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Platformer Maker | @Stage\n\nwhen flag clicked\n\nwait (9) seconds\n\nstart sound [level1 v]\n\nforever\n\nwhen I receive [start v]\nplay sound [level1 v] until done\nplay sound [level2 v] until done\nplay sound [level3 v] until done\nplay sound [Stay Inside Me v] until done\nplay sound [sound1 v] until done\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Beginning]> then\n set [color v] effect to (0)\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n set [val1 v] to [0]\n switch costume to (scaling dot v)\n set size to (300) %\n switch costume to (beginning v)\n hide\n set [val1 v] to [76]\n repeat (70)\n stamp\n change [val1 v] by (((425) - (Val1)) / (12))\n point in direction (Val1)\n end\n erase all\n delete this clone\nend\n\ndefine Shake with an amplitude of: (amount)\nchange size by (50)\nrepeat (amount)\n point in direction ((([cos v] of ((1000) * (timer)) ) * (((size) - (100)) * (0.1))) + (90))\n go to x: (([sin v] of ((1000) * (timer)) ) * (((size) - (100)) * (0.5))) y: (([sin v] of ((800) * (timer)) ) * (((size) - (100)) * (0.5)))\n change size by (((100) - (size)) / (9))\nend\n\ndefine Shake x: (x-) y: (y-) direction: (dirc---) Speed: (sd)\ngo to x: ((x-) + (([sin v] of ((timer) * (1000)) ) * ((sd) * (1)))) y: ((y-) + (([sin v] of ((timer) * (800)) ) * ((sd) * (0.6))))\npoint in direction ((dirc---) + (([sin v] of ((timer) * (1000)) ) * ((sd) * (1))))\n\nwhen I start as a clone\nif <(Clone ID) = [Shockwave]> then\n clear graphic effects\n Frame Animation x [0] y [0] sz [100] dir (Rotation) spd [1]\n Set effects: color [90] brightness [0] transparency [0]\n set [v v] to [1]\n go to [front v] layer\n switch costume to (checker shockwave 1 v)\n show\n repeat until <[21] < (V)>\n switch costume to (blank v)\n change size by (((500) - (size)) / (5))\n switch costume to (V)\n change [v v] by (((22) - (V)) / (5))\n end\n repeat (10)\n switch costume to (blank v)\n change [ghost v] effect by (10)\n change size by (((500) - (size)) / (5))\n switch costume to (V)\n change [v v] by (((22) - (V)) / (5))\n end\n delete this clone\nend\n\ndefine Shockwave\nset [rotation v] to [0]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [180]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nwait (0.15) seconds\nset [rotation v] to [-90]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [90]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\n\ndefine Clone Sprite ID (id) # (#)\nset [clone id v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\ndefine Frame Animation x (x) y (y) sz (sz) dir (dir) spd (spd)\nchange x by (((round (x)) - (round (x position))) / (spd))\nchange y by (((round (y)) - (round (y position))) / (spd))\nchange size by (((round (sz)) - (round (size))) / (spd))\nturn right (((round (dir)) - (round (direction))) / (spd)) degrees\n\ndefine Set effects: color (color) brightness (brightness) transparency (transparency)\nset [intro template 3: color v] to (color)\nset [brightness v] to (brightness)\nset [transparency v] to (transparency)\nset [color v] effect to (Intro TEMPLATE 3: Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Transparency)\n\ndefine Line Explode (degree) with start (start)\nset [rotation v] to (start)\nrepeat ((360) / (degree))\n Clone Sprite ID [Burst] # [1]\n change [rotation v] by (degree)\nend\n\ndefine Set x (x) y (y)\n\nwhen I start as a clone\nif <(Clone ID) = [Burst]> then\n set [value 1 v] to [20]\n switch costume to (checker shockwave 23 v)\n go to [front v] layer\n go [backward v] (2) layers\n show\n Set effects: color (Intro TEMPLATE 3: Color) brightness [100] transparency (pick random (0) to (10))\n Frame Animation x [0] y [0] sz [0] dir (Rotation) spd [1]\n repeat until <(Value 1) < [2]>\n set [value 1 v] to ((Value 1) * (0.9))\n switch costume to (((Value 1) * (-0.5)) + (34))\n Frame size [100] spd [5]\n move ((Value 1) * (1.2)) steps\n end\n repeat (10)\n set [value 1 v] to ((Value 1) * (0.9))\n switch costume to (((Value 1) * (-0.5)) + (34))\n Frame size [100] spd [5]\n move ((Value 1) * (1.2)) steps\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Frame size (sz) spd (spd)\nchange size by (((round (sz)) - (round (size))) / (spd))\n\ndefine Diminish Shake at x (x) y (y) spd (spd) shake size (size)\nset [v v] to ([abs v] of (size) )\nrepeat until <[0] = (round (V))>\n go to x: (pick random ((x) + (V)) to ((x) - (V))) y: (pick random ((y) + (V)) to ((y) - (V)))\n change [v v] by (((0) - (round (V))) / (spd))\nend\n\ndefine Bounce to size (size)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((size) - (size)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((size) - (size)) / (8)))\n change size by (Bounce)\n go to [front v] layer\nend\n\ndefine Shake (.5) | (end)\nrepeat until <(round (size)) = (round (end))>\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (end)) * (.5))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (end)) * (.5)))\n change size by (((end) - (size)) / (4))\nend\n\ndefine Square Clones (x) (y) (c) (b)\nset [color v] effect to (c)\nset [brightness v] effect to (b)\ngo to x: (x) y: (y)\nset [value v] to [90]\nrepeat (10)\n change [value v] by (36)\n Clone Sprite ID [Square] # [1]\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Square]> then\n show\n set size to (100) %\n go to [front v] layer\n point in direction (value)\n switch costume to (square anim1 v)\n set [value v] to [18]\n repeat (5)\n go to [front v] layer\n turn right (-90) degrees\n move (value) steps\n change [value v] by ((value) / (-12))\n turn right (90) degrees\n end\n repeat (19)\n go to [front v] layer\n next costume\n turn right (-90) degrees\n move (value) steps\n change [value v] by ((value) / (-12))\n turn right (90) degrees\n end\n delete this clone\nend\n\ndefine Dot explosion (x) (y) (c) (b)\nset [color v] effect to (c)\nset [brightness v] effect to (b)\ngo to x: (x) y: (y)\nset [clone id v] to [Dots]\nset [value v] to [90]\nrepeat (10)\n change [value v] by (36)\n create clone of (_myself_ v)\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Dots]> then\n show\n set size to (250) %\n go to [front v] layer\n point in direction (value)\n switch costume to (explosion dot v)\n set [value v] to [25]\n repeat (10)\n go to [front v] layer\n change size by (((25) - (size)) / (4))\n turn right (-90) degrees\n move (value) steps\n change [value v] by ((value) / (-7))\n turn right ((90) + ((value) / (2))) degrees\n end\n repeat (20)\n go to [front v] layer\n change size by (((25) - (size)) / (12))\n turn right (-90) degrees\n move (value) steps\n change [value v] by ((value) / (-12))\n turn right ((90) + ((value) / (2))) degrees\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Rotator\nClone Sprite ID [rotator] # [1]\n\nwhen I start as a clone\nif <(Clone ID) = [rotator]> then\n clear graphic effects\n set rotation style [all around v]\n switch costume to (rotator13 v)\n go to x: (0) y: (0)\n set [turn! v] to [0]\n set [brightness v] effect to (100)\n point in direction (90)\n set size to (100) %\n show\n repeat (6)\n turn left (Turn!) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn! v] by (.3)\n end\n repeat (6)\n turn left (Turn!) degrees\n switch costume to ((costume [number v]) - (1))\n change [turn! v] by (.8)\n end\n repeat (7)\n turn left (Turn!) degrees\n change [turn! v] by (2)\n end\n turn left (5) degrees\n repeat (8)\n turn left (Turn!) degrees\n change [turn! v] by (-1.9)\n end\n repeat (2)\n turn left (Turn!) degrees\n change [turn! v] by (-1)\n end\n repeat (7)\n turn left (Turn!) degrees\n change [turn! v] by (-.5)\n end\n set rotation style [left-right v]\n point in direction (-90)\n repeat (12)\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nset [keyframes check v] to [1]\nhide\nswitch costume to (scaling dot v)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset up keyframes\nerase all\nwait (1) seconds\nstart sound [we don't talk anymore v]\nClone Sprite ID [Beginning] # [1]\nwait (2.3) seconds\nClone Sprite ID [bars] # [1]\nClone Sprite ID [flash] # [1]\nClone Sprite ID [back] # [1]\nClone Sprite ID [chevron] # [1]\nClone Sprite ID [name] # [1]\nwait (1.3) seconds\nchange [keyframes check v] by (1)\nClone Sprite ID [chevron] # [1]\nwait (1.1) seconds\nchange [keyframes check v] by (1)\nClone Sprite ID [chevron] # [1]\nwait (1.3) seconds\nchange [keyframes check v] by (1)\nClone Sprite ID [chevron] # [1]\nwait (1) seconds\nchange [keyframes check v] by (1)\nClone Sprite ID [chevron] # [1]\nwait (3) seconds\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(Clone ID) = [back]> then\n go to [back v] layer\n switch costume to (back v)\n show\nend\nif <(Clone ID) = [name]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (template v)\n show\n Shake with an amplitude of: [40]\n Dot explosion [0] [0] [0] [100]\n Shake with an amplitude of: [35]\n Square Clones [0] [0] [0] [100]\n Shake with an amplitude of: [40]\n Line Explode [45] with start [7]\n Shake with an amplitude of: [20]\n Rotator\n set [own v] to [0]\n repeat (15)\n turn right (OWN) degrees\n change [own v] by (2)\n end\n Dot explosion [0] [0] [0] [100]\n set [own v] to [-180]\n repeat (35)\n point in direction (OWN)\n change [own v] by (((90) - (OWN)) / (8))\n end\n Square Clones [0] [0] [0] [100]\n Shake with an amplitude of: [45]\n set [own v] to [0]\n repeat (20)\n point in direction ((OWN) + (90))\n change y by ((0) - (OWN))\n change [own v] by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [flash]> then\n show\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n switch costume to (back v)\n repeat (1)\n change [ghost v] effect by (-100)\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chevron]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (chevron v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set size to (50) %\n repeat (30)\n switch costume to (scaling dot v)\n change size by (((200) - (size)) / (8))\n switch costume to (chevron v)\n end\n wait (item (Keyframes check) of [keyframes v]) seconds\n repeat (30)\n switch costume to (scaling dot v)\n change size by (((400) - (size)) / (8))\n switch costume to (chevron v)\n end\n wait (item (Keyframes check) of [keyframes v]) seconds\n repeat (30)\n switch costume to (scaling dot v)\n change size by (((900) - (size)) / (8))\n switch costume to (chevron v)\n end\n delete this clone\nend\n\ndefine set up keyframes\ndelete all of [keyframes v]\nadd [0.3] to [keyframes v]\nadd [0.2] to [keyframes v]\nadd [0.3] to [keyframes v]\nadd [0] to [keyframes v]\nadd [0.3] to [keyframes v]\n\nwhen I start as a clone\nif <(Clone ID) = [name]> then\n forever\n set [\[intro\] direction v] to (x position)\n set [\[intro\] direction v] to (y position)\n set [\[intro\] direction v] to (direction)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [chevron]> then\n forever\n go to x: (\[intro\] x) y: (\[intro\] y)\n point in direction (\[intro\] direction)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [bars]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (bars v)\n wait (8) seconds\n repeat (45)\n switch costume to (scaling dot v)\n change size by (((138) - (size)) / (5))\n switch costume to (bars v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [back]> then\n go to x: (0) y: (0)\n show\n go to [back v] layer\n switch costume to (back v)\n wait (8) seconds\n repeat (60)\n Frame Animation x [0] y [-500] sz [100] dir [90] spd [10]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [splines2]> then\n switch costume to (partical v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n go to x: (-250) y: (-130)\n point in direction (90)\n repeat (10)\n move (8) steps\n end\n repeat (55)\n move (8) steps\n turn left (2) degrees\n end\n delete this clone\nend\nif <(Clone ID) = [splines1]> then\n switch costume to (partical v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n go to x: (250) y: (130)\n point in direction (-90)\n repeat (10)\n move (8) steps\n end\n repeat (55)\n move (8) steps\n turn left (2) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (5) seconds\nrepeat (25)\n Clone Sprite ID [splines1] # [1]\n Clone Sprite ID [splines2] # [1]\nend\n\nwhen flag clicked\nwait (7) seconds\nrepeat (25)\n Clone Sprite ID [splines3] # [1]\n Clone Sprite ID [splines4] # [1]\nend\nClone Sprite ID [pulse] # [1]\n\nwhen I start as a clone\nif <(Clone ID) = [splines3]> then\n switch costume to (partical v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n go to x: (-250) y: (-130)\n point in direction (90)\n repeat (4)\n repeat (7)\n move (8) steps\n turn left (4) degrees\n end\n repeat (7)\n move (8) steps\n turn right (4) degrees\n end\n end\n repeat (7)\n move (8) steps\n turn left (4) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [splines4]> then\n switch costume to (partical v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n go to x: (250) y: (130)\n point in direction (-90)\n repeat (4)\n repeat (7)\n move (8) steps\n turn left (4) degrees\n end\n repeat (7)\n move (8) steps\n turn right (4) degrees\n end\n end\n repeat (7)\n move (8) steps\n turn left (4) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [pulse]> then\n switch costume to (pulse1 v)\n show\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (pulse2 v)\n go to [front v] layer\n go [backward v] (3) layers\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwait (9) seconds\n\nwhen flag clicked\nbroadcast (1 v)\nforever\n if <touching (portal v)?> then\n go to x: (-194) y: (-108)\n broadcast (next v)\n end\n if <key (r v) pressed?> then\n go to x: (-197) y: (-108)\n end\n if <touching (spike v)?> then\n go to x: (-194) y: (-108)\n end\nend\n\nif <touching color (#d6d6d6)?> then\n go to x: (-197) y: (-108)\nend\n\n\n go to x: (-194) y: (-108)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nwait (12) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nif <touching (spike v)?> then\n go to x: (-197) y: (-108)\nend\n\nbroadcast (Death v)\n\nwhen flag clicked\nwait (9) seconds\nforever\n\nwhen flag clicked\n\nforever\n\nplay sound [Cloud 10 v] until done\n\nplay sound [EXPLORING THE DARK - 3:28:19, 10 v] until done\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\nset rotation style [left-right v]\ngo to x: (-197) y: (-108)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\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 change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Ground\n\nwhen I receive [1 v]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\n\nwait (9) seconds\n\nwhen I receive [start v]\nshow\n\n@Portal\n\nwhen flag clicked\nhide\n\nwait (9) seconds\n\nwhen I receive [start v]\nshow\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nshow\n\n@Spike\n\nwhen flag clicked\nhide\n\nwait (9) seconds\n\nwhen I receive [death v]\ngo to x: (-194) y: (-108)\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nshow\n\n@Thumb\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n repeat (10)\n change [ghost v] effect by (100)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n | ▼お願い\nプログラムやコスチュームなどを借りる際は"必ず"リミックスでお願いします!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼オーバーワールド編(part1)のURLです!見てね!\nhttps://scratch.mit.edu/projects/676569542\n▼ネザー編(part2)のURLです!ぜひ見てね!\nhttps://scratch.mit.edu/projects/699572928\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \nマインクラフトの世界で冒険を楽しもう!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼遊び方\n矢印キー、WASDキーで操作。スペースキーで攻撃できます。\nモバイル対応しました!モバイルの操作は、画面の右左、上をタップで操作。左上の「attack」をタップで攻撃できます。\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼タグ\n#minecraft#game #games #all #alt #platformer #minecraftplatformer #S_Fes #Game #Games #All \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼クレジット\nプレイヤープログラム参考・・・@TonSino様\nマイクラ素材(ゾンビ、プレイヤーなど) @-firstwave-\n地面、体力ゲージ 、効果音@griffpatch\nサムネの文字 @Kensuke17\nサムネの文字 @highpandapanda1\nピカー @Coltroc\nNEXT @harukun19\n歩行音 、飛び散るやつ @TOMATONOHEYA\nターボ対策プログラム @sosukeyamakawa\n参考 @NAGI-nagi-\nBGM @TonyShark_TS\nサムネの文字 @TOMATONOHEYA |
Ninja Army, a Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n next backdrop\n wait (0.08) seconds\nend\n\nwhen flag clicked\n\nwhen I receive [done v]\nwait (1.5) seconds\nforever\n play sound [Virtual Riot - Energy Drink v] until done\nend\n\nwhen [space v] key pressed\nwait (1) seconds\nforever\n play sound [Virtual Riot - Energy Drink v] until done\nend\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nswitch costume to (right v)\n\nwhen I receive [respawn v]\n\nwhen flag clicked\n\nforever\n if <<touching (danger v)?> or <touching (gears v)?>> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (right v)\n change [x v 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)>>> and <(dead?) = [0]>> then\n switch costume to (left v)\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (saws v)?> or <touching (danger v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n start sound [Crunch v]\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen flag clicked\nhide\nreset\n\nwhen flag clicked\nforever\n if <touching (text v)?> then\n broadcast (Fade v)\n end\nend\n\nwhen [s v] key pressed\nbroadcast (Transition v)\nreset\n\nwhen I receive [done v]\nshow\n\nwhen I receive [alright bros let's go v]\nrepeat (10)\n if <([sin v] of ((x position) * (2)) ) > ((50) + (X v))> then\n clone at x: (sin) y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: (sin)\n clone at x: [360] y: [0]\n clone at x: (sin) y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: (sin)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: (sin) y: (sin)\n else\n if <([sin v] of ((x position) * (2)) ) > ((25) + (X v))> then\n clone at x: [180] y: [180]\n clone at x: [180] y: (sin)\n clone at x: [180] y: [180]\n clone at x: [180] y: [180]\n clone at x: [180] y: [180]\n clone at x: [180] y: [180]\n clone at x: [180] y: [180]\n clone at x: (sin) y: [180]\n clone at x: [180] y: [180]\n clone at x: [180] y: [180]\n clone at x: [180] y: [180]\n clone at x: [180] y: (sin)\n clone at x: [180] y: [180]\n clone at x: [180] y: [180]\n clone at x: (sin) y: (sin)\n clone at x: [180] y: [180]\n else\n if <([sin v] of ((x position) * (2)) ) > ((50) - (X v))> then\n clone at x: [0] y: (direction)\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: (X v) y: [360]\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: [0] y: (Y v)\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: [0] y: (sin)\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: (SCROLL Y) y: [360]\n else\n wait <([sin v] of (X v) ) = ((x position) / (sin))> seconds\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) - (sin))>\n end\n end\n end\n end\nend\n\ndefine clone at x: () y: ()\n\ndefine set (sin style) to <>\n\nwhen I receive [alright bros let's go v]\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\n\nwhen I receive [alright bros let's go v]\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\nif <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\nelse\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n if <([sin v] of (X v) ) > (x position)> then\n repeat (pick random (x position) to (sin))\n set (sin) to <([sin v] of (X v) ) = ((x position) / (sin))>\n end\n else\n repeat (pick random (x position) to (sin))\n set (sin style) to <([sin v] of (X v) ) = ((x position) * (sin))>\n end\n end\nend\n\nwhen [c v] key pressed\nset [brightness v] effect to (100)\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [alright bros let's go v]\nset [brightness v] effect to (0)\n\n@intro template\n\nwhen flag clicked\nset [b v] to [0]\nhide\nstart sound [MDK - Press Start v]\nrepeat (3)\n clone [0] [1000] [1]\n clone [0] [1000] [2]\n clone [0] [1000] [3]\n clone [0] [1000] [4]\n change [b v] by (-10)\nend\nwait (1) seconds\nclone [-5] [1000] [5]\nclone [-5] [1000] [6]\nclone [-5] [1000] [7]\nclone [-5] [1000] [8]\nclone [-5] [1000] [9]\nclone [5] [-1000] [10]\nclone [5] [-1000] [11]\nclone [5] [-1000] [12]\nclone [5] [-1000] [13]\nclone [5] [-1000] [14]\nwait (1) seconds\nclone [-1000] [-1000] [15]\nwait (0.1) seconds\nclone [-1000] [1000] [16]\nwait (0.1) seconds\nclone [1000] [-1000] [17]\nwait (0.1) seconds\nclone [1000] [1000] [18]\nwait (0.1) seconds\nclone [-1000] [-1000] [19]\nwait (0.1) seconds\nclone [-1000] [1000] [20]\nwait (0.1) seconds\nclone [1000] [-1000] [21]\nwait (0.1) seconds\nclone [1000] [1000] [22]\nclone [0] [1000] [23]\nwait (0.2) seconds\nclone [0] [1000] [24]\nwait (0.2) seconds\nclone [0] [1000] [25]\nwait (0.2) seconds\nclone [0] [1000] [26]\nwait (0.2) seconds\nclone [0] [1000] [27]\nclone [-1000] [-1000] [28]\nclone [-1000] [-1000] [29]\nclone [-1000] [-1000] [30]\nclone [-1000] [-1000] [31]\nclone [-1000] [-1000] [32]\nclone [-1000] [-1000] [33]\nclone [-1000] [-1000] [34]\nclone [-1000] [-1000] [35]\nclone [-1000] [-1000] [36]\nclone [-1000] [-1000] [37]\nclone [-1000] [-1000] [38]\nclone [-1000] [-1000] [39]\nclone [-1000] [-1000] [40]\nclone [-1000] [-1000] [41]\nclone [-1000] [-1000] [42]\nclone [-1000] [-1000] [43]\nclone [-1000] [-1000] [44]\nwait (1) seconds\nclone [-1000] [-1000] [15]\nwait (0.1) seconds\nclone [-1000] [-1000] [16]\nwait (0.1) seconds\nclone [-1000] [-1000] [17]\nwait (0.1) seconds\nclone [-1000] [-1000] [18]\nwait (0.1) seconds\nclone [-1000] [-1000] [19]\nwait (0.1) seconds\nclone [-1000] [-1000] [20]\nwait (0.1) seconds\nclone [-1000] [-1000] [21]\nwait (0.1) seconds\nclone [-1000] [-1000] [22]\nbroadcast (done v)\n\ndefine clone (x) (y) (costume)\nset [my variable v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [0]> and <(costume [number v]) < [5]>> then\n set [brightness v] effect to (b)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [4]> and <(costume [number v]) < [15]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [14]> and <(costume [number v]) < [22]>> then\n point in direction (-90)\n set size to (0) %\n repeat until <<(round (direction)) = [90]> and <<(round (x position)) = [0]> and <<(round (y position)) = [0]> and <(round (size)) = [100]>>>>\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [22]> and <(costume [number v]) < [24]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [23]> and <(costume [number v]) < [28]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [27]> and <(costume [number v]) < [45]>> then\n point in direction (-90)\n set size to (0) %\n repeat until <<(round (direction)) = [90]> and <<(round (x position)) = [0]> and <<(round (y position)) = [0]> and <(round (size)) = [100]>>>>\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [done v]\nwait (0.55) seconds\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset volume to (100) %\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\nwhen [space v] key pressed\nforever\n delete this clone\nend\n\n@Ground\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nforever\n if <(costume [number v]) = [18]> then\n broadcast (End v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [transition v]\nnext costume\n\nwhen I receive [alright bros let's go v]\n\nset [scroll y v] to [0]\nforever\n go to x: (0) y: ((SCROLL Y) - (y))\nend\n\n@Fake\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [19]> then\n broadcast (End v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [transition v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nforever\n switch costume to (Level)\nend\n\nglide (1) secs to x: (0) y: (0)\n\nglide (1) secs to x: (0) y: (10)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [transition v]\nnext costume\n\nwhen I receive [alright bros let's go v]\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (1)\n wait (0.01) seconds\n end\n repeat (10)\n change y by (-1)\n wait (0.01) seconds\n end\nend\n\n@Text\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (50)\n end\n end\n set [ghost v] effect to (0)\nend\n\nwhen I receive [fade v]\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (50)\n end\n end\n set [ghost v] effect to (0)\nend\n\nwhen I receive [transition v]\nnext costume\n\nwhen I receive [next level v]\n\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\n@Stars\n\nwhen flag clicked\ngo to x: (-60) y: (72)\nshow\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen flag clicked\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I start as a clone\ngo to (random position v)\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@TB\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Figur1\n\nwhen flag clicked\nset [mode v] to [0]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (90)\nset size to (5) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (100)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set size to ((([cos v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n set [color v] effect to (color)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\nset size to (40) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (65)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set [color v] effect to (color)\n set size to ((([sin v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n end\nend\n\n@Figur2\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to x: (-8) y: (-167)\nshow\nswitch costume to (not v)\nforever\n if <(love?) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [love]\n else\n if <(fav) = [true]> then\n set [mode v] to [1]\n set [color v] to [15]\n costume [fave]\n else\n if <(see inside) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [see inside]\n else\n if <(fulls) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [full]\n else\n if <(remix) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [re]\n else\n if <(pfp) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [lo]\n else\n if <(report) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [report]\n else\n if <(gf) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [gf]\n else\n if <(sb) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [stop]\n else\n if <(add) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [add]\n else\n if <(copy) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [copy]\n else\n if <(post) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [post]\n else\n if <(cv) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [cv]\n else\n if <(cancel) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [cancel]\n else\n set [mode v] to [0]\n set [color v] to [0]\n costume [not]\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 costume (check)\nif <not <(costume [name v]) = (check)>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (check)\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@pfp\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [pfp v] to <touching (mouse-pointer v)?>\nend\n\n@report\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [report v] to <touching (mouse-pointer v)?>\nend\n\n@fulls\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [fulls v] to <touching (mouse-pointer v)?>\nend\n\n@remix\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [remix v] to <touching (mouse-pointer v)?>\nend\n\n@see inside\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [see inside v] to <touching (mouse-pointer v)?>\nend\n\n@fave\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [fav v] to <touching (mouse-pointer v)?>\nend\n\n@love\n\nwhen flag clicked\nforever\n set [love? v] to <touching (mouse-pointer v)?>\nend\n\n@gf\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [gf v] to <touching (mouse-pointer v)?>\nend\n\n@sb\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [sb v] to <touching (mouse-pointer v)?>\nend\n\n@report2\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [add v] to <touching (mouse-pointer v)?>\nend\n\n@report3\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [copy v] to <touching (mouse-pointer v)?>\nend\n\n@post\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [post v] to <touching (mouse-pointer v)?>\nend\n\n@cv\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [cv v] to <touching (mouse-pointer v)?>\nend\n\n@post2\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [cancel v] to <touching (mouse-pointer v)?>\nend\n\n | Hey guys !!!! Welcome to Wizard || A Platformer ! \n\nTOP LOVED AND REMIXED !!\nArrow the keys to move or Wasd :D\nGo follow me : @kodiak77-77\nArt by me ;D\n➙ 431 blocks :D\n➙ Music : Alkali - Black Music: Alkali - Black Light\nPropose to be featured :\nhttps://scratch.mit.edu/studios/4228481/comments/\n\n\nCredits :\n\n@Game-Cloud for the particule effect ( request ) ;D\nKenney.nl for the ground ;D\n\nTags :\n\n#Platformer #Wizard #A #Platformer #kodiak77-77 #Love #Favorite #Favourite #Follow \n\nEnjoy !\n\n |
Slime On Earth || Scrolling Platformer | @Stage\n\nwhen I receive [menutick v]\nif <(HideMenu) = [1]> then\n switch backdrop to (backdrop2 v)\nelse\n switch backdrop to (mainemenu2 v)\nend\n\nwhen I receive [tick v]\nif <<<(Background) = [8]> and <(Underground) = [0]>> or <<(Background2) = [8]> and <(Underground) = [1]>>> then\n switch backdrop to (backdrop3 v)\nelse\n switch backdrop to (backdrop1 v)\nend\n\nwhen flag clicked\nwait (2.5) seconds\nwait (0) seconds\nwait until <(HideMenu) = [0]>\nset [brightness v] effect to (25)\nrepeat (100)\n change [brightness v] effect by (-0.25)\nend\nset [brightness v] effect to (0)\nforever\n if <<<(Menu) = [0]> and <<(PassedGoal) = [0]> and <(Dead) = [0]>>> and <<(Pause) = [0]> and <(StartLevel) = [1]>>> then\n if <(StarTimer) > [12]> then\n play sound [Star v] until done\n else\n if <(PTimer) > [0]> then\n play sound [P-Switch v] until done\n else\n wait (0.2) seconds\n if <(Underground) = [1]> then\n play sound (Background2) until done\n else\n play sound (Background) until done\n end\n end\n end\n end\nend\n\n@Empty\n\n@Blocks\n\nwhen flag clicked\nswitch costume to (11 v)\nset size to (350) %\nbroadcast (ClearAll v) and wait\nadd [600] to [blockx v]\nadd [-600] to [blocky v]\nadd [11] to [blockstype v]\nadd [-20] to [enemyxog v]\nadd [-9] to [enemyyog v]\nadd [11] to [enemytypeog v]\nadd [600] to [uniqueblocksx v]\nadd [-600] to [uniqueblocksy v]\nadd [11] to [uniqueblocksstate v]\nbroadcast (ResetLevel v) and wait\nset [pause v] to [1]\nset [globalcostumeno. v] to [0]\nset [startlevel v] to [1]\nset [menu v] to [1]\n\ndefine FormBlocks\nif <(costume [number v]) = [1]> then\n set [blocksspawned v] to [0]\n set [blocksstamped v] to [0]\n set [movementsmade v] to [0]\n show\n set [blockno. v] to ((item # of ([floor v] of (((MapX) / (-28)) - (7.8)) ) in [blockx v]) - (1))\n if <(BlockNo.) < [0]> then\n set [blockno. v] to [0]\n end\n repeat until <<(((item (BlockNo.) of [blockx v]) * (28)) + (MapX)) > [248]> or <(BlockNo.) > ((length of [blockx v]) - (1))>>\n change [movementsmade v] by (1)\n show\n change [blockno. v] by (1)\n repeat until <not <(((item (BlockNo.) of [blocky v]) * (28)) + (MapY)) > [188]>>\n change [blockno. v] by (1)\n end\n go to x: (((item (BlockNo.) of [blockx v]) * (28)) + (MapX)) y: (((item (BlockNo.) of [blocky v]) * (28)) + (MapY))\n switch costume to (item (BlockNo.) of [blockstype v])\n if <(((item (BlockNo.) of [blockx v]) * (28)) + (MapX)) > [260]> then\n switch costume to (11 v)\n hide\n stop [this script v]\n end\n if <<<(((item (BlockNo.) of [blockx v]) * (28)) + (MapX)) < [248]> and <(((item (BlockNo.) of [blockx v]) * (28)) + (MapX)) > [-248]>> and <<(((item (BlockNo.) of [blocky v]) * (28)) + (MapY)) < [188]> and <(((item (BlockNo.) of [blocky v]) * (28)) + (MapY)) > [-188]>>> then\n if <(Pause) = [1]> then\n stamp\n change [blocksstamped v] by (1)\n else\n if <<<<(letter (2) of (costume [name v])) = [b]> or <(letter (2) of (costume [name v])) = [y]>> and <<(distance to [player v]) > [32]> and <not <(letter (1) of (costume [name v])) = [b]>>>> or <<<(costume [name v]) = [k]> or <(costume [name v]) = [n]>> or <(letter (1) of (costume [name v])) = [q]>>> then\n stamp\n change [blocksstamped v] by (1)\n else\n if <<(letter (1) of (costume [name v])) = [b]> or <<(costume [name v]) = [g]> or <<(costume [name v]) = [i]> or <<(costume [name v]) = [j]> or <(letter (1) of (costume [name v])) = [m]>>>>> then\n SemiSolidManagement\n end\n create clone of (_myself_ v)\n change [blocksspawned v] by (1)\n end\n end\n end\n end\n switch costume to (11 v)\nend\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [Coll]> then\n change y by (20)\n if <<touching (enemies v)?> or <<touching (items v)?> or <touching (fireball v)?>>> then\n show\n else\n hide\n end\n change y by (-20)\nend\nstop [this script v]\n\nwhen I receive [formblocksnow v]\nif <[1] = [1]> then\n delete this clone\nend\nFormBlocks\nbroadcast (UpdateAll v)\n\nwhen [space v] key pressed\nif <<(costume [number v]) = [1]> and <(Menu) = [0]>> then\n set [making v] to [1]\n set [holdingshell v] to [0]\n set [passedgoal v] to [0]\n delete all of [itemx v]\n delete all of [itemy v]\n delete all of [itemdir v]\n delete all of [itemtype v]\n delete all of [itemyvel v]\n if <(Pause) = [0]> then\n set [pause v] to [1]\n else\n broadcast (Convert v)\n set [pause v] to [0]\n end\nend\n\nwhen [b v] key pressed\nScrollUp\n\nwhen I receive [costumeeverything v]\nif <not <(costume [number v]) = [1]>> then\n show\n switch costume to (item (BlockNo.) of [blockstype v])\n if <<<(letter (1) of (item (BlockNo.) of [blockstype v])) = [b]> or <(letter (1) of (item (BlockNo.) of [blockstype v])) = [m]>> or <<(letter (1) of (item (BlockNo.) of [blockstype v])) = [g]> or <(letter (1) of (item (BlockNo.) of [blockstype v])) = [i]>>> then\n go to [back v] layer\n end\nend\n\nwhen I receive [tick v]\nif <(costume [number v]) = [1]> then\n set [particles v] to [0]\n change [globalcostumeno. v] by (0.1)\n set [fps v] to ((1) / (timer))\n reset timer\n if <(Pause) = [0]> then\n broadcast (FormBlocksNow v)\n end\n if <(Pause) = [1]> then\n set [globalcostumeno. v] to [0]\n end\n if <<([y position v] of [player v]) < [-175]> and <<(Dead) = [0]> and <(PassedGoal) = [0]>>> then\n broadcast (Death v) and wait\n end\nend\n\nwhen I receive [clearall v]\ndelete all of [breaktype v]\ndelete all of [breakx v]\ndelete all of [breaky v]\ndelete all of [blockstype v]\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [uniqueblocksstate v]\ndelete all of [uniqueblocksx v]\ndelete all of [uniqueblocksy v]\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [enemyyvelocity v]\ndelete all of [enemydir v]\ndelete all of [enemystate v]\ndelete all of [enemyxog v]\ndelete all of [enemyyog v]\ndelete all of [enemytype v]\ndelete all of [enemytypeog v]\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemdir v]\ndelete all of [itemtype v]\ndelete all of [itemyvel v]\ndelete all of [blockcontents v]\ndelete all of [pipex v]\ndelete all of [pipey v]\nset [background v] to [1]\nset [background2 v] to [7]\nset [autoscroll v] to [0]\nset [allowymovement v] to [1]\n\ndefine ScrollUp\nif <(BlockSelected) = [a]> then\n set [blockselected v] to [b]\nelse\n if <(BlockSelected) = [b]> then\n set [blockselected v] to [e]\n else\n if <(BlockSelected) = [e]> then\n set [blockselected v] to [h]\n else\n if <(BlockSelected) = [h]> then\n set [blockselected v] to [r]\n else\n if <(BlockSelected) = [r]> then\n set [blockselected v] to [c]\n else\n if <(BlockSelected) = [c]> then\n set [blockselected v] to [\]]\n else\n if <(BlockSelected) = [\]]> then\n set [blockselected v] to [d]\n else\n if <(BlockSelected) = [d]> then\n set [blockselected v] to [i]\n else\n if <(BlockSelected) = [i]> then\n set [blockselected v] to [g]\n else\n if <(BlockSelected) = [g]> then\n set [blockselected v] to [f]\n else\n if <(BlockSelected) = [f]> then\n set [blockselected v] to [m]\n else\n if <(BlockSelected) = [m]> then\n set [blockselected v] to [n]\n else\n if <(BlockSelected) = [n]> then\n set [blockselected v] to [q]\n else\n if <(BlockSelected) = [q]> then\n set [blockselected v] to [j]\n else\n if <(BlockSelected) = [j]> then\n set [blockselected v] to [k]\n else\n if <(BlockSelected) = [k]> then\n set [blockselected v] to [l]\n else\n if <(BlockSelected) = [l]> then\n set [blockselected v] to [s]\n else\n if <(BlockSelected) = [s]> then\n set [blockselected v] to [u]\n else\n if <(BlockSelected) = [u]> then\n set [blockselected v] to [t]\n else\n if <(BlockSelected) = [t]> then\n set [blockselected v] to [\[]\n else\n if <(BlockSelected) = [\[]> then\n set [blockselected v] to [?C]\n else\n if <(BlockSelected) = [?C]> then\n set [blockselected v] to [?M]\n else\n if <(BlockSelected) = [?M]> then\n set [blockselected v] to [?F]\n else\n if <(BlockSelected) = [?F]> then\n set [blockselected v] to [?R]\n else\n if <(BlockSelected) = [?R]> then\n set [blockselected v] to [!]\n else\n if <(BlockSelected) = [!]> then\n set [blockselected v] to ["]\n else\n if <(BlockSelected) = ["]> then\n set [blockselected v] to [}]\n else\n if <(BlockSelected) = [}]> then\n set [blockselected v] to [%]\n else\n if <(BlockSelected) = [%]> then\n set [blockselected v] to [^]\n else\n if <(BlockSelected) = [^]> then\n set [blockselected v] to [&]\n else\n if <(BlockSelected) = [&]> then\n set [blockselected v] to [*]\n else\n if <(BlockSelected) = [*]> then\n set [blockselected v] to [<]\n else\n if <(BlockSelected) = [<]> then\n set [blockselected v] to [>]\n else\n if <(BlockSelected) = [>]> then\n set [blockselected v] to [1]\n else\n if <(BlockSelected) = [1]> then\n set [blockselected v] to [2]\n else\n if <(BlockSelected) = [2]> then\n set [blockselected v] to [3]\n else\n if <(BlockSelected) = [3]> then\n set [blockselected v] to [4]\n else\n if <(BlockSelected) = [4]> then\n set [blockselected v] to [5]\n else\n if <(BlockSelected) = [5]> then\n set [blockselected v] to [6]\n else\n if <(BlockSelected) = [6]> then\n set [blockselected v] to [7]\n else\n if <(BlockSelected) = [7]> then\n set [blockselected v] to [8]\n else\n if <(BlockSelected) = [8]> then\n set [blockselected v] to [9]\n else\n if <(BlockSelected) = [9]> then\n set [blockselected v] to [11]\n else\n set [blockselected v] to [a]\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 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 ScrollDown\nif <(BlockSelected) = [b]> then\n set [blockselected v] to [a]\nelse\n if <(BlockSelected) = [e]> then\n set [blockselected v] to [b]\n else\n if <(BlockSelected) = [h]> then\n set [blockselected v] to [e]\n else\n if <(BlockSelected) = [r]> then\n set [blockselected v] to [h]\n else\n if <(BlockSelected) = [c]> then\n set [blockselected v] to [r]\n else\n if <(BlockSelected) = [\]]> then\n set [blockselected v] to [c]\n else\n if <(BlockSelected) = [d]> then\n set [blockselected v] to [\]]\n else\n if <(BlockSelected) = [i]> then\n set [blockselected v] to [d]\n else\n if <(BlockSelected) = [g]> then\n set [blockselected v] to [i]\n else\n if <(BlockSelected) = [f]> then\n set [blockselected v] to [g]\n else\n if <(BlockSelected) = [m]> then\n set [blockselected v] to [f]\n else\n if <(BlockSelected) = [n]> then\n set [blockselected v] to [m]\n else\n if <(BlockSelected) = [q]> then\n set [blockselected v] to [n]\n else\n if <(BlockSelected) = [j]> then\n set [blockselected v] to [q]\n else\n if <(BlockSelected) = [k]> then\n set [blockselected v] to [j]\n else\n if <(BlockSelected) = [l]> then\n set [blockselected v] to [k]\n else\n if <(BlockSelected) = [s]> then\n set [blockselected v] to [l]\n else\n if <(BlockSelected) = [u]> then\n set [blockselected v] to [s]\n else\n if <(BlockSelected) = [t]> then\n set [blockselected v] to [u]\n else\n if <(BlockSelected) = [\[]> then\n set [blockselected v] to [t]\n else\n if <(BlockSelected) = [?C]> then\n set [blockselected v] to [\[]\n else\n if <(BlockSelected) = [?M]> then\n set [blockselected v] to [?C]\n else\n if <(BlockSelected) = [?F]> then\n set [blockselected v] to [?M]\n else\n if <(BlockSelected) = [?R]> then\n set [blockselected v] to [?F]\n else\n if <(BlockSelected) = [!]> then\n set [blockselected v] to [?R]\n else\n if <(BlockSelected) = ["]> then\n set [blockselected v] to [!]\n else\n if <(BlockSelected) = [}]> then\n set [blockselected v] to ["]\n else\n if <(BlockSelected) = [%]> then\n set [blockselected v] to [}]\n else\n if <(BlockSelected) = [^]> then\n set [blockselected v] to [%]\n else\n if <(BlockSelected) = [&]> then\n set [blockselected v] to [^]\n else\n if <(BlockSelected) = [*]> then\n set [blockselected v] to [&]\n else\n if <(BlockSelected) = [<]> then\n set [blockselected v] to [*]\n else\n if <(BlockSelected) = [>]> then\n set [blockselected v] to [<]\n else\n if <(BlockSelected) = [1]> then\n set [blockselected v] to [>]\n else\n if <(BlockSelected) = [2]> then\n set [blockselected v] to [1]\n else\n if <(BlockSelected) = [3]> then\n set [blockselected v] to [2]\n else\n if <(BlockSelected) = [4]> then\n set [blockselected v] to [3]\n else\n if <(BlockSelected) = [5]> then\n set [blockselected v] to [4]\n else\n if <(BlockSelected) = [6]> then\n set [blockselected v] to [5]\n else\n if <(BlockSelected) = [7]> then\n set [blockselected v] to [6]\n else\n if <(BlockSelected) = [8]> then\n set [blockselected v] to [7]\n else\n if <(BlockSelected) = [9]> then\n set [blockselected v] to [8]\n else\n if <(BlockSelected) = [11]> then\n set [blockselected v] to [9]\n else\n set [blockselected v] to [11]\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 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 [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n ScrollUp\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n ScrollDown\nend\n\ndefine SemiSolidManagement\nif <<<<(letter (2) of (costume [name v])) = [a]> or <<(costume [name v]) = [g]> or <<(costume [name v]) = [i]> or <<(costume [name v]) = [j]> or <(letter (1) of (costume [name v])) = [m]>>>>> or <<(letter (2) of (costume [name v])) = [c]> or <(letter (2) of (costume [name v])) = [d]>>> and <<<not <(YVel) > [0]>> and <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [15]> and <<((y position) - ([y position v] of [player v])) > [-52]> and <((y position) - ([y position v] of [player v])) < [-10]>>>> or <not <<([abs v] of ((x position) - ([x position v] of [player v])) ) < ((14) + (<(YVel) > [0]> * ([abs v] of (XVel) )))> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [29]>>>>> then\n if <<<not <(YVel) > [0]>> and <not <(YVel) = [-0.1]>>> and <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [15]> and <<((y position) - ([y position v] of [player v])) > [-52]> and <((y position) - ([y position v] of [player v])) < [-10]>>>> then\n switch costume to (coll2 v)\n else\n switch costume to (coll v)\n end\nelse\n hide\nend\n\n@Placement\n\nwhen flag clicked\nset [editmode v] to [Place]\nset [blockselected v] to [a]\nset [detectextra v] to [0]\nset [allowymovement v] to [1]\nset [autoscroll v] to [0]\nset size to (350) %\nset [ghost v] effect to (50)\nhide\n\ndefine ScanForThisPosition\nset [allowplacement v] to [1]\nset [scanno. v] to (item # of ((round (((x position) - (MapX)) / (28))) - (2)) in [blockx v])\nrepeat until <<(ScanNo.) > ((length of [blockx v]) - (0))> and <<(ScanNo.) > ((length of [enemyxog v]) - (0))> and <(ScanNo.) > ((length of [uniqueblocksx v]) - (0))>>>\n change [scanno. v] by (1)\n if <<<(item (ScanNo.) of [blockx v]) = (round (((x position) - (MapX)) / (28)))> and <(item (ScanNo.) of [blocky v]) = (round (((y position) - (MapY)) / (28)))>> and <not <(BlockSelected) = [5]>>> then\n set [allowplacement v] to [0]\n stop [this script v]\n end\n if <(DetectExtra) = [1]> then\n if <<(item (ScanNo.) of [uniqueblocksx v]) = (round (((x position) - (MapX)) / (28)))> and <(item (ScanNo.) of [uniqueblocksy v]) = (round (((y position) - (MapY)) / (28)))>> then\n set [allowplacement v] to [0]\n stop [this script v]\n end\n if <<(item (ScanNo.) of [enemyxog v]) = (round (((x position) - (MapX)) / (28)))> and <(item (ScanNo.) of [enemyyog v]) = (round (((y position) - (MapY)) / (28)))>> then\n set [allowplacement v] to [0]\n stop [this script v]\n end\n end\nend\n\ndefine FindSpot\nif <(length of [blockx v]) = [0]> then\n set [scanno. v] to [1]\n stop [this script v]\nelse\n set [scanno. v] to (item # of ((round (((x position) - (MapX)) / (28))) - (1)) in [blockx v])\n repeat until <<<(item (ScanNo.) of [blockx v]) > (round (((x position) - (MapX)) / (28)))> or <(item (ScanNo.) of [blockx v]) = (round (((x position) - (MapX)) / (28)))>> or <(ScanNo.) = (length of [blockx v])>>\n change [scanno. v] by (1)\n end\n repeat until <<(item (ScanNo.) of [blocky v]) > (round (((y position) - (MapY)) / (28)))> or <not <(item (ScanNo.) of [blockx v]) = (round (((x position) - (MapX)) / (28)))>>>\n change [scanno. v] by (1)\n if <(ScanNo.) > (length of [blockx v])> then\n stop [this script v]\n end\n end\n stop [this script v]\nend\n\ndefine ScanFor (x) (y)\nset [foundthatposition v] to [0]\nset [scan2no. v] to (item # of ((x) - (1)) in [blockx v])\nrepeat (length of [blockx v])\n change [scan2no. v] by (1)\n if <<(item (Scan2No.) of [blockx v]) = (x)> and <(item (Scan2No.) of [blocky v]) = (y)>> then\n set [foundthatposition v] to [1]\n stop [this script v]\n end\nend\n\ndefine Placement\nswitch costume to (BlockSelected)\nScanForThisPosition\nFindSpot\nif <(AllowPlacement) = [1]> then\n CostumeBlock\n insert (round (((x position) - (MapX)) / (28))) at (ScanNo.) of [blockx v] \n insert (round (((y position) - (MapY)) / (28))) at (ScanNo.) of [blocky v] \n insert (costume [name v]) at (ScanNo.) of [blockstype v] \nelse\n ScanForBlocksOnly\n if <(AllowPlacement) = [0]> then\n set [blockmaterial v] to (BlockSelected)\n CostumeBlock\n replace item (ScanNo.) of [blockstype v] with (costume [name v])\n end\nend\nFixSurroundings\ngo to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\n\ndefine FixSurroundings\ngo to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\nchange x by (28)\nScanForThisPosition\nset [blockmaterial v] to (letter (1) of (item (ScanNo.) of [blockstype v]))\nCostumeBlock\nif <(letter (1) of (item (ScanNo.) of [blockstype v])) = (BlockMaterial)> then\n replace item (ScanNo.) of [blockstype v] with (costume [name v])\nend\ngo to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\nchange x by (-28)\nScanForThisPosition\nset [blockmaterial v] to (letter (1) of (item (ScanNo.) of [blockstype v]))\nCostumeBlock\nif <(letter (1) of (item (ScanNo.) of [blockstype v])) = (BlockMaterial)> then\n replace item (ScanNo.) of [blockstype v] with (costume [name v])\nend\ngo to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\nchange y by (28)\nScanForThisPosition\nset [blockmaterial v] to (letter (1) of (item (ScanNo.) of [blockstype v]))\nCostumeBlock\nif <(letter (1) of (item (ScanNo.) of [blockstype v])) = (BlockMaterial)> then\n replace item (ScanNo.) of [blockstype v] with (costume [name v])\nend\ngo to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\nchange y by (-28)\nScanForThisPosition\nset [blockmaterial v] to (letter (1) of (item (ScanNo.) of [blockstype v]))\nCostumeBlock\nif <(letter (1) of (item (ScanNo.) of [blockstype v])) = (BlockMaterial)> then\n replace item (ScanNo.) of [blockstype v] with (costume [name v])\nend\ngo to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\nswitch costume to (BlockSelected)\n\ndefine CostumeBlock\nswitch costume to (BlockSelected)\nset [sides v] to []\nif <(EditMode) = [Erase]> then\n ScanFor (round (((x position) - (MapX)) / (28))) (round (((y position) - (MapY)) / (28)))\n set [blockmaterial v] to (letter (1) of (item (Scan2No.) of [blockstype v]))\n if <(BlockMaterial) = []> then\n set [blockmaterial v] to (BlockSelected)\n end\nend\nScanFor (round (((x position) - (MapX)) / (28))) ((round (((y position) - (MapY)) / (28))) + (1))\nif <<<(FoundThatPosition) = [1]> and <<(letter (1) of (item (Scan2No.) of [blockstype v])) = (BlockMaterial)> or <<(BlockMaterial) = [c]> or <(BlockMaterial) = [u]>>>> or <((round (((y position) - (MapY)) / (28))) + (-1)) = [-8]>> then\n set [sides v] to (join (Sides) [U])\nend\nScanFor (round (((x position) - (MapX)) / (28))) ((round (((y position) - (MapY)) / (28))) + (-1))\nif <<<(FoundThatPosition) = [1]> and <<(letter (1) of (item (Scan2No.) of [blockstype v])) = (BlockMaterial)> or <<(BlockMaterial) = [c]> or <(BlockMaterial) = [u]>>>> or <((round (((y position) - (MapY)) / (28))) + (-1)) = [-7]>> then\n set [sides v] to (join (Sides) [D])\nend\nScanFor ((round (((x position) - (MapX)) / (28))) + (-1)) (round (((y position) - (MapY)) / (28)))\nif <<<(FoundThatPosition) = [1]> and <(letter (1) of (item (Scan2No.) of [blockstype v])) = (BlockMaterial)>> or <((round (((x position) - (MapX)) / (28))) + (-1)) = [-17]>> then\n set [sides v] to (join (Sides) [L])\nend\nScanFor ((round (((x position) - (MapX)) / (28))) + (1)) (round (((y position) - (MapY)) / (28)))\nif <<(FoundThatPosition) = [1]> and <(letter (1) of (item (Scan2No.) of [blockstype v])) = (BlockMaterial)>> then\n set [sides v] to (join (Sides) [R])\nend\nif <(BlockMaterial) = [m]> then\n if << (Sides) contains [L]?