslide v]\nif < (costume [name v]) contains [Slide]?> then\n show\n switch costume to (big v)\n point in direction (90)\n go to x: (-660) y: (0)\n switch costume to (slide v)\n repeat ([abs v] of (((0) - (x position)) / (6)) )\n switch costume to (big v)\n change x by ([abs v] of (((0) - (x position)) / (6)) )\n switch costume to (slide v)\n if <(x position) > [-1]> then\n wait (1) seconds\n broadcast (start game v)\n repeat ([abs v] of (((660) - (x position)) / (6)) )\n switch costume to (big v)\n change x by ([abs v] of (((660) - (x position)) / (6)) )\n switch costume to (slide v)\n if <(x position) > [460]> then\n hide\n delete this clone\n end\n end\n hide\n delete this clone\n end\n end\nend\n\nwhen I receive [start game v]\nif <not < (costume [name v]) contains [Slide]?>> then\n delete this clone\nend\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n point in direction (90)\n Round (timer) to the nearest [10]\n if <not < (private.Return) contains [.]?>> then\n set [private.return v] to (join (private.Return) [.0])\n end\n change size by (((300) - (size)) / (6))\n switch costume to (join [Number ] (letter (private.Index) of (private.Return)))\n wait (0.1) seconds\n if <(PUBLIC.NEXTLEVEL) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [startgameslide v]\nset [public.nextlevel v] to [0]\nwait (2.5) seconds\nreset timer\nhide\nswitch costume to (random v)\ngo to x: (-20) y: (150)\nset size to (300) %\nset [private.index v] to [0]\nrepeat (10)\n change [private.index v] by (1)\n create clone of (_myself_ v)\n change x by (20)\nend\nswitch costume to (random v)\n\nwhen I receive [next level v]\nif < (costume [name v]) contains [Random]?> then\n wait (7) seconds\n set [public.nextlevel v] to [0]\n reset timer\n hide\n go to x: (-20) y: (150)\n set size to (300) %\n set [private.index v] to [0]\n repeat (10)\n change [private.index v] by (1)\n create clone of (_myself_ v)\n change x by (20)\n end\nend\n\ndefine Round (number) to the nearest (decimal)\nset [private.return v] to ((round ((number) * (decimal))) / (decimal))\n\nwhen I receive [next level v]\n\nwhen I receive [next level v]\nif < (costume [name v]) contains [Number]?> then\n set [public.nextlevel v] to [1]\n set [private.prevcostume. v] to (costume [name v])\n go to center y\n wait (2) seconds\n start sound [fast-simple-chop-5-6270 v]\n repeat ([abs v] of (((-200) - (y position)) / (6)) )\n switch costume to (big v)\n change y by (((-200) - (y position)) / (6))\n switch costume to (private.PrevCostume.)\n if <(y position) < [-199]> then\n delete this clone\n end\n end\nend\n\ndefine go to center y\nstart sound [fast-simple-chop-5-6270 v]\nrepeat ([abs v] of (((0) - (y position)) / (6)) )\n switch costume to (big v)\n change y by (((0) - (y position)) / (6))\n switch costume to (private.PrevCostume.)\n if <(y position) < [0.5]> then\n stop [this script v]\n end\nend\n\nbroadcast (Next Level v)\n\n@Level counter\n\nwhen I start as a clone\nshow\nforever\n switch costume to (join [Number ] (PUBLIC.LEVEL))\n wait (0.1) seconds\nend\n\nwhen I receive [startgameslide v]\nwait (2.5) seconds\nshow\ngo to x: (-100) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (level sign v)\ngo to x: (-180) y: (150)\nset size to (300) %\n\nwhen flag clicked\nhide\n\n@Center\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Music\n\nwhen flag clicked\nforever\n set volume to (50) %\n play sound [summer-adventures-115949 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (font v)\n\n