> and < (Sides) contains [R]?>> then\n switch costume to (join (BlockMaterial) [a])\n else\n if < (Sides) contains [L]?> then\n switch costume to (join (BlockMaterial) [d])\n else\n switch costume to (join (BlockMaterial) [c])\n end\n end\nelse\n if <(BlockMaterial) = [q]> then\n if < (Sides) contains [D]?> then\n switch costume to (BlockMaterial)\n else\n switch costume to (join (BlockMaterial) [a])\n end\n else\n if <(BlockMaterial) = [t]> then\n if < (Sides) contains [U]?> then\n switch costume to (join (BlockMaterial) [a])\n else\n switch costume to (BlockMaterial)\n end\n else\n if <(length of (Sides)) = [0]> then\n switch costume to (join (BlockMaterial) [a])\n end\n if <(length of (Sides)) = [1]> then\n if < (Sides) contains [U]?> then\n switch costume to (join (BlockMaterial) [i])\n else\n if < (Sides) contains [D]?> then\n switch costume to (join (BlockMaterial) [a])\n else\n if < (Sides) contains [L]?> then\n switch costume to (join (BlockMaterial) [c])\n else\n switch costume to (join (BlockMaterial) [d])\n end\n end\n end\n end\n if <(length of (Sides)) = [2]> then\n if << (Sides) contains [L]?> and < (Sides) contains [D]?>> then\n switch costume to (join (BlockMaterial) [c])\n else\n if << (Sides) contains [R]?> and < (Sides) contains [D]?>> then\n switch costume to (join (BlockMaterial) [d])\n else\n if << (Sides) contains [R]?> and < (Sides) contains [U]?>> then\n switch costume to (join (BlockMaterial) [g])\n else\n if << (Sides) contains [L]?> and < (Sides) contains [U]?>> then\n switch costume to (join (BlockMaterial) [h])\n else\n switch costume to (join (BlockMaterial) [a])\n end\n end\n end\n end\n end\n if <(length of (Sides)) = [3]> then\n if <not < (Sides) contains [R]?>> then\n if <<((round (((y position) - (MapY)) / (28))) + (-1)) = [-7]> and <(BlockMaterial) = [e]>> then\n switch costume to (join (BlockMaterial) [z])\n else\n switch costume to (join (BlockMaterial) [e])\n end\n else\n if <not < (Sides) contains [L]?>> then\n if <<((round (((y position) - (MapY)) / (28))) + (-1)) = [-7]> and <(BlockMaterial) = [e]>> then\n switch costume to (join (BlockMaterial) [x])\n else\n switch costume to (join (BlockMaterial) [f])\n end\n else\n if < (Sides) contains [U]?> then\n switch costume to (join (BlockMaterial) [i])\n else\n switch costume to (join (BlockMaterial) [a])\n end\n end\n end\n end\n if <(length of (Sides)) = [4]> then\n if <<((round (((y position) - (MapY)) / (28))) + (-1)) = [-7]> and <(BlockMaterial) = [e]>> then\n switch costume to (join (BlockMaterial) [y])\n else\n switch costume to (join (BlockMaterial) [b])\n end\n end\n if <<(BlockMaterial) = [d]> or <<(BlockMaterial) = [f]> or <(BlockMaterial) = [l]>>> then\n if <(length of (Sides)) = [4]> then\n switch costume to (join (BlockMaterial) [b])\n else\n switch costume to (BlockMaterial)\n end\n end\n if <<<(BlockMaterial) = [g]> or <<(BlockMaterial) = [i]> or <(BlockMaterial) = [k]>>> or <<(BlockMaterial) = [j]> or <(BlockMaterial) = [n]>>> then\n switch costume to (BlockMaterial)\n end\n end\n end\nend\n\nwhen [e v] key pressed\nif <(EditMode) = [Place]> then\n set [editmode v] to [Erase]\nelse\n set [editmode v] to [Place]\nend\n\ndefine Erasure\ngo to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\nScanForThisPosition\nif <(AllowPlacement) = [0]> then\n delete (ScanNo.) of [blockx v]\n delete (ScanNo.) of [blocky v]\n delete (ScanNo.) of [blockstype v]\n FixSurroundings\nend\n\ndefine ScanForBlocksOnly\nset [allowplacement v] to [1]\nset [scanno. v] to (item # of ((round (((x position) - (MapX)) / (28))) - (1)) in [blockx v])\nrepeat until <(ScanNo.) > ((length of [blockx v]) - (1))>\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [blockx v]) = (round (((x position) - (MapX)) / (28)))> and <(item (ScanNo.) of [blocky v]) = (round (((y position) - (MapY)) / (28)))>> then\n set [allowplacement v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nhide\nif <(Pause) = [1]> then\n show\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [mapy v] by ((-4) + (<key (z v) pressed?> * (-8)))\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [mapy v] by ((4) + (<key (z v) pressed?> * (8)))\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [mapx v] by ((-4) + (<key (z v) pressed?> * (-8)))\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [mapx v] by ((4) + (<key (z v) pressed?> * (8)))\n end\n set [playerx v] to (([x position v] of [player v]) - (MapX))\n set [playery v] to (([y position v] of [player v]) - (MapY))\nend\nif <(MapX) > [222]> then\n set [mapx v] to [222]\nend\nif <(Underground) = [0]> then\n if <(MapY) > [0]> then\n set [mapy v] to [0]\n end\n if <(MapY) < [-280]> then\n set [mapy v] to [-280]\n end\nelse\n if <(MapY) > [620]> then\n set [mapy v] to [620]\n end\n if <(MapY) < [360]> then\n set [mapy v] to [360]\n end\nend\nif <(Pause) = [1]> then\n if <(EditMode) = [Place]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (100)\n end\n switch costume to (BlockSelected)\n if <(EditMode) = [Erase]> then\n switch costume to (aa v)\n end\n go to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\n if <<mouse down?> and <(TouchingMenus) = [0]>> then\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n if <(EditMode) = [Erase]> then\n ScanFor (round (((x position) - (MapX)) / (28))) (round (((y position) - (MapY)) / (28)))\n set [blockmaterial v] to (letter (1) of (item (Scan2No.) of [blockstype v]))\n else\n set [blockmaterial v] to (BlockSelected)\n end\n if <(EditMode) = [Place]> then\n set [detectextra v] to [1]\n ScanForThisPosition\n set [detectextra v] to [0]\n if <<< (BlockSelected) contains [?]?> or <<(BlockSelected) = [}]> or <(BlockSelected) = [%]>>> or <<<<<(BlockSelected) = [!]> or <<(BlockSelected) = [\[]> or <(BlockSelected) = [\]]>>> or <(BlockSelected) = [^]>> or <<(BlockSelected) = [&]> or <(BlockSelected) = [*]>>> or <<(BlockSelected) = ["]> or <<(BlockSelected) = [<]> or <(BlockSelected) = [>]>>>>> then\n if <(AllowPlacement) = [1]> then\n broadcast (PlaceUniqueBlock v)\n end\n else\n if <(BlockSelected) < [99]> then\n if <(AllowPlacement) = [1]> then\n if <<<(x position) < [226]> and <(x position) > [-226]>> and <<(y position) < [170]> and <(y position) > [-166]>>> then\n FindSpotForEnemy\n if <(AllowPlacement) = [1]> then\n insert (round (((x position) - (MapX)) / (28))) at (ScanNo.) of [enemyxog v] \n insert (round (((y position) - (MapY)) / (28))) at (ScanNo.) of [enemyyog v] \n insert (BlockSelected) at (ScanNo.) of [enemytypeog v] \n end\n end\n end\n else\n Placement\n end\n end\n else\n broadcast (EraseEnemy v)\n broadcast (PlaceUniqueBlock v)\n Erasure\n switch costume to (aa v)\n end\n end\n end\n broadcast (FormBlocksNow v)\nend\nset [touchingmenus v] to [0]\n\ndefine FindSpotForEnemy\nif <(length of [enemyyog v]) = [0]> then\n set [scanno. v] to [1]\n stop [this script v]\nelse\n set [scanno. v] to (item # of ((round (((y position) - (MapY)) / (28))) - (1)) in [enemyyog v])\n repeat until <<(item (ScanNo.) of [enemyyog v]) > (round (((y position) - (MapY)) / (28)))> or <(ScanNo.) = (length of [enemyyog v])>>\n change [scanno. v] by (1)\n if <<(round (((x position) - (MapX)) / (28))) = (item (ScanNo.) of [enemyxog v])> and <(round (((y position) - (MapY)) / (28))) = (item (ScanNo.) of [enemyyog v])>> then\n set [allowplacement v] to [0]\n stop [this script v]\n end\n end\n stop [this script v]\nend\n\nwhen I receive [menutick v]\nhide\n\n@Player\n\nif <(AllowPlayerMovement) = [1]> then\n switch costume to (playercentre v)\n set [sliding v] to [0]\n set [slidingfunction v] to [0]\n set [crouching v] to [0]\n change [tanookicooldown v] by ((-1) / (30))\n change [statueswapcooldown v] by ((-1) / (10))\n if <touching (water v)?> then\n if <(Powerup) = [Frog]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (1.8)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yvel v] by (-1.8)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (1.5)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1.5)\n point in direction (-90)\n end\n if <(YVel) > [0]> then\n switch costume to (frogswimmingtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [0]\n else\n FindFloor\n set [yvel v] to [0]\n end\n end\n switch costume to (frogswimmingsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <([abs v] of (XVel) ) > [4.499999]> then\n set [xvel v] to ((XVel) / (1.3))\n set [yvel v] to ((YVel) / (1.3))\n else\n set [xvel v] to ((XVel) / (1.5))\n set [yvel v] to ((YVel) / (1.5))\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <(YVel) > [-2.5]> then\n change [yvel v] by (-0.41)\n end\n if <(YVel) < [-2.5]> then\n set [yvel v] to [-2.5]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(Statue) = [0]> and <<(YVel) < [-1.3]> or <(YVel) = [-0.41]>>>> then\n if <not <(YVel) = [-1.41]>> then\n start sound [Swim v]\n end\n set [yvel v] to [6]\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [-1]\n else\n FindFloor\n if <<(Statue) = [0]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [crouching v] to [1]\n end\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) < [2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (-1.9)\n else\n change [xvel v] by (-1.75)\n end\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) > [-2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (1.9)\n else\n change [xvel v] by (1.75)\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n if <<(Statue) = [0]> and <(SlidingFunction) = [0]>> then\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n set [xvel v] to ((XVel) / (1.05))\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n start sound [Fireball v]\n add ((((x position) + (((direction) / (90)) * (8))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n end\n end\n end\n switch costume to (playercentre v)\n if <not <touching (water v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [12]\n if <([abs v] of (XVel) ) > [1.5]> then\n set [xvel v] to ((direction) / (60))\n end\n end\n end\n else\n if <(Powerup) = [Frog]> then\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n change [yvel v] by ((Gravity) / (3.2))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n switch costume to (allbottom v)\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n end\n FindFloor\n end\n if <(YVel) > [0]> then\n switch costume to (bigtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\n end\n switch costume to (bigsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.2))\n if <(([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) = [1]> then\n if <([abs v] of (XVel) ) > [1]> then\n if <(XVel) > [0]> then\n set [xvel v] to [1]\n else\n set [xvel v] to [-1]\n end\n end\n end\n else\n set [xvel v] to ((XVel) / (1.15))\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n if <<(TanookiFlying) = [1]> and <(Statue) = [0]>> then\n if <(YVel) > [0]> then\n change [yvel v] by ((Gravity) / (3.4))\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by ((Gravity) / (6))\n if <(YVel) < [-0.4]> then\n set [yvel v] to [-0.4]\n end\n else\n change [yvel v] by ((Gravity) / (3.4))\n end\n end\n else\n if <(Statue) = [1]> then\n change [yvel v] by ((Gravity) / (1))\n else\n change [yvel v] by ((Gravity) / (2.9))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n end\n end\n switch costume to (allbottom v)\n if <<<(AllowTanookiFlightStart) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <([abs v] of (XVel) ) > [2]>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [allowtanookiflightstart v] to [0]\n set [tanookiflying v] to [1]\n end\n end\n set [allowtanookiflightstart v] to [1]\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n set [tanookiusesleft v] to [10]\n if <(TanookiFlying) = [0]> then\n if <(Statue) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [crouching v] to [1]\n end\n end\n end\n end\n FindFloor\n end\n if <not <(Powerup) = [Tanooki]>> then\n set [tanookiflying v] to [0]\n end\n if <<<(TanookiFlying) = [1]> and <(YVel) < [-8]>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n end\n if <<(AllowTanookiFlight) = [0]> and <(TanookiFlying) = [1]>> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [allowtanookiflight v] to [1]\n set [tanookiflying v] to [1]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<(AllowTanookiFlight) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <<(TanookiUsesLeft) > [0]> and <(TanookiCooldown) < [0]>>>> then\n set [yvel v] to [11]\n set [allowtanookiflight v] to [0]\n set [tanookicooldown v] to [0.12]\n change [tanookiusesleft v] by (-1)\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(XVel) < [2]> then\n change [xvel v] by (-1.99)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(XVel) > [-2]> then\n change [xvel v] by (1.99)\n end\n end\n end\n if <(SlidingFunction) = [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <([abs v] of (XVel) ) < [3.99999999999]> then\n set [xvel v] to ((XVel) / (2))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.4))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n add ((((x position) + (((direction) / (90)) * (12))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n start sound [Fireball v]\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n if <<(Powerup) = [Frog]> and <touching (water v)?>> then\n switch costume to (frogswimmingsides v)\n else\n switch costume to (bigsides v)\n end\n end\nend\nif <(AllowPlayerMovement) = [1]> then\n if <<(y position) < [-172]> and <(Dead) = [0]>> then\n broadcast (Death v)\n end\nend\nif <<(Dead) = [1]> or <(PassedGoal) = [1]>> then\n set [spinning v] to [0]\n set [statue v] to [0]\nend\nif <(Dead) = [0]> then\n if <<(Level) = [8]> and <(Underground) = [0]>> then\n change [mapx v] by (-1)\n else\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (4)))\n change [mapy v] by ([floor v] of (((((PlayerY) + (-32)) * (-1)) - (MapY)) / (4)) )\n end\nend\nif <(MapX) > [600]> then\n set [mapx v] to [600]\nend\nif <(MapX) < [-5640]> then\n set [mapx v] to [-5640]\nend\nif <(Level) = [7]> then\n if <(MapX) < [-3848]> then\n set [mapx v] to [-3848]\n end\nend\nif <(Underground) = [1]> then\n if <<(Level) = [4]> or <(Level) = [8]>> then\n set [mapx v] to [-2254]\n end\n if <(Level) = [8]> then\n set [mapy v] to [400]\n end\n if <(MapY) < [222]> then\n set [mapy v] to [222]\n end\n if <(MapY) > [428]> then\n set [mapy v] to [428]\n end\nelse\n if <(MapY) > [-138]> then\n set [mapy v] to [-138]\n end\n if <(MapY) < [-450]> then\n set [mapy v] to [-450]\n end\n if <(Level) = [8]> then\n set [mapy v] to [-153]\n change [mapy v] by (([sin v] of ((GlobalCostumeNo.) * (24)) ) * (15))\n if <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\n end\n if <(x position) > [0]> then\n change [mapx v] by ((x position) / (-24))\n end\n end\nend\nif <<(Powerup) = [Tanooki]> and <<(Dead) = [0]> and <(PassedGoal) = [0]>>> then\n if <<<<key (space v) pressed?> and <not <touching (water v)?>>> and <<(Spinning) = [0]> and <<(Statue) = [0]> and <(StatueSwapCooldown) < [-0.6]>>>> or <<(TanookiCooldown) < [-0.3]> and <(Spinning) = [1]>>> then\n set [statue v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Spinning) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n set [spinning v] to [0]\n else\n start sound [Spin v]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n set [spinning v] to [1]\n set [playercostumeno. v] to [0.5]\n end\n set [statueswapcooldown v] to [0]\n else\n if <<<<key (m v) pressed?> or <key (e v) pressed?>> and <(StatueSwapCooldown) < [0]>> or <<(Statue) = [1]> and <(TanookiCooldown) < [-5]>>> then\n set [spinning v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Statue) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n else\n set [statue v] to [1]\n set [yvel v] to [-5]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n end\n set [statueswapcooldown v] to [1]\n end\n end\nelse\n set [statue v] to [0]\n set [spinning v] to [0]\nend\nchange y by (-1)\nif <(Dead) = [0]> then\n broadcast (PlayerUpdated v)\nend\nbroadcast (CostumeEverything v)\n\nwhen flag clicked\nset [ptimer v] to [0]\nset [startimer v] to [0]\nswitch costume to (idle1none v)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (350) %\nbroadcast (ResetLevel v) and wait\nbroadcast (ResetLevel v) and wait\n\nwhen I receive [playerupdate v]\ndelete all of [condir v]\ndelete all of [conx v]\ndelete all of [cony v]\nset [conveyed v] to [0]\nif <[1] = [1]> then\n delete this clone\nend\nif <(PassedGoal) = [0]> then\n show\nend\ngo to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\nif <(StarTimer) > [0]> then\n change [color v] effect by (12)\n set [brightness v] effect to ((([sin v] of ((GlobalCostumeNo.) * (360)) ) * (25)) + (15))\nend\nif <(AllowPlayerMovement) = [1]> then\n if <(AbCooldown) > [0]> then\n change [abcooldown v] by ((-1) / (10))\n if <(AbCooldown) < [0]> then\n set [abcooldown v] to [0]\n end\n end\n if <<(AbCooldown) = [0]> and <not <key (z v) pressed?>>> then\n set [abcooldown v] to [-1]\n end\n if <(FlyCooldown) > [0]> then\n change [flycooldown v] by ((-1) / (10))\n if <(FlyCooldown) < [0]> then\n set [flycooldown v] to [0]\n end\n end\n if <(StarTimer) > [0]> then\n change [startimer v] by ((-1) / (10))\n if <(StarTimer) < [0]> then\n set [startimer v] to [0]\n clear graphic effects\n end\n end\n if <<(FlyCooldown) = [0]> and <not <<key (up arrow v) pressed?> or <key (x v) pressed?>>>> then\n set [flycooldown v] to [-1]\n end\n if <<<(Background) = [5]> and <(Underground) = [0]>> or <<(Background2) = [5]> and <(Underground) = [1]>>> then\n WaterPhysics\n else\n NormalPhysics\n end\n MorePlayerStuff\nend\nif <(y position) < [-175]> then\n set [ghost v] effect to (100)\nend\nbroadcast (CostumeEverything v)\n\ndefine FindCeiling\nrepeat until <<touching (blocks v)?> or <touching (uniqueblocks v)?>>\n change y by (1)\nend\nchange y by (-1)\n\ndefine FindFloor\nrepeat until <<touching (blocks v)?> or <touching (uniqueblocks v)?>>\n change y by (-1)\nend\nchange y by (1)\n\nwhen I receive [costumeeverything v]\nchange [playercostumeno. v] by (((0.2) + (<<([abs v] of (XVel) ) > [2]> or <key (z v) pressed?>> * (0.06))) + (([abs v] of (XVel) ) / (40)))\nCostumeMe\n\ndefine FindXPosition\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nset [offset v] to [0]\nif <(Powerup) = [None]> then\n switch costume to (nonesides v)\nelse\n switch costume to (bigsides v)\nend\nrepeat until <<not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> or <(Offset) > [28]>>\n set x to ((PlayerX) + (MapX))\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change x by (Offset)\nend\nif <(Powerup) = [None]> then\n switch costume to (nonetop v)\nelse\n switch costume to (bigtop v)\nend\nif <(Offset) > [28]> then\n set x to ((PlayerX) + (MapX))\n set [offset v] to [0]\n repeat until <<not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> or <(Offset) > [48]>>\n set y to ((PlayerY) + (MapY))\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change y by (Offset)\n end\nend\nif <(Powerup) = [None]> then\n switch costume to (nonesides v)\nelse\n switch costume to (bigsides v)\nend\nif <(Offset) > [48]> then\n set x to ((PlayerX) + (MapX))\n set y to ((PlayerY) + (MapY))\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [formblocksnow v]\nif <(Pause) = [1]> then\n set [playercostumeno. v] to [0]\nend\n\ndefine YSmoothing\nrepeat (6)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (1)\n end\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (-6)\nend\n\nwhen I receive [resetlevel v]\nset [underground v] to [0]\nset [pipetravel v] to [0]\nset [on/offswitch v] to [0]\nset [playercostumeno. v] to [0]\nif <(Background) = [5]> then\n set [gravity v] to [-1.2]\nelse\n set [gravity v] to [-3]\nend\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [mapx v] to [222]\nset [playerx v] to [-342]\nset [mapy v] to [0]\nset [playery v] to [0]\nset [passedgoal v] to [0]\nset [powerup v] to [None]\nset [holdingshell v] to [0]\nset [dead v] to [0]\nset [allowplayermovement v] to [1]\nset [allowplayerdamage v] to [1]\nset [ptimer v] to [0]\nset [startimer v] to [0]\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemdir v]\ndelete all of [itemtype v]\ndelete all of [itemyvel v]\ndelete all of [firedir v]\ndelete all of [firetype v]\ndelete all of [firex v]\ndelete all of [firey v]\ngo to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\nclear graphic effects\nbroadcast (Convert v) and wait\n\nwhen I receive [win v]\nif <(Background) = [5]> then\n wait until <<(YVel) = [0]> or <(y position) < [-25]>>\nelse\n wait until <<<(YVel) = [0]> or <(y position) < [-175]>> or <(YVel) > [15]>>\nend\npoint in direction (90)\nrepeat (120)\n if <(Background) = [5]> then\n if <<(YVel) = [-1.5]> and <(y position) < [-30]>> then\n set [yvel v] to [6]\n end\n end\n set [xvel v] to [3]\n if <(PassedGoal) = [0]> then\n stop [this script v]\n end\n if <(x position) > [235]> then\n hide\n end\nend\nif <(Making) = [0]> then\n broadcast (Blacken v) and wait\n set [pause v] to [1]\n set [menu v] to [1]\n broadcast (Open v)\nelse\n broadcast (Blacken v) and wait\n go to x: (0) y: (0)\n switch costume to (idle1none v)\n set [pause v] to [1]\n broadcast (ResetLevel v) and wait\n broadcast (Convert v) and wait\n broadcast (Open v)\nend\n\ndefine Jump\nif <<<(Background) = [5]> and <(Underground) = [0]>> or <<(Background2) = [5]> and <(Underground) = [1]>>> then\n start sound [Swim v]\n set [yvel v] to [7]\nelse\n start sound [Jump v]\n set [yvel v] to ((17) + ((([abs v] of (XVel) ) / (3.5)) + <([abs v] of (XVel) ) > ((5.999999) / (1.35))>))\nend\n\nwhen I receive [death v]\nstop all sounds\nstart sound [Death v]\nset [coins v] to [0]\nset [allowplayermovement v] to [0]\nset [dead v] to [1]\nset [yvel v] to [0]\nrepeat (30)\n if <(Pause) = [1]> then\n switch costume to (idle1none v)\n set [allowplayermovement v] to [1]\n set [dead v] to [0]\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\nset [yvel v] to [12]\nrepeat (120)\n change [playery v] by (YVel)\n change [yvel v] by (-1)\n if <<(Pause) = [1]> or <(Dead) = [0]>> then\n switch costume to (idle1none v)\n set [allowplayermovement v] to [1]\n set [dead v] to [0]\n stop [this script v]\n end\nend\nset [ghost v] effect to (0)\nset [allowplayermovement v] to [1]\nset [dead v] to [0]\n\nwhen I receive [powerdown v]\nif <<(PassedGoal) = [0]> and <(StarTimer) = [0]>> then\n set [allowplayerdamage v] to [0]\n if <(Powerup) = [None]> then\n broadcast (Death v) and wait\n else\n set [flycooldown v] to [-1]\n set [flying v] to [0]\n set [abcooldown v] to [-1]\n set [floating v] to [0]\n start sound [Pipe/Powerdown v]\n if <(Powerup) = [Big]> then\n set [powerup v] to [None]\n else\n set [powerup v] to [Big]\n end\n repeat (15)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n wait (0.05) seconds\n end\n repeat (8)\n set [ghost v] effect to (100)\n wait (0.02) seconds\n set [ghost v] effect to (0)\n wait (0.02) seconds\n end\n end\n set [allowplayerdamage v] to [1]\nend\n\nwhen I receive [powerup v]\nset [allowplayerdamage v] to [0]\nif <<<<(PowerupCollected) = [Big]> and <(Powerup) = [None]>> or <not <(PowerupCollected) = [Big]>>> and <not <(Powerup) = (PowerupCollected)>>> then\n start sound [Powerup v]\n set [powerup v] to (PowerupCollected)\n repeat (5)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n wait (0.05) seconds\n end\n wait (0.1) seconds\nelse\n start sound [Coin v]\n repeat (2)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n wait (0.05) seconds\n end\nend\nset [allowplayerdamage v] to [1]\n\nwhen [space v] key pressed\nset [pipetravel v] to [0]\nset [startimer v] to [0]\nset [flycooldown v] to [-1]\nset [abcooldown v] to [-1]\nset [flying v] to [0]\nset [floating v] to [0]\nset [on/offswitch v] to [0]\nif <<<(Background) = [5]> and <(Underground) = [0]>> or <<(Background2) = [5]> and <(Underground) = [1]>>> then\n set [gravity v] to [-1.2]\nelse\n set [gravity v] to [-3]\nend\nset [ptimer v] to [0]\nif <(Menu) = [0]> then\n stop all sounds\n set [coins v] to [0]\n set [powerup v] to [None]\n delete all of [firedir v]\n delete all of [firetype v]\n delete all of [firex v]\n delete all of [firey v]\n clear graphic effects\nend\n\nwhen I receive [gotofloor v]\nFindFloor\nset [playery v] to ((y position) - (MapY))\n\nwhen I receive [menutick v]\nhide\n\nwhen I receive [open v]\nshow\n\ndefine NormalPhysics\nif <(YVel) > [-12]> then\n change [yvel v] by ((Gravity) / (3.1))\n if <<<(YVel) > [0]> and <not <<key (up arrow v) pressed?> or <key (x v) pressed?>>>> and <(PassedGoal) = [0]>> then\n set [yvel v] to ((YVel) / (1.2))\n end\nend\nif <<(Powerup) = [Racc]> and <<key (up arrow v) pressed?> or <key (x v) pressed?>>> then\n if <(YVel) < [-1]> then\n set [yvel v] to [-1]\n set [floating v] to [1]\n end\nend\nset [floating v] to [0]\nswitch costume to (allbottom v)\nchange y by (Gravity)\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1))\n FindFloor\n set [yvel v] to [0]\nend\nif <(AllowCrouchJump) < [1]> then\n if <not <<key (up arrow v) pressed?> or <key (x v) pressed?>>> then\n set [allowcrouchjump v] to [1]\n end\n if <<(Crouching) = [0]> and <(YVel) = [0]>> then\n change [allowcrouchjump v] by (0.2)\n if <(AllowCrouchJump) > [1]> then\n set [allowcrouchjump v] to [1]\n end\n end\nend\nset [flying v] to [0]\nif <(YVel) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (x v) pressed?>> and <(PassedGoal) = [0]>> then\n if <(Crouching) = [1]> then\n switch costume to (bigtop v)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <(AllowCrouchJump) = [1]> then\n set [allowcrouchjump v] to [0]\n Jump\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <([abs v] of (XVel) ) > [0.05]>>> then\n change [xvel v] by ((direction) / (180))\n end\n end\n else\n Jump\n end\n else\n if <(AllowCrouchJump) = [1]> then\n Jump\n end\n end\n else\n if <key (down arrow v) pressed?> then\n set [crouching v] to [1]\n else\n if <(Powerup) = [None]> then\n set [crouching v] to [0]\n else\n switch costume to (bigtop v)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n set [crouching v] to [0]\n end\n end\n end\n end\nelse\n if <(Powerup) = [None]> then\n set [crouching v] to [0]\n else\n switch costume to (bigtop v)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n set [crouching v] to [0]\n end\n if <(Powerup) = [Racc]> then\n if <<<(AllowFlightStart) = [1]> and <(FlyCooldown) = [-1]>> and <<key (up arrow v) pressed?> or <key (x v) pressed?>>> then\n set [flycooldown v] to [0.7]\n start sound [Spin v]\n end\n if <(FlyCooldown) > [0]> then\n set [flying v] to [1]\n set [yvel v] to [9]\n end\n end\n end\nend\nif <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\nelse\n switch costume to (allbottom v)\nend\nchange y by (YVel)\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [-0.1]\n if <(Crouching) = [0]> then\n set [allowcrouchjump v] to [0]\n end\n else\n FindFloor\n set [yvel v] to [0]\n end\nend\nif <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\nelse\n switch costume to (bigsides v)\nend\nif <<<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> and <(PassedGoal) = [0]>> then\n if <<(YVel) = [0]> or <<not <(YVel) = [0]>> and <<(Powerup) = [Racc]> and <(XVel) > [0]>>>> then\n point in direction (90)\n end\n if <(Crouching) = [0]> then\n change [xvel v] by (2)\n if <(XVel) < [2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (-1.96)\n else\n change [xvel v] by (-1.9)\n end\n end\n end\nend\nif <<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> and <(PassedGoal) = [0]>> then\n if <<(YVel) = [0]> or <<not <(YVel) = [0]>> and <<(Powerup) = [Racc]> and <(XVel) < [0]>>>> then\n point in direction (-90)\n end\n if <(Crouching) = [0]> then\n change [xvel v] by (-2)\n if <(XVel) > [-2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (1.96)\n else\n change [xvel v] by (1.9)\n end\n end\n end\nend\nchange x by (XVel)\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n FindXPosition\n set [xvel v] to [0]\nend\nif <(Crouching) = [1]> then\n set [xvel v] to ((XVel) / (1.07))\nelse\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n set [xvel v] to ((XVel) / (1.25))\n else\n if <key (z v) pressed?> then\n if <([abs v] of (XVel) ) > ((4.44444444) * (1.45))> then\n set [xvel v] to ((XVel) / ((1.4) - (<(StarTimer) > [0]> * (0.05))))\n if <(YVel) = [0]> then\n set [allowflightstart v] to [1]\n end\n else\n set [xvel v] to ((XVel) / ((1.45) - (<(StarTimer) > [0]> * (0.01))))\n if <(YVel) = [0]> then\n set [allowflightstart v] to [0]\n end\n end\n else\n set [xvel v] to ((XVel) / ((2) - (<(StarTimer) > [0]> * (0.05))))\n set [allowflightstart v] to [0]\n end\n end\nend\nif <<([abs v] of (XVel) ) < [0.1]> and <(YVel) < [0]>> then\n set [allowflightstart v] to [0]\nend\n\ndefine WaterPhysics\nif <(YVel) > [12]> then\n set [yvel v] to [12]\nend\nif <(YVel) > [-1.5]> then\n change [yvel v] by ((Gravity) / (2.6))\n if <<<(YVel) > [0]> and <not <<key (up arrow v) pressed?> or <key (x v) pressed?>>>> and <(PassedGoal) = [0]>> then\n set [yvel v] to ((YVel) / (1.2))\n end\n if <(YVel) < [-1.5]> then\n set [yvel v] to [-1.5]\n end\nend\nswitch costume to (allbottom v)\nchange y by (Gravity)\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1))\n FindFloor\n set [yvel v] to [0]\nend\nif <(AllowCrouchJump) < [1]> then\n if <not <<key (up arrow v) pressed?> or <key (x v) pressed?>>> then\n set [allowcrouchjump v] to [1]\n end\n if <<(Crouching) = [0]> and <(YVel) = [0]>> then\n change [allowcrouchjump v] by (0.2)\n if <(AllowCrouchJump) > [1]> then\n set [allowcrouchjump v] to [1]\n end\n end\nend\nif <<(YVel) < [-1]> or <(YVel) = [0]>> then\n if <<<key (up arrow v) pressed?> or <key (x v) pressed?>> and <(PassedGoal) = [0]>> then\n if <(Crouching) = [1]> then\n switch costume to (bigtop v)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <(AllowCrouchJump) = [1]> then\n set [allowcrouchjump v] to [0]\n Jump\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <([abs v] of (XVel) ) > [0.05]>>> then\n change [xvel v] by ((direction) / (180))\n end\n end\n else\n Jump\n end\n else\n if <(AllowCrouchJump) = [1]> then\n Jump\n end\n end\n else\n if <(YVel) = [0]> then\n if <key (down arrow v) pressed?> then\n set [crouching v] to [1]\n else\n if <(Powerup) = [None]> then\n set [crouching v] to [0]\n else\n switch costume to (bigtop v)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n set [crouching v] to [0]\n end\n end\n end\n end\n end\nelse\n if <(Powerup) = [None]> then\n set [crouching v] to [0]\n else\n switch costume to (bigtop v)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n set [crouching v] to [0]\n end\n end\nend\nif <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\nelse\n switch costume to (allbottom v)\nend\nchange y by (YVel)\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [-0.1]\n if <(Crouching) = [0]> then\n set [allowcrouchjump v] to [0]\n end\n else\n FindFloor\n set [yvel v] to [0]\n end\nend\nif <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\nelse\n switch costume to (bigsides v)\nend\nif <<<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> and <(PassedGoal) = [0]>> then\n if <(XVel) > [0]> then\n point in direction (90)\n end\n if <(Crouching) = [0]> then\n change [xvel v] by (0.5)\n if <(XVel) < [0.5]> then\n if <(YVel) = [0]> then\n change [xvel v] by (-0.46)\n else\n change [xvel v] by (-0.4)\n end\n end\n end\nend\nif <<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> and <(PassedGoal) = [0]>> then\n if <(XVel) < [0]> then\n point in direction (-90)\n end\n if <(Crouching) = [0]> then\n change [xvel v] by (-0.5)\n if <(XVel) > [-0.5]> then\n if <(YVel) = [0]> then\n change [xvel v] by (0.46)\n else\n change [xvel v] by (0.4)\n end\n end\n end\nend\nchange x by (XVel)\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n FindXPosition\n set [xvel v] to [0]\nend\nif <(Crouching) = [1]> then\n set [xvel v] to ((XVel) / ((1.05) - (<(StarTimer) > [0]> * (0.02))))\nelse\n if <key (z v) pressed?> then\n set [xvel v] to ((XVel) / ((1.1) - (<(StarTimer) > [0]> * (0.02))))\n else\n set [xvel v] to ((XVel) / ((1.2) - (<(StarTimer) > [0]> * (0.02))))\n end\nend\n\nwhen I receive [playerconveyed v]\nif <(AllowPlayerMovement) = [1]> then\n PlayerConveyed\nend\n\ndefine PlayerConveyed\nset [scanno. v] to [0]\nrepeat (length of [conx v])\n change [scanno. v] by (1)\n if <<([abs v] of ((x position) - (item (ScanNo.) of [conx v])) ) < [28]> and <<((y position) - (item (ScanNo.) of [cony v])) < [40]> and <((y position) - (item (ScanNo.) of [cony v])) > [0]>>> then\n switch costume to (allbottom v)\n change y by (3)\n change x by ((item (ScanNo.) of [condir v]) / (30))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change x by ((item (ScanNo.) of [condir v]) / (-30))\n else\n change [playerx v] by ((item (ScanNo.) of [condir v]) / (30))\n end\n change y by (-3)\n CostumeMe\n stop [this script v]\n end\nend\n\ndefine CostumeMe\nif <(Dead) = [1]> then\n switch costume to (join [Dead1] [None])\nelse\n if <(PipeTravel) = [1]> then\n switch costume to (join [Pipe] (Powerup))\n else\n if <(Crouching) = [1]> then\n switch costume to (join [Crouch1] (Powerup))\n else\n if <<<(Background) = [5]> and <(Underground) = [0]>> or <<(Background2) = [5]> and <(Underground) = [1]>>> then\n if <not <(YVel) = [0]>> then\n if <(AbCooldown) > [0.4]> then\n switch costume to (throw5 v)\n else\n if <(HoldingShell) = [1]> then\n switch costume to (join [GlideHold1] (Powerup))\n else\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) / (2)) mod (5)) ) + (1)) (Powerup)))\n end\n end\n else\n if <<<<<(XVel) < [1]> and <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>>> or <<(XVel) > [-1]> and <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>>>> and <<not <(XVel) = [0]>> and <(PassedGoal) = [0]>>> and <(HoldingShell) = [0]>> then\n if <(Powerup) = [None]> then\n switch costume to (walk3none v)\n else\n switch costume to (join [Walk5] (Powerup))\n end\n else\n if <(AbCooldown) > [0.4]> then\n if <(AbCooldown) > [0.7]> then\n switch costume to (throw1 v)\n else\n switch costume to (throw2 v)\n end\n else\n if <([abs v] of (XVel) ) > [0.1]> then\n if <(Powerup) = [None]> then\n if <(HoldingShell) = [1]> then\n switch costume to (join [WalkHold] (join (([floor v] of ((PlayerCostumeNo.) mod (2)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Walk] (join (([floor v] of ((PlayerCostumeNo.) mod (2)) ) + (1)) (Powerup)))\n end\n else\n if <(HoldingShell) = [1]> then\n switch costume to (join [WalkHold] (join (([floor v] of ((PlayerCostumeNo.) mod (4)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Walk] (join (([floor v] of ((PlayerCostumeNo.) mod (4)) ) + (1)) (Powerup)))\n end\n end\n else\n if <(HoldingShell) = [1]> then\n switch costume to (join [IdleHold1] (Powerup))\n else\n switch costume to (join [Idle1] (Powerup))\n end\n set [playercostumeno. v] to [3]\n end\n end\n end\n end\n else\n if <not <(YVel) = [0]>> then\n if <(AbCooldown) > [0.4]> then\n if <(Powerup) = [Racc]> then\n switch costume to (join [Spin] (([floor v] of (((PlayerCostumeNo.) * (1.3)) mod (4)) ) + (1)))\n else\n switch costume to (throw4 v)\n end\n else\n if <<(Flying) = [1]> or <<<(Powerup) = [Racc]> and <<key (up arrow v) pressed?> or <key (x v) pressed?>>> and <(YVel) = [-1]>>> then\n switch costume to (join [Racc] (([floor v] of (((PlayerCostumeNo.) * (1.3)) mod (4)) ) + (1)))\n else\n if <([abs v] of (XVel) ) > ((5.999999) / (1.35))> then\n if <(HoldingShell) = [1]> then\n switch costume to (join [GlideHold1] (Powerup))\n else\n switch costume to (join [Glide1] (Powerup))\n end\n else\n switch costume to (join [Jump1] (Powerup))\n end\n end\n end\n else\n if <<<<<(XVel) < [1]> and <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>>> or <<(XVel) > [-1]> and <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>>>> and <<not <(XVel) = [0]>> and <(PassedGoal) = [0]>>> and <(HoldingShell) = [0]>> then\n if <(Powerup) = [None]> then\n switch costume to (walk3none v)\n else\n switch costume to (join [Walk5] (Powerup))\n end\n else\n if <(AbCooldown) > [0.4]> then\n if <(Powerup) = [Racc]> then\n switch costume to (join [Spin] (([floor v] of (((PlayerCostumeNo.) * (2)) mod (4)) ) + (1)))\n else\n if <(AbCooldown) > [0.7]> then\n switch costume to (throw1 v)\n else\n switch costume to (throw2 v)\n end\n end\n else\n if <([abs v] of (XVel) ) > [0.1]> then\n if <([abs v] of (XVel) ) > ((5.999999) / (1.35))> then\n if <(Powerup) = [None]> then\n if <(HoldingShell) = [1]> then\n switch costume to (join [WalkHold] (join (([floor v] of (((PlayerCostumeNo.) * (1.3)) mod (2)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Run] (join (([floor v] of ((PlayerCostumeNo.) mod (2)) ) + (1)) (Powerup)))\n end\n else\n if <(HoldingShell) = [1]> then\n switch costume to (join [WalkHold] (join (([floor v] of (((PlayerCostumeNo.) * (1.3)) mod (4)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Run] (join (([floor v] of ((PlayerCostumeNo.) mod (4)) ) + (1)) (Powerup)))\n end\n end\n else\n if <(Powerup) = [None]> then\n if <(HoldingShell) = [1]> then\n switch costume to (join [WalkHold] (join (([floor v] of ((PlayerCostumeNo.) mod (2)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Walk] (join (([floor v] of ((PlayerCostumeNo.) mod (2)) ) + (1)) (Powerup)))\n end\n else\n if <(HoldingShell) = [1]> then\n switch costume to (join [WalkHold] (join (([floor v] of ((PlayerCostumeNo.) mod (4)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Walk] (join (([floor v] of ((PlayerCostumeNo.) mod (4)) ) + (1)) (Powerup)))\n end\n end\n end\n else\n if <(HoldingShell) = [1]> then\n switch costume to (join [IdleHold1] (Powerup))\n else\n switch costume to (join [Idle1] (Powerup))\n end\n set [playercostumeno. v] to [3]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-2)\n\nwhen I receive [pipetravel v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nstart sound [Pipe/Powerdown v]\ngo [backward v] (28) layers\nset [allowplayermovement v] to [0]\nset [allowplayerdamage v] to [0]\nset [playerx v] to (((item (UsePipeNo.) of [pipex v]) * (28)) - (14))\nrepeat (30)\n change [playery v] by (-1)\nend\nbroadcast (Open v)\nrepeat (25)\n stop all sounds\nend\nif <(item ((UsePipeNo.) + (1)) of [pipey v]) < [-6]> then\n set [underground v] to [1]\nelse\n set [underground v] to [0]\nend\nif <<<(Background) = [5]> and <(Underground) = [0]>> or <<(Background2) = [5]> and <(Underground) = [1]>>> then\n set [gravity v] to [-1.2]\nelse\n set [gravity v] to [-3]\nend\nset [playerx v] to (((item ((UsePipeNo.) + (1)) of [pipex v]) * (28)) - (14))\nset [playery v] to (((item ((UsePipeNo.) + (1)) of [pipey v]) * (28)) + (-29))\nset [mapx v] to ((PlayerX) * (-1))\nset [mapy v] to ((PlayerY) * (-1))\nwait (0) seconds\nstop all sounds\nclear graphic effects\nshow\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n repeat (30)\n change [playery v] by (1)\n if <(AllowYMovement) = [1]> then\n change [mapy v] by (-1)\n if <(Underground) = [0]> then\n if <(MapY) > [0]> then\n set [mapy v] to [0]\n end\n if <(MapY) < [-280]> then\n set [mapy v] to [-280]\n end\n else\n if <(MapY) > [620]> then\n set [mapy v] to [620]\n end\n if <(MapY) < [360]> then\n set [mapy v] to [360]\n end\n end\n end\n end\nelse\n change y by (60)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (-60)\n change [playery v] by (60)\n change [mapy v] by (-60)\n repeat (30)\n change [playery v] by (-1)\n if <(AllowYMovement) = [1]> then\n change [mapy v] by (1)\n if <(Underground) = [0]> then\n if <(MapY) > [0]> then\n set [mapy v] to [0]\n end\n if <(MapY) < [-280]> then\n set [mapy v] to [-280]\n end\n else\n if <(MapY) > [620]> then\n set [mapy v] to [620]\n end\n if <(MapY) < [360]> then\n set [mapy v] to [360]\n end\n end\n end\n end\n else\n change y by (-60)\n repeat (30)\n change [playery v] by (1)\n if <(AllowYMovement) = [1]> then\n change [mapy v] by (-1)\n if <(Underground) = [0]> then\n if <(MapY) > [0]> then\n set [mapy v] to [0]\n end\n if <(MapY) < [-280]> then\n set [mapy v] to [-280]\n end\n else\n if <(MapY) > [620]> then\n set [mapy v] to [620]\n end\n if <(MapY) < [360]> then\n set [mapy v] to [360]\n end\n end\n end\n end\n end\nend\nset [allowplayermovement v] to [1]\nset [pipetravel v] to [0]\ngo to [front v] layer\ngo [backward v] (10) layers\nwait (0.3) seconds\nset [allowplayerdamage v] to [1]\n\ndefine MorePlayerStuff\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nif <<(AutoScroll) > [0]> and <(PassedGoal) = [0]>> then\n if <not <([x position v] of [end v]) < [-600]>> then\n change [mapx v] by ((AutoScroll) * (-0.5))\n end\nelse\n if <([x position v] of [end v]) < [-600]> then\n if <([floor v] of ((((PlayerX) * (-1)) - (MapX)) / (4)) ) > [0]> then\n change [mapx v] by ([ceiling v] of ((((PlayerX) * (-1)) - (MapX)) / (4)) )\n end\n else\n change [mapx v] by ([ceiling v] of ((((PlayerX) * (-1)) - (MapX)) / (4)) )\n end\nend\nif <(AllowYMovement) = [1]> then\n change [mapy v] by ([floor v] of ((((PlayerY) * (-1)) - (MapY)) / (4)) )\nelse\n if <(Underground) = [0]> then\n set [mapy v] to [0]\n else\n set [mapy v] to [360]\n end\nend\nif <(MapX) > [222]> then\n set [mapx v] to [222]\nend\nif <(Underground) = [0]> then\n if <(MapY) > [0]> then\n set [mapy v] to [0]\n end\n if <(MapY) < [-280]> then\n set [mapy v] to [-280]\n end\nelse\n if <(MapY) > [620]> then\n set [mapy v] to [620]\n end\n if <(MapY) < [360]> then\n set [mapy v] to [360]\n end\nend\nif <<<(Background) = [8]> and <(Underground) = [0]>> and <(AllowYMovement) = [0]>> then\n set [mapy v] to ((([sin v] of ((GlobalCostumeNo.) * (20)) ) * (-14)) + (-14))\nend\nif <<key (z v) pressed?> and <<(AbCooldown) = [-1]> and <(Powerup) = [Fire]>>> then\n start sound [Fireball v]\n add [1] to [firetype v]\n add (direction) to [firedir v]\n add ((((x position) - (MapX)) / (28)) + ((direction) / (270))) to [firex v]\n add (((y position) - (MapY)) / (28)) to [firey v]\n set [abcooldown v] to [1]\nend\nif <<<key (z v) pressed?> and <not <<<(Background) = [5]> and <(Underground) = [0]>> or <<(Background2) = [5]> and <(Underground) = [1]>>>>> and <<(AbCooldown) = [-1]> and <(Powerup) = [Racc]>>> then\n start sound [Spin v]\n set [abcooldown v] to [1.5]\n set [playercostumeno. v] to [6]\nend\nbroadcast (PlayerUpdated v)\n\n@UniqueBlocks\n\nwhen flag clicked\nswitch costume to (notaclone v)\nset size to (350) %\nset rotation style [don't rotate v]\nset pen size to (3)\nset pen (brightness v) to (100)\nset pen (saturation v) to (100)\n\ndefine FormUniqueBlocks\nshow\nif <(PTimer) > [0]> then\n change [ptimer v] by (-0.1)\n if <(PTimer) < [0]> then\n set [ptimer v] to [0]\n stop all sounds\n end\nend\nif <(Pause) = [1]> then\n set [blockno. v] to [0]\nelse\n set [blockno. v] to ((item # of ([floor v] of (((MapX) / (-28)) - (8)) ) in [uniqueblocksx v]) - (1))\n if <(BlockNo.) = [0]> then\n set [blockno. v] to ((item # of ([floor v] of (((MapX) / (-28)) - (9)) ) in [uniqueblocksx v]) - (1))\n if <(BlockNo.) = [0]> then\n set [blockno. v] to ((item # of ([floor v] of (((MapX) / (-28)) - (10)) ) in [uniqueblocksx v]) - (1))\n if <(BlockNo.) = [0]> then\n set [blockno. v] to ((item # of ([floor v] of (((MapX) / (-28)) - (11)) ) in [uniqueblocksx v]) - (1))\n end\n end\n end\nend\nif <(BlockNo.) < [0]> then\n set [blockno. v] to [0]\nend\nrepeat ((length of [uniqueblocksx v]) - (BlockNo.))\n change [blockno. v] by (1)\n go to x: (((item (BlockNo.) of [uniqueblocksx v]) * (28)) + (MapX)) y: (((item (BlockNo.) of [uniqueblocksy v]) * (28)) + (MapY))\n if <(((item (BlockNo.) of [uniqueblocksx v]) * (28)) + (MapX)) > [248]> then\n switch costume to (notaclone v)\n hide\n stop [this script v]\n end\n if <(Pause) = [1]> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [2]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [1]\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [4]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [3]\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [7]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [6]\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [9]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [8]\n end\n end\n if <<<(((item (BlockNo.) of [uniqueblocksx v]) * (28)) + (MapX)) < [248]> and <(((item (BlockNo.) of [uniqueblocksx v]) * (28)) + (MapX)) > [-248]>> and <<(((item (BlockNo.) of [uniqueblocksy v]) * (28)) + (MapY)) < [188]> and <(((item (BlockNo.) of [uniqueblocksy v]) * (28)) + (MapY)) > [-188]>>> then\n if <not <<(item (BlockNo.) of [uniqueblocksstate v]) = [4]> or <(item (BlockNo.) of [uniqueblocksstate v]) = [7]>>> then\n if <(Pause) = [1]> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [1]> then\n switch costume to (join [?] (item (BlockNo.) of [blockcontents v]))\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [3]> then\n switch costume to (10 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [5]> then\n switch costume to (11 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [8]> then\n switch costume to (19 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [10]> then\n switch costume to (> v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [11]> then\n switch costume to (< v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [12]> then\n switch costume to (29 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [13]> then\n switch costume to (31 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [14]> then\n switch costume to (34 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [16]> then\n switch costume to (35 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [15]> then\n switch costume to (pipe v)\n MyPipeNo.\n if <not <<(PipeNo.) = (length of [pipex v])> and <(((PipeNo.) - (1)) mod (2)) = [0]>>> then\n set pen (color v) to (([floor v] of (((PipeNo.) - (1)) / (2)) ) * (10))\n if <((PipeNo.) mod (2)) = [1]> then\n change x by (-14)\n pen down\n go to x: ((((item ((PipeNo.) + (1)) of [pipex v]) * (28)) + (MapX)) - (14)) y: (((item ((PipeNo.) + (1)) of [pipey v]) * (28)) + (MapY))\n pen up\n change x by (14)\n go to x: (((item (BlockNo.) of [uniqueblocksx v]) * (28)) + (MapX)) y: (((item (BlockNo.) of [uniqueblocksy v]) * (28)) + (MapY))\n else\n switch costume to (pipe2 v)\n change x by (-14)\n pen down\n go to x: ((((item ((PipeNo.) + (-1)) of [pipex v]) * (28)) + (MapX)) - (14)) y: (((item ((PipeNo.) + (-1)) of [pipey v]) * (28)) + (MapY))\n pen up\n change x by (14)\n go to x: (((item (BlockNo.) of [uniqueblocksx v]) * (28)) + (MapX)) y: (((item (BlockNo.) of [uniqueblocksy v]) * (28)) + (MapY))\n end\n end\n else\n switch costume to (15 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n stamp\n change [blocksstamped v] by (1)\n else\n show\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [13]> and <(On/OffSwitch) = [1]>> then\n switch costume to (33 v)\n stamp\n else\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [14]> and <(On/OffSwitch) = [0]>> then\n switch costume to (34 v)\n stamp\n else\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [6]> and <(PTimer) = [0]>> then\n if <(distance to [player v]) > ((50) + (<not <(PTimer) = [0]>> * (50)))> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (16))\n stamp\n else\n hide\n switch costume to (6 v)\n create clone of (_myself_ v)\n end\n else\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [3]> and <(PTimer) > [0]>> then\n if <(distance to [player v]) > ((50) + (<not <(PTimer) = [0]>> * (50)))> then\n if <(PTimer) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (16))\n else\n switch costume to (15 v)\n end\n stamp\n else\n hide\n switch costume to (6 v)\n create clone of (_myself_ v)\n end\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [9]> then\n hide\n if <(PTimer) = [0]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [8]\n end\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [15]> then\n hide\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [15]> then\n switch costume to (pipe v)\n else\n switch costume to (15 v)\n end\n end\n switch costume to (6 v)\n create clone of (_myself_ v)\n end\n end\n change [blocksspawned v] by (1)\n end\n end\n end\n end\n end\nend\nswitch costume to (notaclone v)\nhide\n\nwhen I receive [updateall v]\nif <[1] = [1]> then\n delete this clone\nend\nFormUniqueBlocks\nbroadcast (EnemiesUpdate v)\n\nwhen I receive [placeuniqueblock v]\ngo to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\nScanForThisPosition\nif <(EditMode) = [Place]> then\n if <(AllowPlacement) = [1]> then\n FindSpot\n Add\n end\nelse\n if <(AllowPlacement) = [0]> then\n if <(item (ScanNo.) of [uniqueblocksstate v]) = [15]> then\n MyPipeNo.2\n delete (PipeNo.) of [pipex v]\n delete (PipeNo.) of [pipey v]\n end\n delete (ScanNo.) of [uniqueblocksx v]\n delete (ScanNo.) of [uniqueblocksy v]\n delete (ScanNo.) of [uniqueblocksstate v]\n delete (ScanNo.) of [blockbump v]\n delete (ScanNo.) of [blockcontents v]\n end\nend\n\ndefine ScanForThisPosition\nset [allowplacement v] to [1]\nset [scanno. v] to [0]\nrepeat (length of [uniqueblocksx v])\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [uniqueblocksx v]) = (round (((x position) - (MapX)) / (28)))> and <(item (ScanNo.) of [uniqueblocksy v]) = (round (((y position) - (MapY)) / (28)))>> then\n set [allowplacement v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [playerupdated v]\nif <not <(costume [number v]) = [1]>> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [1]> then\n change y by (-1)\n if <touching (enemies v)?> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n broadcast (BlockBounce v)\n replace item (BlockNo.) of [blockbump v] with [0.1]\n OpenBox\n end\n change y by (1)\n if <<<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [14]> and <<((y position) - ([y position v] of [player v])) < [50]> and <((y position) - ([y position v] of [player v])) > [14]>>> and <(YVel) = [-0.1]>> or <<<(Powerup) = [Racc]> and <(AbCooldown) > [0]>> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [14]> and <([abs v] of ((x position) - ([x position v] of [player v])) ) < [32]>>>> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n broadcast (BlockHit v)\n OpenBox\n end\n end\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [3]> or <<(item (BlockNo.) of [uniqueblocksstate v]) = [6]> and <(PTimer) > [0]>>> then\n if <<<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [14]> and <<((y position) - ([y position v] of [player v])) < [50]> and <((y position) - ([y position v] of [player v])) > [14]>>> and <(YVel) = [-0.1]>> or <<<(Powerup) = [Racc]> and <(AbCooldown) > [0]>> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [14]> and <([abs v] of ((x position) - ([x position v] of [player v])) ) < [32]>>>> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n broadcast (BlockHit v)\n if <(Powerup) = [None]> then\n replace item (BlockNo.) of [blockbump v] with [0.1]\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [3]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [4]\n else\n replace item (BlockNo.) of [uniqueblocksstate v] with [7]\n end\n add (x position) to [breakx v]\n add (y position) to [breaky v]\n add [B] to [breaktype v]\n broadcast (BreakParticles v)\n start sound [Break v]\n end\n end\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [16]> then\n if <([sin v] of ((GlobalCostumeNo.) * (45)) ) > [0.999]> then\n start sound [SMA4-BulletBill v]\n add (item (BlockNo.) of [uniqueblocksx v]) to [enemyx v]\n add (item (BlockNo.) of [uniqueblocksy v]) to [enemyy v]\n add [10] to [enemytype v]\n if <([x position v] of [player v]) > (x position)> then\n add [90] to [enemydir v]\n else\n add [-90] to [enemydir v]\n end\n add [0] to [enemyyvelocity v]\n add [0] to [enemystate v]\n end\n end\nend\n\nwhen I receive [costumeeverything v]\nif <not <(costume [number v]) = [1]>> then\n if <not <<(item (BlockNo.) of [blockbump v]) = [0]> or <(item (BlockNo.) of [uniqueblocksstate v]) = [4]>>> then\n go to [front v] layer\n go [backward v] (12) layers\n if <<(item (BlockNo.) of [blockbump v]) > [2]> or <(item (BlockNo.) of [blockbump v]) < [-2]>> then\n replace item (BlockNo.) of [blockbump v] with [0]\n else\n change y by (([sin v] of ((item (BlockNo.) of [blockbump v]) * (90)) ) * (14))\n if <(item (BlockNo.) of [blockbump v]) > [0]> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [5]> then\n replace item (BlockNo.) of [blockbump v] with ((item (BlockNo.) of [blockbump v]) + (0.2))\n else\n replace item (BlockNo.) of [blockbump v] with ((item (BlockNo.) of [blockbump v]) + (0.3))\n end\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [5]> then\n replace item (BlockNo.) of [blockbump v] with ((item (BlockNo.) of [blockbump v]) + (-0.2))\n else\n replace item (BlockNo.) of [blockbump v] with ((item (BlockNo.) of [blockbump v]) + (-0.3))\n end\n end\n end\n end\n if <not <(costume [number v]) = [1]>> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [1]> then\n if <(PTimer) = [0]> then\n switch costume to (([floor v] of ((GlobalCostumeNo.) mod (4)) ) + (2))\n else\n switch costume to (1 v)\n end\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [2]> then\n switch costume to (5 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [5]> then\n if <(PTimer) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.2)) mod (4)) ) + (12))\n else\n switch costume to (11 v)\n end\n else\n if <<<(item (BlockNo.) of [uniqueblocksstate v]) = [6]> and <(PTimer) = [0]>> or <<(item (BlockNo.) of [uniqueblocksstate v]) = [3]> and <(PTimer) > [0]>>> then\n show\n if <(PTimer) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (16))\n else\n switch costume to (15 v)\n end\n if <<(distance to [player v]) < [24]> or <<not <(Powerup) = [None]>> and <<(distance to [player v]) < [44]> and <([abs v] of ((x position) - ([x position v] of [player v])) ) < [16]>>>> then\n start sound [Coin v]\n change [coins v] by (1)\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [3]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [4]\n else\n replace item (BlockNo.) of [uniqueblocksstate v] with [7]\n end\n hide\n end\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [8]> then\n switch costume to (19 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [9]> then\n show\n switch costume to (20 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [10]> then\n if <(PTimer) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (22))\n else\n switch costume to (21 v)\n end\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [11]> then\n if <(PTimer) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (26))\n else\n switch costume to (25 v)\n end\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [12]> then\n if <(On/OffSwitch) = [0]> then\n switch costume to (29 v)\n else\n switch costume to (30 v)\n end\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [13]> then\n switch costume to (31 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [14]> then\n switch costume to (32 v)\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [16]> then\n switch costume to (35 v)\n else\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [3]> or <<(item (BlockNo.) of [uniqueblocksstate v]) = [6]> and <(PTimer) > [0]>>> then\n if <(PTimer) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.4)) mod (5)) ) + (7))\n else\n switch costume to (6 v)\n end\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [resetlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nConvert\n\ndefine Convert\nset [scanno. v] to [0]\ndelete all of [blockbump v]\nrepeat (length of [uniqueblocksx v])\n change [scanno. v] by (1)\n if <(item (ScanNo.) of [uniqueblocksstate v]) = [2]> then\n replace item (ScanNo.) of [uniqueblocksstate v] with [1]\n end\n if <(item (ScanNo.) of [uniqueblocksstate v]) = [4]> then\n replace item (ScanNo.) of [uniqueblocksstate v] with [3]\n end\n if <(item (ScanNo.) of [uniqueblocksstate v]) = [7]> then\n replace item (ScanNo.) of [uniqueblocksstate v] with [6]\n end\n add [0] to [blockbump v]\nend\n\nwhen I receive [shellhitblock v]\nif <<([abs v] of ((x position) - (ShellX)) ) < [32]> and <([abs v] of ((y position) - (ShellY)) ) < [14]>> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [1]> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n broadcast (BlockHit v)\n replace item (BlockNo.) of [uniqueblocksstate v] with [2]\n replace item (BlockNo.) of [blockbump v] with [0.1]\n OpenBox\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [5]> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n broadcast (BlockBounce v)\n replace item (BlockNo.) of [blockbump v] with [0.1]\n else\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [12]> then\n if <(On/OffSwitch) = [0]> then\n set [on/offswitch v] to [1]\n else\n set [on/offswitch v] to [0]\n end\n start sound [PSwitch v]\n replace item (BlockNo.) of [blockbump v] with [0.1]\n else\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [3]> or <<(item (BlockNo.) of [uniqueblocksstate v]) = [6]> and <(PTimer) > [0]>>> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n broadcast (BlockHit v)\n add (x position) to [breakx v]\n add (y position) to [breaky v]\n add [B] to [breaktype v]\n broadcast (BreakParticles v)\n start sound [Break v]\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [3]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [4]\n else\n replace item (BlockNo.) of [uniqueblocksstate v] with [7]\n end\n end\n end\n end\n end\nend\n\ndefine OpenBox\nreplace item (BlockNo.) of [uniqueblocksstate v] with [2]\nreplace item (BlockNo.) of [blockbump v] with [0.1]\nif <(item (BlockNo.) of [blockcontents v]) = [C]> then\n start sound [Coin v]\n change [coins v] by (1)\n add (x position) to [breakx v]\n add ((y position) + (14)) to [breaky v]\n add [C] to [breaktype v]\n broadcast (CoinBox v)\nelse\n start sound [Appear v]\n add (item (BlockNo.) of [uniqueblocksx v]) to [itemx v]\n if <(item (BlockNo.) of [blockcontents v]) = [R]> then\n add ((item (BlockNo.) of [uniqueblocksy v]) + (1.6)) to [itemy v]\n else\n add ((item (BlockNo.) of [uniqueblocksy v]) + (0.6)) to [itemy v]\n end\n add [90] to [itemdir v]\n add (item (BlockNo.) of [blockcontents v]) to [itemtype v]\n add [0] to [itemyvel v]\nend\n\ndefine FindSpot\nif <(length of [uniqueblocksx v]) = [0]> then\n set [scanno. v] to [1]\n stop [this script v]\nelse\n set [scanno. v] to (item # of ((round (((x position) - (MapX)) / (28))) - (1)) in [uniqueblocksx v])\n repeat until <<<(item (ScanNo.) of [uniqueblocksx v]) > (round (((x position) - (MapX)) / (28)))> or <(item (ScanNo.) of [uniqueblocksx v]) = (round (((x position) - (MapX)) / (28)))>> or <(ScanNo.) = (length of [uniqueblocksx v])>>\n change [scanno. v] by (1)\n end\n repeat until <<(item (ScanNo.) of [uniqueblocksy v]) > (round (((y position) - (MapY)) / (28)))> or <not <(item (ScanNo.) of [uniqueblocksx v]) = (round (((x position) - (MapX)) / (28)))>>>\n change [scanno. v] by (1)\n if <(ScanNo.) > (length of [uniqueblocksx v])> then\n stop [this script v]\n end\n end\n stop [this script v]\nend\n\nwhen I receive [formblocksnow v]\nif <(PTimer) = [0]> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [10]> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [24]> and <<(YVel) < [1]> and <(Conveyed) = [0]>>> and <<((y position) - ([y position v] of [player v])) < [0]> and <((y position) - ([y position v] of [player v])) > [-40]>>> then\n add [90] to [condir v]\n add (x position) to [conx v]\n add (y position) to [cony v]\n set [conveyed v] to [1]\n broadcast (PlayerConveyed v)\n end\n change y by (14)\n if <<touching (enemies v)?> or <touching (items v)?>> then\n add [90] to [condir v]\n add (x position) to [conx v]\n add (y position) to [cony v]\n broadcast (ConveyerBelt v)\n end\n change y by (-14)\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [11]> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [24]> and <<(YVel) < [1]> and <(Conveyed) = [0]>>> and <<((y position) - ([y position v] of [player v])) < [0]> and <((y position) - ([y position v] of [player v])) > [-40]>>> then\n add [-90] to [condir v]\n add (x position) to [conx v]\n add (y position) to [cony v]\n set [conveyed v] to [1]\n broadcast (PlayerConveyed v)\n end\n change y by (3)\n if <<touching (enemies v)?> or <touching (items v)?>> then\n add [-90] to [condir v]\n add (x position) to [conx v]\n add (y position) to [cony v]\n broadcast (ConveyerBelt v)\n end\n change y by (-3)\n end\nend\n\nwhen I receive [thwomphitblock v]\nif <<([abs v] of ((x position) - (ThwompX)) ) < [32]> and <<((y position) - (ThwompY)) < [0]> and <((y position) - (ThwompY)) > [-28]>>> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [1]> then\n OpenBox\n end\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [3]> or <<(item (BlockNo.) of [uniqueblocksstate v]) = [6]> and <(PTimer) > [0]>>> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n broadcast (BlockHit v)\n add (x position) to [breakx v]\n add (y position) to [breaky v]\n add [B] to [breaktype v]\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [3]> then\n replace item (BlockNo.) of [uniqueblocksstate v] with [4]\n else\n replace item (BlockNo.) of [uniqueblocksstate v] with [7]\n end\n broadcast (BreakParticles v)\n start sound [Break v]\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [5]> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [8]> then\n if <<(PTimer) = [0]> and <(StarTimer) = [0]>> then\n stop all sounds\n end\n start sound [PSwitch v]\n replace item (BlockNo.) of [uniqueblocksstate v] with [9]\n set [ptimer v] to [30]\n end\n if <<(item (BlockNo.) of [uniqueblocksstate v]) = [12]> and <(item (BlockNo.) of [blockbump v]) = [0]>> then\n if <(On/OffSwitch) = [0]> then\n set [on/offswitch v] to [1]\n else\n set [on/offswitch v] to [0]\n end\n start sound [PSwitch v]\n replace item (BlockNo.) of [blockbump v] with [0.1]\n end\nend\n\ndefine MyPipeNo.\nset [pipeno. v] to [0]\nrepeat until <<(item (BlockNo.) of [uniqueblocksx v]) = (item (PipeNo.) of [pipex v])> and <(item (BlockNo.) of [uniqueblocksy v]) = (item (PipeNo.) of [pipey v])>>\n change [pipeno. v] by (1)\nend\nstop [this script v]\n\ndefine MyPipeNo.2\nset [pipeno. v] to [0]\nrepeat until <<(item (ScanNo.) of [uniqueblocksx v]) = (item (PipeNo.) of [pipex v])> and <(item (ScanNo.) of [uniqueblocksy v]) = (item (PipeNo.) of [pipey v])>>\n change [pipeno. v] by (1)\nend\nstop [this script v]\n\nwhen I receive [playerupdated v]\nif <not <(costume [number v]) = [1]>> then\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [5]> then\n switch costume to (bounce v)\n change y by (4)\n if <<touching (enemies v)?> or <touching (items v)?>> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n broadcast (BlockBounce v)\n replace item (BlockNo.) of [blockbump v] with [-0.1]\n end\n change y by (-4)\n switch costume to (11 v)\n if <<(item (BlockNo.) of [blockbump v]) = [0]> or <(item (BlockNo.) of [blockbump v]) < [-1]>> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [16]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [48]>> or <<<(Powerup) = [Racc]> and <(AbCooldown) > [0]>> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [14]> and <([abs v] of ((x position) - ([x position v] of [player v])) ) < [32]>>>> then\n set [blockhitx v] to (x position)\n set [blockhity v] to (y position)\n if <((y position) - ([y position v] of [player v])) > [0]> then\n if <(YVel) = [-0.1]> then\n broadcast (BlockBounce v)\n replace item (BlockNo.) of [blockbump v] with [0.1]\n end\n else\n if <<(YVel) = [0]> or <(YVel) > [17]>> then\n replace item (BlockNo.) of [blockbump v] with [-0.1]\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [16]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [48]>> then\n set [yvel v] to [20]\n change [playery v] by (3.2)\n end\n broadcast (BlockBounce v)\n end\n end\n end\n end\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [8]> then\n if <<<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [24]> and <(YVel) < [1]>> and <<((y position) - ([y position v] of [player v])) < [-14]> and <((y position) - ([y position v] of [player v])) > [-32]>>> or <<<(Powerup) = [Racc]> and <(AbCooldown) > [0]>> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [14]> and <([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]>>>> then\n if <<(PTimer) = [0]> and <(StarTimer) = [0]>> then\n stop all sounds\n end\n start sound [PSwitch v]\n replace item (BlockNo.) of [uniqueblocksstate v] with [9]\n set [ptimer v] to [30]\n end\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [12]> then\n if <<<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [22]> and <<((y position) - ([y position v] of [player v])) < [50]> and <((y position) - ([y position v] of [player v])) > [14]>>> and <(YVel) = [-0.1]>> or <<<<(Powerup) = [Racc]> and <(AbCooldown) > [0]>> and <(item (BlockNo.) of [blockbump v]) = [0]>> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [14]> and <([abs v] of ((x position) - ([x position v] of [player v])) ) < [32]>>>> then\n if <(On/OffSwitch) = [0]> then\n set [on/offswitch v] to [1]\n else\n set [on/offswitch v] to [0]\n end\n start sound [PSwitch v]\n replace item (BlockNo.) of [blockbump v] with [0.1]\n end\n end\n if <(item (BlockNo.) of [uniqueblocksstate v]) = [15]> then\n if <<<([abs v] of (((x position) - (14)) - ([x position v] of [player v])) ) < [14]> and <<(YVel) = [0]> and <(PipeTravel) = [0]>>> and <<([abs v] of ((y position) - ([y position v] of [player v])) ) < [7]> and <key (down arrow v) pressed?>>> then\n MyPipeNo.\n if <<not <(PipeNo.) = (length of [pipex v])>> and <((PipeNo.) mod (2)) = [1]>> then\n if <<(Dead) = [0]> and <(PassedGoal) = [0]>> then\n set [pipetravel v] to [1]\n set [usepipeno. v] to (PipeNo.)\n broadcast (PipeTravel v)\n end\n end\n end\n end\nend\n\ndefine Add\ninsert (round (((x position) - (MapX)) / (28))) at (ScanNo.) of [uniqueblocksx v] \ninsert (round (((y position) - (MapY)) / (28))) at (ScanNo.) of [uniqueblocksy v] \nif < (BlockSelected) contains [?]?> then\n insert [1] at (ScanNo.) of [uniqueblocksstate v] \n insert (letter (2) of (BlockSelected)) at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [!]> then\n insert [3] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = ["]> then\n insert [5] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [}]> then\n insert [6] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [%]> then\n insert [8] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [>]> then\n insert [10] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [<]> then\n insert [11] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [^]> then\n insert [12] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [&]> then\n insert [13] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [*]> then\n insert [14] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\nif <(BlockSelected) = [\]]> then\n insert [15] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \n add (round (((x position) - (MapX)) / (28))) to [pipex v]\n add (round (((y position) - (MapY)) / (28))) to [pipey v]\nend\nif <(BlockSelected) = [\[]> then\n insert [16] at (ScanNo.) of [uniqueblocksstate v] \n insert [0] at (ScanNo.) of [blockcontents v] \nend\ninsert [0] at (ScanNo.) of [blockbump v] \n\n@Enemies\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (empty v)\nhide\nset size to (350) %\n\nwhen I receive [enemiesupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (empty v)\nif <(Pause) = [0]> then\n if <(length of [enemyx v]) > [0]> then\n DeleteEnemies\n FormEnemies\n end\nelse\n if <(length of [enemyxog v]) > [0]> then\n FormEnemies\n end\nend\nif <(Pause) = [0]> then\n broadcast (PlayerUpdate v)\nend\n\nwhen I receive [convert v]\nif <[1] = [1]> then\n delete this clone\nend\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [enemyyvelocity v]\ndelete all of [enemydir v]\ndelete all of [enemystate v]\ndelete all of [enemytype v]\nset [enemyno. v] to [0]\nwait (0) seconds\nConvert\n\ndefine Convert\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [enemyyvelocity v]\ndelete all of [enemydir v]\ndelete all of [enemystate v]\ndelete all of [enemytype v]\nset [enemyno. v] to [0]\nrepeat (length of [enemyxog v])\n change [enemyno. v] by (1)\n add (item (EnemyNo.) of [enemyxog v]) to [enemyx v]\n add (item (EnemyNo.) of [enemyyog v]) to [enemyy v]\n add (item (EnemyNo.) of [enemytypeog v]) to [enemytype v]\n if <(item (EnemyNo.) of [enemytypeog v]) = [5]> then\n add [90] to [enemydir v]\n else\n add [-90] to [enemydir v]\n end\n add [-0.01] to [enemyyvelocity v]\n add [0] to [enemystate v]\nend\n\ndefine FormEnemies\nshow\nset [enemyno. v] to [0]\nif <(Pause) = [0]> then\n repeat ((length of [enemyx v]) - (EnemyNo.))\n change [enemyno. v] by (1)\n go to x: (((item (EnemyNo.) of [enemyx v]) * (28)) + (MapX)) y: (((item (EnemyNo.) of [enemyy v]) * (28)) + (MapY))\n if <<<<(x position) < [222]> and <(x position) > [-222]>> and <<<(y position) < [170]> or <<(AllowYMovement) = [0]> and <(Underground) = [0]>>> and <<(y position) > [-172]> or <<(item (EnemyNo.) of [enemytype v]) = [4]> and <(((item (EnemyNo.) of [enemyy v]) * (28)) + (MapY)) > [-168]>>>>> or <<(item (EnemyNo.) of [enemystate v]) = [3]> and <<(item (EnemyNo.) of [enemytype v]) = [2]> or <(item (EnemyNo.) of [enemytype v]) = [3]>>>> then\n point in direction (item (EnemyNo.) of [enemydir v])\n create clone of (_myself_ v)\n end\n end\nelse\n repeat ((length of [enemyxog v]) - (EnemyNo.))\n set rotation style [left-right v]\n point in direction (-90)\n change [enemyno. v] by (1)\n go to x: (((item (EnemyNo.) of [enemyxog v]) * (28)) + (MapX)) y: (((item (EnemyNo.) of [enemyyog v]) * (28)) + (MapY))\n if <(item (EnemyNo.) of [enemytypeog v]) = [1]> then\n switch costume to (1 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [2]> then\n switch costume to (5 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [3]> then\n switch costume to (15 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [4]> then\n switch costume to (24 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [5]> then\n point in direction (90)\n switch costume to (27 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [6]> then\n switch costume to (31 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [7]> then\n switch costume to (33 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [8]> then\n switch costume to (34 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [9]> then\n set rotation style [all around v]\n switch costume to (36 v)\n end\n if <(item (EnemyNo.) of [enemytypeog v]) = [11]> then\n switch costume to (43 v)\n end\n if <<<(x position) < [226]> and <(x position) > [-226]>> and <<(y position) < [170]> and <(y position) > [-166]>>> then\n stamp\n end\n end\nend\nswitch costume to (empty v)\nhide\n\nwhen I start as a clone\nif <(item (EnemyNo.) of [enemytype v]) = [1]> then\n Goomba\nend\nif <(item (EnemyNo.) of [enemytype v]) = [2]> then\n GreenFella\nend\nif <(item (EnemyNo.) of [enemytype v]) = [3]> then\n RedFella\nend\nif <(item (EnemyNo.) of [enemytype v]) = [4]> then\n BigMouthBoi\nend\nif <(item (EnemyNo.) of [enemytype v]) = [5]> then\n switch costume to (firehitbox v)\n set rotation style [all around v]\n point in direction (item (EnemyNo.) of [enemydir v])\n turn right (2) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n hide\nend\n\ndefine ScanForThisPosition\nset [allowplacement v] to [1]\nset [scanno. v] to [0]\nrepeat (length of [enemyxog v])\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [enemyxog v]) = (round (((x position) - (MapX)) / (28)))> and <(item (ScanNo.) of [enemyyog v]) = (round (((y position) - (MapY)) / (28)))>> then\n set [allowplacement v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [eraseenemy v]\nif <(costume [name v]) = [Empty]> then\n go to x: (((round (((mouse x) - (MapX)) / (28))) * (28)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (28))) * (28)) + (MapY))\n ScanForThisPosition\n if <(AllowPlacement) = [0]> then\n delete (ScanNo.) of [enemyxog v]\n delete (ScanNo.) of [enemyyog v]\n delete (ScanNo.) of [enemytypeog v]\n end\nend\n\ndefine FindFloor\nif <(item (EnemyNo.) of [enemystate v]) = [0]> then\n repeat until <<<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (enemies v)?>> or <(y position) < [-175]>>\n change y by (-1)\n end\n if <not <touching (enemies v)?>> then\n change y by (1)\n end\nelse\n repeat until <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <(y position) < [-175]>>\n change y by (-1)\n end\n change y by (1)\nend\nreplace item (EnemyNo.) of [enemyyvelocity v] with [0]\n\nwhen I receive [costumeeverything v]\nCostumeMe\n\ndefine YSmoothing\nrepeat (6)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (1)\n end\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (-6)\nend\n\nwhen I receive [playerupdated v]\nif <<<(distance to [player v]) < [124]> and <(StarTimer) > [0]>> and <not <(item (EnemyNo.) of [enemytype v]) = [5]>>> then\n if <touching (player v)?> then\n start sound [Stomp v]\n add (EnemyNo.) to [deletethese v]\n else\n Enemy-PlayerColl\n end\nelse\n Enemy-PlayerColl\nend\n\nwhen I receive [shellhit v]\nif <not <<(item (EnemyNo.) of [enemytype v]) = [5]> or <<(item (EnemyNo.) of [enemytype v]) = [7]> or <(item (EnemyNo.) of [enemytype v]) = [8]>>>> then\n set [scanno. v] to ([sqrt v] of ((((x position) - (ShellX)) * ((x position) - (ShellX))) + (((y position) - (ShellY)) * ((y position) - (ShellY)))) )\n if <<<(ScanNo.) < [26]> and <(ScanNo.) > [1]>> and <not <(item (EnemyNo.) of [enemystate v]) = [3]>>> then\n start sound [Stomp v]\n if <(item (EnemyNo.) of [enemytype v]) = [11]> then\n replace item (EnemyNo.) of [enemystate v] with ((([ceiling v] of (((item (EnemyNo.) of [enemystate v]) + (1)) / (3)) ) * (3)) + ((-29) / (30)))\n else\n add (EnemyNo.) to [deletethese v]\n end\n end\nend\n\nwhen I receive [blockhit v]\nif <not <<<(item (EnemyNo.) of [enemytype v]) = [5]> or <(item (EnemyNo.) of [enemytype v]) = [10]>> or <<(item (EnemyNo.) of [enemytype v]) = [7]> or <(item (EnemyNo.) of [enemytype v]) = [8]>>>> then\n if <not <(item (EnemyNo.) of [enemystate v]) = [3]>> then\n if <<([abs v] of ((x position) - (BlockHitX)) ) < [14]> and <<([abs v] of ((y position) - (BlockHitY)) ) < [36]> and <(y position) > (BlockHitY)>>> then\n start sound [Stomp v]\n if <(item (EnemyNo.) of [enemytype v]) = [11]> then\n replace item (EnemyNo.) of [enemystate v] with ((([ceiling v] of (((item (EnemyNo.) of [enemystate v]) + (1)) / (3)) ) * (3)) + ((-29) / (30)))\n else\n add (EnemyNo.) to [deletethese v]\n end\n end\n end\nend\n\ndefine YVelocityScript\nif <(item (EnemyNo.) of [enemystate v]) = [2]> then\n if <(item (EnemyNo.) of [enemyyvelocity v]) > [0]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) - (0.91))\n end\nelse\n if <(item (EnemyNo.) of [enemytype v]) = [7]> then\n if <(item (EnemyNo.) of [enemyyvelocity v]) > [-14]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) - (1.09))\n end\n else\n if <(item (EnemyNo.) of [enemytype v]) = [8]> then\n if <(item (EnemyNo.) of [enemyyvelocity v]) > [0]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) - (0.41))\n if <(item (EnemyNo.) of [enemyyvelocity v]) < [0]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\n end\n else\n if <(item (EnemyNo.) of [enemyyvelocity v]) > [-4]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) - (0.91))\n end\n end\n end\nend\nif <(Background) = [5]> then\n if <(item (EnemyNo.) of [enemyyvelocity v]) > [12]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [12]\n end\n if <(item (EnemyNo.) of [enemyyvelocity v]) < [-1.5]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [-1.5]\n end\nend\nchange y by (item (EnemyNo.) of [enemyyvelocity v])\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((item (EnemyNo.) of [enemyyvelocity v]) * (-1))\n if <(item (EnemyNo.) of [enemyyvelocity v]) > [0]> then\n FindCeiling\n else\n FindFloor\n end\n if <(item (EnemyNo.) of [enemytype v]) = [4]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [0.01]\n else\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\nend\n\ndefine FindCeiling\nrepeat until <<<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (enemies v)?>> or <(y position) > [175]>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I receive [blockbounce v]\nif <not <<(item (EnemyNo.) of [enemytype v]) = [5]> or <(item (EnemyNo.) of [enemytype v]) = [10]>>> then\n if <<<([abs v] of (((x position) - (<(item (EnemyNo.) of [enemytype v]) = [4]> * (14))) - (BlockHitX)) ) < [24]> and <<([abs v] of ((y position) - (BlockHitY)) ) < [56]> and <(y position) > ((BlockHitY) - (4))>>> and <not <(item (EnemyNo.) of [enemystate v]) = [3]>>> then\n if <(item (EnemyNo.) of [enemytype v]) = [8]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [8]\n replace item (EnemyNo.) of [enemyy v] with ((item (EnemyNo.) of [enemyy v]) + (0.3))\n else\n replace item (EnemyNo.) of [enemyyvelocity v] with ((18) - (<(item (EnemyNo.) of [enemytype v]) = [4]> * (2)))\n change y by (3)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n replace item (EnemyNo.) of [enemyy v] with ((item (EnemyNo.) of [enemyy v]) + (0.3))\n end\n change y by (-3)\n end\n end\nend\n\nwhen I receive [firehit v]\nif <not <<<(item (EnemyNo.) of [enemytype v]) = [5]> or <(item (EnemyNo.) of [enemytype v]) = [9]>> or <<(item (EnemyNo.) of [enemytype v]) = [7]> or <(item (EnemyNo.) of [enemytype v]) = [8]>>>> then\n set [scanno. v] to ([sqrt v] of ((((x position) - (FireX)) * ((x position) - (FireX))) + (((y position) - (FireY)) * ((y position) - (FireY)))) )\n if <<(ScanNo.) < [56]> and <not <(item (EnemyNo.) of [enemystate v]) = [3]>>> then\n if <touching (fireball v)?> then\n start sound [Stomp v]\n if <(item (EnemyNo.) of [enemytype v]) = [11]> then\n replace item (EnemyNo.) of [enemystate v] with ((([ceiling v] of (((item (EnemyNo.) of [enemystate v]) + (1)) / (3)) ) * (3)) + ((-29) / (30)))\n else\n add (EnemyNo.) to [deletethese v]\n end\n end\n end\nend\n\nwhen I receive [playerupdated v]\nif <<<<(Powerup) = [Racc]> and <(AbCooldown) > [0]>> and <not <<(item (EnemyNo.) of [enemytype v]) = [7]> or <(item (EnemyNo.) of [enemytype v]) = [5]>>>> and <<([abs v] of (((x position) - (<(item (EnemyNo.) of [enemytype v]) = [4]> * (14))) - ([x position v] of [player v])) ) < [34]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [7]>>> then\n if <(item (EnemyNo.) of [enemytype v]) = [11]> then\n if <((item (EnemyNo.) of [enemystate v]) mod (1)) = [0]> then\n replace item (EnemyNo.) of [enemystate v] with ((([ceiling v] of (((item (EnemyNo.) of [enemystate v]) + (1)) / (3)) ) * (3)) + ((-29) / (30)))\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n start sound [Boom v]\n end\n else\n start sound [Stomp v]\n add (EnemyNo.) to [deletethese v]\n end\nend\n\nwait (0) seconds\ndelete (EnemyNo.) of [enemyx v]\ndelete (EnemyNo.) of [enemyy v]\ndelete (EnemyNo.) of [enemytype v]\ndelete (EnemyNo.) of [enemystate v]\ndelete (EnemyNo.) of [enemydir v]\ndelete (EnemyNo.) of [enemyyvelocity v]\n\nwhen I receive [conveyerbelt v]\nif <not <<(item (EnemyNo.) of [enemytype v]) = [5]> or <(item (EnemyNo.) of [enemytype v]) = [10]>>> then\n ConveyerBelt\nend\n\ndefine ConveyerBelt\nset [scanno. v] to [0]\nrepeat (length of [conx v])\n change [scanno. v] by (1)\n if <<([abs v] of (((x position) - (<(item (EnemyNo.) of [enemytype v]) = [4]> * (14))) - (item (ScanNo.) of [conx v])) ) < [28]> and <<((y position) - (item (ScanNo.) of [cony v])) < [28]> and <((y position) - (item (ScanNo.) of [cony v])) > [0]>>> then\n if <(item (EnemyNo.) of [enemytype v]) = [7]> then\n switch costume to (thwomphitbox v)\n else\n if <(item (EnemyNo.) of [enemytype v]) = [9]> then\n switch costume to (spiny v)\n else\n if <(item (EnemyNo.) of [enemytype v]) = [4]> then\n switch costume to (plantbox v)\n else\n switch costume to (smaller v)\n end\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [4]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [-0.01]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [9]> then\n change x by ((item (ScanNo.) of [condir v]) / (30))\n else\n change y by (3)\n change x by ((item (ScanNo.) of [condir v]) / (30))\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <not <(item (EnemyNo.) of [enemytype v]) = [9]>> then\n XFix\n end\n else\n if <(item (EnemyNo.) of [enemytype v]) = [9]> then\n change y by (-3)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n replace item (EnemyNo.) of [enemyx v] with ((item (EnemyNo.) of [enemyx v]) + (((item (ScanNo.) of [condir v]) / (30)) / (28)))\n end\n change y by (3)\n else\n replace item (EnemyNo.) of [enemyx v] with ((item (EnemyNo.) of [enemyx v]) + (((item (ScanNo.) of [condir v]) / (30)) / (28)))\n change y by (-3)\n end\n end\n stop [this script v]\n end\nend\n\ndefine XFix\nchange y by (2)\nset [offset v] to [1]\nrepeat until <<not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> or <(Offset) > [84]>>\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change x by (Offset)\nend\nchange y by (-2)\nif <not <(Offset) > [84]>> then\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\nend\n\ndefine CostumeMe\nif <(item (EnemyNo.) of [enemytype v]) = [1]> then\n switch costume to (([floor v] of ((GlobalCostumeNo.) mod (2)) ) + (1))\nend\nif <(item (EnemyNo.) of [enemytype v]) = [2]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (([floor v] of ((GlobalCostumeNo.) mod (2)) ) + (4))\n end\n if <<(item (EnemyNo.) of [enemystate v]) = [1]> or <(item (EnemyNo.) of [enemystate v]) = [3]>> then\n switch costume to (6 v)\n if <(item (EnemyNo.) of [enemystate v]) = [3]> then\n go [forward v] (2) layers\n point in direction ([direction v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n if <(YVel) = [0]> then\n move (23) steps\n else\n if <<([abs v] of (XVel) ) > ((5.999999) / (1.4))> or <(Powerup) = [None]>> then\n move (19) steps\n else\n move (12) steps\n end\n end\n if <not <(Powerup) = [None]>> then\n change y by (5)\n end\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (8)) ) + (6))\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [3]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (([floor v] of ((GlobalCostumeNo.) mod (2)) ) + (14))\n end\n if <<(item (EnemyNo.) of [enemystate v]) = [1]> or <(item (EnemyNo.) of [enemystate v]) = [3]>> then\n switch costume to (16 v)\n if <(item (EnemyNo.) of [enemystate v]) = [3]> then\n go [forward v] (2) layers\n point in direction ([direction v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n if <(YVel) = [0]> then\n move (23) steps\n else\n if <<([abs v] of (XVel) ) > ((5.999999) / (1.4))> or <(Powerup) = [None]>> then\n move (19) steps\n else\n move (12) steps\n end\n end\n if <not <(Powerup) = [None]>> then\n change y by (5)\n end\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (8)) ) + (16))\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [4]> then\n if <<<(item (EnemyNo.) of [enemystate v]) > [97]> or <(item (EnemyNo.) of [enemystate v]) < [15]>> and <(item (EnemyNo.) of [enemyyvelocity v]) = [0]>> then\n switch costume to (26 v)\n else\n switch costume to (([floor v] of ((GlobalCostumeNo.) mod (2)) ) + (24))\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [5]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (27))\n go to [front v] layer\n show\n go [backward v] (3) layers\nend\nif <(item (EnemyNo.) of [enemytype v]) = [6]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1)) mod (2)) ) + (31))\n if <(Background) = [5]> then\n change y by (([sin v] of ((GlobalCostumeNo.) * (45)) ) * (3))\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [7]> then\n switch costume to (33 v)\nend\nif <(item (EnemyNo.) of [enemytype v]) = [8]> then\n if <([direction v] of [player v]) = (direction)> then\n switch costume to (34 v)\n else\n switch costume to (35 v)\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [9]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1)) mod (2)) ) + (36))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (38))\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [10]> then\n switch costume to (42 v)\n go [backward v] (14) layers\nend\nif <(item (EnemyNo.) of [enemytype v]) = [11]> then\n if <((item (EnemyNo.) of [enemystate v]) mod (3)) = [0]> then\n if <(item (EnemyNo.) of [enemyyvelocity v]) = [0]> then\n switch costume to (43 v)\n else\n switch costume to (44 v)\n end\n else\n if <((item (EnemyNo.) of [enemystate v]) mod (3)) = [1]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (5)) mod (7)) ) + (45))\n else\n show\n if <([sin v] of ((GlobalCostumeNo.) * (720)) ) > [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.8)) mod (3)) ) + (54))\n else\n switch costume to (53 v)\n end\n end\n end\nend\n\ndefine Enemy-PlayerColl\nif <(item (EnemyNo.) of [enemytype v]) = [1]> then\n if <(distance to [player v]) < [56]> then\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (2))> then\n start sound [Stomp v]\n set [yvel v] to [18]\n add (EnemyNo.) to [deletethese v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n end\nelse\n if <(item (EnemyNo.) of [enemytype v]) = [2]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (3))> then\n start sound [Stomp v]\n set [yvel v] to [18]\n replace item (EnemyNo.) of [enemystate v] with [1]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n else\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n if <touching (enemies v)?> then\n set [shellx v] to (x position)\n set [shelly v] to (y position)\n broadcast (ShellHit v)\n end\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (4))> then\n start sound [Stomp v]\n set [yvel v] to [18]\n replace item (EnemyNo.) of [enemystate v] with [1]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n else\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (-1))> then\n if <not <([y position v] of [player v]) > ((y position) + (2))>> then\n if <(HoldingShell) = [0]> then\n if <key (z v) pressed?> then\n set [holdingshell v] to [1]\n replace item (EnemyNo.) of [enemystate v] with [3]\n stop [this script v]\n end\n end\n end\n start sound [Kick v]\n set [yvel v] to [18]\n replace item (EnemyNo.) of [enemystate v] with [2]\n point in direction ([direction v] of [player v])\n move (14) steps\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\n replace item (EnemyNo.) of [enemydir v] with (direction)\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\n end\n end\n end\n else\n if <(item (EnemyNo.) of [enemytype v]) = [10]> then\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (2))> then\n start sound [Stomp v]\n set [yvel v] to [18]\n add (EnemyNo.) to [deletethese v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n else\n if <(item (EnemyNo.) of [enemytype v]) = [3]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (3))> then\n start sound [Stomp v]\n set [yvel v] to [18]\n replace item (EnemyNo.) of [enemystate v] with [1]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n else\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n if <touching (enemies v)?> then\n set [shellx v] to (x position)\n set [shelly v] to (y position)\n broadcast (ShellHit v)\n end\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (4))> then\n start sound [Stomp v]\n set [yvel v] to [18]\n replace item (EnemyNo.) of [enemystate v] with [1]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n else\n if <touching (player v)?> then\n if <([y position v] of [player v]) > ((y position) + (-1))> then\n if <not <([y position v] of [player v]) > ((y position) + (2))>> then\n if <(HoldingShell) = [0]> then\n if <key (z v) pressed?