------------------------------Platformer3D-----------------------------\n\nGuys what are y'all doing playing this old project? play my new demo here: https://scratch.mit.edu/projects/992534211/\n\n it can run on scratch but it is a whole ton smoother here: https://turbowarp.org/964498652?hqpen\n\nBlock count: 2.7K.\n\nProject type: Platformer\n\nDimensions: 3\n\n❤️ and/or ⭐ for a 3D battleship or a 3D floor is lava\nTry this https://scratch.mit.edu/projects/914817109/\n\n---------------------------INSTRUCTIONS---------------------------\n\nMove: WASD.\n\nRotate: Arrow keys.\n\nJump: Space.\n\nwhat to do? jump on the platforms and jump over the lava blocks. Get to the bright green checkpoint at the end to get to the next level.\n\nComment your time for each level! \n\nIt ends at level 11.\n\nadd to 20 studios to make me happy xD\n\n------------------------------CREDITS---------------------------------\nThanks to @CodingBio for the tutorial\nthanks to @-Rex-Test- and @Geotale for the triangle renderer\nBinary Insertion Sort (implementation): @ggenije\nThanks to pixabay for the sound effects\nThanks SergePavkinMusic for the music which I found on pixabay.\nThanks to @The_Wonderful_Goose for some bug fixes\n\nTags(Ignore)\n#Platformer #3D #Platformer3D #Games #Trending #All #Platformer #Blocks #Games #All#Games#All#Games#All
【拡散希望】UNDERTALE PLATFORMER
@Stage\n\n@スプライト5\n\nwhen I receive [英語 v]\nshow variable [時間/time v]\nforever\n repeat until <(勝ち地) = [1]>\n wait (1) seconds\n change [時間/time v] by (1)\n if <(HP) < [0]> then\n forever\n set [時間/time v] to [0]\n end\n end\n end\nend\n\nwhen I receive [日本語 v]\nshow variable [時間/time v]\nforever\n repeat until <(勝ち地) = [1]>\n wait (1) seconds\n change [時間/time v] by (1)\n if <(HP) < [0]> then\n forever\n set [時間/time v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nset [時間/time v] to [0]\nhide variable [時間/time v]\nset [勝ち地 v] to [0]\n\n@player\n\nwait (2.4) seconds\n\nwhen flag clicked\nset [プレイス v] to [1]\n\nwhen flag clicked\nforever\n if <(プレイス) = [10]> then\n glide (1) secs to x: (5) y: (-72)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (collar bone2 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-1)\n end\nend\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (spike v)?> then\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (-30)\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 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 (rode- v)?> then\n change y by (1)\n if <touching (rode- v)?> then\n change y by (1)\n if <touching (rode- v)?> then\n change y by (1)\n if <touching (rode- v)?> then\n change y by (1)\n if <touching (rode- v)?> then\n change y by (1)\n if <touching (rode- 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 (rode- 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 (rode- 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: (-210) y: (-30)\n change [プレイス v] by (1)\n end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (-30)\n\nwhen flag clicked\nforever\n if <touching (collar bone3 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト2 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト3 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト10 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト11 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト12 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト18 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-0.1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト17 v)?> then\n start sound [ダメージ v]\n point in direction (90)\n change [hp v] by (-0.1)\n end\nend\n\n@いろいろ\n\nwhen flag clicked\ngo to x: (-35) y: (50)\n\nwhen flag clicked\nforever\n if <(プレイス) = [10]> then\n show\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (logo v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\n@HP数字\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(HP) = (KR2)> then\n set [brightness v] effect to (102)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) = (KR2)> then\n set [brightness v] effect to (102)\n else\n set [brightness v] effect to (0)\n end\nend\n\nbroadcast (これをつくったのは v)\nbroadcast (WASAI0123です v)\nbroadcast (もしクレジットせずに借りている人がいたら v)\nbroadcast (注意してください v)\n\ndefine クローン (x) (y)\ngo to x: ((x) - (66)) y: (y)\nset [tabunhpda v] to [2]\nrepeat (3)\n create clone of (_myself_ v)\n change x by (13)\n change [tabunhpda v] by (-1)\nend\nswitch costume to (数字横 v)\ngo to x: (180) y: (50)\nif <(プレイス) = [10]> then\n show\nend\n\nwhen I start as a clone\nforever\n if <(length of (KR2)) > (tabunHPda)> then\n switch costume to ((letter ((length of (KR2)) - (tabunHPda)) of (KR2)) + (1))\n