> then\n set [holdingshell v] to [1]\n replace item (EnemyNo.) of [enemystate v] with [3]\n stop [this script v]\n end\n end\n end\n start sound [Kick v]\n set [yvel v] to [18]\n replace item (EnemyNo.) of [enemystate v] with [2]\n point in direction ([direction v] of [player v])\n move (14) steps\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\n replace item (EnemyNo.) of [enemydir v] with (direction)\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\n end\n end\n end\n else\n if <(item (EnemyNo.) of [enemytype v]) = [4]> then\n if <<<(item (EnemyNo.) of [enemystate v]) > [97]> or <(item (EnemyNo.) of [enemystate v]) < [15]>> and <(item (EnemyNo.) of [enemyyvelocity v]) = [0]>> then\n switch costume to (smallplant v)\n else\n switch costume to (plantbox v)\n end\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n else\n if <(item (EnemyNo.) of [enemytype v]) = [5]> then\n show\n switch costume to (firehitbox v)\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n else\n if <(item (EnemyNo.) of [enemytype v]) = [11]> then\n if <touching (player v)?> then\n if <((item (EnemyNo.) of [enemystate v]) mod (3)) = [0]> then\n if <<not <(item (EnemyNo.) of [enemyyvelocity v]) = [0]>> and <([y position v] of [player v]) > ((y position) + (3))>> then\n set [yvel v] to [18]\n replace item (EnemyNo.) of [enemystate v] with ((([ceiling v] of (((item (EnemyNo.) of [enemystate v]) + (1)) / (3)) ) * (3)) + ((-29) / (30)))\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n start sound [Boom v]\n else\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n else\n if <((item (EnemyNo.) of [enemystate v]) mod (3)) = [1]> then\n if <([y position v] of [player v]) > ((y position) + (3))> then\n set [yvel v] to [18]\n replace item (EnemyNo.) of [enemystate v] with ((([ceiling v] of (((item (EnemyNo.) of [enemystate v]) + (1)) / (3)) ) * (3)) + ((-29) / (30)))\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n start sound [Boom v]\n else\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n end\n end\n end\n else\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine DeleteEnemies\nrepeat until <(length of [deletethese v]) = [0]>\n delete (item (1) of [deletethese v]) of [enemyx v]\n delete (item (1) of [deletethese v]) of [enemyy v]\n delete (item (1) of [deletethese v]) of [enemytype v]\n delete (item (1) of [deletethese v]) of [enemystate v]\n delete (item (1) of [deletethese v]) of [enemydir v]\n delete (item (1) of [deletethese v]) of [enemyyvelocity v]\n delete (1) of [deletethese v]\nend\n\ndefine Goomba\nswitch costume to (smaller v)\nchange y by ((Gravity) * (1.5))\nif <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (enemies v)?>> then\n if <touching (enemies v)?> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n set y to (((round (((y position) - (MapY)) / (28))) * (28)) + (MapY))\n change y by (1)\n else\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\nend\nYVelocityScript\nmove (1) steps\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n move (-1) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\nend\nreplace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\nreplace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\nswitch costume to (smallhitbox v)\n\ndefine GreenFella\nif <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (tallhitbox v)\n change y by ((Gravity) * (1.5))\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (enemies v)?>> then\n if <touching (enemies v)?> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n set y to (((round (((y position) - (MapY)) / (28))) * (28)) + (MapY))\n else\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n end\n YVelocityScript\n move (1) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n move (-1) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n end\nend\nif <(item (EnemyNo.) of [enemystate v]) = [1]> then\n switch costume to (smallhitbox v)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n YVelocityScript\nend\nif <(item (EnemyNo.) of [enemystate v]) = [2]> then\n switch costume to (shellhitbox v)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n move (6) steps\n YVelocityScript\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <touching (uniqueblocks v)?> then\n set y to (((round ((((y position) - (MapY)) / (28)) - (0.2))) * (28)) + (MapY))\n set [shellx v] to (x position)\n set [shelly v] to (y position)\n broadcast (ShellHitBlock v)\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n XFix\n else\n XFix\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n end\n end\n end\n switch costume to (smallhitbox v)\nend\nif <(item (EnemyNo.) of [enemystate v]) = [3]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n point in direction ([direction v] of [player v])\n replace item (EnemyNo.) of [enemydir v] with (direction)\n go to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\n move (22) steps\n if <not <(Powerup) = [None]>> then\n change y by (5)\n end\n if <<not <key (z v) pressed?>> or <<(Crouching) = [1]> or <<(Dead) = [1]> or <(PassedGoal) = [1]>>>> then\n start sound [Kick v]\n move (14) steps\n replace item (EnemyNo.) of [enemystate v] with [2]\n set [holdingshell v] to [0]\n end\nend\nreplace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\nreplace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\ndefine RedFella\nif <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (tallhitbox v)\n change y by ((Gravity) * (1.5))\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (enemies v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n if <touching (enemies v)?> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n set y to (((round (((y position) - (MapY)) / (28))) * (28)) + (MapY))\n else\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n switch costume to (floorcheck v)\n if <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (enemies v)?>>> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n end\n switch costume to (tallhitbox v)\n end\n YVelocityScript\n move (1) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n move (-1) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n end\nend\nif <(item (EnemyNo.) of [enemystate v]) = [1]> then\n switch costume to (smallhitbox v)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n YVelocityScript\nend\nif <(item (EnemyNo.) of [enemystate v]) = [2]> then\n switch costume to (shellhitbox v)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n YVelocityScript\n move (6) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <touching (uniqueblocks v)?> then\n set y to (((round ((((y position) - (MapY)) / (28)) - (0.2))) * (28)) + (MapY))\n set [shellx v] to (x position)\n set [shelly v] to (y position)\n broadcast (ShellHitBlock v)\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n XFix\n else\n XFix\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n end\n end\n end\n switch costume to (smallhitbox v)\nend\nif <(item (EnemyNo.) of [enemystate v]) = [3]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n point in direction ([direction v] of [player v])\n replace item (EnemyNo.) of [enemydir v] with (direction)\n go to (player v)\n move (22) steps\n if <not <(Powerup) = [None]>> then\n change y by (5)\n end\n if <<not <key (z v) pressed?>> or <<(Crouching) = [1]> or <<(Dead) = [1]> or <(PassedGoal) = [1]>>>> then\n start sound [Kick v]\n move (14) steps\n replace item (EnemyNo.) of [enemystate v] with [2]\n set [holdingshell v] to [0]\n end\nend\nreplace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\nreplace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\ndefine BigMouthBoi\nswitch costume to (plantbox v)\nchange y by ((Gravity) * (1.5))\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\nend\nif <(item (EnemyNo.) of [enemyyvelocity v]) = [0]> then\n go to [back v] layer\n change y by (-56)\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (1))\n if <(item (EnemyNo.) of [enemystate v]) < [28]> then\n change y by ((item (EnemyNo.) of [enemystate v]) * (2))\n else\n if <(item (EnemyNo.) of [enemystate v]) < [84]> then\n change y by (56)\n else\n if <(item (EnemyNo.) of [enemystate v]) < [112]> then\n change y by (((112) - ((item (EnemyNo.) of [enemystate v]) * (2))) + (112))\n else\n if <(item (EnemyNo.) of [enemystate v]) < [168]> then\n end\n end\n end\n if <(y position) < [-179]> then\n hide\n end\n change y by (-1)\nelse\n YVelocityScript\n replace item (EnemyNo.) of [enemystate v] with [168]\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\nend\nswitch costume to (smallplant v)\nchange y by (-1)\n\ndefine FishyMan\nswitch costume to (fishboi v)\nif <<<(Background) = [5]> and <(Underground) = [0]>> or <<(Background2) = [5]> and <(Underground) = [1]>>> then\n move (1) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n move (-1) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n end\nelse\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n if <(pick random (1) to (24)) = [1]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [12]\n end\n end\n YVelocityScript\n move ([abs v] of ((item (EnemyNo.) of [enemyyvelocity v]) / (2)) ) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n move (([abs v] of (item (EnemyNo.) of [enemyyvelocity v]) ) / (-2)) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n end\nend\nreplace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\nreplace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\ndefine KABOOM\nswitch costume to (thwomphitbox v)\nif <(item (EnemyNo.) of [enemystate v]) = [0]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [54]> and <([y position v] of [player v]) < (y position)>> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\nend\nif <(item (EnemyNo.) of [enemystate v]) = [1]> then\n change y by ((Gravity) * (1))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <touching (uniqueblocks v)?> then\n set [thwompx v] to (x position)\n set [thwompy v] to (y position)\n broadcast (ThwompHitBlock v)\n end\n change y by ((Gravity) * (-1))\n FindFloor\n replace item (EnemyNo.) of [enemystate v] with [2]\n start sound [Thwomp v]\n set [shake v] to [0.01]\n end\n YVelocityScript\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\nend\nif <<(item (EnemyNo.) of [enemystate v]) > [1]> and <(item (EnemyNo.) of [enemystate v]) < [30]>> then\n change y by ((Gravity) * (1))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <touching (uniqueblocks v)?> then\n set [thwompx v] to (x position)\n set [thwompy v] to (y position)\n broadcast (ThwompHitBlock v)\n end\n change y by ((Gravity) * (-1))\n FindFloor\n end\n YVelocityScript\n if <(item (EnemyNo.) of [enemyy v]) = (((y position) - (MapY)) / (28))> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (1))\n end\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\nend\nif <(item (EnemyNo.) of [enemystate v]) = [30]> then\n change y by ((Gravity) * (-0.7))\n change y by (4)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (0.7))\n FindCeiling\n replace item (EnemyNo.) of [enemystate v] with [31]\n end\n change y by (-4)\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\n if <(((y position) - (MapY)) / (28)) > (item (EnemyNo.) of [enemyyog v])> then\n replace item (EnemyNo.) of [enemyy v] with (item (EnemyNo.) of [enemyyog v])\n set y to (((item (EnemyNo.) of [enemyy v]) * (28)) + (MapY))\n replace item (EnemyNo.) of [enemystate v] with [31]\n end\nend\nif <(item (EnemyNo.) of [enemystate v]) > [30]> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (1))\n if <(item (EnemyNo.) of [enemystate v]) = [45]> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n end\nend\nchange y by (-1)\n\ndefine SpinyFella\nif <(item (EnemyNo.) of [enemystate v]) = [0]> then\n set rotation style [all around v]\n switch costume to (spiny v)\n if <(direction) = [-90]> then\n if <(item (EnemyNo.) of [enemyyvelocity v]) = [-0.01]> then\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n end\n else\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\n if <(item (EnemyNo.) of [enemyyvelocity v]) = [0]> then\n move (1) steps\n switch costume to (frontcheck v)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n move (-1) steps\n turn right (90) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n move (3) steps\n end\n switch costume to (spinycheck v)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n move (-1) steps\n turn left (90) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n move (3) steps\n end\n else\n point in direction (-90)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n YVelocityScript\n move (1) steps\n end\n switch costume to (spiny v)\n if <<(direction) = [90]> and <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [54]> and <([y position v] of [player v]) < (y position)>>> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\nend\nif <(item (EnemyNo.) of [enemystate v]) = [1]> then\n switch costume to (shellhitbox v)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n if <(x position) < ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (EnemyNo.) of [enemydir v] with (direction)\n replace item (EnemyNo.) of [enemystate v] with [2]\n end\n YVelocityScript\nend\nif <(item (EnemyNo.) of [enemystate v]) = [2]> then\n switch costume to (shellhitbox v)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n YVelocityScript\n move (6) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <touching (uniqueblocks v)?> then\n set y to (((round ((((y position) - (MapY)) / (28)) - (0.2))) * (28)) + (MapY))\n set [shellx v] to (x position)\n set [shelly v] to (y position)\n broadcast (ShellHitBlock v)\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n XFix\n else\n XFix\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n end\n end\n end\n switch costume to (smallhitbox v)\nend\nreplace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\nreplace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\n\nwhen I start as a clone\nif <(item (EnemyNo.) of [enemytype v]) = [6]> then\n FishyMan\nend\nif <(item (EnemyNo.) of [enemytype v]) = [7]> then\n KABOOM\nend\nif <(item (EnemyNo.) of [enemytype v]) = [8]> then\n switch costume to (fishboi v)\n if <([direction v] of [player v]) = (direction)> then\n point towards (player v)\n move (1) steps\n end\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (EnemyNo.) of [enemydir v] with (direction)\n YVelocityScript\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\n change y by (-1)\n change y by (([sin v] of ((GlobalCostumeNo.) * (40)) ) * (4))\nend\nif <(item (EnemyNo.) of [enemytype v]) = [9]> then\n SpinyFella\nend\nif <(item (EnemyNo.) of [enemytype v]) = [10]> then\n BulletBoi\nend\nif <(item (EnemyNo.) of [enemytype v]) = [11]> then\n BoomBoi\nend\n\ndefine BulletBoi\nswitch costume to (bullethitbox v)\nif <(item (EnemyNo.) of [enemystate v]) = [0]> then\n move (3) steps\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\nelse\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n hide\n add (EnemyNo.) to [deletethese v]\n end\n move (3) steps\nend\nreplace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\nreplace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\n\ndefine BoomBoi\npoint in direction ((([abs v] of ((x position) - ([x position v] of [player v])) ) / ((x position) - ([x position v] of [player v]))) * (-90))\nif <((item (EnemyNo.) of [enemystate v]) mod (3)) = [0]> then\n switch costume to (boom v)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n if <([sin v] of ((GlobalCostumeNo.) * (50)) ) < [-0.99]> then\n if <(item (EnemyNo.) of [enemyyvelocity v]) = [0]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [18]\n end\n end\n YVelocityScript\n if <(item (EnemyNo.) of [enemyyvelocity v]) = [0]> then\n if <<([abs v] of ([sin v] of ((GlobalCostumeNo.) * (50)) ) ) < [0.01]> and <(pick random (1) to (3)) = [1]>> then\n replace item (EnemyNo.) of [enemystate v] with ((([ceiling v] of (((item (EnemyNo.) of [enemystate v]) - (2)) / (3)) ) * (3)) + (1))\n end\n else\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [3]> then\n move (2) steps\n end\n switch costume to (boom2 v)\n XFix\n switch costume to (boom v)\n end\nend\nif <((item (EnemyNo.) of [enemystate v]) mod (3)) = [1]> then\n switch costume to (boom v)\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n end\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [3]> then\n move (4) steps\n end\n switch costume to (boom2 v)\n XFix\n switch costume to (boom v)\n if <<([cos v] of ((GlobalCostumeNo.) * (50)) ) < [-0.99]> and <(pick random (1) to (4)) = [1]>> then\n replace item (EnemyNo.) of [enemystate v] with (([ceiling v] of (((item (EnemyNo.) of [enemystate v]) - (2)) / (3)) ) * (3))\n end\nend\nif <((item (EnemyNo.) of [enemystate v]) mod (3)) = [2]> then\nif <not <<((item (EnemyNo.) of [enemystate v]) mod (3)) = [0]> or <<((item (EnemyNo.) of [enemystate v]) mod (3)) = [1]> or <((item (EnemyNo.) of [enemystate v]) mod (3)) = [2]>>>> then\n hide\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + ((1) / ((30) + (<(item (EnemyNo.) of [enemystate v]) > [5.9]> * (30)))))\n if <<((item (EnemyNo.) of [enemystate v]) mod (3)) > [0]> and <((item (EnemyNo.) of [enemystate v]) mod (3)) < [1]>> then\n replace item (EnemyNo.) of [enemystate v] with ([floor v] of (item (EnemyNo.) of [enemystate v]) )\n end\n if <(item (EnemyNo.) of [enemystate v]) > [8.9]> then\n add (EnemyNo.) to [deletethese v]\n end\nend\nreplace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (28))\nreplace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\n@Background\n\nwhen flag clicked\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n if <not <(Menu) = [1]>> then\n if <<<(MapY) < [0]> and <(Underground) = [0]>> or <<(MapY) < [600]> and <(Underground) = [1]>>> then\n erase all\n end\n if <([abs v] of (((MapX) * (0.6)) mod (1152)) ) > [800]> then\n switch costume to (bypass v)\n set size to (240) %\n if <<<<(Background) = [8]> and <(Underground) = [0]>> or <<(Background2) = [8]> and <(Underground) = [1]>>> and <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.98]>> then\n if <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.99]> then\n switch costume to (8b v)\n if <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.999]> then\n start sound [Thunder v]\n end\n else\n switch costume to (8a v)\n end\n else\n if <(Underground) = [1]> then\n switch costume to (Background2)\n else\n switch costume to (Background)\n end\n end\n go to x: (((MapX) * (0.6)) mod (1152)) y: (((MapY) + (<(Underground) = [1]> * (-620))) / (4))\n stamp\n switch costume to (bypass v)\n set size to (240) %\n if <<<<(Background) = [8]> and <(Underground) = [0]>> or <<(Background2) = [8]> and <(Underground) = [1]>>> and <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.98]>> then\n if <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.99]> then\n switch costume to (8b v)\n else\n switch costume to (8a v)\n end\n else\n if <(Underground) = [1]> then\n switch costume to (Background2)\n else\n switch costume to (Background)\n end\n end\n go to x: ((((MapX) * (0.6)) mod (1152)) + (-1152)) y: (((MapY) + (<(Underground) = [1]> * (-620))) / (4))\n stamp\n else\n switch costume to (bypass v)\n set size to (240) %\n if <<<<(Background) = [8]> and <(Underground) = [0]>> or <<(Background2) = [8]> and <(Underground) = [1]>>> and <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.98]>> then\n if <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.99]> then\n switch costume to (8b v)\n if <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.999]> then\n start sound [Thunder v]\n end\n else\n switch costume to (8a v)\n end\n else\n if <(Underground) = [1]> then\n switch costume to (Background2)\n else\n switch costume to (Background)\n end\n end\n go to x: ((((MapX) * (0.6)) mod (1152)) + (-1152)) y: (((MapY) + (<(Underground) = [1]> * (-620))) / (4))\n stamp\n switch costume to (bypass v)\n set size to (240) %\n if <<<<(Background) = [8]> and <(Underground) = [0]>> or <<(Background2) = [8]> and <(Underground) = [1]>>> and <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.98]>> then\n if <([sin v] of ((GlobalCostumeNo.) * (18)) ) > [0.99]> then\n switch costume to (8b v)\n else\n switch costume to (8a v)\n end\n else\n if <(Underground) = [1]> then\n switch costume to (Background2)\n else\n switch costume to (Background)\n end\n end\n go to x: (((MapX) * (0.6)) mod (1152)) y: (((MapY) + (<(Underground) = [1]> * (-620))) / (4))\n stamp\n end\n hide\n end\n if <(StartLevel) = [0]> then\n broadcast (PlayerUpdate v)\n broadcast (ShowName v)\n else\n if <(Menu) = [1]> then\n erase all\n broadcast (MenuTick v)\n else\n if <(Shake) > [0]> then\n change [shake v] by (0.5)\n change [mapx v] by (([sin v] of ((Shake) * (180)) ) * (3))\n if <(Shake) > [5]> then\n set [shake v] to [0]\n end\n end\n broadcast (Tick v)\n end\n end\nend\n\n@Overlay\n\nwhen flag clicked\nset rotation style [don't rotate v]\nshow list [save code v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume3 v)\nset [brightness v] effect to (-100)\nwait (0.5) seconds\nstart sound [Start v]\nswitch costume to (bypass v)\nset size to (300) %\nswitch costume to (costume3 v)\nclear graphic effects\nwait (2.5) seconds\nswitch costume to (costume1 v)\nwait (0) seconds\nwait until <(HideMenu) = [0]>\nset size to (100) %\nshow\n\nwhen I receive [makesavecode v]\nhide\nask [Enter Level Name \(Avoid Symbols\)] and wait\nshow\nset [levelcreator v] to (username)\nFormCode\nadd [Keep clicking the code quickly until it all highlights, then right click it and copy.] to [save code v]\nadd [Do NOT post your code in the comments or use the forum as a chatroom.] to [save code v]\nrepeat until <(answer) = (SaveCode)>\n hide list [save code v]\n hide\n ask [Re-Enter Save Code to check validility] and wait\n if <not <(answer) = (SaveCode)>> then\n add [Code Copied Incorrectly! You must triple click before copying it.] to [save code v]\n end\nend\ndelete all of [save code v]\nadd [Code Copied Correctly! You can share it in the forum topic in the Notes.] to [save code v]\nadd [Or you can click the flag again and load it to play it through.] to [save code v]\nadd [Do not post it in the comments, even if it fits.] to [save code v]\nwait (7) seconds\nshow\nshow list [save code v]\n\ndefine FormCode\ndelete all of [save code v]\nset [savecode v] to []\nset [saveno. v] to [0]\nrepeat (length of [blockx v])\n change [saveno. v] by (1)\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [blockx v]))\n set [savecode v] to (join (SaveCode) [:])\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [blocky v]))\n set [savecode v] to (join (SaveCode) [:])\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [blockstype v]))\n set [savecode v] to (join (SaveCode) [:])\nend\nset [savecode v] to (join (SaveCode) [B])\nset [saveno. v] to [0]\nrepeat (length of [uniqueblocksx v])\n change [saveno. v] by (1)\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [uniqueblocksx v]))\n set [savecode v] to (join (SaveCode) [:])\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [uniqueblocksy v]))\n set [savecode v] to (join (SaveCode) [:])\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [uniqueblocksstate v]))\n set [savecode v] to (join (SaveCode) [:])\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [blockcontents v]))\n set [savecode v] to (join (SaveCode) [:])\nend\nset [savecode v] to (join (SaveCode) [U])\nset [saveno. v] to [0]\nrepeat (length of [enemyxog v])\n change [saveno. v] by (1)\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [enemyxog v]))\n set [savecode v] to (join (SaveCode) [:])\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [enemyyog v]))\n set [savecode v] to (join (SaveCode) [:])\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [enemytypeog v]))\n set [savecode v] to (join (SaveCode) [:])\nend\nset [savecode v] to (join (SaveCode) [E])\nset [savecode v] to (join (SaveCode) [C])\nset [saveno. v] to [0]\nrepeat (length of [pipex v])\n change [saveno. v] by (1)\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [pipex v]))\n set [savecode v] to (join (SaveCode) [:])\n set [savecode v] to (join (SaveCode) (item (SaveNo.) of [pipey v]))\n set [savecode v] to (join (SaveCode) [:])\nend\nset [savecode v] to (join (SaveCode) [X])\nset [savecode v] to (join (SaveCode) (AutoScroll))\nset [savecode v] to (join (SaveCode) (AllowYMovement))\nset [savecode v] to (join (SaveCode) (LevelCreator))\nset [savecode v] to (join (SaveCode) [.])\nset [savecode v] to (join (SaveCode) (answer))\nset [savecode v] to (join (SaveCode) [.])\nset [savecode v] to (join (SaveCode) (Background))\nset [savecode v] to (join (SaveCode) (Background2))\nadd (SaveCode) to [save code v]\n\nwhen I receive [loadsavecode v]\nset [coins v] to [0]\nbroadcast (Blacken v)\nwait (0.33) seconds\nset [passedgoal v] to [1]\nset [pause v] to [0]\nLoadCode\nset [startlevel v] to [0]\nwait (2.5) seconds\nset [startlevel v] to [1]\nbroadcast (ResetLevel v) and wait\nset [passedgoal v] to [0]\n\ndefine LoadCode\nbroadcast (ClearAll v) and wait\nset [saveno. v] to [1]\nrepeat until <(letter (SaveNo.) of (SaveCode)) = [B]>\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [blockx v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [blocky v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [blockstype v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\nend\nchange [saveno. v] by (1)\nrepeat until <(letter (SaveNo.) of (SaveCode)) = [U]>\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [uniqueblocksx v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [uniqueblocksy v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [uniqueblocksstate v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [blockcontents v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\nend\nchange [saveno. v] by (1)\nrepeat until <(letter (SaveNo.) of (SaveCode)) = [E]>\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [enemyxog v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [enemyyog v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [enemytypeog v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\nend\nchange [saveno. v] by (1)\nif <(letter (SaveNo.) of (SaveCode)) = [C]> then\n change [saveno. v] by (1)\n repeat until <(letter (SaveNo.) of (SaveCode)) = [X]>\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [pipex v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n repeat until <(letter (SaveNo.) of (SaveCode)) = [:]>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\n end\n add (CodeExtraction) to [pipey v]\n change [saveno. v] by (1)\n set [codeextraction v] to []\n end\n change [saveno. v] by (1)\nend\nset [autoscroll v] to (letter (SaveNo.) of (SaveCode))\nchange [saveno. v] by (1)\nset [allowymovement v] to (letter (SaveNo.) of (SaveCode))\nchange [saveno. v] by (1)\nset [codeextraction v] to []\nrepeat until <<(letter (SaveNo.) of (SaveCode)) = [:]> or <(letter (SaveNo.) of (SaveCode)) = [.]>>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\nend\nset [levelcreator v] to (CodeExtraction)\nchange [saveno. v] by (1)\nset [codeextraction v] to []\nrepeat until <<(letter (SaveNo.) of (SaveCode)) = [:]> or <(letter (SaveNo.) of (SaveCode)) = [.]>>\n set [codeextraction v] to (join (CodeExtraction) (letter (SaveNo.) of (SaveCode)))\n change [saveno. v] by (1)\n if <(SaveNo.) > ((length of (SaveCode)) + (3))> then\n stop [all v]\n end\nend\nset [levelname v] to (CodeExtraction)\nchange [saveno. v] by (1)\nif <<(letter ((length of (SaveCode)) - (1)) of (SaveCode)) = [:]> or <(letter ((length of (SaveCode)) - (1)) of (SaveCode)) = [.]>> then\n set [background v] to (letter (length of (SaveCode)) of (SaveCode))\n if <<(Background) = []> or <<(Background) = [ ]> or <not <(Background) < [99]>>>> then\n set [background v] to [1]\n end\n set [background2 v] to [1]\nelse\n set [background v] to (letter ((length of (SaveCode)) - (1)) of (SaveCode))\n if <<(Background) = []> or <<(Background) = [ ]> or <not <(Background) < [99]>>>> then\n set [background v] to [1]\n end\n set [background2 v] to (letter (length of (SaveCode)) of (SaveCode))\n if <<(Background2) = []> or <<(Background2) = [ ]> or <not <(Background2) < [99]>>>> then\n set [background2 v] to [1]\n end\nend\n\nwhen I receive [showname v]\nswitch costume to (costume2 v)\nclear graphic effects\nwait (0.1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [showname v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [blacken v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [death v]\nrepeat (75)\n if <(Pause) = [1]> then\n switch costume to (costume1 v)\n set [allowplayermovement v] to [1]\n set [dead v] to [0]\n set [passedgoal v] to [0]\n clear graphic effects\n stop [this script v]\n end\nend\nif <(Pause) = [0]> then\n switch costume to (costume2 v)\n broadcast (Blacken v) and wait\n set [startlevel v] to [1]\n broadcast (ResetLevel v) and wait\n broadcast (Convert v) and wait\n set [allowplayermovement v] to [1]\n set [dead v] to [0]\n set [passedgoal v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (costume1 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\nelse\n switch costume to (costume1 v)\n set [allowplayermovement v] to [1]\n set [dead v] to [0]\n set [passedgoal v] to [0]\n clear graphic effects\nend\n\nwhen I receive [open v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\n@End\n\nwhen flag clicked\nset rotation style [don't rotate v]\nhide\n\nwhen I receive [tick v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nif <(Pause) = [1]> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (0)\nend\nif <(Underground) = [0]> then\n show\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (bypass v)\n set size to (350) %\n if <(PassedGoal) = [1]> then\n switch costume to (Costume)\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (3)) ) + (9))\n end\n if <((item ((length of [blockx v]) - (1)) of [blockx v]) - (3.5)) > [0]> then\n go to x: ((((item ((length of [blockx v]) - (1)) of [blockx v]) - (8)) * (28)) + (MapX)) y: ((MapY) - ((-0.5) * (28)))\n else\n go to x: ((364) + (MapX)) y: ((MapY) - ((-0.5) * (28)))\n end\n if <([abs v] of (x position) ) = [247]> then\n hide\n end\n if <<(PassedGoal) = [0]> and <(Pause) = [0]>> then\n if <touching (player v)?> then\n set [costume v] to (costume [name v])\n stop all sounds\n start sound [SMA4-GoalCard1 v]\n set [passedgoal v] to [1]\n broadcast (Win v)\n end\n end\n create clone of (_myself_ v)\nelse\n hide\nend\nif <(Underground) = [0]> then\n go to [back v] layer\n switch costume to (bypass v)\n set size to (350) %\n if <(Background) = [4]> then\n switch costume to (5 v)\n else\n if <<(Background) = [3]> or <<(Background) = [5]> or <<(Background) = [6]> or <(Background) = [8]>>>> then\n switch costume to (3 v)\n else\n if <(Background) = [2]> then\n switch costume to (7 v)\n else\n switch costume to (1 v)\n end\n end\n end\n show\n if <((item ((length of [blockx v]) - (1)) of [blockx v]) - (3.5)) > [0]> then\n go to x: ((((item ((length of [blockx v]) - (1)) of [blockx v]) - (29.5)) * (28)) + (MapX)) y: ((MapY) - ((6) * (28)))\n else\n if <(Pause) = [1]> then\n switch costume to (bypass v)\n set size to (350) %\n if <(Background) = [4]> then\n switch costume to (6 v)\n else\n if <<(Background) = [3]> or <<(Background) = [5]> or <<(Background) = [6]> or <(Background) = [8]>>>> then\n switch costume to (4 v)\n else\n if <(Background) = [2]> then\n switch costume to (8 v)\n else\n switch costume to (2 v)\n end\n end\n end\n end\n go to x: (((-8.5) * (28)) + (MapX)) y: ((MapY) - ((6) * (28)))\n end\n if <not <<(x position) = [-111]> or <(x position) = [-1065]>>> then\n stamp\n end\nelse\n hide\nend\nhide\n\nwhen I receive [menutick v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@FX\n\nwhen flag clicked\nset [particles v] to [0]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nswitch costume to (notaclone v)\n\ndefine MakeParticles\nif <(item (1) of [breaktype v]) = [B]> then\n set [myx v] to ((item (1) of [breakx v]) - (MapX))\n set [myy v] to ((item (1) of [breaky v]) - (MapY))\n set [mytype v] to (item (1) of [breaktype v])\n set [myyvel v] to ((-60) + (pick random (-5) to (20)))\n create clone of (_myself_ v)\n if <(Particles) < [24]> then\n set [myx v] to ((item (1) of [breakx v]) - (MapX))\n set [myy v] to ((item (1) of [breaky v]) - (MapY))\n set [mytype v] to (item (1) of [breaktype v])\n set [myyvel v] to ((-15) + (pick random (-5) to (15)))\n create clone of (_myself_ v)\n set [myx v] to ((item (1) of [breakx v]) - (MapX))\n set [myy v] to ((item (1) of [breaky v]) - (MapY))\n set [mytype v] to (item (1) of [breaktype v])\n set [myyvel v] to ((15) + (pick random (-15) to (5)))\n create clone of (_myself_ v)\n set [myx v] to ((item (1) of [breakx v]) - (MapX))\n set [myy v] to ((item (1) of [breaky v]) - (MapY))\n set [mytype v] to (item (1) of [breaktype v])\n set [myyvel v] to ((60) + (pick random (-20) to (-5)))\n create clone of (_myself_ v)\n end\nelse\n set [myx v] to ((item (1) of [breakx v]) - (MapX))\n set [myy v] to ((item (1) of [breaky v]) - (MapY))\n set [mytype v] to (item (1) of [breaktype v])\n set [myyvel v] to [15]\n create clone of (_myself_ v)\nend\ndelete (1) of [breakx v]\ndelete (1) of [breaky v]\ndelete (1) of [breaktype v]\n\nwhen I receive [updateall v]\nchange [particles v] by (1)\nif <not <(costume [name v]) = [NotAClone]>> then\n show\n go to x: ((MyX) + (MapX)) y: ((MyY) + (MapY))\n if <(costume [name v]) = [B]> then\n point in direction (MyYVel)\n go to x: ((MyX) + (MapX)) y: ((MyY) + (MapY))\n if <(MyYVel) > [0]> then\n turn right ((8) - (<([abs v] of (MyYVel) ) < [90]> * (2))) degrees\n else\n turn left ((8) - (<([abs v] of (MyYVel) ) < [90]> * (2))) degrees\n end\n if <([abs v] of (MyYVel) ) > [175]> then\n point in direction (180)\n end\n move (2) steps\n change y by (([cos v] of (MyYVel) ) * (6))\n if <([abs v] of (MyYVel) ) > [90]> then\n change y by ((0) + (<(y position) < [0]> * ((y position) / (12))))\n end\n set [myx v] to ((x position) - (MapX))\n set [myy v] to ((y position) - (MapY))\n set [myyvel v] to (direction)\n if <(y position) < [-178]> then\n delete this clone\n end\n else\n point in direction (90)\n change [myyvel v] by (-1)\n change y by (MyYVel)\n set [myx v] to ((x position) - (MapX))\n set [myy v] to ((y position) - (MapY))\n if <(y position) < [-178]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [coinbox v]\nif <(costume [name v]) = [NotAClone]> then\n point in direction (90)\n switch costume to (item (1) of [breaktype v])\n Break\n switch costume to (notaclone v)\nend\n\nwhen I start as a clone\nchange [particles v] by (1)\nif <(costume [name v]) = [c]> then\n wait (0.8) seconds\n set [ghost v] effect to (25)\n wait (0) seconds\n set [ghost v] effect to (50)\n wait (0) seconds\n set [ghost v] effect to (75)\n wait (0) seconds\n delete this clone\nend\n\ndefine Break\nrepeat until <(length of [breakx v]) = [0]>\n switch costume to (item (1) of [breaktype v])\n MakeParticles\nend\nswitch costume to (notaclone v)\n\nwhen I receive [costumeeverything v]\nif <(costume [name v]) = [NotAClone]> then\n Break\nend\n\n@Items\n\nwhen flag clicked\nset rotation style [don't rotate v]\nswitch costume to (notaclone v)\nset size to (350) %\nhide\n\ndefine FormUniqueBlocks\nshow\nswitch costume to (hitbox v)\nset [blockno. v] to [0]\nrepeat (length of [itemx v])\n change [blockno. v] by (1)\n go to x: (((item (BlockNo.) of [itemx v]) * (28)) + (MapX)) y: (((item (BlockNo.) of [itemy v]) * (28)) + (MapY))\n if <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [190]> and <(y position) > [-168]>>> then\n point in direction (item (BlockNo.) of [itemdir v])\n create clone of (_myself_ v)\n end\n change [blocksspawned v] by (1)\nend\nswitch costume to (notaclone v)\nhide\n\nwhen I start as a clone\nif <(item (BlockNo.) of [itemtype v]) = [R]> then\n go to [front v] layer\n go [backward v] (8) layers\n turn right (4) degrees\n if <<(direction) < [0]> and <(direction) > [-180]>> then\n change y by (([cos v] of (direction) ) * (1))\n else\n change y by (([cos v] of (direction) ) * (-1))\n end\n replace item (BlockNo.) of [itemdir v] with (direction)\n change x by (([sin v] of (direction) ) * (3))\n change y by ((Gravity) / (4))\nelse\n change y by ((Gravity) * (1.5))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((Gravity) * (-1.5))\n FindFloor\n if <(item (BlockNo.) of [itemtype v]) = [S]> then\n replace item (BlockNo.) of [itemyvel v] with [16]\n end\n end\n if <(item (BlockNo.) of [itemtype v]) = [S]> then\n set [brightness v] effect to ((([sin v] of ((GlobalCostumeNo.) * (420)) ) * (15)) + (15))\n end\n YVelocityScript\n if <<(item (BlockNo.) of [itemtype v]) = [M]> or <(item (BlockNo.) of [itemtype v]) = [S]>> then\n move (2) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n XFix\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (-1)\n else\n turn right (180) degrees\n replace item (BlockNo.) of [itemdir v] with (direction)\n move (2) steps\n end\n end\n end\nend\nreplace item (BlockNo.) of [itemx v] with (((x position) - (MapX)) / (28))\nreplace item (BlockNo.) of [itemy v] with (((y position) - (MapY)) / (28))\nchange y by (-2)\n\nwhen I receive [updateall v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [itemx v]) > [0]> then\n FormUniqueBlocks\nend\n\nwhen I receive [playerupdated v]\nif <not <(costume [number v]) = [1]>> then\n if <touching (player v)?> then\n if <(item (BlockNo.) of [itemtype v]) = [M]> then\n set [powerupcollected v] to [Big]\n broadcast (Powerup v)\n hide\n wait (0) seconds\n delete (BlockNo.) of [itemdir v]\n delete (BlockNo.) of [itemtype v]\n delete (BlockNo.) of [itemx v]\n delete (BlockNo.) of [itemy v]\n delete (BlockNo.) of [itemyvel v]\n else\n if <(item (BlockNo.) of [itemtype v]) = [R]> then\n set [powerupcollected v] to [Racc]\n broadcast (Powerup v)\n hide\n wait (0) seconds\n delete (BlockNo.) of [itemdir v]\n delete (BlockNo.) of [itemtype v]\n delete (BlockNo.) of [itemx v]\n delete (BlockNo.) of [itemy v]\n delete (BlockNo.) of [itemyvel v]\n else\n if <(item (BlockNo.) of [itemtype v]) = [S]> then\n set [startimer v] to [38]\n stop all sounds\n hide\n delete (BlockNo.) of [itemdir v]\n delete (BlockNo.) of [itemtype v]\n delete (BlockNo.) of [itemx v]\n delete (BlockNo.) of [itemy v]\n delete (BlockNo.) of [itemyvel v]\n else\n if <(item (BlockNo.) of [itemtype v]) = [F]> then\n set [powerupcollected v] to [Fire]\n broadcast (Powerup v)\n hide\n delete (BlockNo.) of [itemdir v]\n delete (BlockNo.) of [itemtype v]\n delete (BlockNo.) of [itemx v]\n delete (BlockNo.) of [itemy v]\n delete (BlockNo.) of [itemyvel v]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [costumeeverything v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to (item (BlockNo.) of [itemtype v])\nend\n\ndefine YVelocityScript\nif <(item (BlockNo.) of [itemtype v]) = [s]> then\n if <(item (BlockNo.) of [itemyvel v]) > [-9]> then\n replace item (BlockNo.) of [itemyvel v] with ((item (BlockNo.) of [itemyvel v]) - (0.96))\n end\nelse\n if <(item (BlockNo.) of [itemyvel v]) > [-4]> then\n replace item (BlockNo.) of [itemyvel v] with ((item (BlockNo.) of [itemyvel v]) - (0.96))\n end\nend\nchange y by (item (BlockNo.) of [itemyvel v])\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((item (BlockNo.) of [itemyvel v]) * (-1))\n if <(item (BlockNo.) of [itemyvel v]) > [0]> then\n FindCeiling\n else\n FindFloor\n end\n replace item (BlockNo.) of [itemyvel v] with [0]\nend\n\ndefine FindFloor\nrepeat until <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <(y position) < [-175]>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine FindCeiling\nrepeat until <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <(y position) > [175]>>\n change y by (1)\nend\nchange y by (-1)\n\ndefine YSmoothing\nrepeat (6)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (1)\n end\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (-6)\nend\n\nwhen I receive [blockbounce v]\nif <<([abs v] of ((x position) - (BlockHitX)) ) < [24]> and <<([abs v] of ((y position) - (BlockHitY)) ) < [56]> and <(y position) > ((BlockHitY) - (4))>>> then\n replace item (BlockNo.) of [itemyvel v] with [19]\n change y by (5)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n replace item (BlockNo.) of [itemy v] with ((item (1) of [itemy v]) + (0.3))\n end\n change y by (-5)\nend\n\nwhen I receive [blockhit v]\nif <<([abs v] of ((x position) - (BlockHitX)) ) < [24]> and <<([abs v] of ((y position) - (BlockHitY)) ) < [56]> and <(y position) > ((BlockHitY) - (4))>>> then\n replace item (BlockNo.) of [itemyvel v] with [15]\n change y by (5)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n replace item (BlockNo.) of [itemy v] with ((item (1) of [itemy v]) + (0.3))\n end\n change y by (-5)\nend\n\nwhen I receive [menutick v]\ndelete all of [itemdir v]\ndelete all of [itemtype v]\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemyvel v]\n\nwhen I receive [conveyerbelt v]\nif <(length of [itemx v]) > [0]> then\n ConveyerBelt\nend\n\ndefine ConveyerBelt\nif <not <(costume [number v]) = [1]>> then\n set [scanno. v] to [0]\n repeat (length of [conx v])\n change [scanno. v] by (1)\n if <<([abs v] of ((x position) - (item (ScanNo.) of [conx v])) ) < [28]> and <<((y position) - (item (ScanNo.) of [cony v])) < [32]> and <((y position) - (item (ScanNo.) of [cony v])) > [0]>>> then\n switch costume to (hitbox v)\n change y by (3)\n change x by ((item (ScanNo.) of [condir v]) / (30))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change x by ((item (ScanNo.) of [condir v]) / (-30))\n XFix\n else\n replace item (BlockNo.) of [itemx v] with ((item (BlockNo.) of [itemx v]) + (((item (ScanNo.) of [condir v]) / (30)) / (28)))\n end\n change y by (-3)\n switch costume to (item (BlockNo.) of [itemtype v])\n stop [this script v]\n end\n end\nend\n\ndefine XFix\nset [offset v] to [1]\nrepeat until <<not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> or <(Offset) > [32]>>\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change x by (Offset)\nend\nif <(Offset) > [32]> then\n set x to (((item (BlockNo.) of [itemx v]) * (28)) + (MapX))\nelse\n replace item (BlockNo.) of [itemx v] with (((x position) - (MapX)) / (28))\nend\n\n@Text\n\ndefine ShowText\nset [letter v] to [1]\nrepeat (length of (TextToShow))\n switch costume to (item # of (letter (Letter) of (TextToShow)) in [letters v])\n create clone of (_myself_ v)\n change x by (((size) / (200)) * (16))\n change [letter v] by (1)\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nset [making v] to [1]\nhide\nListOfLetters\nset [hidemenu v] to [1]\nwait (2.5) seconds\nwait (2.6) seconds\nset [hidemenu v] to [0]\n\ndefine ListOfLetters\ndelete all of [letters v]\nswitch costume to ( v)\nrepeat (43)\n add (costume [name v]) to [letters v]\n next costume\nend\n\nwhen I receive [showname v]\ngo to [front v] layer\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset [texttoshow v] to (LevelName)\nchange x by ((((length of (TextToShow)) - (1)) / (2)) * (-16))\nShowText\ngo to x: (0) y: (-90)\nset [texttoshow v] to (join [By ] (LevelCreator))\nchange x by ((((length of (TextToShow)) - (1)) / (2)) * (-16))\nShowText\nstop [this script v]\n\nwhen I start as a clone\nif <(Pause) = [0]> then\n go to [front v] layer\nend\nshow\nwait (0) seconds\ndelete this clone\n\nwhen I receive [playerupdated v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(StartLevel) = [1]> then\n go to x: (-224) y: (164)\n set [texttoshow v] to (join [\]] (Coins))\n ShowText\nend\n\nwhen I receive [menutick v]\ngo to [back v] layer\nif <[1] = [1]> then\n delete this clone\nend\nif <(HideMenu) = [0]> then\n clear graphic effects\n go to x: (0) y: (-75)\n set [texttoshow v] to [Make Level]\n change x by ((((length of (TextToShow)) - (1)) / (2)) * (-16))\n if <<(round (((mouse y) + (-5)) / (40))) = [-2]> and <([abs v] of (mouse x) ) < [120]>> then\n set [brightness v] effect to (25)\n end\n ShowText\n clear graphic effects\n go to x: (0) y: (-115)\n set [texttoshow v] to [Load Level]\n change x by ((((length of (TextToShow)) - (1)) / (2)) * (-16))\n if <<(round (((mouse y) + (-5)) / (40))) = [-3]> and <([abs v] of (mouse x) ) < [120]>> then\n set [brightness v] effect to (25)\n end\n ShowText\n clear graphic effects\n if <<<(round (((mouse y) + (-5)) / (40))) = [-2]> and <mouse down?>> and <([abs v] of (mouse x) ) < [120]>> then\n set [making v] to [1]\n broadcast (Open v)\n set [menu v] to [0]\n set [pause v] to [1]\n wait (1) seconds\n broadcast (ClearAll v) and wait\n broadcast (ResetLevel v) and wait\n add [600] to [blockx v]\n add [-600] to [blocky v]\n add [11] to [blockstype v]\n add [-20] to [enemyxog v]\n add [-9] to [enemyyog v]\n add [11] to [enemytypeog v]\n add [600] to [uniqueblocksx v]\n add [-600] to [uniqueblocksy v]\n add [11] to [uniqueblocksstate v]\n end\n stop [this script v]\nend\n\nwhen flag clicked\nwait (5.2) seconds\nforever\n if <(Menu) = [1]> then\n if <<<(round (((mouse y) + (-5)) / (40))) = [-3]> and <mouse down?>> and <([abs v] of (mouse x) ) < [120]>> then\n hide\n ask [Enter Save Code] and wait\n if <(length of (answer)) < [8]> then\n ask [Codes are found in the forum topic linked in the Instructions.] and wait\n end\n if <(length of (answer)) < [8]> then\n ask [That's it. I'm gonna cut the music if you don't give me a code.] and wait\n end\n if <(length of (answer)) < [8]> then\n stop all sounds\n play sound [SMA4-PlayerDown v] until done\n hide\n else\n set [making v] to [0]\n set [savecode v] to (answer)\n set [hidemenu v] to [1]\n broadcast (LoadSaveCode v)\n wait (1) seconds\n set [menu v] to [0]\n set [hidemenu v] to [0]\n end\n end\n end\nend\n\n@Fireball\n\nwhen I receive [updateall v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [firex v]) > [0]> then\n FormFire\nend\n\ndefine FormFire\nshow\nset [fireno. v] to [0]\nswitch costume to (5 v)\nrepeat (length of [firex v])\n change [fireno. v] by (1)\n go to x: (((item (FireNo.) of [firex v]) * (28)) + (MapX)) y: (((item (FireNo.) of [firey v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n point in direction (item (FireNo.) of [firedir v])\n create clone of (_myself_ v)\n end\nend\nhide\n\nwhen I start as a clone\nif <(item (FireNo.) of [firetype v]) > [0]> then\n move (6) steps\n if <(item (FireNo.) of [firedir v]) > [0]> then\n turn right (6) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n turn left (6) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\n end\n if <<not <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>>> or <(item (FireNo.) of [firetype v]) > [5]>> then\n wait (0) seconds\n delete (FireNo.) of [firex v]\n delete (FireNo.) of [firey v]\n delete (FireNo.) of [firetype v]\n delete (FireNo.) of [firedir v]\n delete this clone\n end\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n move (-4) steps\n if <([abs v] of (direction) ) > [90]> then\n point in direction ((180) - (direction))\n else\n point in direction ((direction) * (-1))\n end\n move (4) steps\n replace item (FireNo.) of [firetype v] with ((item (FireNo.) of [firetype v]) + (1))\n end\n replace item (FireNo.) of [firex v] with (((x position) - (MapX)) / (28))\n replace item (FireNo.) of [firey v] with (((y position) - (MapY)) / (28))\n replace item (FireNo.) of [firedir v] with (direction)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nset size to (350) %\nhide\n\nwhen I receive [playerupdated v]\nif <(length of [firex v]) > [0]> then\n if <touching (enemies v)?> then\n set [firex v] to (x position)\n set [firey v] to (y position)\n broadcast (FireHit v)\n wait (0) seconds\n delete (FireNo.) of [firex v]\n delete (FireNo.) of [firey v]\n delete (FireNo.) of [firetype v]\n delete (FireNo.) of [firedir v]\n delete this clone\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(length of [firex v]) > [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (1))\nend\n\n@Title\n\nwhen flag clicked\nset rotation style [don't rotate v]\nhide\nset volume to (100) %\nset [brightness v] effect to (-100)\nwait (2.5) seconds\nstart sound [01 v]\nwait (0.85) seconds\nshow\ngo to x: (0) y: (500)\nset size to (350) %\nrepeat (10)\n change [brightness v] effect by (10)\n set y to ((((y position) - (60)) / (1.1)) + (60))\n set x to ((x position) / (1.1))\nend\nrepeat (38)\n set y to ((((y position) - (60)) / (1.1)) + (60))\n set x to ((x position) / (1.1))\nend\nset y to (60)\nset [brightness v] effect to (0)\nset drag mode [draggable v]\nrepeat until <(Menu) = [0]>\n set y to ((((y position) - (60)) / (1.1)) + (60))\n set x to ((x position) / (1.1))\nend\nset drag mode [not draggable v]\nhide\nstop all sounds\n\nwhen I receive [showname v]\nhide\n\nwhen I receive [open v]\nhide\n\nwhen I receive [blacken v]\nhide\nstop all sounds\n\nwhen I receive [menutick v]\ngo to [back v] layer\nif <(HideMenu) = [0]> then\n show\nend\n\n@Toolbar\n\nwhen flag clicked\nset rotation style [don't rotate v]\nset size to (300) %\nhide\n\nwhen I receive [menutick v]\ndelete this clone\n\nwhen I receive [tick v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Pause) = [1]> then\n clear graphic effects\n show\n MakeBar\n hide\nend\nif <<(Pause) = [0]> and <(Making) = [1]>> then\n show\n set size to (225) %\n switch costume to (stop v)\n go to x: (0) y: (-168)\n create clone of (_myself_ v)\n hide\nend\n\ndefine MakeBar\nset size to (200) %\nswitch costume to (a v)\ngo to x: (-227) y: (167)\nrepeat (22)\n create clone of (_myself_ v)\n next costume\n change x by (((227) * (2)) / (21))\nend\nset x to (-227)\nchange y by (-24)\nrepeat (23)\n create clone of (_myself_ v)\n next costume\n change x by (((227) * (2)) / (22))\nend\nset size to (300) %\ngo to x: (228) y: (-168)\ncreate clone of (_myself_ v)\nnext costume\nset size to (300) %\ngo to x: (-228) y: (-168)\ncreate clone of (_myself_ v)\nnext costume\nset size to (300) %\ngo to x: (-198) y: (-168)\ncreate clone of (_myself_ v)\nnext costume\nset size to (300) %\ngo to x: (-168) y: (-168)\ncreate clone of (_myself_ v)\nnext costume\nset size to (300) %\ngo to x: (198) y: (-168)\ncreate clone of (_myself_ v)\nnext costume\nset size to (300) %\ngo to x: (168) y: (-168)\ncreate clone of (_myself_ v)\nnext costume\nset size to (300) %\ngo to x: (-138) y: (-168)\ncreate clone of (_myself_ v)\nif <(length of [pipex v]) > [0]> then\n switch costume to (underground v)\n set size to (300) %\n go to x: (0) y: (-168)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange size by (-50)\nif <touching (mouse-pointer v)?> then\n set [touchingmenus v] to [1]\nend\nchange size by (50)\nif <([costume # v] of [overlay v]) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\nend\nif <(costume [name v]) = (BlockSelected)> then\n set size to (200) %\n set [brightness v] effect to (20)\n go [forward v] (4) layers\nelse\n if <([costume # v] of [overlay v]) = [1]> then\n if <<<(costume [name v]) = [Save]> or <<(costume [name v]) = [Underground]> or <(costume [name v]) = [Auto0]>>> or <<(costume [name v]) = [Back]> or <<(costume [name v]) = [Y]> or <<<(costume [name v]) = [Test]> or <(costume [name v]) = [Stop]>> or <<(costume [name v]) = [Restart]> or <(costume [name v]) = [Pen]>>>>>> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n if <(costume [name v]) = [Y]> then\n say [Allow Y Scrolling]\n end\n if <(costume [name v]) = [Auto0]> then\n say [Auto Scrolling Speed]\n end\n if <(costume [name v]) = [Save]> then\n say [Save]\n end\n if <(costume [name v]) = [Back]> then\n say [Change Background]\n end\n if <(costume [name v]) = [Test]> then\n say [Test Level \(Space\)]\n end\n if <(costume [name v]) = [Restart]> then\n say [Play from the Start]\n end\n if <(costume [name v]) = [Pen]> then\n say [Pen / Eraser Switch \(E\)]\n end\n if <(costume [name v]) = [Stop]> then\n say [Exit Test \(Space\)]\n end\n if <(costume [name v]) = [Underground]> then\n say [Switch between Above and Underground, only accessible by Pipes.]\n end\n change size by (40)\n set [brightness v] effect to (10)\n end\n if <(costume [name v]) = [Pen]> then\n if <(EditMode) = [Place]> then\n switch costume to (pen v)\n else\n switch costume to (erase v)\n end\n end\n if <(costume [name v]) = [Y]> then\n if <(AllowYMovement) = [1]> then\n switch costume to (y v)\n else\n switch costume to (y2 v)\n end\n end\n if <(costume [name v]) = [Auto0]> then\n switch costume to (join [Auto] (AutoScroll))\n end\n else\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n set [brightness v] effect to (10)\n change size by (25)\n end\n end\n end\nend\n\nwhen this sprite clicked\nset [touchingmenus v] to [1]\nif <(costume [name v]) = [Save]> then\n broadcast (MakeSaveCode v) and wait\nelse\n if <(costume [name v]) = [Back]> then\n if <(Underground) = [1]> then\n change [background2 v] by (1)\n if <(Background2) > [9]> then\n set [background2 v] to [1]\n end\n else\n change [background v] by (1)\n if <(Background) > [9]> then\n set [background v] to [1]\n end\n end\n else\n if <(costume [name v]) = [Underground]> then\n if <(Underground) = [1]> then\n set [underground v] to [0]\n set [mapy v] to [0]\n else\n set [underground v] to [1]\n set [mapy v] to [360]\n end\n broadcast (Open v)\n else\n if <(letter (1) of (costume [name v])) = [Y]> then\n if <(AllowYMovement) = [1]> then\n set [allowymovement v] to [0]\n else\n set [allowymovement v] to [1]\n end\n else\n if <(costume [name v]) = [Test]> then\n set [flycooldown v] to [-1]\n set [abcooldown v] to [-1]\n set [flying v] to [0]\n set [floating v] to [0]\n if <(Background) = [5]> then\n set [gravity v] to [-1.2]\n else\n set [gravity v] to [-3]\n end\n set [ptimer v] to [0]\n stop all sounds\n set [coins v] to [0]\n set [powerup v] to [None]\n delete all of [firedir v]\n delete all of [firetype v]\n delete all of [firex v]\n delete all of [firey v]\n set [holdingshell v] to [0]\n set [passedgoal v] to [0]\n delete all of [itemx v]\n delete all of [itemy v]\n delete all of [itemdir v]\n delete all of [itemtype v]\n delete all of [itemyvel v]\n broadcast (Convert v)\n set [pause v] to [0]\n else\n if <(costume [name v]) = [Stop]> then\n set [flycooldown v] to [-1]\n set [abcooldown v] to [-1]\n set [flying v] to [0]\n set [floating v] to [0]\n if <(Background) = [5]> then\n set [gravity v] to [-1.2]\n else\n set [gravity v] to [-3]\n end\n set [ptimer v] to [0]\n stop all sounds\n set [coins v] to [0]\n set [powerup v] to [None]\n delete all of [firedir v]\n delete all of [firetype v]\n delete all of [firex v]\n delete all of [firey v]\n set [holdingshell v] to [0]\n set [passedgoal v] to [0]\n delete all of [itemx v]\n delete all of [itemy v]\n delete all of [itemdir v]\n delete all of [itemtype v]\n delete all of [itemyvel v]\n set [pause v] to [1]\n else\n if <(costume [name v]) = [Restart]> then\n broadcast (Restart v)\n else\n if <(costume [name v]) = [Pen]> then\n set [editmode v] to [Erase]\n else\n if <(costume [name v]) = [Erase]> then\n set [editmode v] to [Place]\n else\n if < (costume [name v]) contains [Auto]?> then\n change [autoscroll v] by (1)\n if <(AutoScroll) > [5]> then\n set [autoscroll v] to [0]\n end\n else\n set [blockselected v] to (costume [name v])\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [restart v]\nbroadcast (Open v)\nset [dead v] to [0]\nwait (0.8) seconds\nbroadcast (ResetLevel v) and wait\nbroadcast (Convert v) and wait\nset [pause v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nset rotation style [don't rotate v]\nswitch costume to (finale v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [ghost v] effect to (100)\n\n@Levels\n\nwhen flag clicked\nset size to (350) %\nhide\nset [clonedata v] to []\n\nwhen I receive [menutick v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nif <(HideMenu) = [0]> then\n show\n go to x: (-190) y: (-113)\n switch costume to (1 v)\n set [clonedata v] to [-16:-6:ab:-16:-5:ab:-16:-4:ab:-16:-3:ab:-16:-2:aa:-15:-6:ae:-15:-5:ae:-15:-4:ae:-15:-3:ab:-15:-2:aa:-14:-3:ai:-14:-2:aa:-13:-3:ai:-13:-2:aa:-12:-3:ai:-12:-2:aa:-11:-6:af:-11:-5:af:-11:-4:af:-11:-3:ab:-11:-2:aa:-10:-6:ae:-10:-5:ae:-10:-4:ae:-10:-3:ab:-10:-2:aa:-9:-3:ai:-9:-2:aa:-9:-1:bg:-9:0:bf:-9:1:bd:-8:-3:ai:-8:-2:aa:-8:-1:bi:-8:0:bb:-8:1:ba:-7:-3:ai:-7:-2:ac:-7:-1:bh:-7:0:be:-7:1:bc:-6:-6:af:-6:-5:af:-6:-4:af:-6:-3:aa:-5:-6:ae:-5:-5:ae:-5:-4:ae:-5:-3:ab:-5:-2:ad:-4:-3:ai:-4:-2:aa:-3:-3:ai:-3:-2:aa:-2:-3:ai:-2:-2:aa:-1:-6:af:-1:-5:af:-1:-4:af:-1:-3:ab:-1:-2:aa:0:-6:ae:0:-5:ae:0:-4:ae:0:-3:ab:0:-2:aa:1:-3:ai:1:-2:aa:2:-3:ai:2:-2:aa:3:-3:ai:3:-2:aa:3:-1:bg:3:0:bf:3:1:bd:4:-6:af:4:-5:af:4:-4:af:4:-3:ab:4:-2:ac:4:-1:bi:4:0:bb:4:1:ba:5:-6:ae:5:-5:ae:5:-4:ab:5:-3:aa:5:-2:bg:5:-1:bb:5:0:bb:5:1:ba:6:-4:ai:6:-3:aa:6:-2:bi:6:-1:bb:6:0:bb:6:1:ba:7:-4:ai:7:-3:aa:7:-2:bh:7:-1:be:7:0:be:7:1:bc:8:-4:ai:8:-3:aa:9:-6:af:9:-5:af:9:-4:ab:9:-3:aa:10:-6:ae:10:-5:ae:10:-4:ab:10:-3:aa:11:-4:ai:11:-3:aa:12:-4:ai:12:-3:aa:12:-2:cf:12:-1:cf:12:0:cd:13:-4:ai:13:-3:aa:13:-2:ce:13:-1:ce:13:0:cc:14:-6:af:14:-5:af:14:-4:ab:14:-3:aa:15:-6:ae:15:-5:ae:15:-4:ab:15:-3:aa:16:-4:ai:16:-3:aa:17:-4:ai:17:-3:aa:18:-4:ai:18:-3:aa:19:-6:af:19:-5:af:19:-4:ab:19:-3:aa:20:-6:ae:20:-5:ae:20:-4:ab:20:-3:aa:21:-4:ai:21:-3:aa:22:-4:ai:22:-3:aa:22:-2:bg:22:-1:bf:22:0:bf:22:1:bd:23:-4:ai:23:-3:aa:23:-2:bi:23:-1:bb:23:0:bb:23:1:ba:24:-6:af:24:-5:af:24:-4:ab:24:-3:aa:24:-2:bh:24:-1:be:24:0:be:24:1:bc:25:-6:ae:25:-5:ae:25:-4:ae:25:-3:ab:25:-2:ad:26:-3:ai:26:-2:aa:27:-3:ai:27:-2:aa:28:-3:ai:28:-2:aa:29:-6:af:29:-5:af:29:-4:af:29:-3:ab:29:-2:aa:30:-6:ab:30:-5:ab:30:-4:ae:30:-3:ae:30:-2:ac:31:-6:ab:31:-5:aa:31:-2:ba:32:-6:ab:32:-5:aa:33:-6:ab:33:-5:aa:34:-6:ab:34:-5:aa:34:-3:ag:34:-2:ad:35:-6:ae:35:-5:ac:35:-3:ai:35:-2:aa:36:-3:ai:36:-2:aa:37:-3:ai:37:-2:aa:38:-3:ah:38:-2:ac:39:-6:cf:39:-5:cf:39:-4:cf:39:-3:cf:39:-2:cd:40:-6:ce:40:-5:ce:40:-4:ce:40:-3:ce:40:-2:cc:41:-3:ag:41:-2:ad:42:-3:ai:42:-2:aa:43:-3:ai:43:-2:aa:43:-1:bg:43:0:bf:43:1:bd:44:-6:af:44:-5:af:44:-4:af:44:-3:ab:44:-2:aa:44:-1:bi:44:0:bb:44:1:ba:45:-6:ae:45:-5:ae:45:-4:ae:45:-3:ab:45:-2:aa:45:-1:bi:45:0:bb:45:1:ba:46:-3:ai:46:-2:aa:46:-1:bh:46:0:be:46:1:bc:47:-3:ai:47:-2:aa:48:-3:ah:48:-2:ac:49:-6:cf:49:-5:cf:49:-4:cf:49:-3:cf:49:-2:cd:50:-6:ce:50:-5:ce:50:-4:ce:50:-3:ce:50:-2:cc:51:-3:ag:51:-2:ad:52:-3:ai:52:-2:aa:53:-3:ai:53:-2:aa:54:-6:af:54:-5:af:54:-4:af:54:-3:ab:54:-2:ac:55:-6:ae:55:-5:ae:55:-4:ab:55:-3:aa:56:-4:ai:56:-3:aa:57:-4:ai:57:-3:aa:57:-2:bg:57:-1:bf:57:0:bf:57:1:bd:58:-4:ai:58:-3:aa:58:-2:bi:58:-1:bb:58:0:bb:58:1:ba:59:-6:af:59:-5:af:59:-4:ab:59:-3:aa:59:-2:bi:59:-1:bb:59:0:bb:59:1:ba:60:-6:ae:60:-5:ae:60:-4:ab:60:-3:aa:60:-2:bi:60:-1:bb:60:0:bb:60:1:ba:61:-4:ai:61:-3:aa:61:-2:bh:61:-1:be:61:0:be:61:1:bc:62:-4:ai:62:-3:aa:63:-4:ai:63:-3:aa:64:-6:af:64:-5:af:64:-4:ab:64:-3:aa:65:-6:ae:65:-5:ae:65:-4:ab:65:-3:aa:66:-4:ai:66:-3:aa:67:-4:ai:67:-3:aa:68:-4:ai:68:-3:aa:69:-6:af:69:-5:af:69:-4:ab:69:-3:aa:70:-6:ae:70:-5:ae:70:-4:ab:70:-3:aa:71:-4:ai:71:-3:aa:72:-4:ai:72:-3:aa:73:-4:ai:73:-3:aa:74:-6:af:74:-5:af:74:-4:ab:74:-3:aa:75:-6:ae:75:-5:ab:75:-4:ab:75:-3:aa:76:-5:ai:76:-4:ab:76:-3:aa:77:-5:ai:77:-4:ab:77:-3:aa:78:-5:ai:78:-4:ab:78:-3:aa:79:-6:af:79:-5:ab:79:-4:ab:79:-3:ac:80:-6:ab:80:-5:ab:80:-4:aa:81:-6:ab:81:-5:ab:81:-4:aa:82:-6:ab:82:-5:ab:82:-4:ac:83:-6:ab:83:-5:aa:84:-6:ab:84:-5:ac:85:-6:aa:86:-6:aa:87:-6:ac:600:-600:11:B-9:4:1:C:-6:-2:5:0:5:5:1:M:17:0:6:0:17:1:6:0:17:2:6:0:18:0:6:0:18:1:6:0:18:2:6:0:19:0:6:0:19:1:6:0:19:2:6:0:20:0:6:0:20:1:6:0:20:2:6:0:31:-4:1:F:31:-3:5:0:31:-1:3:0:34:-4:3:0:35:-4:3:0:58:4:6:0:58:5:6:0:59:4:6:0:59:5:1:F:60:4:6:0:60:5:6:0:80:-3:5:0:85:-5:5:0:600:-600:11::U-5:-1:3:9:-2:1:13:1:4:19:-2:2:23:2:3:28:-1:1:30:-1:1:31:0:3:40:-1:4:46:2:3:50:-1:4:61:2:1:67:-2:1:-20:-9:11:E01BenjaminWins11:Level 1:]\n create clone of (_myself_ v)\n go to x: (-190) y: (-138)\n switch costume to (2 v)\n set [clonedata v] to [-16:-6:ab:-16:-5:ab:-16:-4:ab:-16:-3:aa:-15:-6:ab:-15:-5:ab:-15:-4:ab:-15:-3:aa:-14:-6:ab:-14:-5:ab:-14:-4:ab:-14:-3:aa:-13:-6:ab:-13:-5:ab:-13:-4:ab:-13:-3:aa:-12:-6:ab:-12:-5:ab:-12:-4:ab:-12:-3:aa:-11:-6:ae:-11:-5:ae:-11:-4:ae:-11:-3:ac:-5:-6:cf:-5:-5:cf:-5:-4:cf:-5:-3:cf:-5:-2:cd:-4:-6:ce:-4:-5:ce:-4:-4:ce:-4:-3:ce:-4:-2:cc:2:-6:cf:2:-5:cf:2:-4:cf:2:-3:cf:2:-2:cd:3:-6:ce:3:-5:ce:3:-4:ce:3:-3:ce:3:-2:cc:9:-6:cf:9:-5:cf:9:-4:cf:9:-3:cf:9:-2:cf:9:-1:cd:10:-6:ce:10:-5:ce:10:-4:ce:10:-3:ce:10:-2:ce:10:-1:cc:11:-6:af:11:-5:af:11:-4:ad:12:-6:ab:12:-5:ab:12:-4:aa:13:-6:ab:13:-5:ab:13:-4:aa:14:-6:ab:14:-5:ab:14:-4:ac:15:-6:ab:15:-5:aa:16:-6:ab:16:-5:ab:16:-4:ad:17:-6:ab:17:-5:ab:17:-4:ab:17:-3:ad:18:-6:ab:18:-5:ab:18:-4:ab:18:-3:ab:18:-2:ad:19:-6:ab:19:-5:ab:19:-4:ab:19:-3:ab:19:-2:ab:19:-1:ad:20:-6:ab:20:-5:ab:20:-4:ab:20:-3:ae:20:-2:ae:20:-1:ac:21:-6:ab:21:-5:ab:21:-4:aa:22:-6:ab:22:-5:ab:22:-4:aa:23:-6:ab:23:-5:ab:23:-4:aa:24:-6:ab:24:-5:ab:24:-4:aa:25:-6:ab:25:-5:ab:25:-4:aa:26:-6:ab:26:-5:ab:26:-4:aa:27:-6:ab:27:-5:ab:27:-4:aa:28:-6:ab:28:-5:ab:28:-4:aa:29:-6:ab:29:-5:ab:29:-4:ac:30:-6:ab:30:-5:aa:31:-6:ab:31:-5:aa:32:-6:ab:32:-5:aa:33:-6:ab:33:-5:aa:34:-6:ab:34:-5:ab:34:-4:ad:35:-6:ab:35:-5:ab:35:-4:aa:36:-6:ab:36:-5:ab:36:-4:aa:37:-6:ab:37:-5:ab:37:-4:aa:38:-6:ab:38:-5:ab:38:-4:aa:39:-6:ab:39:-5:ab:39:-4:aa:40:-6:ab:40:-5:ab:40:-4:aa:41:-6:ab:41:-5:ab:41:-4:aa:42:-6:ab:42:-5:ab:42:-4:aa:43:-6:ab:43:-5:ab:43:-4:aa:44:-6:ab:44:-5:ab:44:-4:ab:44:-3:ad:45:-6:ab:45:-5:ab:45:-4:ab:45:-3:aa:46:-6:ab:46:-5:ab:46:-4:ab:46:-3:aa:46:-2:bg:46:-1:bf:46:0:bd:47:-6:ab:47:-5:ab:47:-4:ab:47:-3:aa:47:-2:bi:47:-1:bb:47:0:ba:48:-6:ab:48:-5:ab:48:-4:ab:48:-3:aa:48:-2:bi:48:-1:bb:48:0:ba:49:-6:ab:49:-5:ab:49:-4:ab:49:-3:aa:49:-2:bi:49:-1:bb:49:0:bb:49:1:bf:49:2:bf:49:3:bd:50:-6:ab:50:-5:ab:50:-4:ab:50:-3:aa:50:-2:bi:50:-1:bb:50:0:bb:50:1:bb:50:2:bb:50:3:ba:51:-6:ab:51:-5:ab:51:-4:ab:51:-3:aa:51:-2:bh:51:-1:be:51:0:be:51:1:be:51:2:be:51:3:bc:52:-6:ab:52:-5:ab:52:-4:ab:52:-3:aa:53:-6:ab:53:-5:ab:53:-4:ab:53:-3:aa:54:-6:ab:54:-5:ab:54:-4:ab:54:-3:aa:55:-6:ab:55:-5:ab:55:-4:ab:55:-3:ac:56:-6:ab:56:-5:ab:56:-4:aa:57:-6:ab:57:-5:ab:57:-4:aa:58:-6:ab:58:-5:ab:58:-4:aa:59:-6:ab:59:-5:ab:59:-4:aa:60:-6:ab:60:-5:ab:60:-4:aa:61:-6:ab:61:-5:ab:61:-4:aa:62:-6:ab:62:-5:ab:62:-4:aa:63:-6:ab:63:-5:ab:63:-4:aa:64:-6:ab:64:-5:ab:64:-4:aa:65:-6:ab:65:-5:ab:65:-4:aa:66:-6:ab:66:-5:ab:66:-4:aa:67:-6:ab:67:-5:ab:67:-4:ac:68:-6:ab:68:-5:aa:69:-6:ab:69:-5:ab:69:-4:ad:70:-6:ab:70:-5:ab:70:-4:aa:71:-6:ab:71:-5:ab:71:-4:aa:72:-6:ab:72:-5:ab:72:-4:aa:73:-6:ae:73:-5:ae:73:-4:ac:600:-600:11:B-8:-4:5:0:-5:-1:6:0:-5:0:6:0:-5:1:6:0:-4:-1:6:0:-4:0:6:0:-4:1:6:0:-1:-4:5:0:2:-1:6:0:2:0:6:0:2:1:6:0:3:-1:6:0:3:0:6:0:3:1:6:0:6:-4:5:0:11:-3:6:0:12:-3:6:0:13:-3:6:0:14:-3:6:0:15:-4:5:0:15:-3:6:0:16:-3:5:0:16:-2:6:0:17:-2:5:0:17:-1:6:0:18:-1:5:0:18:0:6:0:19:0:5:0:19:1:6:0:20:0:6:0:20:1:5:0:20:2:6:0:25:0:1:M:31:-4:6:0:31:-3:6:0:31:-2:5:0:32:-4:6:0:32:-3:6:0:32:-2:5:0:35:-3:6:0:35:-2:6:0:35:-1:3:0:36:-3:6:0:36:-2:6:0:36:-1:3:0:36:3:1:C:37:-3:3:0:37:-2:3:0:37:-1:5:0:38:-3:3:0:38:-2:3:0:39:-3:3:0:44:1:1:F:44:2:5:0:50:7:1:C:54:1:1:C:66:-3:6:0:67:-3:6:0:68:-4:5:0:68:-3:6:0:68:-2:6:0:68:-1:6:0:68:0:6:0:69:1:6:0:69:2:6:0:70:1:6:0:70:2:6:0:71:-3:6:0:71:-2:6:0:71:-1:6:0:71:0:6:0:72:-3:6:0:73:-3:6:0:600:-600:11::U10:0:4:22:-3:1:28:-3:1:32:2:4:42:-3:1:42:-2:1:42:-1:1:42:0:1:50:4:3:56:-3:1:-20:-9:11:E01BenjaminWins11:Level 2:]\n create clone of (_myself_ v)\n go to x: (-190) y: (-163)\n switch costume to (3 v)\n set [clonedata v] to 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Pipes Work.27]\n create clone of (_myself_ v)\n set [clonedata v] to [0]\n go to x: (-190) y: (-93)\n switch costume to (premade v)\nend\n\nwhen I receive [tick v]\nhide\ndelete this clone\n\nwhen this sprite clicked\nif <(length of (CloneData)) > [5]> then\n set [making v] to [0]\n set [savecode v] to (CloneData)\n set [hidemenu v] to [1]\n broadcast (LoadSaveCode v)\n broadcast (ClickedLevel v)\nend\n\nwhen I receive [clickedlevel v]\nif <(length of (CloneData)) < [5]> then\n wait (1) seconds\n set [menu v] to [0]\n set [hidemenu v] to [0]\nend\n\nwhen I receive [open v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n change size by (25)\nend\n\n@Water\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [menutick v]\nhide\n\nwhen I receive [tick v]\nif <<<(Background) = [5]> and <(Underground) = [0]>> or <<(Background2) = [5]> and <(Underground) = [1]>>> then\n show\nelse\n hide\nend\n\n | This is an original amogus platformer! :)\n- Arrow keys to move\n- avoid lava\n- customize\n- #EnjoyThisProject!\n- ❤️ and ⭐ is free, and it helps out a ton!\n- Tell your highscores in the comments below! |
LASERS || a mobile platformer | @Stage\n\n@Paul\n\nwhen flag clicked\nset [~cloneid v] to [sprite]\nset [.level v] to [1]\nbroadcast (nextNevel v)\nforever\n Movement\n Costume\n if <(~isDead) = [false]> then\n if <(x position) > [240]> then\n change [.level v] by (1)\n broadcast (nextNevel v)\n end\n if <(y position) < [-155]> then\n Dead\n end\n if <touching (obstacles v)?> then\n Dead\n end\n end\nend\n\ndefine Movement\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nset [~xinput v] to (<key (d v) pressed?> - <key (a v) pressed?>)\nchange [~xspeed v] by ((~xInput) * (2))\nset [~xspeed v] to ((~xSpeed) * (0.8))\nchange [~yspeed v] by (-2)\nchange y by (~ySpeed)\nif <(~ySpeed) < [0]> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n set [~yspeed v] to [0]\n set [~canjump v] to [true]\n end\nelse\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n set [~yspeed v] to [0]\n set [~canjump v] to [false]\n end\nend\nchange x by (~xSpeed)\nif <<key (w v) pressed?> and <(~canJump) = [true]>> then\n set [~yspeed v] to [25]\n set [~canjump v] to [false]\nend\nset [~slope v] to [0]\nrepeat until <<(~slope) = [8]> or <not <touching (ground v)?>>>\n change [~slope v] by (1)\n change y by (1)\nend\nif <(~slope) = [8]> then\n change x by ((~xSpeed) * (-1))\n change y by ((~slope) * (-1))\n set [~xspeed v] to [0]\nend\n\ndefine Costume\nset rotation style [left-right v]\nif <not <(~xInput) = [0]>> then\n point in direction ((~xInput) * (90))\nend\nif <(~ySpeed) > [0]> then\n switch costume to (jump v)\nelse\n if <(~ySpeed) < [-5]> then\n switch costume to (fall v)\n else\n switch costume to (walk v)\n end\nend\n\nwhen I receive [nextnevel v]\nif <(~cloneID) = [sprite]> then\n set [ghost v] effect to (100)\n set [~xspeed v] to [0]\n set [~yspeed v] to [0]\n set [~isdead v] to [false]\n set x to (-200)\n point in direction (90)\n Movement\n Costume\n go to [front v] layer\n show\n clear graphic effects\nend\n\ndefine Dead\nset [ghost v] effect to (100)\nset [~isdead v] to [true]\nset [~cloneid v] to [0]\nrepeat (4)\n create clone of (_myself_ v)\n change [~cloneid v] by (1)\nend\nset [~cloneid v] to [sprite]\nwait (1) seconds\nbroadcast (nextNevel v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (join [PaulParticle] (~cloneID))\nclear graphic effects\nset rotation style [all around v]\nset [~yspeed v] to [15]\nset [~xspeed v] to (pick random (-15) to (15))\nrepeat (50)\n ParticleMovement\nend\ndelete this clone\n\ndefine ParticleMovement\nchange [~yspeed v] by (-2)\nset [~xspeed v] to ((~xSpeed) * (0.9))\nchange y by (~ySpeed)\nchange x by (~xSpeed)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [~yspeed v] to [0]\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\n\nwhen I receive [nextnevel v]\nrepeat (10)\n delete this clone\nend\n\n@Ground\n\nwhen I receive [nextnevel v]\nswitch costume to (.level)\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Text\n\nwhen I receive [nextnevel v]\nswitch costume to (.level)\nchange y by (12)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n change y by (((0) - (y position)) / (3))\nend\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [nextnevel v]\nswitch costume to (.level)\n\n@Simple Plaftformer Thumbnail\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n | Hi! This is my first and huge adventure platformer which took a really long time so I really hope you enjoy! \n\nUse arrow keys/WASD to control your character, down/S arrow to crouch. There are 11 levels and try to get through them all! Crouching is a vital mechanic. You cannot beat the game without it.\n\nThere is also a secret ending you can get pretty easily, you just have to follow the light...\n\nFor anybody who is having trouble with the Ancient Door level, I fixed it. Once you put in the key, the player has to be physically touching to door for it to open.\n\nPlease heart and star for a sequel!!\n\n(don't look in the code you won't find any secret) |
jumpy || a mobile platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Robot Guy v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-220) y: (180)\nset size to (40) %\ncreate clone of (_myself_ v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n end\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> 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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#ff0000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ff0000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching color (#0022ff)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (180)\n end\n if <touching color (#000000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (180)\n end\n if <touching color (#00c835)?> then\n set [touching flag? b v] to [yes]\n if <<(Touching Flag? B) = [yes]> and <(Touching Flag? R) = [yes]>> then\n broadcast (Next Level v)\n go to x: (-220) y: (180)\n set [yv v] to [0]\n set [xv v] to [0]\n change [level v] by (1)\n end\n else\n set [touching flag? b v] to [no]\n end\n if <(y position) < [-175]> then\n go to x: (-220) y: (180)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\ngo to x: (-220) y: (-20)\nset size to (40) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (a v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (d 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 (#0022ff)?> then\n change y by (1)\n if <touching color (#0022ff)?> then\n change y by (1)\n if <touching color (#0022ff)?> then\n change y by (1)\n if <touching color (#0022ff)?> then\n change y by (1)\n end\n if <touching color (#0022ff)?> then\n change y by (1)\n if <touching color (#0022ff)?> 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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#0022ff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#0022ff)?> then\n if <key (w v) pressed?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (-20)\n end\n if <touching color (#000000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (-20)\n end\n if <touching color (#00c835)?> then\n set [touching flag? r v] to [yes]\n if <<(Touching Flag? B) = [yes]> and <(Touching Flag? R) = [yes]>> then\n go to x: (-220) y: (-20)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n else\n set [touching flag? r v] to [no]\n end\n if <(y position) < [-175]> then\n go to x: (-220) y: (-20)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Check Flag\n\nwhen flag clicked\ngo to x: (210) y: (-96)\nforever\n switch costume to (1 v)\n wait (0.3) seconds\n switch costume to (2 v)\n wait (0.3) seconds\nend\n\n@Victory\n\nwhen flag clicked\nset [level v] to [0]\nhide\ngo to x: (0) y: (0)\nforever\n if <(level) = [10]> then\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n | PART 2 IS OUT NOW!\nhttps://scratch.mit.edu/projects/638790847/\n\nTerraria Platformer #games #all by @cs2889410\n------------------------------------------------\nWelcome to the Terraria Platformer! \nInstructions:\nUse mouse/arrow keys/WASD/finger to move. \nAvoid slimes, spikes, and zombies! |
Different— A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\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 [☁ p7 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 (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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 (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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 (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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 (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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 (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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 (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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 (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\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 (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (ユーザー名数値化) (join (join (([floor v] of (X) ) + (1500)) (([floor v] of (Y) ) + (1500))) (join (([direction v] of [キャラ v]) + (1)) (join ((しゃべる言葉) + (10)) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\ndefine ユーザー名数値化\nset [users v] to [0]\nset [ユーザー名数値化 v] to []\nrepeat (length of (username))\n change [users v] by (1)\n switch costume to (letter (users) of (username))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) (costume [number v]))\nend\nrepeat ((40) - (length of (ユーザー名数値化)))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) [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 [users v]\nset [回数 v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [回数 v] by (1)\n set [読み込み v] to [0]\n set [1 v] to []\n repeat (20)\n if <not <(join (letter ((読み込み) + (1)) of (item (回数) of [p1〜10 v])) (letter ((読み込み) + (2)) of (item (回数) of [p1〜10 v]))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (item (回数) of [p1〜10 v])) (letter (読み込み) of (item (回数) of [p1〜10 v])))\n set [1 v] to (join (1) (costume [name v]))\n end\n end\n add (1) to [users v]\nend\n\nturn left (15) degrees\n\n@キャラ\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to [-200]\nset [視点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]\n\ndefine 動作\nbroadcast (プログラム v)\nif <(動いていい?) = [1]> then\n if <touching (水 v)?> then\n change [y v] by (-0.1)\n else\n change [y v] by (-1)\n end\n change [i v] by (1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (1)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (-1)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.88))\n change x by (x)\n repeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n change y by (-15)\n 位置補正x (() - ((x) / ([abs v] of (x) ))) ([ceiling v] of ([abs v] of (x) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [y v] to [12]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (地面 v)?> then\n 位置補正y (() - ((y) / ([abs v] of (y) ))) ([ceiling v] of ([abs v] of (y) ) )\n end\n change y by (-1.1)\n if <<touching (地面 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n if <touching (背景 v)?> then\n end\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [y v] to [5]\n end\n change y by (1.1)\n if <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\n end\n 処理\n broadcast (プログラム2 v)\n if <(x position) > [70]> then\n set x to (70)\n end\n if <(x position) < [-60]> then\n set x to (-60)\n end\nend\n\nif <(チャットか?) = [0]> then\nend\n\nif <(チャットか?) = [0]> then\nend\n\nif <(チャットか?) = [0]> then\nend\n\nif <(チャットか?) = [0]> then\nend\nif <(チャットか?) = [0]> then\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (視点y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [視点y v] by ([floor v] of (((Y) - (視点y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (視点y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(x) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (地面 v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(y) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (地面 v)?>>)))\nset [y v] to [0]\n\ndefine 初期位置\npoint in direction (1)\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to (復活x)\nset [視点y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\nset [しゃべる言葉 v] to [0]\n\nwhen flag clicked\nshow\nset size to (50) %\npoint in direction (1)\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\ngo [forward v] (2) layers\n\nwhen I receive [オンライン! v]\nset [しゃべる言葉 v] to [0]\nforever\n if <not <(username) = []>> then\n if <(しゃべる言葉) = [0]> then\n say (username)\n else\n say (join (join (username) [:]) (item (しゃべる言葉) of [しゃべる言葉 v]))\n end\n end\nend\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [当たったー v]\n初期位置\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n broadcast (プログラム v)\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\nwhen [timer v] > (0.1)\nforever\n broadcast (メッセージ1 v)\n broadcast (プログラム v)\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n reset timer\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <<<<<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?>>>>> and <<(y) < [1]> and <(y) > [-1]>>> and <<not <touching (水 v)?>> and <(視点x) < [4515]>>> then\n play sound [grass v] until done\n wait until <<<<<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?>>>>> and <<(y) < [1]> and <(y) > [-1]>>> and <<not <touching (水 v)?>> and <(視点x) < [4515]>>>\n end\nend\n\nwhen flag clicked\nforever\n if <<(Y) < [-400]> or <touching (障害物 v)?>> then\n play sound [ダメージ v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<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?>>>>> and <<(y) < [1]> and <(y) > [-1]>>> and <<not <touching (水 v)?>> and <<(視点x) > [4515]> and <(視点x) < [6320]>>>> then\n play sound [stone v] until done\n wait until <<<<<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?>>>>> and <<(y) < [1]> and <(y) > [-1]>>> and <<not <touching (水 v)?>> and <<(視点x) > [4515]> and <(視点x) < [6320]>>>>\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<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?>>>>> and <<(y) < [1]> and <(y) > [-1]>>> and <<not <touching (水 v)?>> and <(視点x) > [6320]>>> then\n play sound [sand v] until done\n wait until <<<<<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?>>>>> and <<(y) < [1]> and <(y) > [-1]>>> and <<not <touching (水 v)?>> and <(視点x) > [6320]>>>\n end\nend\n\nwhen flag clicked\nforever\n if <<<<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?>>>>> and <touching (水 v)?>> then\n play sound [Swim v] until done\n wait until <<<<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?>>>>> and <touching (水 v)?>>\n end\nend\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((4600) - (視点x)) ((77) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [4600]\n set [復活y v] to [77]\n broadcast (新しいメッセージ v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time2)\nhide\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [新しいメッセージ v]\nplay sound [Click v] until done\n\n@地面\n\nwhen flag clicked\nwait (0.1) seconds\nset [量 v] to [15]\nhide\nset [ステージのxy v] to [0]\nset [量 v] to [1]\ngo to [front v] layer\nset [ステージの番号 v] to [1]\nステージ配置 [0] [0] [2]\nステージ配置 [480] [0] [3]\nステージ配置 [960] [0] [4]\nステージ配置 ((960) + (480)) [0] [5]\nステージ配置 ((1440) + (480)) [0] [6]\nステージ配置 (((1440) + (480)) + (480)) [0] [7]\nステージ配置 (((1440) + (480)) + (960)) [0] [8]\nステージ配置 (((1440) + (960)) + (960)) [0] [9]\nステージ配置 (((1440) + (1440)) + (960)) [0] [10]\nステージ配置 (((1440) + (1440)) + (1440)) [0] [11]\nステージ配置 (((1920) + (1440)) + (1440)) [0] [12]\nステージ配置 ((4800) + (480)) [0] [13]\nステージ配置 ((4800) + (960)) [0] [14]\nステージ配置 ((4800) + (1440)) [0] [15]\nステージ配置 ((4800) + (1920)) [0] [16]\nステージ配置 ((4800) + (2400)) [0] [17]\nステージ配置 ((4800) + (2880)) [0] [18]\nステージ配置 ((4800) + (3360)) [0] [19]\nステージ配置 ((4800) + (3840)) [0] [20]\nステージ配置 ((4800) + (4320)) [0] [21]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nset [ステージの番号 v] to (ステージ番号)\nswitch costume to (ステージ番号)\nset [ステージのxy v] to (x座標)\nset [my_n v] to (ステージ番号)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nchange [brightness v] effect by (25)\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (0.2) seconds\nbroadcast (光 v)\n\nwhen I receive [光 v]\nshow\nforever\n go to (キャラ v)\nend\n\nwhen [timer v] > (time2)\nhide\n\n@水\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (none v)\nステージ配置 [480] [0] [2]\nステージ配置 [481] [0] [2]\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)\nset [my_n v] to (ステージ番号)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait (0) seconds\ngo to [back v] layer\npoint in direction (90)\nステージ配置 (((1920) + (1440)) + (1440)) [0] [2]\nステージ配置 ((4800) + (960)) [0] [3]\nステージ配置 ((4800) + (1920)) [0] [4]\nステージ配置 ((4800) + (2880)) [0] [5]\nステージ配置 ((4800) + (3840)) [0] [6]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\npoint in direction (90)\nswitch costume to (なし 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)\nset [my_n v] to (ステージ番号)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((2100) - (視点x)) ((-60) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [2100]\n set [復活y v] to [-60]\n broadcast (新しいメッセージ2 v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [新しいメッセージ2 v]\nstart sound [Click v]\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\nset size to (100) %\n\nwhen flag clicked\nforever\n if <not <<<<<(☁ 1P) = [0]> and <(☁ 2P) = [0]>> and <(☁ 3P) = [0]>> and <<(☁ 4P) = [0]> and <(☁ 5P) = [0]>>> and <<<<(☁ 6P) = [0]> and <(☁ 7P) = [0]>> and <(☁ 8P) = [0]>> and <<(☁ 9P) = [0]> and <(☁ 10P) = [0]>>>>> then\n switch costume to (コスチューム2 v)\n show\n go to [front v] layer\n go to x: (0) y: (0)\n wait (0.1) seconds\n stop [all v]\n end\nend\n\n@背景\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [time2 v] to (timer)\n point in direction (90)\nend\n\nwhen [timer v] > (time2)\nsay [遊んでくれてありがとう!!!!!!!!]\n\nif <(クリア) = [0]> then\n start sound [Rip v]\n switch costume to (サムネイルにしよう v)\n show\n go to x: (480) y: (-180)\n go to [front v] layer\n glide (0.5) secs to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + ([cos v] of ((timer) * (300)) ))\n end\nelse\n stop all sounds\n start sound [Cheer v]\n switch costume to (最後 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set size to (1) %\n repeat (20)\n change size by (5)\n end\n wait until <not <mouse down?>>\n wait until <mouse down?>\n hide\n start sound [Rip v]\n switch costume to (サムネイルにしよう v)\n show\n go to x: (480) y: (-180)\n go to [front v] layer\n glide (0.5) secs to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + ([cos v] of ((timer) * (300)) ))\n end\nend\n\n@バネ\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((5230) - (視点x)) ((0) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <touching (キャラ v)?> then\n set [y v] to [20]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\nwhen [timer v] > (time2)\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (170) y: (120)\nset [brightness v] effect to (50)\n\nglide (1) secs to x: (224) y: (166)\n\n@スプライト4\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen [timer v] > (time2)\nhide\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((6240) - (視点x)) ((-60) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [6240]\n set [復活y v] to [150]\n broadcast (新しいメッセージ3 v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen I receive [新しいメッセージ3 v]\nplay sound [Click v] until done\n\n@チェックポイント3\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((9120) - (視点x)) ((-60) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [9120]\n set [復活y v] to [40]\n broadcast (新しいメッセージ3 v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time2)\nhide\n\nwhen I receive [新しいメッセージ3 v]\nplay sound [Click v] until done\n\nwhen [timer v] > (time)\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n wait (10) seconds\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n wait (10) seconds\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n wait (10) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (265) y: (0)\nglide (15) secs to x: (-265) y: (0)\ndelete this clone\n\n@スプライト7\n\n | move left [A or LEFT ARROW]\nmove right [D or RIGHT ARROW]\n\nif u dont get the story, thats fine. im kinda bad at tellin them. basically, u bought jetpack thats $1. it malfunctions. it starts jumping uncontrollably. and uh, yeah\n\n |
Warriors the game platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (beginning v)\nwait until <mouse down?>\nbroadcast (Question v)\n\nwhen I receive [level 1 v]\nswitch backdrop to (level 1 v)\nset [skin v] to [Blue]\nset [skin 2 v] to [Blue]\nset [velocity x v] to [0]\nset [velocity y v] to [0]\nset [velocity2 x v] to [0]\nset [velocity2 y v] to [0]\n\nwhen I receive [level 2 v]\nswitch backdrop to (level 2 v)\n\nwhen I receive [level 3 v]\nswitch backdrop to (level 3 v)\n\nwhen I receive [level 4 v]\nswitch backdrop to (level 4 v)\n\nwhen I receive [level 5 v]\nswitch backdrop to (level 5 v)\n\nwhen I receive [level 6 v]\nswitch backdrop to (level 6 v)\n\nwhen I receive [level 7 v]\nswitch backdrop to (level 7 v)\n\nwhen I receive [level 8 v]\nswitch backdrop to (level 8 v)\n\nwhen I receive [level 9 v]\nswitch backdrop to (level 9 v)\n\nwhen I receive [level 10 v]\nswitch backdrop to (level 10 v)\n\nwhen I receive [level 11 v]\nswitch backdrop to (level 11 v)\n\nwhen I receive [level 12 v]\nswitch backdrop to (level 12 v)\n\nwhen I receive [question v]\nswitch backdrop to (question v)\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@Level\n\nwhen I receive [code v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\nend\n\nwhen flag clicked\nhide\n\n@Level Change\n\nwhen flag clicked\nforever\n if <(Blue/Orange 1) = [0]> then\n if <touching (player orange v)?> then\n wait until <<not <touching (player orange v)?>> and <not <touching (player blue v)?>>>\n set [blue/orange 1 v] to [1]\n end\n if <touching (player blue v)?> then\n wait until <<not <touching (player orange v)?>> and <not <touching (player blue v)?>>>\n set [blue/orange 1 v] to [2]\n end\n end\nend\n\nwhen I receive [code v]\nshow\nforever\n switch costume to (join ([backdrop name v] of [_stage_ v]) (join [ ] (Blue/Orange 1)))\nend\n\nwhen flag clicked\nhide\n\n@Level Change2\n\nwhen flag clicked\nhide\n\nwhen I receive [code v]\nshow\nforever\n switch costume to (join ([backdrop name v] of [_stage_ v]) (join [ ] (Blue/Orange 2)))\nend\n\nwhen flag clicked\nforever\n if <(Blue/Orange 2) = [0]> then\n if <touching (player orange v)?> then\n wait until <<not <touching (player orange v)?>> and <not <touching (player blue v)?>>>\n set [blue/orange 2 v] to [1]\n end\n if <touching (player blue v)?> then\n wait until <<not <touching (player orange v)?>> and <not <touching (player blue v)?>>>\n set [blue/orange 2 v] to [2]\n end\n end\nend\n\n@Level Change3\n\nwhen flag clicked\nhide\n\nwhen I receive [code v]\nshow\nforever\n switch costume to (join ([backdrop name v] of [_stage_ v]) (join [ ] (Blue/Orange 3)))\nend\n\nwhen flag clicked\nforever\n if <(Blue/Orange 3) = [0]> then\n if <touching (player orange v)?> then\n wait until <<not <touching (player orange v)?>> and <not <touching (player blue v)?>>>\n set [blue/orange 3 v] to [1]\n end\n if <touching (player blue v)?> then\n wait until <<not <touching (player orange v)?>> and <not <touching (player blue v)?>>>\n set [blue/orange 3 v] to [2]\n end\n end\nend\n\n@Level Change4\n\nwhen flag clicked\nhide\n\nwhen I receive [code v]\nshow\nforever\n switch costume to (join ([backdrop name v] of [_stage_ v]) (join [ ] (Blue/Orange 4)))\nend\n\nwhen flag clicked\nforever\n if <(Blue/Orange 4) = [0]> then\n if <touching (player orange v)?> then\n wait until <<not <touching (player orange v)?>> and <not <touching (player blue v)?>>>\n set [blue/orange 4 v] to [1]\n end\n if <touching (player blue v)?> then\n wait until <<not <touching (player orange v)?>> and <not <touching (player blue v)?>>>\n set [blue/orange 4 v] to [2]\n end\n end\nend\n\n@Lever\n\nwhen I receive [level 1 v]\nhide\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [1]\nset [blue/orange 3 v] to [1]\nset [blue/orange 4 v] to [1]\n\nwhen I receive [level 2 v]\nshow\ngo to x: (-118) y: (56)\npoint in direction (45)\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [1]\nset [blue/orange 3 v] to [1]\nset [blue/orange 4 v] to [1]\n\nwhen flag clicked\nhide\nforever\n if <<[35] > (distance to [player orange v])> or <[35] > (distance to [player blue v])>> then\n if <key (space v) pressed?> then\n if <(Blue/Orange 1) = [2]> then\n repeat (15)\n turn left (-6) degrees\n end\n set [blue/orange 1 v] to [1]\n wait until <not <key (space v) pressed?>>\n else\n repeat (15)\n turn left (6) degrees\n end\n set [blue/orange 1 v] to [2]\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\n\nwhen I receive [level 3 v]\nhide\nset [blue/orange 1 v] to [0]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 4 v]\nshow\ngo to x: (133) y: (54)\npoint in direction (45)\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 4 v]\nforever\n set [blue/orange 3 v] to [1]\n wait (1) seconds\n set [blue/orange 3 v] to [2]\n wait (1) seconds\n if <not <([backdrop name v] of [_stage_ v]) = [Level 4]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [level 4 v]\nshow\ngo to x: (133) y: (54)\npoint in direction (45)\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [1]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 5 v]\nshow\ngo to x: (-198) y: (-34)\npoint in direction (45)\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [1]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 6 v]\nhide\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 7 v]\ngo to x: (-162) y: (-15)\npoint in direction (45)\nshow\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 8 v]\ngo to x: (3) y: (8)\npoint in direction (45)\nshow\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 9 v]\ngo to x: (143) y: (-30)\npoint in direction (45)\nshow\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 10 v]\nhide\nset [blue/orange 1 v] to [0]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 11 v]\ngo to x: (-193) y: (-135)\npoint in direction (45)\nshow\nset [blue/orange 1 v] to [1]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\nwhen I receive [level 12 v]\nhide\nset [blue/orange 1 v] to [0]\nset [blue/orange 2 v] to [0]\nset [blue/orange 3 v] to [0]\nset [blue/orange 4 v] to [0]\n\n@Flag\n\nwhen I receive [level 2 v]\ngo to x: (122) y: (76)\n\nwhen I receive [level 1 v]\nset size to (100) %\nshow\ngo to x: (-19) y: (65)\n\nwhen I receive [level 3 v]\ngo to x: (210) y: (76)\n\nwhen I receive [level 4 v]\ngo to x: (0) y: (128)\n\nwhen I receive [level 5 v]\ngo to x: (0) y: (140)\n\nwhen I receive [level 6 v]\ngo to x: (-165) y: (75)\n\nwhen I receive [level 7 v]\ngo to x: (114) y: (131)\n\nwhen I receive [level 8 v]\ngo to x: (2) y: (-117)\n\nwhen I receive [level 12 v]\nhide\n\nwhen I receive [level 9 v]\nset size to (100) %\nshow\ngo to x: (143) y: (116)\n\nwhen I receive [level 10 v]\ngo to x: (-1) y: (141)\n\nwhen I receive [level 11 v]\ngo to x: (196) y: (-117)\n\nwhen I receive [question v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-48)\nset size to (220) %\nshow\nforever\n wait (0.02) seconds\n next costume\nend\n\n@Flag Area\n\nwhen I receive [code v]\nshow\nforever\n go to (flag v)\n if <<touching (player blue v)?> and <touching (player orange v)?>> then\n if <not <([backdrop name v] of [_stage_ v]) = [Level 12]>> then\n if <(length of ([backdrop name v] of [_stage_ v])) = [7]> then\n broadcast (join [Level ] ((letter (length of ([backdrop name v] of [_stage_ v])) of ([backdrop name v] of [_stage_ v])) + (1)))\n end\n if <(length of ([backdrop name v] of [_stage_ v])) = [8]> then\n broadcast (join [Level 1] ((letter (length of ([backdrop name v] of [_stage_ v])) of ([backdrop name v] of [_stage_ v])) + (1)))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Player Orange\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction)\nif <(Paused) = [No]> then\n set [costume 2 v] to (costume [name v])\n if <(letter (length of (costume [name v])) of (costume [name v])) = [p]> then\n switch costume to (hitboxjump v)\n else\n switch costume to (hitbox v)\n end\n change [velocity2 y v] by (gravity)\n change y by (Velocity2 Y)\n if <<touching color (#323232)?