if <(プレイス) = [10]> then\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nクローン [200] [50]\n\nwhen flag clicked\nforever\n set [kr2 v] to ([floor v] of (KR) )\nend\n\nwhen flag clicked\nset [プレイス v] to [1]\n\n@HPバー\n\nwhen flag clicked\nforever\n 描画 [] X [50] Y\nend\n\nwhen flag clicked\nset [hp v] to [92]\nset [maxhp v] to [92]\n\nwhen flag clicked\nset [kr v] to (HP)\nforever\n if <not <(KR) = (HP)>> then\n if <(HP) < (KR)> then\n change [kr v] by (((HP) - (KR)) / (50))\n else\n set [kr v] to (HP)\n end\n else\n set [kr v] to (HP)\n end\nend\n\ndefine 描画 (x) X (y) Y\nif <<(HP) < [0]> or <(HP) = [0]>> then\n pen up\n go to x: (x) y: ((y) - (10))\n erase all\n set pen color to (#b20000)\n set pen size to (1)\n go to x: (x) y: ((y) - (10))\n pen down\n repeat (MAXHP)\n go to x: (x position) y: ((y) - (10))\n go to x: (x position) y: ((y) + (10))\n change x by (1)\n go to x: (x position) y: ((y) - (10))\n end\n pen up\nelse\n pen up\n go to x: (x) y: ((y) - (10))\n erase all\n set pen color to (#b20000)\n set pen size to (1)\n go to x: (x) y: ((y) - (10))\n pen down\n repeat (MAXHP)\n go to x: (x position) y: ((y) - (10))\n go to x: (x position) y: ((y) + (10))\n change x by (1)\n go to x: (x position) y: ((y) - (10))\n end\n pen up\n if <(HP) = [0]> then\n if <(HP) = (KR2)> then\n set pen color to (#b20000)\n else\n set pen color to (#b20000)\n end\n else\n set pen color to (#ff00f6)\n end\n set pen size to (1)\n go to x: (x) y: ((y) - (10))\n pen down\n repeat (KR)\n go to x: (x position) y: ((y) - (10))\n go to x: (x position) y: ((y) - (-10))\n change x by (1)\n go to x: (x position) y: ((y) - (10))\n end\n pen up\n if <(HP) = [0]> then\n if <(HP) = (KR)> then\n set pen color to (#b20000)\n else\n set pen color to (#ff00f6)\n end\n else\n set pen color to (#f6ff00)\n end\n set pen size to (1)\n go to x: (x) y: ((y) - (10))\n pen down\n repeat (HP)\n go to x: (x position) y: ((y) - (10))\n go to x: (x position) y: ((y) - (-10))\n change x by (1)\n go to x: (x position) y: ((y) - (10))\n end\nend\n\nwhen flag clicked\nforever\n if <(プレイス) = [10]> then\nend\n\n@spike\n\nwhen flag clicked\nhide\nset [プレイス v] to [1]\ngo to x: (228) y: (-76)\nwait (1) seconds\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n move (-10) steps\n if <(x position) = [-240]> then\n broadcast (次 v)\n delete this clone\n end\n if <(x position) = [-367]> then\n broadcast (次 v)\n delete this clone\n end\n if <(x position) = [-335]> then\n broadcast (次 v)\n delete this clone\n end\n if <(x position) = [-665]> then\n broadcast (次 v)\n delete this clone\n end\nend\n\nwhen I receive [次 v]\nif <(プレイス) = [1]> then\n create clone of (_myself_ v)\nend\nif <(プレイス) = [2]> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <(プレイス) = [3]> then\n switch costume to (costume4 v)\n create clone of (_myself_ v)\nend\nif <(プレイス) = [4]> then\n switch costume to (costume5 v)\n create clone of (_myself_ v)\nend\nif <(プレイス) = [5]> then\n switch costume to (costume6 v)\n create clone of (_myself_ v)\nend\nif <(プレイス) = [6]> then\n switch costume to (costume8 v)\n create clone of (_myself_ v)\nend\nif <(プレイス) = [7]> then\n switch costume to (costume9 v)\n create clone of (_myself_ v)\nend\nif <(プレイス) = [8]> then\n switch costume to (costume9 v)\n create clone of (_myself_ v)\nend\nif <(プレイス) = [9]> then\n switch costume to (pick random (1) to (8))\n create clone of (_myself_ v)\nend\nif <(プレイス) = [10]> then\n hide\nend\n\nwhen I start as a clone\nforever\n if <<(プレイス) = [7]> or <(プレイス) = [8]>> then\n repeat (10)\n change y by (10)\n end\n repeat (10)\n change y by (-10)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(プレイス) = [10]> then\n hide\n delete this clone\n end\nend\n\n@rode-\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <(プレイス) = [3]> then\n switch costume to (コスチューム2 v)\n end\n if <(プレイス) = [8]> then\n switch costume to (コスチューム1 v)\n end\n if <(プレイス) = [9]> then\n switch costume to (コスチューム2 v)\n end\n if <(プレイス) = [10]> then\n switch costume to (コスチューム3 v)\n end\nend\n\nwhen flag clicked\ngo to x: (34) y: (30)\ngo to [back v] layer\n\nwhen I receive [アンダイン戦 v]\nswitch costume to (コスチューム4 v)\n\n@SANS\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nforever\n wait (0.04) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n go to x: (-125) y: (102)\n if <(プレイス) = [10]> then\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n if <(言語種類) = [日本語]> then\n say [よくここまできたな] for (3) seconds\n say [今からが本番だけどな] for (3) seconds\n say [え?] for (2) seconds\n say [これは本当にプラットフォーマーかって?] for (3) seconds\n think [痛いところついてくるな] for (3) seconds\n say [タイトルにもある通りこれは正真正銘(多分)プラットフォーマーだ] for (5) seconds\n say [そんなことはどうでもいい......] for (3) seconds\n say [決着をつけるぞ!] for (3) seconds\n broadcast (最終勝負 v)\n stop [this script v]\n end\n if <(言語種類) = [英語]> then\n say [You've come this far] for (3) seconds\n say [The real thing starts now though.] for (3) seconds\n say [what?] for (2) seconds\n say [Is this really a platformer?] for (3) seconds\n think [I hope you don't say that] for (3) seconds\n say [As the title says, this is a genuine \(probably\) platformer.] for (5) seconds\n say [It doesn't matter....] for (3) seconds\n say [Let's settle it!] for (3) seconds\n broadcast (最終勝負 v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [しぶといな v]\nif <(言語種類) = [日本語]> then\n say [はぁ はぁ] for (2) seconds\n say [しぶといな..........。] for (2) seconds\n say [疲れたからそろそろ] for (3) seconds\n say [次の人にバトンタッチだな...........。] for (4) seconds\nend\nif <(言語種類) = [英語]> then\n say [he he he] for (2) seconds\n say [Stubborn..........] for (2) seconds\n say [I'm tired so it's about time] for (3) seconds\n say [It's a baton touch] for (4) seconds\nend\nstart sound [healsound v]\nset [hp v] to [100]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (アズゴア v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [メガロバニア サンズ3 v] until done\nend\n\nwhen I receive [しぶといな v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen flag clicked\nforever\n if <(HP) < [0]> then\n forever\n set volume to (0) %\n end\n end\nend\n\n@collar bone2\n\nwhen flag clicked\nhide\ngo to x: (-186) y: (-158)\npoint in direction (90)\nforever\n next costume\n wait (1) seconds\nend\n\ndefine bone sx sy di (sx) (sy) (di) speed x y (x) (y) size (s) costume (c)\n\nwhen I receive [最終勝負 v]\nset [攻撃1 v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n wait (1) seconds\nend\nset [攻撃1 v] to [2]\nwait (3) seconds\nrepeat (5)\n wait (1) seconds\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (3) seconds\nend\nset [攻撃1 v] to [3]\nwait (1) seconds\nrepeat (3)\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (3) seconds\nend\ngo to x: (-186) y: (-158)\nset [攻撃1 v] to [4]\nwait (1) seconds\nrepeat (5)\n create clone of (_myself_ v)\n change y by (30)\nend\nwait (3) seconds\ngo to x: (-186) y: (-158)\nbroadcast (全体 v)\n\nwhen I start as a clone\nshow\nif <(攻撃1) = [1]> then\n repeat (50)\n move (8) steps\n end\n delete this clone\nend\nif <(攻撃1) = [2]> then\n change y by (10)\n repeat (50)\n turn right (-15) degrees\n change x by (8)\n end\n delete this clone\nend\nif <(攻撃1) = [3]> then\n change y by (50)\n repeat (20)\n change x by (15)\n repeat (4)\n change y by (-10)\n end\n repeat (4)\n change y by (10)\n end\n end\n delete this clone\nend\nif <(攻撃1) = [4]> then\n point in direction (180)\n repeat (20)\n change x by (10)\n end\n repeat (20)\n change x by (-10)\n end\n delete this clone\nend\nif <(攻撃1) = [5]> then\n repeat (50)\n point towards (player v)\n end\n repeat (50)\n move (25) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(HP) < [1]> then\n broadcast (ゲームオーバー v)\n end\nend\n\nwhen I receive [全体 v]\nset [攻撃1 v] to [5]\nrepeat (10)\n wait (1) seconds\n go to x: (-186) y: (150)\n create clone of (_myself_ v)\nend\nbroadcast (しぶといな v)\n\n@collar bone3\n\nwhen flag clicked\nhide\ngo to x: (197) y: (-158)\npoint in direction (90)\nforever\n next costume\n wait (1) seconds\nend\n\ndefine bone sx sy di (sx) (sy) (di) speed x y (x) (y) size (s) costume (c)\n\nwhen I receive [最終勝負 v]\nset [攻撃1 v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n wait (1) seconds\nend\nset [攻撃1 v] to [2]\nrepeat (5)\n wait (1) seconds\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (3) seconds\nend\nset [攻撃1 v] to [3]\nwait (5) seconds\nrepeat (3)\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (3) seconds\nend\nset [攻撃1 v] to [4]\nwait (5) seconds\nrepeat (5)\n create clone of (_myself_ v)\n change y by (30)\nend\ngo to x: (197) y: (-158)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(攻撃1) = [1]> then\n repeat (50)\n move (-8) steps\n end\n delete this clone\nend\nif <(攻撃1) = [2]> then\n change y by (10)\n repeat (50)\n turn right (15) degrees\n change x by (-8)\n end\n delete this clone\nend\nif <(攻撃1) = [3]> then\n change y by (50)\n repeat (20)\n change x by (-15)\n repeat (4)\n change y by (-10)\n end\n repeat (4)\n change y by (10)\n end\n end\n delete this clone\nend\nif <(攻撃1) = [4]> then\n point in direction (180)\n repeat (20)\n change x by (-10)\n end\n repeat (20)\n change x by (10)\n end\n delete this clone\nend\nif <(攻撃1) = [5]> then\n repeat (50)\n point towards (player v)\n end\n repeat (50)\n move (25) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [hp v] by (-1)\n end\nend\n\nwhen I receive [全体 v]\nset [攻撃1 v] to [5]\nrepeat (10)\n wait (1) seconds\n go to x: (197) y: (150)\n create clone of (_myself_ v)\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n if <(プレイス) = [10]> then\n show\n else\n hide\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nforever\n if <(プレイス) = [10]> then\n show\n else\n hide\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nset size to (0) %\nhide\nset [変数数 v] to [0]\n\nwhen flag clicked\nforever\n if <(HP) < [0]> then\n stop all sounds\n set volume to (100) %\n go to [front v] layer\n show\n set size to (変数数) %\n repeat (15)\n change size by (変数数)\n change [変数数 v] by (1)\n end\n play sound [UnderTale Demo Game Over Theme.mp3 v] until done\n set [時間/time v] to [0]\n stop [all v]\n end\nend\n\n@アズゴア2\n\nwhen flag clicked\ngo to x: (-125) y: (108)\nset size to (180) %\nset [ghost v] effect to (100)\n\nwhen I receive [しぶといな v]\nset volume to (100) %\nstart sound [ベルゲントラックン アズゴア v]\n\nwhen I receive [アズゴア v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nif <(言語種類) = [日本語]> then\n say [次は私の番だ] for (3) seconds\n think [本当は戦いたくないが仕方ない...........。] for (4) seconds\nend\nif <(言語種類) = [英語]> then\n say [it's my turn next] for (3) seconds\n think [I don't really want to fight, but I have no choice....] for (4) seconds\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (アズゴアチャンジ v)\n\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@アズゴア\n\nwhen flag clicked\ngo to x: (-91) y: (95)\nhide\nset size to (180) %\nset [ghost v] effect to (100)\n\nset size to (110) %\n\nwhen I receive [アズゴアチャンジ v]\nset volume to (100) %\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nif <(言語種類) = [日本語]> then\n say [では戦おうか] for (3) seconds\nend\nif <(言語種類) = [英語]> then\n say [Shall we fight !] for (3) seconds\nend\nbroadcast (アズゴア戦開始 v)\n\nwhen I receive [アズゴアチャンジ v]\nshow\nforever\n play sound [アズゴア v] until done\nend\n\nwhen I receive [さすがだな v]\nset volume to (0) %\nif <(言語種類) = [日本語]> then\n say [つ、強い...................] for (2) seconds\n say [流石だな] for (2) seconds\n say [次の人に変わるしかなさそうだ] for (4) seconds\nend\nif <(言語種類) = [英語]> then\n say [Strong......] for (2) seconds\n say [As expected] for (2) seconds\n say [Looks like I'll have no choice but to change to the next person.] for (4) seconds\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (アンダイン戦 v)\n\nwhen flag clicked\nforever\n if <(HP) < [0]> then\n forever\n set volume to (0) %\n end\n end\nend\n\n@スプライト6\n\nwhen flag clicked\nshow\n\nwhen I receive [英語 v]\nhide\n\nwhen I receive [日本語 v]\nhide\n\n@スプライト7\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nplay sound [change ぴ v] until done\nbroadcast (日本語 v)\nhide\nforever\n set volume to (0) %\nend\n\nwhen I receive [英語 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n set size to (110) %\n play sound [erabu v] until done\n set volume to (0) %\n else\n switch costume to (コスチューム1 v)\n set size to (100) %\n set volume to (100) %\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nshow\n\nwhen I receive [日本語 v]\nhide\n\nwhen this sprite clicked\nbroadcast (英語 v)\nhide\nplay sound [change ぴ v] until done\nforever\n set volume to (0) %\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n set size to (110) %\n play sound [erabu v] until done\n set volume to (0) %\n else\n switch costume to (コスチューム1 v)\n set size to (100) %\n set volume to (100) %\n end\nend\n\n@スプライト9\n\nwhen flag clicked\nshow\n\nwhen I receive [日本語 v]\nhide\nset [言語種類 v] to [日本語]\n\nwhen I receive [英語 v]\nhide\nset [言語種類 v] to [英語]\n\n@スプライト10\n\nwhen flag clicked\nhide\ngo to x: (-155) y: (20)\nforever\n repeat (35)\n move (10) steps\n end\n repeat (35)\n move (-10) steps\n end\nend\n\nwhen I receive [アズゴア戦開始 v]\nrepeat (30)\n wait (pick random (0.5) to (0.8)) seconds\n create clone of (_myself_ v)\nend\nbroadcast (攻撃2アズゴア v)\n\nwhen I start as a clone\nshow\nrepeat (30)\n change y by (-10)\nend\ndelete this clone\n\nwhen I receive [ラストカズゴア前 v]\nrepeat (30)\n wait (pick random (0.5) to (0.8)) seconds\n create clone of (_myself_ v)\nend\n\n@スプライト11\n\nwhen flag clicked\nhide\ngo to x: (-188) y: (15)\nforever\n repeat (15)\n change y by (-10)\n end\n repeat (15)\n change y by (10)\n end\nend\n\nwhen I receive [攻撃2アズゴア v]\nrepeat (30)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nbroadcast (ラストカズゴア前 v)\n\nwhen I start as a clone\nshow\nrepeat (35)\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [ラストカズゴア前 v]\nrepeat (30)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nwait (1) seconds\nbroadcast (最終奥義アズゴア v)\n\n@スプライト12\n\nwhen flag clicked\nhide\ngo to x: (1) y: (140)\npoint in direction (-150)\nforever\n repeat (15)\n turn left (5) degrees\n end\n point in direction (-150)\nend\n\nwhen I start as a clone\nshow\nrepeat (30)\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [最終奥義アズゴア v]\nrepeat (2)\n repeat (10)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\nrepeat (10)\n repeat (10)\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\nbroadcast (さすがだな v)\n\n@不死身のアンダイン\n\nwhen flag clicked\nhide\nset size to (70) %\nset [ghost v] effect to (100)\nswitch costume to (undyne_\(genocide_armor\)\[1\]-0 v)\nforever\n next costume\n wait (0.000004) seconds\nend\n\nwhen I receive [さすがだな v]\nset volume to (100) %\nforever\n play sound [mus_x_undyne v] until done\nend\n\nwhen I receive [アンダイン戦 v]\n\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nsay [アズゴアとサンズを疲れさせた人間は貴様か] for (5) seconds\nsay [手加減はしない] for (3) seconds\nsay [戦おうじゃないか‼︎] for (3) seconds\nbroadcast (アンダイン戦開始 v)\n\nwhen flag clicked\nforever\n if <(HP) < [0]> then\n forever\n set volume to (0) %\n end\n end\nend\n\n@攻撃エフェクト\n\nwhen I receive [アタック v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nstart sound [00002a1d v]\nrepeat (5)\n next costume\n wait (0.1) seconds\nend\nhide\nbroadcast (次の攻撃 v)\n\nwhen I receive [gamemovera v]\nstop [other scripts in sprite v]\n\n@スプライト13\n\nwhen flag clicked\nhide\n\nwhen I receive [アンダイン戦 v]\nshow\nset [勝ち地 v] to [1]\n\n@スプライト14\n\nwhen flag clicked\nhide\n\nwhen I receive [日本語 v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [英語 v]\nshow\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nforever\n if <[1] < (プレイス)> then\n hide\n end\nend\n\n@スプライト15\n\nwhen flag clicked\nset [ghost v] effect to (40)\nset [ghost v] effect to (100)\n\n@スプライト16\n\nwhen flag clicked\nset [ghost v] effect to (10)\nset [ghost v] effect to (100)\n\n@スプライト17\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nshow\ngo to (player v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (10)\n change y by (10)\nend\ndelete this clone\n\nwhen I receive [アンダイン戦開始 v]\nrepeat (10)\n create clone of (_myself_ v)\n wait (1.5) seconds\nend\nwait (1) seconds\nbroadcast (アンダイン攻撃2 v)\n\n@スプライト18\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nshow\ngo to (random position v)\npoint towards (player v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (10)\n turn left (36) degrees\nend\nglide (1) secs to (player v)\nrepeat (10)\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [アンダイン攻撃2 v]\nrepeat (5)\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (1.5) seconds\nend\nwait (1) seconds\nbroadcast (アンダイン攻撃3 v)\n\n@スプライト19\n\nwhen flag clicked\ngo to x: (-96) y: (69)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [アンダイン攻撃3 v]\nrepeat (19)\n move (10) steps\n create clone of (_myself_ v)\nend\nmove (20) steps\n\nwhen I start as a clone\nwait (0.2) seconds\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (30)\n change y by (-10)\nend\ndelete this clone\n\n