> or <touching color (#805a20)?>> then\n repeat until <<not <touching color (#323232)?>> and <not <touching color (#805a20)?>>>\n if <<(letter (length of (costume [name v])) of (costume [name v])) = [p]> and <touching color (#323232)?>> then\n switch costume to (join (Skin 2) [1])\n set [costume 2 v] to (costume [name v])\n switch costume to (hitbox v)\n change y by (((([abs v] of (Velocity2 Y) ) / (Velocity2 Y)) * (gravity)) * (-1))\n end\n change y by ((([abs v] of (Velocity2 Y) ) / (Velocity2 Y)) * (gravity))\n end\n set [velocity2 y v] to (<<key (w v) pressed?> and <(([abs v] of (Velocity2 Y) ) / (Velocity2 Y)) = [-1]>> * (jump height))\n end\n set [velocity2 x v] to (((Velocity2 X) + ((<key (a v) pressed?> * ((side movement) * (-1))) + (<key (d v) pressed?> * (side movement)))) * (friction))\n change x by (Velocity2 X)\n if <<touching color (#323232)?> or <touching color (#805a20)?>> then\n repeat until <<not <touching color (#323232)?>> and <not <touching color (#805a20)?>>>\n change x by ((([abs v] of (Velocity2 X) ) / (Velocity2 X)) * (-1))\n end\n end\n switch costume to (Costume 2)\nend\n\ndefine Costumes Code\nif <(Paused) = [No]> then\n if <(Velocity2 Y) = [0]> then\n switch costume to (join (Skin 2) (join (direction) [1]))\n wait (0.15) seconds\n switch costume to (join (Skin 2) (join (direction) [2]))\n wait (0.15) seconds\n end\n if <[0] < (Velocity2 Y)> then\n switch costume to (join (Skin 2) (join (direction) [J]))\n end\n if <(Velocity2 Y) < [0]> then\n switch costume to (join (Skin 2) (join (direction) [S]))\n end\nend\n\ndefine Direction Code\nif <(Paused) = [No]> then\n if <<key (a v) pressed?> or <key (d v) pressed?>> then\n if <key (a v) pressed?> then\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n point in direction (90)\n end\n else\n point in direction (0)\n end\nend\n\ndefine Movement Code\nPlatform Gravity: [-1.1] Jump Height: [12.5] Side Movement Speed [2.5] Friction [0.7]\n\nwhen I receive [code v]\nforever\n Direction Code\nend\n\nwhen I receive [code v]\nforever\n Costumes Code\nend\n\nwhen I receive [level 9 v]\nshow\ngo to x: (-225) y: (140)\n\nwhen I receive [level 10 v]\nshow\ngo to x: (-200) y: (-80)\n\nwhen I receive [level 11 v]\nshow\ngo to x: (-216) y: (-100)\n\nwhen flag clicked\nforever\n if <<(y position) < [-170]> or <touching (spikes v)?>> then\n broadcast ([backdrop name v] of [_stage_ v])\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nshow\ngo to x: (-190) y: (-100)\n\nwhen I receive [level 2 v]\nshow\ngo to x: (-190) y: (-100)\n\nwhen I receive [code v]\nforever\n Movement Code\nend\n\nwhen I receive [level 3 v]\nshow\ngo to x: (-210) y: (-90)\n\nwhen I receive [level 4 v]\nshow\ngo to x: (210) y: (-100)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (-208) y: (-100)\n\nwhen I receive [level 6 v]\nshow\ngo to x: (111) y: (-100)\n\nwhen I receive [level 7 v]\nshow\ngo to x: (-153) y: (-100)\n\nwhen I receive [level 8 v]\nshow\ngo to x: (-220) y: (125)\n\n@Player Blue\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction)\nif <(Paused) = [No]> then\n set [costume v] to (costume [name v])\n if <(letter (length of (costume [name v])) of (costume [name v])) = [p]> then\n switch costume to (hitboxjump v)\n else\n switch costume to (hitbox v)\n end\n change [velocity y v] by (gravity)\n change y by (Velocity Y)\n if <<touching color (#323232)?> or <touching color (#204980)?>> then\n repeat until <<not <touching color (#323232)?>> and <not <touching color (#204980)?>>>\n if <<(letter (length of (costume [name v])) of (costume [name v])) = [p]> and <<touching color (#323232)?> or <touching color (#204980)?>>> then\n switch costume to (join (Skin) [1])\n set [costume v] to (costume [name v])\n switch costume to (hitbox v)\n change y by (((([abs v] of (Velocity Y) ) / (Velocity Y)) * (gravity)) * (-1))\n end\n change y by ((([abs v] of (Velocity Y) ) / (Velocity Y)) * (gravity))\n end\n set [velocity y v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Velocity Y) ) / (Velocity Y)) = [-1]>> * (jump height))\n end\n set [velocity x v] to (((Velocity X) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\n change x by (Velocity X)\n if <<touching color (#323232)?> or <touching color (#204980)?>> then\n repeat until <<not <touching color (#323232)?>> and <not <touching color (#204980)?>>>\n change x by ((([abs v] of (Velocity X) ) / (Velocity X)) * (-1))\n end\n end\n switch costume to (Costume)\nend\n\ndefine Dying Code\nset [paused v] to [Yes]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast ([backdrop name v] of [_stage_ v])\nclear graphic effects\nset [paused v] to [No]\n\ndefine Costumes Code\nif <(Paused) = [No]> then\n if <(Velocity Y) = [0]> then\n switch costume to (join (Skin) (join (direction) [1]))\n wait (0.15) seconds\n switch costume to (join (Skin) (join (direction) [2]))\n wait (0.15) seconds\n end\n if <[0] < (Velocity Y)> then\n switch costume to (join (Skin) (join (direction) [J]))\n end\n if <(Velocity Y) < [0]> then\n switch costume to (join (Skin) (join (direction) [S]))\n end\nend\n\ndefine Direction Code\nif <(Paused) = [No]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n else\n point in direction (0)\n end\nend\n\ndefine Movement Code\nPlatform Gravity: [-1.1] Jump Height: [12.5] Side Movement Speed [2.5] Friction [0.7]\n\nwhen I receive [dying v]\nDying Code\n\nwhen I receive [code v]\nforever\n Direction Code\nend\n\nwhen I receive [code v]\nforever\n Costumes Code\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-170]> or <touching (spikes v)?>> then\n broadcast ([backdrop name v] of [_stage_ v])\n end\nend\n\nwhen I receive [level 9 v]\nshow\ngo to x: (-190) y: (140)\n\nwhen I receive [level 10 v]\nshow\ngo to x: (-100) y: (-80)\n\nwhen I receive [level 11 v]\nshow\ngo to x: (-171) y: (-100)\n\nwhen I receive [level 8 v]\nshow\ngo to x: (220) y: (125)\n\nwhen I receive [code v]\nforever\n Movement Code\nend\n\nwhen I receive [level 2 v]\nshow\ngo to x: (-143) y: (-100)\n\nwhen I receive [level 1 v]\nshow\ngo to x: (-143) y: (-100)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n broadcast ([backdrop name v] of [_stage_ v])\n end\nend\n\nwhen I receive [level 3 v]\nshow\ngo to x: (-150) y: (-90)\n\nwhen I receive [level 4 v]\nshow\ngo to x: (-210) y: (-100)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (-143) y: (-100)\n\nwhen I receive [level 6 v]\nshow\ngo to x: (170) y: (-100)\n\nwhen I receive [level 7 v]\nshow\ngo to x: (145) y: (-100)\n\n@Foreground\n\nwhen I receive [code v]\nshow\nforever\n switch costume to (join ([backdrop name v] of [_stage_ v]) (join [ ] (Blue/Orange 1)))\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [code v]\nshow\nforever\n switch costume to ([backdrop name v] of [_stage_ v])\n if <<touching (player orange v)?> or <touching (player blue v)?>> then\n broadcast ([backdrop name v] of [_stage_ v])\n end\nend\n\nwhen flag clicked\nhide\n\n@Text 1\n\nwhen I receive [question v]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (costume2 v)\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 9 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-158)\nhide\nwait (2) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Text 2\n\nwhen I receive [question v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Text 3\n\nwhen I receive [level 12 v]\ngo to x: (0) y: (50)\nclear graphic effects\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [question v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Reset\n\nwhen I receive [code v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((200) - (size)) / (3))\n else\n change size by (((150) - (size)) / (3))\n end\nend\n\nwhen I receive [code v]\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not <([backdrop name v] of [_stage_ v]) = [Level 12]>> then\n broadcast ([backdrop name v] of [_stage_ v])\n end\n end\nend\n\nwhen I receive [level 12 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Skip\n\nwhen I receive [code v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((200) - (size)) / (3))\n else\n change size by (((150) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [code v]\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <not <([backdrop name v] of [_stage_ v]) = [Level 12]>> then\n if <(length of ([backdrop name v] of [_stage_ v])) = [7]> then\n broadcast (join [Level ] ((letter (length of ([backdrop name v] of [_stage_ v])) of ([backdrop name v] of [_stage_ v])) + (1)))\n end\n if <(length of ([backdrop name v] of [_stage_ v])) = [8]> then\n broadcast (join [Level 1] ((letter (length of ([backdrop name v] of [_stage_ v])) of ([backdrop name v] of [_stage_ v])) + (1)))\n end\n end\n end\nend\n\nwhen I receive [level 12 v]\nstop [other scripts in sprite v]\nhide\n\n@Skip2\n\nwhen I receive [question v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((200) - (size)) / (3))\n else\n change size by (((150) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 12 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 9 v]\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nbroadcast (Level 9 v)\nbroadcast (Code v)\n\n@Skip3\n\nwhen I receive [question v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((200) - (size)) / (3))\n else\n change size by (((150) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 12 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 9 v]\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nbroadcast (Level 1 v)\nbroadcast (Code v)\n\n | Autumn Whispers ~ https://scratch.mit.edu/projects/271432678/\n\nDirections~\nMovement ~ Arrow keys\nJump ~ Up arrow\nCeiling climb ~ Hold up arrow and headbutt ceiling\nTeleportation Sparkle ~ Space\nSkip level ~ You can't. Deal with it\n\nAll levels are possible. Use critical thinking and timing to complete the levels. |
Seasons: A platformer | @Stage\n\nwhen I receive [menu animation reset v]\nwait (1) seconds\nbroadcast (menu animation start v)\n\nwhen I receive [start brodcast v]\nswitch backdrop to (level 1/2 bg v)\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [start v]\nbroadcast (cutscene 1 v)\n\nwhen flag clicked\nset [cutscene? v] to [0]\nset [snow show v] to [0]\nswitch backdrop to (empty v)\nshow list [common tp v]\nhide variable [scroll x v]\nhide variable [scroll y v]\n\nwhen I receive [play game v]\nstop all sounds\nforever\n if <<(LEVEL) = [2]> or <(LEVEL) = [1]>> then\n play sound [BGmusic_1 v] until done\n else\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen I receive [cutscene 2 v]\nstop all sounds\nstop [other scripts in sprite v]\nplay sound [music 2 v] until done\n\nwhen I receive [play game v]\nforever\n if <<(LEVEL) = [2]> or <(LEVEL) = [1]>> then\n play sound [Track1 - Before The Night v] until done\n play sound [Track2 - If I'm Wrong v] until done\n play sound [Track3 - two v] until done\n play sound [Track4 - nine v] until done\n play sound [Track5 - ten v] until done\n play sound [track6 - twelve v] until done\n else\n stop all sounds\n play sound [track6 - twelve v] until done\n play sound [Track5 - ten v] until done\n play sound [Track4 - nine v] until done\n play sound [Track3 - two v] until done\n play sound [Track2 - If I'm Wrong v] until done\n play sound [Track1 - Before The Night v] until done\n end\nend\n\nwhen I receive [play game v]\nset [exit v] to [win]\nset [cutscene? v] to [0]\nforever\n if <<(LEVEL) = [2]> or <(LEVEL) = [1]>> then\n play sound [BGmusic_2 v] until done\n else\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen [t v] key pressed\n\nif <[admins v] contains (username)?> then\n hide list [common tp v]\n show variable [scroll x v]\n show variable [scroll y v]\n ask [where to? X] and wait\n set [checkpoint x v] to (answer)\n ask [Y] and wait\n set [checkpoint y v] to (answer)\n set [exit v] to [Die]\n show list [common tp v]\n wait (4) seconds\n hide variable [scroll x v]\n hide variable [scroll y v]\nend\n\nwhen [o v] key pressed\n\nshow variable [scroll x v]\nshow variable [scroll y v]\nwait (20) seconds\nhide variable [scroll x v]\nhide variable [scroll y v]\n\nwhen I receive [play game v]\nforever\n if <(paused?) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [level 3 v]\nstop all sounds\n\n@blank\n\n@menu\n\nwhen I receive [information v]\nstart sound [menu music v]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch backdrop to (space v)\ngo to [front v] layer\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\nswitch costume to (information planel v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nclear graphic effects\nforever\n switch costume to (information planel v)\n wait (.7) seconds\n switch costume to (information plane2 v)\n wait (.7) seconds\nend\n\nwhen I receive [info quit v]\nstop [other scripts in sprite v]\nhide\nstop all sounds\nbroadcast (information v)\ndelete this clone\n\nwhen I receive [information v]\nwait (1) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nstop [other scripts in sprite v]\nhide\nbroadcast (transition v)\nbroadcast (menu v)\nbroadcast (menu animation start v)\nswitch backdrop to (empty v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\nset [dfm v] to [0]\nset [exit v] to [win]\n\nwhen I start as a clone\nif <(id) = [4]> then\n switch costume to (start v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (-40) y: (-10)\n show\n wait (2.3) seconds\n forever\n if <(DFM) = [0]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (start slected v)\n if <mouse down?> then\n play sound [slect v] until done\n wait (.1) seconds\n set [dfm v] to [1]\n end\n else\n switch costume to (start v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [5]> then\n switch costume to (information v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (-40) y: (-10)\n show\n wait (2.3) seconds\n forever\n if <(DFM) = [0]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (information slected v)\n if <mouse down?> then\n play sound [slect v] until done\n broadcast (info quit v)\n broadcast (menu animation QUIT v)\n hide\n end\n else\n switch costume to (information v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [6]> then\n switch costume to (quit v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (-40) y: (-10)\n show\n wait (2.3) seconds\n forever\n if <(DFM) = [0]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (quit slected v)\n if <mouse down?> then\n play sound [slect v] until done\n broadcast (thumbnail v)\n broadcast (quit v)\n hide\n end\n else\n switch costume to (quit v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [7]> then\n set size to (100) %\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (0)\n show\n forever\n if <(stars) = [2]> then\n switch costume to (title 2 star v)\n else\n if <(stars) = [1]> then\n switch costume to (title 1 star v)\n else\n switch costume to (title v)\n end\n end\n end\nend\nif <(id) = [9]> then\n switch costume to (hardcore v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (-40) y: (-13)\n show\n forever\n if <(DFM) = [1]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (hardcore slected v)\n if <mouse down?> then\n play sound [slect v] until done\n set [hardcore? v] to [YES]\n set [dfm v] to [2]\n hide\n end\n else\n switch costume to (hardcore v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [10]> then\n switch costume to (normal v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (-40) y: (-10)\n show\n forever\n if <(DFM) = [1]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (normal slected v)\n if <mouse down?> then\n play sound [slect v] until done\n set [dfm v] to [2]\n hide\n end\n else\n switch costume to (normal v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [11]> then\n switch costume to (back menu v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (-40) y: (-100)\n show\n forever\n if <(DFM) = [1]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (back menu slected v)\n if <mouse down?> then\n play sound [slect v] until done\n set [dfm v] to [0]\n hide\n end\n else\n switch costume to (back menu v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [12]> then\n switch costume to (level 1 v)\n set size to (110) %\n clear graphic effects\n point in direction (90)\n go to x: (-7) y: (0)\n show\n forever\n if <(DFM) = [2]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (level 1 slected v)\n if <mouse down?> then\n play sound [slect v] until done\n set [level v] to [1]\n set [distance v] to [9580]\n broadcast (transition v)\n set [dfm v] to [0]\n wait (1) seconds\n broadcast (HOW TO PLAY v)\n hide\n end\n else\n switch costume to (level 1 v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [13]> then\n switch costume to (level 2 v)\n set size to (110) %\n clear graphic effects\n point in direction (90)\n go to x: (-7) y: (-10)\n show\n forever\n if <(DFM) = [2]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (level 2 slected v)\n if <mouse down?> then\n play sound [slect v] until done\n set [level v] to [3]\n set [distance v] to [12575]\n broadcast (transition v)\n set [dfm v] to [0]\n wait (1) seconds\n broadcast (HOW TO PLAY v)\n hide\n end\n else\n switch costume to (level 2 v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [14]> then\n switch costume to (level 3 v)\n set size to (110) %\n clear graphic effects\n point in direction (90)\n go to x: (-7) y: (-22)\n show\n forever\n if <(DFM) = [2]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (level 3 slected v)\n if <mouse down?> then\n play sound [slect v] until done\n set [distance v] to [16242]\n set [level v] to [4]\n broadcast (transition v)\n set [dfm v] to [0]\n wait (1) seconds\n broadcast (HOW TO PLAY v)\n hide\n end\n else\n switch costume to (level 3 v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\nif <(id) = [15]> then\n switch costume to (level back v)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n go to x: (-25) y: (0)\n show\n forever\n if <(DFM) = [2]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (level back slected v)\n if <mouse down?> then\n play sound [slect v] until done\n set [dfm v] to [1]\n hide\n end\n else\n switch costume to (level back v)\n end\n else\n go to [back v] layer\n hide\n end\n end\nend\n\nwhen I receive [quit v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [how to play v]\nstop [other scripts in sprite v]\nbroadcast (transition v)\nbroadcast (quit v)\n\nwhen I receive [menu v]\nswitch backdrop to (space v)\nbroadcast (menu animation start v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nset [id v] to [8]\ncreate clone of (_myself_ v)\nset [id v] to [9]\ncreate clone of (_myself_ v)\nset [id v] to [10]\ncreate clone of (_myself_ v)\nset [id v] to [11]\ncreate clone of (_myself_ v)\nset [id v] to [12]\ncreate clone of (_myself_ v)\nset [id v] to [13]\ncreate clone of (_myself_ v)\nset [id v] to [14]\ncreate clone of (_myself_ v)\nset [id v] to [15]\ncreate clone of (_myself_ v)\nstop all sounds\n\nwhen I receive [creds v]\nset [id v] to [2]\ncreate clone of (_myself_ v)\nstop all sounds\n\nwhen flag clicked\nset [stars v] to [0]\n\nwhen I start as a clone\nwait (2.3) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [level selector v]\nstop [other scripts in sprite v]\nbroadcast (transition v)\nbroadcast (quit v)\n\n@animation\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to x: (14) y: (50)\n go to [back v] layer\n switch costume to (size v)\n set size to (200) %\n set [brightness v] effect to (10)\n switch costume to (blackhole v)\n forever\n turn left (0.03) degrees\n change x by (-.3)\n switch costume to (size v)\n change size by (.05)\n switch costume to (blackhole v)\n end\nend\nif <(id) = [2]> then\n go to x: (0) y: (0)\n switch costume to (cloud v)\n go [backward v] (1) layers\n forever\n repeat (1200)\n change x by (-.5)\n end\n repeat (1200)\n change x by (.5)\n end\n end\nend\nif <(id) = [3]> then\n go to x: (0) y: (-40)\n switch costume to (ship v)\n forever\n turn left (.1) degrees\n change x by (.03)\n end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n switch costume to (size v)\n set size to (500) %\n switch costume to (fog slowest v)\n set [ghost v] effect to (95)\n go [forward v] (6) layers\n forever\n go to x: (-102) y: (-150)\n repeat (600)\n change x by (-2)\n end\n end\nend\nif <(id) = [5]> then\n switch costume to (size v)\n set size to (500) %\n switch costume to (fog middle v)\n set [ghost v] effect to (60)\n go [forward v] (7) layers\n forever\n go to x: (-115) y: (-150)\n repeat (240)\n change x by (-5)\n end\n end\nend\nif <(id) = [6]> then\n switch costume to (size v)\n set size to (500) %\n switch costume to (fog fastest v)\n set [ghost v] effect to (50)\n go [forward v] (8) layers\n forever\n go to x: (-130) y: (-150)\n repeat (40)\n change x by (-30)\n end\n end\nend\nif <(id) = [7]> then\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n switch costume to (top gradent v)\n set size to (100) %\n show\n wait (.3) seconds\n go [forward v] (10) layers\nend\n\nwhen I receive [menu animation reset v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu animation start v]\nif <not <(Game Win? \(menu\)) = [1]>> then\n wait (.1) seconds\n reset timer\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n switch costume to (size v)\n set size to (100) %\n show\n create clone of (_myself_ v)\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [3]\n create clone of (_myself_ v)\n set [id v] to [4]\n create clone of (_myself_ v)\n set [id v] to [5]\n create clone of (_myself_ v)\n set [id v] to [6]\n create clone of (_myself_ v)\n set [id v] to [7]\n wait (35) seconds\n broadcast (menu animation reset v)\nelse\n show\n switch costume to (game win v)\n clear graphic effects\n forever\n repeat (35)\n change [brightness v] effect by (-.1)\n end\n repeat (35)\n change [brightness v] effect by (.1)\n end\n end\nend\n\nwhen I receive [quit v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu animation quit v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu animation start v]\nforever\n if <not <(Game Win? \(menu\)) = [1]>> then\n play sound [LOST IN TIME v] until done\n else\n play sound [nightfall v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [how to play v]\nstop [other scripts in sprite v]\nbroadcast (transition v)\nbroadcast (quit v)\n\n@Player walk\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (-262) y: (-111)\nset size to (300) %\nset [atomic clock v] to [0]\nforever\n wait (.02) seconds\n change [atomic clock v] by (.02)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\nforever\n if <<<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> and <not <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(move) = [no]> or <(paused?) = [1]>>>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <(AIR) = [0]>> then\n play sound (pick random (1) to (4)) until done\n end\nend\n\n@game states\n\nwhen flag clicked\nhide\nset [hardcore? v] to [NO]\nswitch costume to (hardcore fail v)\n\nwhen I receive [hardcore fail v]\nset [cutscene? v] to [1]\nswitch backdrop to (space v)\nswitch costume to (hardcore fail v)\ngo to [front v] layer\nshow\nwait (8) seconds\nbroadcast (transition v)\nbroadcast (Reset v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nset [hardcore? v] to [NO]\nset [cutscene? v] to [0]\nhide\n\nwhen I receive [hardcore fail v]\nwait (1) seconds\nwait until <key (space v) pressed?>\nbroadcast (transition v)\nbroadcast (Reset v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nset [hardcore? v] to [NO]\nhide\n\nwhen I receive [wr ani v]\nswitch backdrop to (space v)\nswitch costume to (wr v)\ngo to [front v] layer\nshow\nwait (15) seconds\nbroadcast (transition v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nhide\n\nbroadcast (transition v)\nbroadcast (Reset v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nset [hardcore? v] to [NO]\nhide\n\nwhen I receive [start v]\nwait (.3) seconds\nwait until <key (any v) pressed?>\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (transition v)\nhide\nbroadcast (Play Game v)\n\nwhen I receive [ingame pause menu quit v]\nset [cutscene? v] to [1]\nswitch backdrop to (space v)\nbroadcast (transition v)\nbroadcast (Reset v)\nbroadcast (quit v) and wait\nbroadcast (menu v)\nset [hardcore? v] to [NO]\nset [cutscene? v] to [0]\nhide\n\n@transition\n\nwhen I receive [transition v]\nswitch costume to (black screen v)\ngo to [front v] layer\nshow\nclear graphic effects\nwait (1.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [seen loading v] to [2]\nclear graphic effects\n\nwhen I receive [long transistion v]\nswitch costume to (black screen v)\nchange [ghost v] effect by (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (5)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\ngo to [back v] layer\n\nwhen I receive [transition v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [long transistion v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [long transition screen v]\nswitch costume to (black screen v)\nchange [ghost v] effect by (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nswitch costume to (seen loading)\nif <<(costume [number v]) = [5]> or <(seen loading) > [5]>> then\n set [seen loading v] to [2]\nelse\n change [seen loading v] by (1)\nend\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (5)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\ngo to [back v] layer\n\nwhen I receive [long transition screen v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [menu animation reset v]\nswitch costume to (black screen v)\nshow\nclear graphic effects\nwait (1.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nset [checkpoint x v] to [0]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [move v] to [yes]\nset [snow show 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) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\n if <touching (front art v)?> then\n Game - Die\n end\nend\n\ndefine Game on\nset [y v] to ((Checkpoint Y) + (1))\nset [x v] to ((Checkpoint X) + (1))\nset [speed y v] to [-100]\nset [speed x v] to [0]\nset [air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nif <not <(cutscene?) = [1]>> then\n set size to (130) %\n clear graphic effects\n show\n wait (1.1) seconds\n set [meter stick show/hide v] to [show]\nend\n\ndefine Tick\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n if <<[admins v] contains (username)?> and <key (space v) pressed?>> then\n switch costume to (hitbox v)\n if <key (left arrow v) pressed?> then\n change [scroll x v] by (-12)\n change [x v] by (-12)\n end\n if <key (right arrow v) pressed?> then\n if <key (c v) pressed?> then\n change [scroll x v] by (40)\n change [x v] by (40)\n else\n change [scroll x v] by (12)\n change [x v] by (12)\n end\n end\n if <key (up arrow v) pressed?> then\n change [scroll y v] by (12)\n change [y v] by (12)\n end\n if <key (down arrow v) pressed?> then\n change [scroll y v] by (-12)\n change [y v] by (-12)\n end\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n else\n set [ghost v] effect to (0)\n switch costume to (hitbox v)\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <(move) = [yes]>>> then\n change [speed x v] by ((changeable X speed) * (-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)>>> and <<not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <(move) = [yes]>>> then\n change [speed x v] by (changeable X speed)\n point in direction (90)\n end\n set [speed x v] to ((Speed x) * (0.8))\n if <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<(move) = [yes]> and <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>>> then\n if <(AIR) < [5]> then\n set [speed y v] to (changeable Y speed)\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>>> then\n set [movement buttons v] to [1]\n else\n set [movement buttons v] to [0]\n end\n if <(Speed y) > [-20]> then\n change [speed y v] by (-2)\n end\n Change player y by (Speed y)\n Test - Die\n set [scroll x v] to (x)\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <<<(y) < [-178]> or <touching (hurt- v)?>> or <key (r v) pressed?>> then\n set [meter stick show/hide v] to [hide]\n hide variable [time v]\n broadcast (transition v)\n start sound [oof v]\n set [exit v] to [Die]\n end\n if <(x) < [0]> then\n set [x player global v] to (x position)\n else\n set [x player global v] to [0]\n end\n set [y player global v] to (y position)\n if <(move) = [yes]> then\n if <<<<(movement buttons) = [1]> or <mouse down?>> and <(AIR) < [3]>> and <not <(already loved/faved?) = [yes]>>> then\n change [animatetimervariable v] by (1)\n set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (4))\n switch costume to ((AnimateShowSprite) + (4))\n else\n if <not <(already loved/faved?) = [yes]>> then\n if <(AIR) < [3]> then\n set [animateshowsprite v] to [0]\n set [animatetimervariable v] to [0]\n switch costume to (still v)\n else\n switch costume to (up v)\n end\n end\n end\n if <<<<(movement buttons) = [1]> or <mouse down?>> and <(AIR) < [3]>> and <(already loved/faved?) = [yes]>> then\n change [animatetimervariable v] by (1)\n set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (4))\n switch costume to ((AnimateShowSprite) + (10))\n else\n if <(already loved/faved?) = [yes]> then\n if <(AIR) < [3]> then\n set [animateshowsprite v] to [0]\n set [animatetimervariable v] to [0]\n switch costume to (still skin v)\n else\n switch costume to (up2 v)\n end\n end\n end\n if <(already loved/faved?) = [yes]> then\n change [color v] effect by (1)\n end\n else\n switch costume to (still v)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(move) = [yes]>> then\n switch costume to (duck v)\n end\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [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 [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 <key (w 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 [air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nif <not <(HARDCORE?) = [yes]>> then\n set [exit v] to []\n hide\nelse\n broadcast (hardcore fail v)\n broadcast (transition v)\n stop [other scripts in sprite v]\n hide\nend\n\ndefine Game - Win\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\nwait (1) seconds\nhide\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\n\ndefine Test - Die\n\nwhen I receive [cutscene 2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play game v]\nswitch backdrop to (level 1/2 bg v)\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nwait until <(LEVEL) = [1]>\nset [exit v] to [Win]\nwait (5) seconds\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [4200]>>\nbroadcast (pad text v) and wait\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [4420]>>\nswitch backdrop to (level 1/2 bg v)\nswitch costume to (still v)\nbroadcast (collectable found v)\nset [checkpoint y v] to [50]\nset [checkpoint x v] to [4460]\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [4914]>>\nbroadcast (level 2 v)\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [5946]>>\nbroadcast (level2 text1 v)\nwait until <<(LEVEL) = [1]> and <(SCROLL X) > [9580]>>\nset [move v] to [no]\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\nset [meter stick show/hide v] to [hide]\nbroadcast (long transistion v)\nwait (3) seconds\nset [ghost v] effect to (100)\nset [snow show v] to [0]\nswitch costume to (still v)\nset [cutscene? v] to [1]\nbroadcast (cutscene 3 v)\nset [exit v] to [win]\n\nwhen I receive [cutscene 2 v]\nstop [other scripts in sprite v]\nstop [other scripts in sprite v]\nhide\nbroadcast (Screen Shake v)\nbroadcast (Reset v)\n\nwhen I receive [tick v]\nif <(LEVEL) = [3]> then\n if <<(LEVEL) = [3]> and <<[hide snow list v] contains (SCROLL X)?> and <(SCROLL Y) < [200]>>> then\n set [snow show v] to [0]\n else\n set [snow show v] to [1]\n end\nend\n\nwhen I receive [play game v]\nset [exit v] to [Win]\nswitch backdrop to (level 3 bg v)\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nwait until <(LEVEL) = [3]>\nset [exit v] to [Win]\nwait (8) seconds\nwait until <<(LEVEL) = [3]> and <(SCROLL X) > [5670]>>\nbroadcast (collectable found v)\nset [checkpoint y v] to [15]\nset [checkpoint x v] to [5670]\nwait until <<(LEVEL) = [3]> and <(SCROLL X) > [12575]>>\nset [exit v] to [Win]\nset [level v] to [4]\nswitch costume to (still v)\nset [move v] to [no]\nset [snow show v] to [0]\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\nset [meter stick show/hide v] to [hide]\nbroadcast (long transistion v)\nwait (2) seconds\nswitch backdrop to (level 4 bg v)\nset [ghost v] effect to (100)\nwait (1) seconds\nset [move v] to [yes]\nset [snow show v] to [0]\nset [meter stick show/hide v] to [show]\n\nwhen I receive [play game v]\nswitch backdrop to (level 4 bg v)\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nwait until <(LEVEL) = [4]>\nset [exit v] to [Win]\nwait (8) seconds\nwait until <<(LEVEL) = [4]> and <(SCROLL X) > [4840]>>\nbroadcast (collectable found v)\nset [checkpoint y v] to [15]\nset [checkpoint x v] to [4888]\nwait until <<(LEVEL) = [4]> and <(SCROLL X) > [16242]>>\nswitch backdrop to (empty v)\nswitch costume to (still v)\nset [move v] to [no]\nset [meter stick show/hide v] to [hide]\nset [snow show v] to [0]\nset [checkpoint y v] to [0]\nset [checkpoint x v] to [0]\nbroadcast (long transistion v)\nwait (3) seconds\nset [ghost v] effect to (100)\nset [cutscene? v] to [1]\nbroadcast (Final Cutscene v)\n\nwhen flag clicked\nset [y v] to [0]\nset [x v] to [0]\nset [speed y v] to [-100]\nset [speed x v] to [0]\nset [air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\n@1st BG ART\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [brightness v] effect to (0)\nif <(LEVEL) = [1]> then\n set [distance v] to [9580]\n switch costume to (1 1 v)\n Clone at x: [480] y: [0]\n switch costume to (1 2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 3 v)\n Clone at x: [480] y: [0]\n switch costume to (1 2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 1 v)\n Clone at x: [480] y: [0]\n switch costume to (1 2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 5 v)\n Clone at x: [480] y: [0]\n switch costume to (1 2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 6 v)\n Clone at x: [480] y: [0]\n switch costume to (1 6 v)\n Clone at x: [480] y: [0]\n switch costume to (2 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [3]> then\n set [distance v] to [12575]\n set [brightness v] effect to (-15)\n switch costume to (3 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 else\n if <(LEVEL) = [4]> then\n set [distance v] to [16242]\n set [brightness v] effect to (-20)\n switch costume to (4 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n set [brightness v] effect to (-15)\n switch costume to (5 1 v)\n Clone at x: [480] y: [0]\n else\n hide\n delete this clone\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hardcore fail v]\nstop [other scripts in sprite v]\nhide\n\n@FRONT Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Clone at x: [480] y: [0]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hardcore fail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@HURT-\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]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Clone at x: [480] y: [0]\n end\n end\n end\nend\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hardcore fail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\ngo [forward v] (10000) layers\nset [ghost v] effect to (100)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n switch backdrop to (level 1/2 bg v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n switch backdrop to (level 3 bg v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n switch backdrop to (level 4 bg v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Clone at x: [480] y: [0]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [checkpoint x v] to [0]\ngo [forward v] (10000) layers\nset [ghost v] effect to (100)\n\nwhen I receive [hardcore fail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@2nd BG ART\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - ((SCROLL X) * (.1))) ((y) - ((SCROLL Y) * (.1)))\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo [backward v] (99) layers\nset [brightness v] effect to (-30)\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at x: [480] y: [0]\n switch costume to (1 2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 3 v)\n Clone at x: [480] y: [0]\n switch costume to (1 4 v)\n Clone at x: [480] y: [0]\n switch costume to (1 3 v)\n Clone at x: [480] y: [0]\n switch costume to (1 4 v)\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [3]> then\n set [brightness v] effect to (-10)\n switch costume to (3 1 v)\n Clone at x: [500] y: [0]\n switch costume to (3 2 v)\n Clone at x: [500] y: [0]\n switch costume to (3 1 v)\n Clone at x: [500] y: [0]\n switch costume to (3 2 v)\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (-14)\n switch costume to (4 1 v)\n Clone at x: [480] y: [0]\n switch costume to (4 2 v)\n Clone at x: [480] y: [0]\n switch costume to (4 3 v)\n Clone at x: [480] y: [0]\n switch costume to (4 1 v)\n Clone at x: [480] y: [0]\n switch costume to (4 2 v)\n Clone at x: [480] y: [0]\n switch costume to (4 3 v)\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Clone at x: [480] y: [0]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hardcore fail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@3rd BG ART\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - ((SCROLL X) * (.05))) ((y) - ((SCROLL Y) * (.05)))\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [brightness v] effect to (-20)\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at x: [500] y: [0]\n switch costume to (1 2 v)\n Clone at x: [500] y: [0]\n switch costume to (1 1 v)\n Clone at x: [500] y: [0]\n switch costume to (1 2 v)\n Clone at x: [500] y: [0]\n switch costume to (1 1 v)\n Clone at x: [500] y: [0]\n switch costume to (1 2 v)\n Clone at x: [500] y: [0]\n switch costume to (1 1 v)\n Clone at x: [500] y: [0]\n switch costume to (1 2 v)\n Clone at x: [500] y: [0]\nelse\n if <(LEVEL) = [3]> then\n set [brightness v] effect to (0)\n switch costume to (3 1 v)\n Clone at x: [500] y: [0]\n switch costume to (3 2 v)\n Clone at x: [500] y: [0]\n switch costume to (3 1 v)\n Clone at x: [500] y: [0]\n switch costume to (3 2 v)\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (-10)\n switch costume to (4 1 v)\n Clone at x: [480] y: [0]\n switch costume to (4 2 v)\n Clone at x: [480] y: [0]\n switch costume to (4 3 v)\n Clone at x: [480] y: [0]\n switch costume to (4 1 v)\n Clone at x: [480] y: [0]\n switch costume to (4 2 v)\n Clone at x: [480] y: [0]\n switch costume to (4 3 v)\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Clone at x: [480] y: [0]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\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 [hardcore fail v]\nstop [other scripts in sprite v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen I receive [thumbnail v]\nif <not <(menu reset) = [1]>> then\n hide variable [time v]\n hide variable [☁ wr v]\n go to [front v] layer\n go to x: (0) y: (200)\n set [brightness v] effect to (45)\n switch costume to (thumbnail v)\n show\n repeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\n end\nelse\n hide\n set [menu reset v] to [0]\n broadcast (menu v)\nend\n\nwhen [timer v] > (.01)\nbroadcast (thumbnail v)\n\n@intro\n\nwhen flag clicked\n\nwhen flag clicked\nwait (.3) seconds\nwait until <key (any v) pressed?>\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (transition v)\nhide\nbroadcast (menu v)\n\nwhen flag clicked\nbroadcast (Green Flag v)\nshow\nstart sound [sound v]\nswitch backdrop to (space v)\nswitch costume to (first - normal v)\nwait (1) seconds\nrepeat (2)\n next costume\n wait (.1) seconds\nend\nstart sound [up v]\nwait (.5) seconds\nstart sound [upup v]\nrepeat (4)\n next costume\n wait (.07) seconds\nend\nrepeat (4)\n next costume\n wait (.07) seconds\nend\nstart sound [land v]\nnext costume\nwait (2) seconds\nbroadcast (transition v)\nswitch costume to (last gone v)\nwait (3) seconds\nbroadcast (long transition screen v)\nwait (1) seconds\nhide\nwait (1.1) seconds\nstop all sounds\nstop [other scripts in sprite v]\nbroadcast (menu v)\n\nhide\nbroadcast (quit v)\nbroadcast (start brodcast v)\nwait (1) seconds\nrepeat (10)\n broadcast (quit v)\nend\nswitch costume to (still v)\nset [level v] to [4]\nset [exit v] to [Win]\nset [snow show v] to [hide]\nbroadcast (transition v) and wait\n\n@TIMER+hue\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [win? v] to [no]\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\nhide\nif <(☁ World Record) < [150]> then\n set [☁ world record v] to [1000]\nend\n\nwhen I receive [play game v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nhide variable [time v]\nset [time v] to [0]\nset [win? v] to [no]\nhide variable [☁ world record v]\nwait (1) seconds\nset [time v] to [0]\nforever\n repeat until <(Win?) = [yes]>\n change [time v] by (1)\n wait (1) seconds\n end\n stop [this script v]\nend\n\nwhen I receive [cutscene 2 v]\nset [win? v] to [yes]\nshow variable [☁ world record v]\n\nwhen I receive [menu v]\nset [win? v] to [no]\nhide variable [☁ world record v]\nhide variable [time v]\n\nwhen I receive [tick v]\nset [ghost v] effect to (75)\nset [brightness v] effect to (0)\nif <(hue show) = [1]> then\n show\nelse\n hide\nend\nif <<(LEVEL) = [1]> or <(LEVEL) = [2]>> then\n switch costume to (hue v)\nend\nif <(LEVEL) = [3]> then\n switch costume to (hue2 v)\nend\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (75)\nend\n\n@snow\n\nwhen I receive [tick v]\nif <<(snow show) = [1]> and <<(LEVEL) = [1]> or <(LEVEL) = [2]>>> then\n if <not <(paused?) = [1]>> then\n show\n next costume\n point in direction (90)\n clear graphic effects\n end\nelse\n if <(LEVEL) = [3]> then\n show\n point in direction (180)\n set [ghost v] effect to (68)\n set [color v] effect to (29)\n next costume\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (9) y: (9)\npoint in direction (90)\nclear graphic effects\nhide\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n if <(LEVEL) = [3]> then\n set [ghost v] effect to (68)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nhide\n\n@snow2\n\nwhen I receive [tick v]\nif <<(snow show) = [1]> and <<(LEVEL) = [1]> or <(LEVEL) = [2]>>> then\n if <not <(paused?) = [1]>> then\n show\n next costume\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [menu v]\nhide\n\n@[cut2] portal\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\npoint in direction (90)\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (pback v)\n go to [back v] layer\n show\nend\nif <(id) = [2]> then\n switch costume to (pfront v)\n go to [front v] layer\n show\nend\nif <(id) = [3]> then\n go to x: (-400) y: (-100)\n switch costume to (hand v)\n point in direction (180)\n go to x: (-400) y: (-100)\n show\n repeat (50)\n change x by (4)\n turn left (.5) degrees\n change x by (1)\n wait (pick random (.01) to (.05)) seconds\n change x by (-1)\n end\n switch costume to (fist v)\n wait (1) seconds\n switch costume to (hand v)\n wait (1) seconds\n repeat (15)\n change x by (4)\n change y by (2)\n change x by (.2)\n wait (pick random (.01) to (.05)) seconds\n change x by (-.2)\n end\n broadcast (long transition screen v)\n repeat (10)\n change x by (4)\n change y by (2)\n change x by (.2)\n wait (pick random (.01) to (.05)) seconds\n change x by (-.2)\n end\n switch backdrop to (level 2 bg v)\n set [checkpoint y v] to [0]\n set [checkpoint x v] to [0]\n set [level v] to [3]\n set [exit v] to [Win]\n set [meter stick show/hide v] to [show]\n broadcast (level 3 v)\n set [move v] to [yes]\n set [cutscene? v] to [0]\n set [checkpoint y v] to [0]\n set [checkpoint x v] to [0]\nend\n\nwhen I receive [cutscene 3 v]\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\npoint in direction (90)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [long transition screen v]\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [cutscene 3 v]\nset [cutscene? v] to [1]\nset [move v] to [no]\nset [hue show v] to [0]\n\n@dialouge\n\ndefine Text: (string) Character: (char) Bubble Type: (bubble) Character Dark?: (dark)\nbroadcast (delete text v)\nset [dark chracter v] to (dark)\nset [bubble type v] to (bubble)\nset [clone type v] to [bubble]\ncreate clone of (_myself_ v)\nset [character v] to (char)\nset [clone type v] to [char]\ncreate clone of (_myself_ v)\nset [clone type v] to [text]\ngo to x: (-200) y: (-80)\nset [letter v] to [1]\nrepeat (length of (string))\n hide\n if <not <(letter (letter) of (string)) = [ ]>> then\n start sound [text v]\n switch costume to (letter (letter) of (string))\n create clone of (_myself_ v)\n change x by (12)\n else\n start sound [text v]\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by (12)\n end\n change [letter v] by (1)\n wait (0) seconds\n if <(x position) > [200]> then\n set x to (-200)\n change y by (-20)\n end\nend\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nwait until <<key (any v) pressed?> or <mouse down?