モバイル対応!サンズ戦がありますからね!\n「これはプラットフォーマーなのか?」とか思っても言わないでくださいね^^\n作者のタイムは189秒です!\n【操作方法】\n矢印キーまたはタップで動く\nMobile friendly!\nPlease don't say "Is this a platformer?" ^^\n[How to operate]\nMove with arrow keys or tap\n\n拡散してくれた人↓(先着50人)\n@OR135 様\n@aiai929 様\n@yukkuri-marisa0630 様\n@fydfy  様\n@yu_ga_0118_ 様\n\n\n\n\n\n\n\n\n✳︎この作者プラットフォーマーの意味わかっているのか?\n✳︎Do you understand the meaning of this author platformer?
傾向1位 Minecraft Platformer 2 in Nether ネザー
@Stage\n\nwhen flag clicked\nforever\n play sound [【Minecraft】【BGM】 マイクラBGM その2 【超高音質】 - from YouTube.mp3 v] until done\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\ngo to [front v] layer\n\n@スプライト3\n\nwhen flag clicked\nforever\n play sound [【Minecraft】【BGM】 マイクラBGM その2 【超高音質】 - from YouTube.mp3 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nhide\nhide\nhide\nhide\nhide\nhide\ngo to [back v] layer\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\nhide\ngo to [back v] layer\nhide\nhide\nhide\nhide\nhide\nhide\n\nhide\ngo to [back v] layer\nhide\ngo to [back v] layer\nhide\nhide\n\n@あたちゃダメなやつ\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) - (視点x)) ((My_y) - (支店y))\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nif <(ステージ) = [1]> then\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] [100] [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 [2940] [0] [7]\n ステージ配置 [3540] [0] [8]\n ステージ配置 [4000] [0] [9]\n ステージ配置 [4480] [0] [10]\nend\nswitch costume to (none v)\nbroadcast (プログラム 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 start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [2 v]\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\n\n@ \n\nwhen I receive [リトライ v]\n全初期化\n\nwhen [r v] key pressed\nif <(ゴールに触れているか) = [0]> then\n broadcast (リトライ v)\nend\n\ndefine 全初期化\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\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3 v)?> or <touching (ステージ4 v)?>> or >> 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3 v)?> or <touching (ステージ4 v)?>> or >>)))\nset [yの力 v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nshow\nrepeat (10)\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (右 v)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (左 v)\n change [xの力 v] by (-1)\nend\nif <not <<key (down arrow v) pressed?> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\n switch costume to (止まる v)\nend\n\n switch costume to (止まる2 v)\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4 v)?> or <touching (ステージ3 v)?>> or > then\n change y by (1)\n end\nend\nif <<<touching (ステージ4 v)?> or <touching (ステージ3 v)?>> or > 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 <<<<touching (ステージ4 v)?> or <touching (ステージ3 v)?>> or > or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <<<touching (ステージ4 v)?> or <touching (ステージ3 v)?>> or > 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4 v)?> or <touching (ステージ3 v)?>> or > and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [ニュッ2 v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <<touching (あたちゃダメなやつ4 v)?> or <<touching (ステージ2あたちゃダメなやつ v)?> or <<touching (あたちゃダメなやつ v)?> or <touching (あたちゃダメなやつ3 v)?>>>>> then\n if <(チェックポイント) = [0]> then\n start sound [Oops v]\n 初期位置\n end\n if <(チェックポイント) = [1]> then\n start sound [Oops v]\n 中間地点\n end\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (1ゴール v)?