>>\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nstart sound [Click v]\nbroadcast (delete text v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\nif <(clone type) = [bubble]> then\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (-115)\n switch costume to (bubble type)\n if <(bubble type) = [textbox4]> then\n forever\n set [pixelate v] effect to (pick random (0) to (50))\n end\n end\nend\nif <(clone type) = [char]> then\n set size to (100) %\n go [backward v] (1) layers\n clear graphic effects\n if <(Dark chracter) = [1]> then\n set [brightness v] effect to (-100)\n end\n switch costume to (character)\n go to x: (-150) y: (-5)\n glide (0.1) secs to x: (-141) y: (-5)\n if <(bubble type) = [textbox4]> then\n forever\n set [pixelate v] effect to (pick random (0) to (50))\n end\n end\nend\nif <(clone type) = [text]> then\n set size to (80) %\n if <(bubble type) = [textbox4]> then\n forever\n set [pixelate v] effect to (pick random (0) to (50))\n end\n end\nend\n\nwhen I receive [play game v]\nif <(LEVEL) = [1]> then\n set [meter stick show/hide v] to [hide]\n set [dialogue? v] to [1]\n set [move v] to [no]\n wait (1) seconds\n Text: [I ran out of fuel] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\n Text: [and now i'm stranded in this ice planet] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\n Text: [This suit wasn't made to withstand such cold temperatures] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\n set [move v] to [yes]\n set [dialogue? v] to [0]\n set [meter stick show/hide v] to [show]\nelse\n set [move v] to [yes]\n set [dialogue? v] to [0]\n set [meter stick show/hide v] to [show]\nend\n\nwhen I receive [level 3 v]\nset [meter stick show/hide v] to [hide]\nset [dialogue? v] to [1]\nset [move v] to [no]\nText: [UGH, Where am I?!] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [This place doesn't look very friendly towards humans] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [I have to find another portal or something quick] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nset [move v] to [yes]\nset [dialogue? v] to [0]\nset [meter stick show/hide v] to [show]\n\nwhen I receive [level 2 v]\nset [meter stick show/hide v] to [hide]\nset [dialogue? v] to [1]\nset [move v] to [no]\nText: [I've been running for so long...] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [I need to stay warm] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [I have to find something...] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nset [move v] to [yes]\nset [dialogue? v] to [0]\nset [meter stick show/hide v] to [show]\n\nwhen I receive [level2 text1 v]\nset [meter stick show/hide v] to [hide]\nset [dialogue? v] to [1]\nset [move v] to [no]\nText: [Quite odd seeing all of these frames...] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nText: [It must lead somewhere] Character: [astronout] Bubble Type: [textbox1] Character Dark?: []\nset [move v] to [yes]\nset [dialogue? v] to [0]\nset [meter stick show/hide v] to [show]\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\n@metere stick\n\nwhen I receive [tick v]\nif <(meter stick show/hide) = [show]> then\n if <<not <(paused?) = [1]>> or <not <(dialogue?) = [1]>>> then\n show\n go to [front v] layer\n go to (metere body v)\n point in direction (SCROLL Y)\n end\nelse\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nset size to (150) %\nhide\n\nwhen I receive [play game v]\nswitch costume to (rod v)\ngo to x: (-148) y: (-98)\nshow\ngo to [front v] layer\n\nwhen I receive [cutscene 2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (rod v)\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\n@metere body\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nset size to (100) %\nhide\n\nwhen I receive [play game v]\nwait (1) seconds\ngo to [front v] layer\nset drag mode [draggable v]\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-158) y: (-106)\nshow\nforever\n if <<not <(costume [number v]) = [6]>> or <<(move) = [no]> or <(paused?) = [1]>>> then\n wait (15) seconds\n next costume\n end\nend\n\nwhen I receive [cutscene 2 v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(EXIT) = [Die]> then\n set [stama v] to [5]\n switch costume to (5 v)\n end\n if <(costume [number v]) = [2]> then\n set [changeable x speed v] to [2]\n set [changeable y speed v] to [16]\n set [stama v] to [5]\n else\n if <(costume [number v]) = [3]> then\n set [changeable x speed v] to [1.8]\n set [changeable y speed v] to [15]\n set [stama v] to [4]\n else\n if <(costume [number v]) = [4]> then\n set [changeable x speed v] to [1.6]\n set [changeable y speed v] to [14]\n set [stama v] to [3]\n else\n if <(costume [number v]) = [5]> then\n set [changeable x speed v] to [1.4]\n set [changeable y speed v] to [13]\n set [stama v] to [2]\n else\n if <(costume [number v]) = [6]> then\n set [changeable x speed v] to [1.2]\n set [changeable y speed v] to [12.5]\n set [stama v] to [1]\n end\n end\n end\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <not <(costume [number v]) = [2]>>> then\n wait (1) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\n@[cut1] hand\n\nwhen I start as a clone\nbroadcast (clock v)\ngo to [front v] layer\nshow\nswitch costume to (spin boi v)\npoint in direction (78)\ngo to x: (43) y: (19)\nrepeat (200)\n turn right (30) degrees\nend\nrepeat until <(direction) = [78]>\n turn right (30) degrees\nend\ndelete this clone\n\nwhen I receive [long transistion v]\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [end clone v]\ndelete this clone\n\nwhen I receive [cutscene 1 v]\nshow\ngo to [front v] layer\nswitch costume to (hand grab v)\nset size to (130) %\ngo to x: (0) y: (-400)\npoint in direction (150)\nwait (1) seconds\nrepeat (20)\n change y by (6)\n turn left (3) degrees\nend\ncreate clone of (_myself_ v)\nswitch costume to (hand nohand v)\nwait (5) seconds\nbroadcast (end clone v)\ngo to [front v] layer\nswitch costume to (hand grab v)\nwait (1) seconds\nrepeat (15)\n change y by (-20)\n turn right (3) degrees\nend\nhide\nbroadcast (cutscene 1 2 v)\nbroadcast (long transistion v) and wait\n\nwhen I receive [clock v]\nplay sound [Clock Ticking v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 1 v]\nforever\n change x by (2)\n wait (pick random (.01) to (.05)) seconds\n change x by (-2)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@[cut1] ground\n\nwhen I start as a clone\nif <(id) = [1]> then\n show\n switch costume to (blackhole v)\n go to x: (-180) y: (120)\n point in direction (90)\n switch costume to (size v)\n set size to (80) %\n switch costume to (blackhole v)\n forever\n switch costume to (size v)\n change size by (.2)\n turn right (.1) degrees\n change x by (.1)\n switch costume to (blackhole v)\n end\nend\nif <(id) = [2]> then\n show\n switch costume to (ground v)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\nend\n\nwhen flag clicked\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [long transistion v]\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [cutscene 1 v]\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 1 v]\nwait (.1) seconds\nstart sound [rummble v]\n\nwhen I start as a clone\nforever\n change x by (2)\n wait (pick random (.01) to (.05)) seconds\n change x by (-2)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@[cut1] cutscene 1\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (blackhole v)\n\nwhen I receive [cutscene 1 3 v]\nshow\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (1) seconds\nswitch costume to (blackhole v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nrepeat (320)\n switch costume to (size v)\n change size by (.5)\n switch costume to (blackhole v)\n turn right (.1) degrees\nend\nbroadcast (long transistion v)\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\nbroadcast (cutscene 1 4 v)\n\nwhen I start as a clone\nshow\nclear graphic effects\nswitch costume to (size v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (planet v)\nrepeat (300)\n move (pick random (1) to (-1)) steps\n point in direction (pick random (0) to (360))\n change [whirl v] effect by (10)\n change size by (-.7)\nend\nrepeat (10)\n move (pick random (1) to (-1)) steps\n point in direction (pick random (0) to (360))\n change [whirl v] effect by (10)\n change size by (-.7)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [cutscene 1 v]\nforever\n change x by (2)\n wait (pick random (.01) to (.05)) seconds\n change x by (-2)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@[cut1] animation space\n\nwhen I start as a clone\nif <(id) = [3]> then\n switch costume to (clone v)\n go to x: (pick random (-125) to (125)) y: (pick random (-150) to (-50))\n set size to (500) %\n set [ghost v] effect to (50)\n repeat (15)\n change size by (4)\n end\n repeat (200)\n change [ghost v] effect by (.5)\n end\n delete this clone\nend\n\nwhen I receive [clone delete v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [cutscene 1 2 v]\nwait (1) seconds\nshow\nswitch backdrop to (cutscene 1 v)\nwait (1) seconds\nclear graphic effects\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\nrepeat (8)\n go to [back v] layer\n show\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (13)\n next costume\nend\nhide\nwait (6) seconds\nbroadcast (long transistion v)\nwait (.5) seconds\nbroadcast (clone delete v)\nwait (.5) seconds\nstop [other scripts in sprite v]\nhide\nswitch backdrop to (space v)\nbroadcast (cutscene 1 3 v)\ndelete this clone\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(id) = [1]> then\n show\n clear graphic effects\n switch costume to (front v)\n set size to (100) %\n go to x: (0) y: (0)\n forever\n show\n switch costume to (front v)\n end\nend\nif <(id) = [2]> then\n show\n clear graphic effects\n switch costume to (bg v)\n go to [back v] layer\n set size to (100) %\n go to x: (0) y: (0)\n forever\n go to [back v] layer\n end\nend\n\nwhen I receive [cutscene 1 v]\nforever\n change x by (2)\n wait (pick random (.01) to (.05)) seconds\n change x by (-2)\nend\n\nwhen I start as a clone\nforever\n change x by (2)\n wait (pick random (.01) to (.05)) seconds\n change x by (-2)\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Move with ScreenShake | amount (0 to 1) (amount)\nforever\n change x by (((_lastSCX) * (-1)) * (amount))\n change y by (((_lastSCY) * (-1)) * (amount))\n set [_lastscx v] to (ScreenShake_X)\n set [_lastscy v] to (ScreenShake_Y)\n change x by ((_lastSCX) * (amount))\n change y by ((_lastSCY) * (amount))\nend\n\n@[cut1] last cut\n\nwhen I start as a clone\nif <(id) = [1]> then\n show\n clear graphic effects\n switch costume to (ship v)\n set size to (100) %\n go to x: (0) y: (0)\nend\nif <(id) = [2]> then\n show\n clear graphic effects\n switch costume to (space v)\n set size to (100) %\n go to x: (0) y: (0)\n go to [back v] layer\n forever\n turn right (3) degrees\n change [whirl v] effect by (.1)\n end\nend\n\nwhen I receive [cutscene 1 4 v]\nhide\npoint in direction (90)\nclear graphic effects\nswitch costume to (ship v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (hand v)\npoint in direction (90)\ngo to x: (0) y: (-241)\nwait (5) seconds\nshow\nrepeat (20)\n change y by (12)\n turn left (1) degrees\nend\nrepeat (20)\n change x by (2)\n turn left (.5) degrees\nend\nwait (3) seconds\nrepeat (20)\n change y by (-12)\n turn left (-1) degrees\n change x by (2)\nend\nhide\nwait (4) seconds\nbroadcast (long transistion v)\nwait (1) seconds\nbroadcast (cutscene 1 5 v)\n\nwhen I receive [cutscene 1 5 v]\nhide\ndelete this clone\n\nwhen I receive [cutscene 1 v]\nforever\n change x by (2)\n wait (pick random (.01) to (.05)) seconds\n change x by (-2)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@blackhole extended visual\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\nswitch costume to (blackhole v)\nhide\n\nwhen I receive [cutscene 1 5 v]\nswitch costume to (blackhole v)\nshow\nforever\n switch costume to (size v)\n turn left (.03) degrees\n change size by (-.05)\n switch costume to (blackhole v)\nend\n\nwhen I receive [cutscene 1 5 v]\nwait (7) seconds\nbroadcast (long transistion v)\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\nbroadcast (cutscene 1 6 v)\n\nwhen I receive [cutscene 1 6 v]\ndelete this clone\n\nwhen I receive [cutscene 1 5 v]\nforever\n repeat (20)\n change [brightness v] effect by (-.5)\n end\n repeat (20)\n change [brightness v] effect by (.5)\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@cutscene 1 6\n\nwhen I receive [cutscene 1 6 v]\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\nhide\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(id) = [1]> then\n show\n go to x: (-255) y: (-192)\n set size to (30) %\n switch costume to (ship v)\n set [brightness v] effect to (-30)\n wait (2) seconds\n repeat (180)\n turn right (1) degrees\n change y by (1)\n change x by (1.5)\n change size by (-.1)\n end\n repeat (10)\n turn right (1) degrees\n change y by (1)\n change x by (1.5)\n change size by (-.1)\n change [ghost v] effect by (10)\n end\n wait (3) seconds\n broadcast (long transition screen v)\n wait (.3) seconds\n play sound [explosion v] until done\n broadcast (Play Game v)\n delete this clone\n end\n if <(id) = [2]> then\n show\n point in direction (80)\n go to x: (100) y: (0)\n set size to (400) %\n switch costume to (planet v)\n forever\n turn right (.2) degrees\n end\n end\nend\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@HOW TO PLAY\n\nwhen I receive [how to play v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (bg v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\nstart sound [music v]\nwait until <key (any v) pressed?>\nstop [other scripts in sprite v]\nbroadcast (transition v)\nhide\nbroadcast (start v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (1. to move v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (2. meter v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (7) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (3. how to use meter v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (4. spikes v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (5. distance meter v)\ngo to x: (0) y: (0)\nwait (.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\nhide\nstop all sounds\nbroadcast (start v)\nbroadcast (transition v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@pause menu\n\nwhen I receive [pause loader v]\nwait until <<key (p v) pressed?> and <(dialogue?) = [0]>>\nset [move v] to [no]\ngo to [front v] layer\nset [pause done? v] to [0]\nswitch costume to (opacity screen v)\nwait (.5) seconds\nset volume to (100) %\nset [paused? v] to [1]\ngo to [front v] layer\nshow\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nwait until <<(pause done?) = [1]> or <(menu reset) = [1]>>\nset volume to (0) %\nset [move v] to [yes]\nhide\nstop [other scripts in sprite v]\nbroadcast (pause loader v)\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nset [paused? v] to [0]\nset [pause done? v] to [0]\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to [front v] layer\n switch costume to (resume v)\n show\n forever\n if <not <(pause done?) = [1]>> then\n if <touching (mouse-pointer v)?> then\n switch costume to (resume selected v)\n if <mouse down?> then\n start sound [slect v]\n set [pause done? v] to [1]\n set [paused? v] to [0]\n end\n else\n switch costume to (resume v)\n end\n else\n delete this clone\n end\n end\nend\nif <(id) = [2]> then\n go to [front v] layer\n switch costume to (quit game v)\n show\n forever\n if <not <(pause done?) = [1]>> then\n if <touching (mouse-pointer v)?> then\n switch costume to (quit game selected v)\n if <mouse down?> then\n start sound [slect v]\n set [pause done? v] to [1]\n set [paused? v] to [0]\n broadcast (ingame pause menu quit v)\n end\n else\n switch costume to (quit game v)\n end\n else\n delete this clone\n end\n end\nend\nif <(id) = [3]> then\n go to [front v] layer\n clear graphic effects\n switch costume to (paused text v)\n show\n forever\n if <not <(pause done?) = [1]>> then\n end\nend\n\nwhen I receive [play game v]\nbroadcast (pause loader v)\n\nwhen I receive [pause loader v]\nforever\n play sound [PAUSE - Synchronize v] until done\nend\n\n@Final Cutscene\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nswitch costume to (size v)\nset size to (100) %\nswitch costume to (blackhole v)\nhide\n\nwhen I receive [final cutscene v]\nhide\npoint in direction (90)\nclear graphic effects\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to [front v] layer\n show\n clear graphic effects\n switch costume to (gradient v)\n set size to (100) %\n go to x: (0) y: (0)\n wait (8) seconds\n delete this clone\nend\nif <(id) = [2]> then\n show\n clear graphic effects\n switch costume to (1 v)\n set size to (100) %\n go to x: (0) y: (0)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(id) = [3]> then\n go to [back v] layer\n show\n clear graphic effects\n switch costume to (2 v)\n set size to (100) %\n go to x: (0) y: (0)\n wait (6) seconds\n broadcast (long transistion v)\n wait (2) seconds\n switch costume to (3 v)\n wait (6) seconds\n broadcast (long transistion v)\n wait (2) seconds\n switch costume to (4 v)\n go to x: (0) y: (0)\n clear graphic effects\n set size to (127) %\n repeat (54)\n change size by (-0.5)\n end\n wait (4) seconds\n broadcast (long transistion v)\n wait (1.2) seconds\n broadcast (menu v)\n set [game win? \(menu\) v] to [1]\n set [stars v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\n@distance left\n\nwhen flag clicked\nhide\ngo to x: (-140) y: (162)\ndelete this clone\n\nwhen I receive [tick v]\nif <(id) = [2]> then\n go to x: ((((SCROLL X) / (distance)) * (280)) - (140)) y: (162)\n if <not <(paused?) = [1]>> then\n go to [front v] layer\n end\n if <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (land v)\n go to [front v] layer\n show\n go to x: (0) y: (0)\nend\nif <(id) = [2]> then\n switch costume to (point v)\n go to [front v] layer\n show\n go to x: (-140) y: (162)\nend\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [play game v]\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\n@collectable screen\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [collectable found v]\nswitch costume to (size v)\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n next costume\nend\nwait (3) seconds\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen I receive [tick v]\nif <(cutscene?) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\n | |
Beehive || Scrolling Platformer | @Stage\n\n@Dodge\n\nwhen flag clicked\nset size to (0) %\nforever\n repeat until <[600] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((600) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((600) - (size)) / (2))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[600] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((500) - (size)) / (3))\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (119)\nforever\n point in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nend\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (119)\npoint in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nforever\n\nset size to (100) %\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nhide\n\n@Clouds\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (10) to (20)) layers\ngo to x: (190) y: (pick random (-10) to (190))\nset [ghost v] effect to (pick random (50) to (50))\nset size to (pick random (100) to (300)) %\nset [cloud speed v] to ((size) / (200))\nrepeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [platforms v]\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (10) to (20)) layers\ngo to x: (190) y: (pick random (-10) to (190))\nset [ghost v] effect to (pick random (50) to (50))\nset size to (pick random (100) to (300)) %\nset [cloud speed v] to ((size) / (200))\nrepeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Settings\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n show\n go [forward v] (1) layers\n switch costume to (1 v)\n go to x: (-174) y: (-135)\n set size to (160) %\nend\n\ngo to [front v] layer\n\n@Clickbait\n\nwhen flag clicked\nswitch costume to (1 v)\ngo [forward v] (1) layers\npoint in direction (90)\nshow\ngo to x: (-14) y: (-24)\nset size to (0) %\nforever\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1000) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n repeat until <[1300] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1300) - (size)) / (1.5))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1000) - (size)) / (3))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Animation v)\n\nwhen this sprite clicked\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <[1] < (Level)> then\n stop [this script v]\n end\nend\n\nhide\n\n@restart button\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\n\nwhen I receive [animation v]\nshow\ngo to x: (-220) y: (160)\n\nwhen flag clicked\nhide\n\n@skip button\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen I receive [animation v]\nshow\ngo to x: (-220) y: (120)\n\nwhen flag clicked\nhide\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 (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\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [animation v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@player\n\ndefine Physics\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n change [xmovement v] by (2)\nelse\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 (costume2 v)\n change [xmovement v] by (-2)\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <touching color (#00c0ff)?> then\n change y by (1)\nend\nif <touching color (#00c0ff)?> then\n change y by (1)\nend\nif <touching color (#00c0ff)?> then\n change y by (1)\nend\nif <touching color (#00c0ff)?> then\n change y by (1)\nend\nif <touching color (#00c0ff)?> then\n change x by ((Xmovement) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [15]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\n else\n set [xmovement v] to [7]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#00c0ff)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv 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)>>> and <touching color (#2fff00)?>> then\n set [yv v] to [15]\nend\nif <(x position) > [239]> then\n broadcast (next level v)\nend\nif <(y position) < [-179]> then\n go to x: (-198) y: (-45)\nend\nif <touching color (#00fdff)?> then\n set [yv v] to [26]\nend\nif <touching color (#0083ff)?> then\n go to x: (-198) y: (-45)\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\npoint in direction (-90)\n\nwhen I receive [animation v]\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (15) %\nforever\n Physics\nend\n\nwhen flag clicked\nshow\ngo to x: (-5) y: (-86)\n\nwhen I receive [backward v]\nchange [costume v] by (-1)\nswitch costume to <(costume) = [-1]>\nchange [color v] effect by (-25)\n\nwhen I receive [forward v]\nchange [costume v] by (1)\nnext costume\nchange [color v] effect by (25)\n\nwhen I receive [up v]\nchange y by (10)\nforever\nend\n\nwhen I receive [down v]\nchange y by (-10)\nforever\nend\n\nwhen I receive [left v]\nchange x by (-10)\nforever\nend\n\nwhen I receive [right v]\nchange x by (10)\nforever\nend\n\n@Thumbnail\n\nforever\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (0.1) seconds\nhide\n\n@backward\n\nwhen flag clicked\ngo to x: (-33) y: (-83)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (backward v)\n\n\n\n\n\nwhen I receive [animation v]\nforever\n hide\nend\n\n@forward\n\nwhen flag clicked\ngo to x: (25) y: (-84)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (forward v)\n\nwhen I receive [animation v]\nhide\n\n@Left\n\nwhen this sprite clicked\nbroadcast (Left v)\n\nwhen I receive [animation v]\nshow\n\nwhen flag clicked\nhide\n\n@Right\n\nwhen this sprite clicked\nbroadcast (Right v)\n\nwhen I receive [animation v]\nshow\n\nwhen flag clicked\nhide\n\n@Down\n\nwhen this sprite clicked\nbroadcast (Down v)\n\nwhen I receive [animation v]\nshow\n\nwhen flag clicked\nhide\n\n@Up\n\nwhen this sprite clicked\nbroadcast (Up v)\n\nwhen I receive [animation v]\nshow\n\nwhen flag clicked\nhide\n\n | Back and Forth-A Mobile Platformer\n----------------------------------------------------------\nUse WASD or Arrow keys or Mobile to move.\nGo back and forth to get to the next level.\nSpikes hurt\n10 levels to enjoy. |
☁ Mine | Multiplayer Scrolling Platformer ☁ #All #Art #Music #Games #Platformer #Mobile | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nwait until <([costume # v] of [level v]) = [12]>\nset [brightness v] effect to (10)\nwait until <([costume # v] of [level v]) = [13]>\nclear graphic effects\nswitch backdrop to (costume1 v)\n\nwhen I receive [huh v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Next level v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nswitch costume to (hitbox v)\nshow\nforever\n if <<(x position) > [240]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<<(y position) < [-170]> and <touching (_edge_ v)?>> or <touching (lava v)?>> then\n broadcast (Restart v)\n create clone of (_myself_ v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\nbroadcast (Setup Enemies v)\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (0.7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (a0 v)\n go to [front v] layer\n if <not <touching (water v)?>> then\n change [y v] by (-1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<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) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n switch costume to (join [A] (Weapon Number))\nend\n\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [weapon number v] to [1]\nset [weapon max v] to [3]\nbroadcast (W1 v)\nbroadcast (W2 v)\nbroadcast (W3 v)\nforever\n if <key (z v) pressed?> then\n if <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\n end\n end\n wait until <not <key (z v) pressed?>>\nend\n\nwhen I receive [switch costume v]\nswitch costume to (a0 v)\n\nwait until <not <key (space v) pressed?>>\n\n\n change [y v] by (-1.5)\nend\n\nwhen I receive [switch weapon v]\nif <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [9109kj821kaw.mp3 v] until done\nend\n\nwhen I receive [switch to normal v]\nswitch costume to (a0 v)\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Restart v)\nif <(costume [number v]) = [13]> then\n clear graphic effects\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [brightness v] effect to (-35)\ngo to x: (0) y: (00)\n\n@Clouds\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (2))\nswitch costume to (My costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n switch costume to (cloud hitbox v)\n change x by (-5)\n switch costume to (My costume)\nend\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to ([costume # v] of [level v])\nend\n\nbroadcast (Next level v)\n\n@Sprite1\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Enemies\n\nwhen I receive [setup enemies v]\nif then\n delete this clone\nend\nhide variable [lives v]\nif <([costume # v] of [level v]) = [2]> then\n Clone [3] [144] [-60]\n Clone [1] [123] [87]\nend\nif <([costume # v] of [level v]) = [3]> then\n Clone [5] [145] [-15]\nend\nif <([costume # v] of [level v]) = [4]> then\n Clone [3] [187] [87]\n Clone [5] [160] [-60]\n Clone [1] [-39] [0]\nend\nif <([costume # v] of [level v]) = [5]> then\n Clone [3] [-25] [-60]\n Clone [1] [-63] [132]\n Clone [5] [240] [86]\nend\nif <([costume # v] of [level v]) = [6]> then\n Clone [5] [240] [86]\n Clone [7] [116] [-60]\nend\nif <([costume # v] of [level v]) = [7]> then\n Clone [1] [-45] [37]\n Clone [7] [145] [-110]\n Clone [5] [240] [83]\nend\nif <([costume # v] of [level v]) = [8]> then\n Clone [7] [194] [-63]\n Clone [1] [0] [-63]\n Clone [3] [201] [99]\nend\nif <([costume # v] of [level v]) = [9]> then\n Clone [5] [175] [-10]\n Clone [3] [155] [-103]\n Clone [1] [-128] [37]\nend\nif <([costume # v] of [level v]) = [10]> then\n Clone [1] [-25] [36]\n Clone [7] [164] [36]\nend\nif <([costume # v] of [level v]) = [12]> then\n Clone [5] [-123] [-109]\n Clone [7] [110] [-9]\n Clone [1] [29] [135]\nend\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [clone# v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [blue guy switch v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(distance to [player v]) < [115]> then\n if <(dead) = [0]> then\n switch costume to (weapon1 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n end\n end\n wait until <[115] < (distance to [player v])>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\nset [dead v] to [0]\ngo to [front v] layer\nif <(costume [number v]) < [9]> then\n forever\n switch costume to ((Clone#) + (1))\n if <<touching (sprite1 v)?> or <[-170] > (y position)>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <<touching (water v)?> or <touching (lava v)?>> then\n change [enemyy v] by (2)\n end\n if <([x position v] of [player v]) < ((x position) - (50))> then\n change [enemyx v] by (-0.2)\n point in direction (-90)\n end\n if <((x position) - (-20)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.2)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n if <((y position) - (-40)) < ([y position v] of [player v])> then\n set [enemyy v] to [15]\n if <([abs v] of (Enemyx) ) = (Enemyx)> then\n set [enemyx v] to [-3]\n else\n set [enemyx v] to [3]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (Clone#)\n if <<touching (sprite2 v)?> or <<touching (sprite6 v)?> or <touching (sprite4 v)?>>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [9]> then\n set rotation style [all around v]\n if <(Katana rotation) = [1]> then\n set size to (150) %\n point in direction (30)\n repeat (5)\n turn right (30) degrees\n switch costume to (weapon1 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n else\n set size to (150) %\n point in direction (150)\n repeat (5)\n turn right (-30) degrees\n switch costume to (weapon2 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [11]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (10) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [12]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (15) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [13]> then\n set [oo v] to ((x position) - ([x position v] of [player v]))\n clear graphic effects\n set rotation style [all around v]\n set size to (60) %\n point in direction (0)\n if <(((x position) - ([x position v] of [player v])) * (-1)) < [1]> then\n switch costume to (costume8 v)\n repeat (30)\n move (12) steps\n turn right (-6) degrees\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat until <touching (level v)?>\n change y by (-5)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n switch costume to (costume5 v)\n repeat (30)\n move (12) steps\n turn right (6) degrees\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat until <touching (level v)?>\n change y by (-5)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <(dead) = [0]> then\n switch costume to (weapon3 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n wait (1.5) seconds\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n if <(dead) = [0]> then\n switch costume to (costume7 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (yelo neja v)\n end\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [7]> then\n if <(dead) = [0]> then\n switch costume to (costume8 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (grey v)\n end\n wait (2) seconds\n end\nend\n\nif <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\nend\nif <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\nend\n\n@Sprite4\n\nwhen I receive [w3 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [3]> then\n show\n if <key (space v) pressed?> then\n repeat until <not <key (space v) pressed?>>\n change [turn v] by (10)\n point in direction (Turn)\n end\n point in direction (Turn)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nforever\n if <([costume # v] of [level v]) = [4]> then\n show\n go to x: (-47) y: (20)\n stop [this script v]\n end\nend\n\ndefine Position\nif <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (28)) y: ([y position v] of [player v])\nelse\n go to x: (([x position v] of [player v]) + (-28)) y: ([y position v] of [player v])\nend\nswitch costume to (thumbnail4 v)\ngo to [front v] layer\nset size to (100) %\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nclear graphic effects\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n move (15) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [w3 v]\nforever\n Position\n switch costume to (thumbnail2 v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nrepeat (10)\n show\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\n@Sprite3\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Sprite2\n\nwhen I receive [w2 v]\nforever\n if <<(Weapon Number) = [2]> and <key (space v) pressed?>> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n point in direction (90)\n switch costume to (costume1 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-120) y: (0)\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (150) %\nclear graphic effects\nif <([direction v] of [player v]) = [90]> then\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (10)\n end\nelse\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (-10)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nshow\n\nwhen I receive [flash v]\nif <(Weapon Number) = [2]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\n@Button1\n\nwhen flag clicked\nswitch costume to (造型1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [show b1v v] to [1]\n else\n set size to (120) %\n set [show b1v v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show B1v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (205)\n else\n set x to (-205)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Switch weapon v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Button2\n\nwhen flag clicked\nswitch costume to (造型1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set [show b2v v] to [1]\n set size to (130) %\n if <(Weapon Number) = [3]> then\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change [turn v] by (10)\n end\n create clone of (sprite4 v)\n end\n end\n if <(Weapon Number) = [4]> then\n if <mouse down?> then\n create clone of (sprite6 v)\n wait until <not <mouse down?>>\n end\n end\n else\n set size to (120) %\n set [show b2v v] to [0]\n end\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (155)\n else\n set x to (-155)\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show b2v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Flash v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Sprite5\n\n@LIGHT2\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\n set [ghost v] effect to (40)\n set size to (Weordp) %\nend\n\nwhen flag clicked\nforever\n set [weordp v] to [50]\n repeat (20)\n change [weordp v] by (1)\n end\n repeat (20)\n change [weordp v] by (-1)\n end\nend\n\n@LIGHT3\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\n set [ghost v] effect to (20)\n set size to (Weordp) %\nend\n\nwhen flag clicked\nforever\n set [weordp v] to [30]\n repeat (20)\n change [weordp v] by (1)\n end\n repeat (20)\n change [weordp v] by (-1)\n end\nend\n\n@Sprite6\n\nwhen I receive [w4 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [4]> then\n show\n if <key (space v) pressed?> then\n broadcast (switch costume v)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nrepeat until <touching (player v)?>\n go to x: (-130) y: (20)\n point in direction (90)\n switch costume to (thumbnail2 v)\n set size to (80) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nwait until <([costume # v] of [level v]) = [3]>\nshow\ngo to x: (-130) y: (20)\nwait until <touching (player v)?>\nset [weapon number v] to [4]\nset [weapon max v] to [4]\nbroadcast (W4 v)\nshow\n\ndefine Position\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nif <([direction v] of [player v]) = [90]> then\n point in direction (90)\n go to x: (([x position v] of [player v]) + (28)) y: ([y position v] of [player v])\nelse\n go to x: (([x position v] of [player v]) + (-28)) y: ([y position v] of [player v])\n point in direction (-90)\nend\ngo to [front v] layer\nset size to (60) %\n\nwhen I start as a clone\nshow\nset [me? v] to (([direction v] of [player v]) / (90))\nbroadcast (switch costume v)\nset rotation style [all around v]\nif <(me?) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (thumbnail2 v)\nend\nclear graphic effects\npoint in direction (0)\nrepeat (30)\n move (11) steps\n turn right ((me?) * (6)) degrees\n broadcast (switch costume v)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\nrepeat until <touching (level v)?>\n move (10) steps\n turn right ((me?) * (6)) degrees\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(direction) < [170]> then\n repeat until <touching (level v)?>\n move (10) steps\n turn right ((me?) * (1)) degrees\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [w4 v]\nforever\n Position\nend\n\nshow\n\n@WATER\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (40)\n go to [back v] layer\n change y by (tide)\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (0.1)\n end\n repeat (20)\n change [tide v] by (-0.1)\n end\n repeat (10)\n change [tide v] by (0.1)\n end\nend\n\n@LAVA\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (40)\n go to [back v] layer\n change y by (tide)\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (0.1)\n end\n repeat (20)\n change [tide v] by (-0.1)\n end\n repeat (10)\n change [tide v] by (0.1)\n end\nend\n\n | Arrow keys to move (Mobile friendly as well)\n\nPress T to toggle Timer and High Score\n\nAll code by me, @04tmoody\nMusic from Mario Odyssey\n\n100% Pen |
Scratch platformer beta 0.3b | @Stage\n\nwhen flag clicked\nforever\n if <<([costume # v] of [level v]) > [40]> and <not <([costume # v] of [level v]) = [65]>>> then\n if <([costume # v] of [level v]) = [64]> then\n switch backdrop to (paper3 v)\n else\n switch backdrop to (paper2 v)\n end\n else\n switch backdrop to (paper v)\n end\nend\n\n@player\n\ndefine start (start) end (end)\nadd (start) to [start v]\nadd (end) to [end v]\n\nwhen [r v] key pressed\nset size to (100) %\nclear graphic effects\nshow\nstart sound [restart v]\ngo to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\nbroadcast (level start v)\nerase all\n\ndefine gravity\nswitch costume to (hitbox v)\nif <<([costume # v] of [level v]) > [43]> and <(inkless) = [false]>> then\n if <(move right?) = [true]> then\n change [x v] by (0.6)\n turn right (4) degrees\n end\nelse\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n turn right (6) degrees\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n turn left (6) degrees\n end\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\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 <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n start sound [jump v]\n end\nend\nchange y by (1)\nif <<([costume # v] of [level v]) > [43]> and <(inkless) = [false]>> then\n switch costume to (join (costume) [a])\nelse\n switch costume to (costume)\nend\n\nwhen I receive [level start v]\nif <<([costume # v] of [level v]) = [48]> or <([costume # v] of [level v]) = [49]>> then\n set [move right? v] to [true]\n wait (0.4) seconds\n set [move right? v] to [false]\n wait until <mouse down?>\n wait until <not <mouse down?>>\n set [move right? v] to [true]\nend\nif <([costume # v] of [level v]) = [50]> then\n set [move right? v] to [true]\n wait (0.4) seconds\n set [move right? v] to [false]\n wait until <([enemies v] of [pen v]) = [3]>\n set [move right? v] to [true]\nend\nif <([costume # v] of [level v]) = [51]> then\n set [move right? v] to [true]\n wait (0.4) seconds\n set [move right? v] to [false]\n wait until <([scribble v] of [pen v]) > [220]>\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n go to x: (0) y: (-15)\n broadcast (drain v)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\n end\n set size to (100) %\n clear graphic effects\nend\nif <([costume # v] of [level v]) > [63]> then\n go to x: (-215) y: (-50)\n set [y v] to [0]\n stop [other scripts in sprite v]\n reset\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen I receive [game start v]\nreset timer\nset [inkless v] to [false]\nset [continue v] to [false]\nset [y v] to [-25]\ngo to x: (-215) y: (180)\nreset\n\nwhen I receive ["the platformer" v]\ngo to x: (-240) y: (-50)\nshow\nglide (0.1) secs to x: (-130) y: (-50)\nglide (0.5) secs to x: (110) y: (-50)\nglide (0.35) secs to x: (160) y: (-50)\nglide (0.35) secs to x: (165) y: (-50)\nwait (1) seconds\nstart sound [fall v]\nglide (0.1) secs to x: (165) y: (-115)\nglide (0.05) secs to x: (165) y: (-190)\nbroadcast (game start v)\n\ndefine make lists\ndelete (all) of [start v]\ndelete (all) of [end v]\nstart (0) end (10)\nstart (10) end (90)\nstart (90) end (-50)\nstart (-50) end (-50)\nstart (-130) end (25)\nstart (-130) end (-130)\nstart (-100) end (-100)\nstart (-100) end (80)\nstart (-130) end (-130)\nstart (75) end (75)\nstart (0) end (0)\nstart (0) end (120)\nstart (-76) end (-76)\nrepeat (3)\n start (0) end (0)\nend\nstart (-120) end (-120)\nstart (-50) end (-50)\nstart (0) end (-50)\nstart (-40) end (-40)\nstart (-40) end (25)\nstart (-120) end (-120)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (-45) end (35)\nstart (-50) end (-50)\nstart (80) end (80)\nstart (-100) end (40)\nstart (-50) end (-50)\nstart (-140) end (50)\nstart (0) end (0)\nstart (0) end (50)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (0) end (100)\nstart (-80) end (-80)\nstart (125) end (-115)\nstart (55) end (80)\nstart (-90) end (0)\nstart (90) end (0)\nstart (0) end (10)\nstart (10) end (90)\nstart (-20) end (-20)\nstart (-60) end (-60)\nstart (-60) end (100)\nstart (-10) end (-10)\nrepeat (7)\n start (-60) end (-60)\nend\nstart (-60) end (100)\nrepeat (3)\n start (-60) end (-60)\nend\nstart (-20) end (-20)\nstart (100) end (-60)\nstart (-90) end (-90)\nrepeat (2)\n start (-80) end (-80)\nend\nstart (-50) end (-50)\nstart (-50) end (-50)\n\nwhen [p v] key pressed\nif <([mode v] of [paused v]) = []> then\n if <(paused?) = [false]> then\n set [paused? v] to [true]\n else\n set [paused? v] to [false]\n end\n wait until <not <key (p v) pressed?>>\nend\n\nwhen I receive [red v]\nrepeat (6)\n show\n wait (0.05) seconds\n hide\n wait (0.05) seconds\nend\nshow\nset [invincible? v] to [false]\n\nwhen I receive [eraser gone v]\nset [continue v] to [true]\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\ndefine reset\nset [x v] to [0]\nset [invincible? v] to [false]\nset [move right? v] to [true]\nforever\n if <(paused?) = [false]> then\n gravity\n if <(x position) > [240]> then\n if <not <<([costume # v] of [level v]) = [40]> or <<<([costume # v] of [level v]) = [64]> and <(continue) = [false]>> or <([costume # v] of [level v]) = [65]>>>> then\n start sound [page v]\n if <<([costume # v] of [level v]) = [57]> and <(y position) > [40]>> then\n broadcast (next level v) and wait\n end\n broadcast (next level v) and wait\n set [y v] to [0]\n go to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\n end\n end\n if <(y position) < [-175]> then\n if <([costume # v] of [level v]) = [40]> then\n start sound [page v]\n broadcast (next level v) and wait\n set [y v] to [0]\n go to x: (0) y: (item ([costume # v] of [level v]) of [start v])\n else\n broadcast (level start v)\n broadcast (red v)\n start sound [hurt v]\n set [y v] to [0]\n go to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\n end\n end\n if <<<<touching color (#ff0000)?> or <<touching color (#e50000)?> or <touching color (#ff4b00)?>>> and <not <([costume # v] of [level v]) = [50]>>> and <(invincible?) = [false]>> then\n wait (0.1) seconds\n broadcast (red v)\n start sound [hurt v]\n set [invincible? v] to [true]\n set [y v] to [0]\n if <([costume # v] of [level v]) = [64]> then\n go to x: (on ground x) y: (on ground y)\n else\n go to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\n end\n end\n if <<key (x v) pressed?> and <<([mode v] of [paused v]) = []> and <not <<<([costume # v] of [level v]) = [1]> or <([costume # v] of [level v]) = [41]>> or <<<[43] < ([costume # v] of [level v])> and <([costume # v] of [level v]) < [53]>> or <<([costume # v] of [level v]) = [59]> or <([costume # v] of [level v]) > [63]>>>>>>> then\n start sound [page v]\n broadcast (previous level v) and wait\n set [y v] to [0]\n go to x: (215) y: (item ([costume # v] of [level v]) of [end v])\n wait until <not <key (x v) pressed?>>\n end\n if <<key (z v) pressed?> and <<<([mode v] of [paused v]) = []> and <[85] > ([ink v] of [percentage v])>> and <not <<([costume # v] of [level v]) = [40]> or <<([costume # v] of [level v]) = [51]> or <<([costume # v] of [level v]) = [58]> or <([costume # v] of [level v]) = [64]>>>>>>> then\n start sound [page v]\n broadcast (next level v) and wait\n set [y v] to [0]\n go to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\n broadcast (skip v)\n set [skipped? v] to [true]\n wait until <not <key (z v) pressed?>>\n end\n if <touching color (#000000)?> then\n set [on ground x v] to (x position)\n set [on ground y v] to (y position)\n end\n end\nend\n\nif <(x position) < [-240]> then\n if <not <<<([costume # v] of [level v]) = [1]> or <([costume # v] of [level v]) = [41]>> or <<([costume # v] of [level v]) = [51]> or <<([costume # v] of [level v]) = [59]> or <([costume # v] of [level v]) = [64]>>>>> then\n start sound [page v]\n broadcast (previous level v) and wait\n set [y v] to [0]\n go to x: (215) y: (item ([costume # v] of [level v]) of [end v])\n end\nend\n\nwhen I receive [game start v]\nmake lists\nset [costume v] to [1]\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\nend\n\nwhen [c v] key pressed\nif <([mode v] of [paused v]) = []> then\n if <(paused?) = [help]> then\n set [paused? v] to [false]\n else\n set [paused? v] to [help]\n end\n wait until <not <key (c v) pressed?