> then\n broadcast (2 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (2ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (3 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (3ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (4 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (4ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (ゲームクリアー v)\nend\n処理\nbroadcast (プログラム2 v)\n\n初期位置\nchange [ステージ v] by (1)\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (支店y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [支店y v] by ([floor v] of (((Y) - (支店y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (支店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4 v)?> or <touching (ステージ3 v)?>> or >> 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4 v)?> or <touching (ステージ3 v)?>> or >>)))\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3 v)?> or <<<touching (ステージ4 v)?> or <touching (ステージ3 v)?>> or >>> 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4 v)?> or <touching (ステージ3 v)?>> or >>)))\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 [視点x v] to [0]\nset [支店y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [1 v]\n\nbroadcast (2 v)\n\nbroadcast (2 v)\nbroadcast (2 v)\n\nsay [こんにちは!] for (2) seconds\n\nwhen [space v] key pressed\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\nbroadcast (1 v)\n\nwait (0.1) seconds\n\ndefine 中間地点\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [2100]\nset [支店y v] to [0]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\n\nwhen flag clicked\nset [チェックポイント v] to [0]\nforever\n if <touching (チェックポイント v)?> then\n set [チェックポイント v] to [1]\n end\nend\n\nwhen flag clicked\n\n@スプライト5\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\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nforever\n Time [-220] [150] []\nend\n\nwhen I receive [2 v]\ngo to [front v] layer\nstop [other scripts in sprite v]\ngo to [front v] layer\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\n\n@ステージ\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nstop [this script v]\n\nwhen I receive [2 v]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nset [ステージ v] to [1]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nステージ配置 [5200] [0] [11]\nステージ配置 [5900] [0] [12]\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\n\nset [ステージ v] to [1]\nhide\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n delete this clone\nend\n\ndelete this clone\n\n@プレイヤー\n\ngo to [front v] layer\nhide\n\n@1ゴール\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) - (視点x)) ((My_y) - (支店y))\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nif <(ステージ) = [1]> then\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] [100] [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 [2940] [0] [7]\n ステージ配置 [3540] [0] [8]\n ステージ配置 [4000] [0] [9]\n ステージ配置 [5800] [0] [10]\nend\nswitch costume to (none v)\nbroadcast (プログラム 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 start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\ndelete this clone\n\nwhen I receive [2 v]\n\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\n\nステージ配置 [4480] [0] [10]\nステージ配置 [4480] [0] [10]\n\n@チェックポイント\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) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nstop [this script v]\n\nwhen I receive [2 v]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nset [ステージ v] to [1]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nステージ配置 [5200] [0] [11]\nステージ配置 [5900] [0] [12]\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\n\nset [ステージ v] to [1]\nhide\n\nwhen I receive [1 v]\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] [100] [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 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n delete this clone\nend\n\ndelete this clone\n\n@スプライト4\n\n@光\n\nwhen flag clicked\ngo to [back v] layer\nforever\n turn right (0.2) degrees\n go to (建物 v)\nend\n\n
傾向1位ありがとう\n日本語はした↓\n❤️ and ⭐️Please follow me!! \n⚠️For advertising, please follow up with ❤️ and ⭐️\narrow key operation\nRespawn anchors are save points \nI made it easier than last time!\nThis time's place is Nether! Good luck!\nPlease press ❤️ and ⭐️ for advertising!\n\n\n日本語\n矢印操作\nモバイル対応!\n❤️と★よろしく!\nフォローしたら焼きそばが喜ぶ!