>>\nend\n\nwhen I receive [drain v]\nrepeat until <key (r v) pressed?>\n go to x: (0) y: (-15)\nend\nset [inkless v] to [true]\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [paused? v] to [false]\nset [skipped? v] to [false]\npoint in direction (90)\n\n@level\n\nwhen I receive [previous level v]\nvisited\nswitch costume to ((costume [number v]) - (1))\nstamp\n\nwhen I receive [next level v]\nquickly, to the next level\n\ndefine stamp\nclear graphic effects\nerase all\nstamp\nset [ghost v] effect to (99)\n\nwhen [r v] key pressed\nif <(opening) = [false]> then\n stamp\nend\n\nwhen I receive [draw enemy v]\nstamp\n\nwhen I receive [stamp v]\nstamp\n\nwhen I receive [dust v]\nclear graphic effects\nshow\nerase all\nrepeat (3)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nend\nrepeat (2)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\nend\ngo to x: (0) y: (0)\nstamp\nset [ghost v] effect to (99)\n\nwhen I receive [game start v]\nset [opening v] to [false]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [back v] layer\nshow\nstamp\nforever\n play sound (music) until done\nend\n\nwhen flag clicked\nset [opening v] to [true]\nset [mute? v] to [false]\nset volume to (75) %\nswitch costume to (1 v)\nset [ghost v] effect to (99)\nhide\nforever\n play [1] from [1] to [10]\n play [2] from [11] to [14]\n play [3] from [15] to [20]\n play [4] from [21] to [24]\n play [5] from [25] to [31]\n play [6] from [32] to [37]\n play [7] from [38] to [41]\n play [8] from [42] to [51]\n play [9] from [52] to [58]\n play [10] from [59] to [63]\n play [11] from [64] to [65]\n play [12] from [65] to [66]\nend\n\ndefine play (#) from (level 1) to (level 2)\nif <<((level 1) - (1)) < (costume [number v])> and <(costume [number v]) < (level 2)>> then\n stop all sounds\n set [music v] to (#)\n set [pitch v] effect to (0)\n if <(mute?) = [true]> then\n set volume to (0) %\n else\n set volume to (75) %\n end\n wait until <not <<((level 1) - (1)) < (costume [number v])> and <(costume [number v]) < (level 2)>>>\nend\n\nwhen I receive [red v]\nif <not <(costume [name v]) = [58]>> then\n switch costume to ((item (length of [levels visited v]) of [levels visited v]) + (1))\n stamp\nend\n\ndefine visited\nif <not <[levels visited v] contains (costume [number v])?>> then\n add (costume [number v]) to [levels visited v]\nend\nbroadcast (level start v)\n\ndefine quickly, to the next level\nvisited\nnext costume\nstamp\nbroadcast (make ink appear v)\n\nwhen I receive [erase v]\nshow\nrepeat (50)\n clear graphic effects\nend\nset [ghost v] effect to (99)\n\nwhen I receive [eraser gone v]\nrepeat (75)\n change volume by (-1)\nend\n\nwhen I receive [level start v]\nif <(costume [number v]) = [63]> then\n repeat (38)\n change volume by (-2)\n end\nend\nif <(costume [number v]) = [41]> then\n repeat (38)\n change volume by (-2)\n change [pitch v] effect by (-1.5)\n end\nend\n\nwhen [m v] key pressed\nif <(mute?) = [true]> then\n set [mute? v] to [false]\n set volume to (75) %\nelse\n set [mute? v] to [true]\n set volume to (0) %\nend\n\n@ink bar\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n switch costume to ([color v] of [pen v])\nend\n\n@ink bar black\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\ngo to x: (-463) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-0.5)\nend\nforever\n set x to (((-311) + ((3.11) * (([costume # v] of [percentage v]) + (4)))) * (1.6))\n if <(x position) > [10]> then\n set x to (10)\n end\nend\n\n@red\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nforever\n if <<([costume # v] of [percentage v]) > [80]> and <([costume # v] of [percentage v]) < [100]>> then\n set [ghost v] effect to (100)\n show\n repeat (8)\n change [ghost v] effect by (-2)\n end\n repeat (8)\n change [ghost v] effect by (2)\n end\n end\nend\n\n@percentage\n\nwhen flag clicked\nset [drawing? v] to [false]\nset [ink v] to [0]\ngo to x: (-15) y: (0)\nswitch costume to (0 v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [ink bubble v]\nset [replenishing v] to [true]\nrepeat (15)\n if <not <(costume [number v]) = [1]>> then\n change [ink v] by (-1)\n end\nend\nset [replenishing v] to [false]\n\nwhen I receive [big bubble v]\nset [replenishing v] to [true]\nrepeat until <(costume [number v]) = [1]>\n change [ink v] by (-1)\nend\nset [replenishing v] to [false]\n\nwhen [r v] key pressed\nwait (0.1) seconds\nset [replenishing v] to [true]\nif <<<(costume [number v]) = [101]> and <<([inkless v] of [player v]) = [false]> or <([costume # v] of [level v]) > [59]>>> and <not <([costume # v] of [level v]) = [64]>>> then\n repeat (25)\n change [ink v] by (-1)\n end\nend\nset [replenishing v] to [false]\n\nwhen I receive [red v]\nrepeat (4)\n if <<(costume [number v]) < [101]> and <([mode v] of [paused v]) = []>> then\n change [ink v] by (1)\n end\nend\n\nwhen I receive [skip v]\nwait until <(replenishing) = [false]>\nrepeat (15)\n if <<(costume [number v]) < [101]> and <([mode v] of [paused v]) = []>> then\n change [ink v] by (1)\n end\nend\n\nwhen I receive [drain v]\nif <([mode v] of [paused v]) = []> then\n repeat until <(costume [number v]) = [101]>\n change [ink v] by (1)\n end\nend\n\nwhen I receive [game start v]\nshow\nforever\n if <<<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<<(mouse x) < [240]> and <(costume [number v]) < [101]>> and <([paused? v] of [player v]) = [false]>>> and <(replenishing) = [false]>> then\n set [drawing? v] to [true]\n else\n set [drawing? v] to [false]\n end\n if <([mode v] of [paused v]) = []> then\n switch costume to ((round (ink)) + (1))\n go to [front v] layer\n if <(drawing?) = [true]> then\n set [x v] to (mouse x)\n set [y v] to (mouse y)\n set [difference v] to [0]\n wait (0.05) seconds\n calculate difference\n if <[100] > (ink)> then\n if <([color v] of [pen v]) = [1]> then\n change [ink v] by ((difference) / (110))\n else\n change [ink v] by ((difference) / (60))\n end\n else\n set [ink v] to [100]\n end\n end\n else\n if <(drawing?) = [true]> then\n wait (0.05) seconds\n calculate difference\n end\n end\n if <([color v] of [pen v]) = [2]> then\n set [brightness v] effect to (40)\n else\n if <([color v] of [pen v]) = [3]> then\n set [brightness v] effect to (-10)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\ndefine calculate difference\nif <[0] > ((x) - (mouse x))> then\n set [difference v] to (((x) - (mouse x)) * (-1))\nelse\n set [difference v] to ((x) - (mouse x))\nend\nif <[0] > ((y) - (mouse y))> then\n set [difference v] to ((difference) + (((y) - (mouse y)) * (-1)))\nelse\n set [difference v] to ((difference) + ((y) - (mouse y)))\nend\nif <<<([color v] of [pen v]) = [2]> and <(difference) > [5]>> and <(drawing?) = [true]>> then\n create clone of (red pen detection v)\nend\n\nwhen I receive [game start v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n if <<([mode v] of [paused v]) = []> and <(drawing?) = [true]>> then\n change [ink v] by (0.5)\n if <([color v] of [pen v]) = [2]> then\n create clone of (red pen detection v)\n end\n wait until <not <(drawing?) = [true]>>\n end\nend\n\n@pen\n\nwhen flag clicked\nerase all\nhide\nerase all\n\nwhen [space v] key pressed\nchange [color v] by (1)\nif <<([costume # v] of [level v]) > [24]> or <([mode v] of [paused v]) = [speedrun]>> then\n if <(color) > [3]> then\n set [color v] to [1]\n end\nelse\n if <([costume # v] of [level v]) > [20]> then\n if <(color) > [2]> then\n set [color v] to [1]\n end\n else\n if <(color) > [1]> then\n set [color v] to [1]\n end\n end\nend\nif <(color) = [1]> then\n set pen color to (#000000)\n set pen size to (5)\nend\nif <(color) = [2]> then\n set pen color to (#ff0000)\n set pen size to (5)\nend\nif <(color) = [3]> then\n set pen color to (#e6e6e6)\n set pen size to (12)\nend\n\nwhen I receive [level start v]\nset [scribble v] to [0]\nif <([costume # v] of [level v]) = [50]> then\n set [draw enemies v] to [0]\n set [enemies v] to [0]\n repeat until <not <([costume # v] of [level v]) = [50]>>\n if <<mouse down?> and <(color) = [2]>> then\n change [draw enemies v] by ([difference v] of [percentage v])\n if <<(draw enemies) > [100]> and <(enemies) < [3]>> then\n change [enemies v] by (1)\n set [draw enemies v] to [0]\n erase all\n broadcast (draw enemy v)\n end\n end\n end\nend\n\nwhen I receive [game start v]\nshow\nset [color v] to [1]\nset pen color to (#000000)\nset pen size to (4)\nforever\n go to (mouse-pointer v)\n if <<<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<(mouse x) < [240]> and <([costume # v] of [percentage v]) < [100]>>> and <([paused? v] of [player v]) = [false]>> then\n if <(color) = [1]> then\n if <<([costume # v] of [level v]) = [51]> and <<(x position) > [-46]> and <<[46] > (x position)> and <<(y position) > [-55]> and <[25] > (y position)>>>>> then\n set pen size to (12)\n change [scribble v] by ([difference v] of [percentage v])\n else\n set pen size to (4)\n end\n end\n pen down\n start sound (pick random (1) to (2))\n else\n pen up\n end\nend\n\n@ink\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (x) y: (y)\npoint in direction (pick random (0) to (359))\nwait (pick random (0.1) to (0.9)) seconds\nswitch costume to (6 v)\nshow\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nforever\n repeat (5)\n change y by (0.25)\n end\n repeat (10)\n change y by (0.5)\n end\n repeat (5)\n change y by (0.25)\n end\n repeat (5)\n change y by (-0.25)\n end\n repeat (10)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-0.25)\n end\nend\n\ndefine level (level) x: (x) y: (y) size: (size)\nif <<([costume # v] of [level v]) = (level)> and <not <[levels visited v] contains (level)?>>> then\n set [x v] to (x)\n set [y v] to (y)\n if <(size) = [1]> then\n set size to (75) %\n set [size v] to [75]\n else\n if <(size) = [2]> then\n set size to (175) %\n set [size v] to [175]\n else\n set size to (500) %\n set [size v] to [500]\n end\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [get v]\n if <(size) = [75]> then\n start sound [1 v]\n broadcast (ink bubble v)\n else\n start sound [2 v]\n broadcast (big bubble v)\n end\n repeat (5)\n next costume\n change size by (5)\n change [ghost v] effect by (10)\n end\n if <([costume # v] of [level v]) = [64]> then\n hide\n set size to (size) %\n clear graphic effects\n wait (pick random (40) to (60)) seconds\n switch costume to (6 v)\n show\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n else\n if <([costume # v] of [level v]) = [65]> then\n broadcast (epilogue v)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [previous level v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nwait (pick random (0.1) to (0.9)) seconds\nforever\n repeat (5)\n change [brightness v] effect by (0.25)\n end\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (5)\n change [brightness v] effect by (0.25)\n end\n repeat (5)\n change [brightness v] effect by (-0.25)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\n repeat (5)\n change [brightness v] effect by (-0.25)\n end\n clear graphic effects\nend\n\nwhen I receive [game start v]\ndelete (all) of [levels visited v]\ndelete this clone\n\nwhen I receive [make ink appear v]\nwait (0.1) seconds\nlevel (5) x: (-130) y: (0) size: (1)\nlevel (5) x: (-210) y: (100) size: (1)\nlevel (5) x: (-50) y: (-50) size: (1)\nlevel (5) x: (150) y: (-90) size: (1)\nlevel (5) x: (200) y: (100) size: (1)\nlevel (6) x: (180) y: (115) size: (2)\nlevel (8) x: (180) y: (-140) size: (1)\nlevel (11) x: (180) y: (0) size: (2)\nlevel (17) x: (-130) y: (-55) size: (1)\nlevel (19) x: (195) y: (100) size: (2)\nlevel (21) x: (195) y: (50) size: (1)\nlevel (21) x: (145) y: (50) size: (1)\nlevel (21) x: (95) y: (50) size: (1)\nlevel (23) x: (200) y: (-40) size: (2)\nlevel (26) x: (-60) y: (-40) size: (1)\nlevel (26) x: (60) y: (-40) size: (1)\nlevel (26) x: (60) y: (35) size: (1)\nlevel (26) x: (190) y: (35) size: (1)\nlevel (28) x: (-200) y: (-125) size: (1)\nlevel (28) x: (95) y: (-125) size: (2)\nlevel (28) x: (0) y: (80) size: (1)\nlevel (30) x: (0) y: (-150) size: (2)\nlevel (33) x: (-105) y: (40) size: (1)\nlevel (33) x: (85) y: (20) size: (1)\nlevel (33) x: (220) y: (40) size: (1)\nlevel (36) x: (0) y: (0) size: (2)\nlevel (39) x: (-40) y: (90) size: (2)\nlevel (39) x: (-170) y: (-20) size: (1)\nlevel (39) x: (-40) y: (-60) size: (1)\nlevel (39) x: (100) y: (-25) size: (1)\nlevel (39) x: (180) y: (0) size: (1)\nlevel (39) x: (200) y: (100) size: (1)\nlevel (46) x: (155) y: (-90) size: (1)\nlevel (46) x: (155) y: (110) size: (2)\nlevel (59) x: (-60) y: (25) size: (1)\nlevel (59) x: (0) y: (25) size: (1)\nlevel (59) x: (60) y: (25) size: (1)\nlevel (59) x: (-60) y: (-25) size: (1)\nlevel (59) x: (0) y: (-25) size: (2)\nlevel (59) x: (60) y: (-25) size: (1)\nlevel (59) x: (-60) y: (-80) size: (1)\nlevel (59) x: (0) y: (-80) size: (1)\nlevel (59) x: (60) y: (-80) size: (1)\nlevel (63) x: (160) y: (-50) size: (2)\nlevel (64) x: (75) y: (10) size: (1)\nlevel (64) x: (75) y: (-65) size: (1)\nlevel (64) x: (-200) y: (85) size: (1)\nlevel (64) x: (190) y: (85) size: (1)\nlevel (64) x: (-70) y: (-35) size: (1)\nlevel (64) x: (190) y: (20) size: (2)\nlevel (64) x: (190) y: (-70) size: (2)\nlevel (65) x: (0) y: (20) size: (3)\n\n@enemy\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [1]> then\n go to (mouse-pointer v)\nend\n\nwhen I receive [enemy beam v]\nif <(item (1) of [enemies v]) = [!]> then\n go to x: ([x position v] of [the eraser v]) y: (-80)\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\nset [costume v] to [1]\nswitch costume to (1 v)\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching (red pen detection v)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (1) of [enemies v] with []\n end\nend\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [0]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (1) of [enemies v]) = [!]>>> then\n show\n switch costume to (hitbox v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen I receive [red v]\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (75)\n add [] to [level x v]\n add [] to [level y v]\nend\nforever\n level [15] x: [0] y: [30]\n level [16] x: [0] y: [0]\n level [17] x: [-200] y: [0]\n level [18] x: [0] y: [0]\n level [19] x: [60] y: [0]\n level [20] x: [0] y: [0]\n level [21] x: [60] y: [50]\n level [22] x: [-75] y: [-60]\n level [23] x: [50] y: [0]\n level [23] x: [50] y: [0]\n level [24] x: [100] y: [0]\n level [28] x: [0] y: [15]\n level [30] x: [0] y: [0]\n level [31] x: [0] y: [30]\n level [33] x: [0] y: [0]\n level [50] x: [0] y: [0]\n level [53] x: [0] y: [0]\n level [61] x: [0] y: [0]\n level [64] x: [0] y: [0]\nend\n\n@enemy2\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [2]> then\n go to (mouse-pointer v)\nend\n\nwhen I receive [enemy beam v]\nif <(item (2) of [enemies v]) = [!]> then\n go to x: ([x position v] of [the eraser v]) y: (-80)\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\nset [costume v] to [1]\nswitch costume to (1 v)\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching (red pen detection v)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (2) of [enemies v] with []\n end\nend\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [1]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (2) of [enemies v]) = [!]>>> then\n show\n switch costume to (costume1 v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen I receive [red v]\nif <not <([costume # v] of [level v]) = [64]>> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (40)\n add [] to [level x v]\n add [] to [level y v]\nend\nforever\n level [16] x: [-45] y: [0]\n level [17] x: [-200] y: [30]\n level [18] x: [-50] y: [30]\n level [19] x: [-130] y: [-10]\n level [21] x: [-130] y: [-10]\n level [22] x: [75] y: [-100]\n level [23] x: [0] y: [0]\n level [24] x: [-100] y: [0]\n level [31] x: [0] y: [-30]\n level [50] x: [0] y: [-30]\n level [53] x: [0] y: [30]\n level [61] x: [0] y: [30]\n level [64] x: [0] y: [30]\nend\n\n@enemy3\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [3]> then\n go to x: (mouse x) y: (mouse y)\nend\n\nwhen I receive [enemy beam v]\nif <(item (3) of [enemies v]) = [!]> then\n go to x: ([x position v] of [the eraser v]) y: (-80)\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\nset [costume v] to [1]\nswitch costume to (1 v)\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching (red pen detection v)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (3) of [enemies v] with []\n end\nend\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [2]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (3) of [enemies v]) = [!]>>> then\n show\n switch costume to (costume1 v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen I receive [red v]\nif <not <([costume # v] of [level v]) = [64]>> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (40)\n add [] to [level x v]\n add [] to [level y v]\nend\nforever\n level [16] x: [45] y: [0]\n level [18] x: [50] y: [0]\n level [23] x: [-50] y: [0]\n level [31] x: [190] y: [0]\n level [50] x: [0] y: [0]\n level [61] x: [15] y: [15]\n level [64] x: [15] y: [15]\nend\n\n@text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [drain v]\ncreate clone of (_myself_ v)\nnext []\nwait (5) seconds\nnext []\nwait (5) seconds\nnext []\n\ndefine next (#)\nwait until <([paused? v] of [player v]) = [false]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nif <(#) = []> then\n next costume\nelse\n switch costume to (#)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [drain v]\nwait until <key (r v) pressed?>\nstop [other scripts in sprite v]\nnext [5]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nclear graphic effects\nif <([costume # v] of [level v]) = [51]> then\n switch costume to (1 v)\n go to [front v] layer\n show\nelse\n if <([costume # v] of [level v]) = [64]> then\n switch costume to (eraser v)\n go to [front v] layer\n show\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (glow v)\nset [ghost v] effect to (25)\nstart sound [zap v]\nrepeat until <<([costume # v] of [percentage v]) = [101]> or <([mode v] of [paused v]) = [speedrun]>>\n repeat (10)\n change [ghost v] effect by (5)\n change [ghost v] effect by (pick random (-20) to (20))\n end\n repeat (10)\n change [ghost v] effect by (-5)\n change [ghost v] effect by (pick random (-20) to (20))\n end\nend\nhide\ndelete this clone\n\nwhen I receive [eraser gone v]\nclear graphic effects\nswitch costume to (eraser gone v)\nnext [eraser gone]\n\n@the eraser\n\nwhen flag clicked\nhide\nswitch costume to (still v)\n\nwhen I receive [start boss pattern v]\ngo to [front v] layer\nshow\nrepeat (pick random (1) to (3))\n if <(health) = [105]> then\n move [15]\n else\n move [8]\n end\nend\nswitch costume to (fly right v)\nset [player x v] to ([on ground x v] of [player v])\nset [player y v] to ([on ground y v] of [player v])\nrepeat until <(x position) > (player x)>\n change x by (10)\nend\nswitch costume to (still v)\nif <(pick random (1) to (3)) = [1]> then\n stomp\nelse\n laser\nend\nbroadcast (start boss pattern v)\n\ndefine shake\nset [shake x v] to (x position)\nset [shake y v] to (y position)\nrepeat (8)\n go to x: ((shake x) + (pick random (-15) to (15))) y: ((shake y) + (pick random (-15) to (15)))\nend\nrepeat (10)\n go to x: ((shake x) + (pick random (-5) to (5))) y: ((shake y) + (pick random (-5) to (5)))\nend\nrepeat (10)\n go to x: ((shake x) + (pick random (-2) to (2))) y: ((shake y) + (pick random (-2) to (2)))\nend\n\ndefine stomp\nswitch costume to (still field going v)\nwait (0.05) seconds\nswitch costume to (still no field v)\nshake\nswitch costume to (stomp v)\nstart sound [whoosh v]\nrepeat until <(player y) > (y position)>\n change y by (-10)\nend\nstart sound [stomp v]\nbroadcast (dust v)\nquick shake\nswitch costume to (still no field v)\nglide (1) secs to x: (x position) y: (85)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume # v] of [level v]) = [64]> then\n repeat (3)\n add [] to [enemies v]\n end\n set [health v] to [0]\n go to x: (0) y: (85)\n set size to (75) %\n clear graphic effects\n show\n broadcast (start boss pattern v)\nend\n\nwhen I receive [game start v]\ndelete all of [enemies v]\nhide\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\nwhen I receive [start boss pattern v]\nforever\n if <not <([paused? v] of [player v]) = [false]>> then\n stop [other scripts in sprite v]\n wait until <([paused? v] of [player v]) = [false]>\n broadcast (start boss pattern v)\n end\nend\n\nwhen I receive [start boss pattern v]\nforever\n wait until <<touching (red pen detection v)?> and <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>>>\n stop [other scripts in sprite v]\n switch costume to (hurt v)\n create clone of (dust v)\n if <[100] > (health)> then\n start sound [hurt v]\n repeat (20)\n change [health v] by (0.75)\n change [ghost v] effect by (5)\n change size by (2)\n end\n wait (2) seconds\n go to x: (0) y: (85)\n switch costume to (still v)\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (-2)\n end\n broadcast (start boss pattern v)\n else\n switch costume to (hurt2 v)\n start sound [hurt2 v]\n repeat (6)\n wait (0.1) seconds\n change [brightness v] effect by (3)\n next costume\n end\n start sound [boom v]\n repeat (6)\n wait (0.03) seconds\n change [brightness v] effect by (4)\n change [ghost v] effect by (15)\n next costume\n end\n wait (0.1) seconds\n hide\n broadcast (eraser gone v)\n end\nend\n\ndefine laser\nquick shake\nstart sound [erase v]\ncreate clone of (dust v)\nwait (0.15) seconds\nstart sound [laser v]\nswitch costume to (still red v)\nshake\nswitch costume to (laser1 v)\nstart sound [laser2 v]\nwait (0.05) seconds\nrepeat (3)\n switch costume to (laser2 v)\n wait (0.05) seconds\n switch costume to (laser3 v)\n wait (0.05) seconds\n switch costume to (laser4 v)\n wait (0.05) seconds\nend\nswitch costume to (laser5 v)\nspawn enemy\nif <(pick random (1) to (2)) = [1]> then\n spawn enemy\nend\nbroadcast (enemy beam v)\nwait (0.05) seconds\nif <(pick random (1) to (3)) = [1]> then\n stomp\nend\n\ndefine erase\nif <(pick random (1) to (3)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n quick shake\n start sound [erase v]\n create clone of (dust v)\n else\n shake\n create clone of (dust v)\n repeat (4)\n create clone of (mini-erasers v)\n end\n end\nend\n\ndefine quick shake\nset [shake x v] to (x position)\nset [shake y v] to (y position)\nrepeat (3)\n go to x: ((shake x) + (pick random (-15) to (15))) y: ((shake y) + (pick random (-15) to (15)))\nend\nrepeat (6)\n go to x: ((shake x) + (pick random (-5) to (5))) y: ((shake y) + (pick random (-5) to (5)))\nend\nrepeat (3)\n go to x: ((shake x) + (pick random (-2) to (2))) y: ((shake y) + (pick random (-2) to (2)))\nend\n\ndefine spawn enemy\nif <(item (1) of [enemies v]) = []> then\n replace item (1) of [enemies v] with [!]\nelse\n if <(item (2) of [enemies v]) = []> then\n replace item (2) of [enemies v] with [!]\n else\n if <(item (3) of [enemies v]) = []> then\n replace item (3) of [enemies v] with [!]\n end\n end\nend\n\ndefine move (#)\nswitch costume to (fly right v)\nrepeat until <(x position) > [155]>\n change x by (#)\nend\nswitch costume to (still v)\nrepeat until <(x position) > [200]>\n change x by ((#) / (2))\nend\nerase\nswitch costume to (fly left v)\nrepeat until <[-155] > (x position)>\n change x by ((#) * (-1))\nend\nswitch costume to (still v)\nrepeat until <[-200] > (x position)>\n change x by ((#) / (-2))\nend\nerase\n\n@dust\n\nwhen flag clicked\nhide\n\nwhen I receive [dust v]\ncreate clone of (_myself_ v)\ngo to (the eraser v)\nchange y by (-50)\nswitch costume to (costume1 v)\nshow\nwait (0.05) seconds\nrepeat (5)\n next costume\n wait (0.05) seconds\nend\nhide\n\nwhen I start as a clone\nerase all\nbroadcast (stamp v)\nbroadcast (erase v)\ngo to (the eraser v)\nswitch costume to (erase v)\ngo to [back v] layer\nclear graphic effects\nset size to (50) %\nshow\nrepeat (15)\n change size by (3)\n change [ghost v] effect by (2)\nend\nrepeat (15)\n change size by (3)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@health bar\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume # v] of [level v]) = [64]> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n go to x: (0) y: (0)\n forever\n set x to (((-311) + ((3.11) * (([health v] of [the eraser v]) + (4)))) * (1.6))\n if <(x position) > [10]> then\n set x to (10)\n end\n if <([health v] of [the eraser v]) > [99]> then\n set x to (15)\n end\n end\nelse\n hide\nend\n\n@mini-erasers\n\nwhen I start as a clone\ngo to (the eraser v)\nchange x by (pick random (-60) to (60))\nchange y by (pick random (-30) to (30))\nswitch costume to (eraser v)\nshow\nrepeat until <<<touching (player v)?> or <touching (red pen detection v)?>> or <(timer) > [20]>>\n if <([paused? v] of [player v]) = [false]> then\n point towards (player v)\n move (3) steps\n end\nend\npoint towards (player v)\nmove (3) steps\nwait (0.2) seconds\nswitch costume to (pop v)\nwait (0.1) seconds\nswitch costume to (pop2 v)\nwait (0.1) seconds\ndelete this clone\n\nwhen I start as a clone\nset [timer v] to [0]\nforever\n if <([paused? v] of [player v]) = [false]> then\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\n@title\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nswitch costume to (80 v)\nshow\nchange costume [16] times\nchange costume [11] times\nchange costume [18] times\nchange costume [8] times\nchange costume [11] times\nbroadcast ("the platformer" v)\nwait (0.15) seconds\nchange costume [15] times\n\nwhen I receive [game start v]\nhide\n\ndefine change costume (#) times\nstart sound (pick random (2) to (3))\nrepeat (#)\n switch costume to ((costume [number v]) - (1))\nend\nstop all sounds\nwait (0.05) seconds\n\n@paused\n\nwhen flag clicked\nset [ghost v] effect to (35)\nhide variable [time v]\nhide variable [hurt v]\nset [hurt v] to [0]\nset [mode v] to []\nforever\n if <([paused? v] of [player v]) = [help]> then\n show\n switch costume to (white v)\n go to [front v] layer\n set [costume v] to (([costume # v] of [level v]) + (12))\n create clone of (_myself_ v)\n wait until <not <([paused? v] of [player v]) = [help]>>\n else\n if <([paused? v] of [player v]) = [true]> then\n show\n switch costume to (paused v)\n go to [front v] layer\n else\n hide\n go to [back v] layer\n end\n end\nend\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\ntime\nset [hurt v] to (join (hurt) [ times])\nif <(mode) = []> then\n if <<(☁ fast time) > (timer)> and <([skipped? v] of [player v]) = [false]>> then\n set [☁ fast time v] to (timer)\n end\nelse\n if <<(☁ fast time \(speedrun\)) > (timer)> and <(timer) > [1]>> then\n set [☁ fast time \(speedrun\) v] to (timer)\n end\nend\nset [ghost v] effect to (100)\nswitch costume to (white v)\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nif <(mode) = []> then\n set [costume v] to [3]\n repeat (7)\n create clone of (_myself_ v)\n change [costume v] by (1)\n wait (3) seconds\n end\nelse\n set [costume v] to [3]\n create clone of (_myself_ v)\n if <(time) = [15:00]> then\n set [costume v] to [11]\n create clone of (_myself_ v)\n else\n set [costume v] to [12]\n create clone of (_myself_ v)\n end\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nbroadcast (game start v)\nset [mode v] to [speedrun]\nswitch costume to (speedrun v)\nclear graphic effects\nshow\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen I start as a clone\nswitch costume to (costume)\ngo to [front v] layer\nif <(costume) = [3]> then\n show variable [time v]\n show variable [hurt v]\nelse\n if <(costume) < [13]> then\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-0.5)\n end\n repeat (50)\n change [ghost v] effect by (-1.5)\n end\n else\n clear graphic effects\n wait until <not <([paused? v] of [player v]) = [help]>>\n delete this clone\n end\nend\n\nwhen I receive [red v]\nchange [hurt v] by (1)\n\nwhen I receive [game start v]\nhide variable [hurt v]\ndelete this clone\n\nwhen I receive [game start v]\nif <(mode) = [speedrun]> then\n forever\n time\n if <(time) = [15:00]> then\n stop [other scripts in sprite v]\n broadcast (epilogue v)\n end\n end\nend\n\ndefine time\nif <(length of (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60))))) = [1]> then\n set [time v] to (join ([floor v] of ((timer) / (60)) ) (join [:] (join [0] (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60)))))))\nelse\n set [time v] to (join ([floor v] of ((timer) / (60)) ) (join [:] (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60))))))\nend\n\nwhen [p v] key pressed\nif <(mode) = [speedrun]> then\n broadcast (game start v)\nend\n\n@red pen detection\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (mouse-pointer v)\nset [ghost v] effect to (100)\nshow\n\nwhen [r v] key pressed\ndelete this clone\n\nwhen I receive [erase v]\ndelete this clone\n\nwhen I receive [level start v]\ndelete this clone\n\n | ★★★Mello 2 - A Platformer★★★\n\nHow I made this game: youtu.be/Gcd0RhOoWug\n\n★★★ Instructions ★★★\n========================================\n• Click {NEW GAME} or select a level to begin.\n========================================\n• [Arrow Keys] [WASD] or joystick (on mobile) to move.\n• Avoid Spikes, Blades, and other obstacles.\n• Bounce on trampolines\n• Collect all of the keys in a level to open locked doors!\n• Chickens can be bounced on like trampolines, but also deadly like spikes.\n• Touch the Flag to advance to the next level.\n\n★★★ Gameplay tips ★★★\n• You must collect every key in the level before the doors are unlocked.\n• Chickens can be used as a jump boost.\n• For more challenging levels, evaluate the scene and plan a course of action before moving.\n• Take it slow, and remember to stop and think. Look before you leap, as they say.\n\n★★★ Credits ★★★\n• Beta testers: @barbie57, @purple-sparkle, @groovy-girl and @Butterfly-1. This game would not be what it is without them (go follow them please)\n• Concept and all coding created by me, Chip.\n• Scratch asset library and freesound.com for sound effects.\n• Fontmeme.com for the text fonts used in the main menu and thumbnail.\n• @AlexanderH5 for suggesting the implementation of left-handed mobile controls.\n\n• Music credits in order of appearance:\n• 'Rollanddrop' - by Jingle Punks\n• 'Synthwave 80s' - by Alexi Action\n• 'Evolution' and 'Nemophore' - by Creo\n• 'Night Terror' - by Omni Slim\n• 'Wild Boar's Inn' - by Brandon Fiechter's Music\n\n★★★ Updates and News ★★★\nv1.0 - Initially shared with 50 levels on September 9th 2023 at 4:00 PM. Top loved within a few hours!\n\n• Subscribe to me on YouTube\nyoutube.com/@chipm0nk |
Minecraft | A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Lost In The Woods - PaulRHJT v] until done\nend\n\nwhen I receive [message1 v]\nnext backdrop\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-206) y: (-158)\nshow\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 (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> 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 (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-206) y: (-158)\n end\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n go to x: (-206) y: (-158)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nstop [all v]\n\nwhen backdrop switches to [backdrop10 v]\nrepeat until <(backdrop [name v]) = [backdrop11]>\n if <touching (sprite3 v)?> then\n switch backdrop to (backdrop11 v)\n go to x: (-108) y: (-150)\n end\nend\n\nwhen flag clicked\ngo to x: (-206) y: (-158)\nshow\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 (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> 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 (#e5e5e5)?> or <touching color (#009933)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#e5e5e5)?> or <touching color (#009933)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-206) y: (-158)\n end\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n go to x: (-206) y: (-158)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (236) y: (-1)\n\n@backdrop1\n\nwhen backdrop switches to [backdrop5 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop6]>\n glide (3) secs to x: (168) y: (-189)\n glide (2) secs to x: (-61) y: (-191)\nend\n\nwhen flag clicked\ngo to x: (-61) y: (-191)\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (-49) y: (-184)\nrepeat until <(backdrop [name v]) = [backdrop7]>\n glide (3) secs to x: (-49) y: (7)\n glide (2) secs to x: (-49) y: (-184)\nend\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (-33) y: (-193)\nrepeat until <(backdrop [name v]) = [backdrop8]>\n glide (3) secs to x: (131) y: (-16)\n glide (2) secs to x: (-33) y: (-193)\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (44) y: (-5)\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@-real-outer-space\n\nwhen flag clicked\nhide\n\n@backdrop13\n\nwhen flag clicked\ngo to x: (-19) y: (3)\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop9]>\n wait (0.8) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n | |
[WIP] Planet Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen [timer v] > (0)\n\nwhen I receive [終わり v]\nswitch backdrop to (背景2 v)\n\n@player\n\nwhen flag clicked\nshow\nswitch costume to (sprite1 v)\ngo to x: (-200) y: (10)\npoint in direction (90)\nset size to (80) %\nforever\n reset timer\n if <(変数) = [9999]> then\n show\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [x v] by (0.77)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [x v] by (-0.77)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (.88))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> and <touching (ステージ v)?>> then\n start sound [10 v]\n set [y v] to [12]\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (NEXT v)\n go to x: (-200) y: (-20)\n end\n if <<[-178] > (y position)> or <<touching (障害物 v)?> or <touching color (#d84c52)?>>> then\n to by contenew\n end\n if <touching (あお v)?> then\n set [y v] to [20]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (sprite2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-7)\nend\ndelete this clone\n\ndefine to by contenew\ngo to [front v] layer\nswitch costume to (sprite3 v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [出久 v] to (pick random (15) to (18))\nstart sound [crashed oof 2 v]\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (出久) degrees\n change y by (出久)\n change [出久 v] by (-1)\nend\nhide\nswitch costume to (sprite1 v)\nwait (0.5) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [終わり v]\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nmove (10) steps\n\nwhen I receive [最後の v]\nhide\nstop [other scripts in sprite v]\n\nforever\n\n@ステージ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-20)\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\n\n@NEXT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [変数 v] to [9999]\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\nset [変数 v] to [0]\ngo to x: (0) y: (180)\nstart sound [Finger Snap v]\nrepeat (10)\n change y by ((-1) - ((y position) / (3)))\nend\nwait (0.5) seconds\nrepeat until <(y position) > [179]>\n change y by ((y position) / (3))\nend\nhide\nset [変数 v] to [9999]\n\n@障害物\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (-20)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [ステージ v])\nend\n\nwhen flag clicked\nwait until <([costume # v] of [ステージ v]) = [5]>\ngo to x: (0) y: (-80)\nset size to (50) %\nrepeat until <not <([costume # v] of [ステージ v]) = [5]>>\n repeat (10)\n turn right (3) degrees\n end\n repeat (10)\n turn left (3) degrees\n end\nend\nset size to (100) %\ngo to x: (0) y: (-20)\n\nwhen [timer v] > (0)\nhide\n\n@サムネ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [終わり v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@ターボ対策\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n if <(やったなぁ) > [50]> then\n broadcast (終わり v)\n end\nend\n\nwhen I receive [終わり v]\nshow\nchange [☁ 変数 v] by (1)\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nforever\n stop [all v]\nend\n\nwhen flag clicked\nforever\n set [やったなぁ v] to [0]\n wait (0.001) seconds\nend\n\nwhen flag clicked\nset [やったなぁ v] to [0]\nforever\n change [やったなぁ v] by (10)\nend\n\n@チラつく\n\nwhen flag clicked\nhide\nforever\n set size to (100) %\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.75)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (210) to (-210)) y: (-180)\nset size to (pick random (0) to (100)) %\nshow\nrepeat (10)\n change y by ((0) - ((y position) / (4)))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@鍵\n\nwhen flag clicked\nset [鍵 v] to [0]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nwait () seconds\nif <([costume # v] of [ステージ v]) = [8]> then\n show\n forever\n if <touching (player v)?> then\n glide (2) secs to x: (0) y: (-150)\n repeat (10)\n change [brightness v] effect by (20)\n end\n broadcast (光 v)\n wait (0.3) seconds\n clear graphic effects\n hide\n set [鍵 v] to [1]\n wait (2) seconds\n broadcast (NEXT v)\n end\n end\nend\n\n@光\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [光 v]\nrepeat (pick random (10) to (15))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (pick random (50) to (100)) %\nshow\nglide (0.3) secs to x: (pick random (-20) to (20)) y: (pick random (-30) to (30))\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@あお\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-23)\n\nwhen I receive [next v]\nif <([costume # v] of [ステージ v]) = [7]> then\n show\nelse\n hide\nend\n\n@ramen84\n\nwhen flag clicked\nshow\nforever\n go to x: (-158) y: (-80)\nend\n\nwhen I receive [終わり v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@太陽\n\nwhen flag clicked\nshow\ngo to x: (215) y: (170)\nforever\n turn right (1) degrees\n go to [back v] layer\nend\n\nwhen [timer v] > (0)\nhide\n\n@1\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\npoint in direction (90)\nshow\nstart sound [TheFatRat - Monody v]\ngo to x: (2405) y: (0)\nstop [other scripts in sprite v]\nrepeat until <[0.5] > (x position)>\n change x by ((0) - ((x position) / (4)))\nend\nset x to (-1)\nset [あ v] to [0]\nset size to (100) %\nwait (1) seconds\nforever\n change [あ v] by (17.5)\n point in direction ((([sin v] of (あ) ) * (5)) + (90))\nend\n\nwhen I receive [終わり v]\nhide\n\n | Mobile friendly: tap right to go right, left and up is similarly!\n--------------------------------------------------\nEnglish:\nHi! This game will try to troll you!!) Be carreful and do all levels. P.C. Soon I'll do button "skip".\n--------------------------------------------------\nРусский:\nПривет! Эта игра будет пытаться затролить тебя!!) Будь осторожен и пройди все уровни. P. C. Скоро я сделаю кнопку "пропустить уровень". |
Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Overcooked v] until done\nend\n\n@Blank\n\n@Toast Player\n\nwhen I receive [on level v]\nset [ghost v] effect to (0)\nset size to (110) %\nswitch costume to (player v)\ngo to x: (-215) y: (-75)\n\nwhen I receive [on level v]\nset [death count v] to [0]\nforever\n if <<(y position) < [-165]> or <touching (danger v)?>> then\n broadcast (Die v)\n change [death count v] by (1)\n go to x: (-215) y: (-75)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (On Level v)\n\nwhen flag clicked\nswitch costume to (player v)\n\nwhen I receive [on level v]\nhide variable [level v]\nset [x speed v] to [0]\nset [y speed v] to [0]\nshow\nforever\n if <(Stop) = [0]> then\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X speed) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X speed) > [0]> then\n set [x speed v] to [-5]\n else\n set [x speed v] to [5]\n end\n set [y speed v] to [10]\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y speed v] by (-1)\n change y by (Y speed)\n end\nend\n\nwhen I receive [on level v]\nset [stop v] to [0]\nforever\n if <(Stop) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (1.1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-1.1)\n end\n set [x speed v] to ((X speed) * (.9))\n change x by (X speed)\n end\nend\n\nwhen I receive [on level v]\nforever\n if <(Stop) = [0]> then\n if <touching (level v)?> then\n change y by ((Y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [y speed v] by (14)\n end\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\n change y by (1)\n if <<touching color (#5ac7ff)?> and <touching (trampoline v)?>> then\n set [y speed v] to [0]\n change [y speed v] by (15)\n end\n if <touching (toaster v)?> then\n change [level v] by (1)\n set [x speed v] to [0]\n set [y speed v] to [0]\n broadcast (Next Level v)\n go to x: (-215) y: (-75)\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-215) y: (-75)\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Toaster\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n if <(Level) = [1]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [2]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [3]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [4]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [5]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [6]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [7]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [8]> then\n go to x: (205) y: (105)\n end\n if <(Level) = [9]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [10]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [10]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [11]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [12]> then\n go to x: (205) y: (-85)\n end\n if <(Level) = [13]> then\n go to x: (-20) y: (130)\n end\n if <(Level) = [14]> then\n go to x: (200) y: (-85)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-185) y: (145)\nshow\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Next Level v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (35)\nforever\n go to [front v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (level1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n | |
Taken A Platformer #games #all #platform #platformer #platformers #YEAH91,000VIEWS!!! | @Stage\n\nwhen I receive [before start v]\nset volume to (25) %\nforever\n play sound [ROY - Lost In Sound\(Magic Release\) v] until done\nend\n\n@Slides\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n if <<<key (space v) pressed?> or <<mouse down?> or <key (right arrow v) pressed?>>> and <not <(costume [number v]) = [25]>>> then\n start sound [Click-SoundBible v]\n go to x: (0) y: (0)\n repeat (3)\n change x by (((-500) - (x position)) / (2))\n end\n next costume\n go to x: (300) y: (0)\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n go to x: (0) y: (0)\n end\n if <<key (left arrow v) pressed?> and <not <(costume [number v]) = [1]>>> then\n start sound [Click-SoundBible2 v]\n go to x: (0) y: (0)\n repeat (3)\n change x by (((500) - (x position)) / (2))\n end\n switch costume to ((costume [number v]) - (1))\n go to x: (-300) y: (0)\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n go to x: (0) y: (0)\n end\nend\n\n@Platform guy\n\nwhen flag clicked\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\n@Levels\n\n@Intro\n\nwhen I start as a clone\nif <(introCloneID) = [2]> then\n go to x: (0) y: (10)\n switch costume to (name v)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstop all sounds\nstart sound [Skip v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (icon v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nset size to (30) %\nshow\nstart sound [IntroMusic v]\nset [introvel v] to [30]\nrepeat (15)\n change x by (introVel)\n turn right (introVel) degrees\n change [ghost v] effect by ((introVel) * (-0.5))\n change size by ((introVel) / (6))\n change [introvel v] by (-2)\nend\nset [introcloneid v] to [1]\ncreate clone of (_myself_ v)\nset [introcloneid v] to [2]\ncreate clone of (_myself_ v)\nset [introbounce v] to [0]\nrepeat (15)\n set [introbounce v] to (((introBounce) * (0.7)) + ((80) - (size)))\n change size by (introBounce)\nend\nset size to (80) %\nwait (0.2) seconds\nset [introsine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((introSine) * (8)) ) * (10)))\nend\nset [introsizevel v] to [18]\nrepeat (9)\n change [introsizevel v] by (-2)\n change size by (introSizeVel)\n turn left ((introSizeVel) * (4)) degrees\nend\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((introSine) * (8)) ) * (20))\n turn right (([tan v] of ((introSine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((introSine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat (9)\n change [introsizevel v] by (-2)\n change size by ((introSizeVel) * (0.8))\n turn left ((introSizeVel) * (4)) degrees\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (0.5) seconds\nset [introcloneid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (0.9) seconds\nbroadcast (before start v)\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(introCloneID) = [3]> then\n set [introclonesizevel v] to [30]\n go to x: (0) y: (0)\n set size to (30) %\n go to [front v] layer\n show\n repeat (30)\n switch costume to (sizebypass v)\n change size by (introCloneSizeVel)\n switch costume to (disappeareffect v)\n change [introclonesizevel v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(introCloneID) = [1]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-1 v)\n repeat (9)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [introsine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n delete this clone\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | manner\narrow keys\ntap operation\nEnemies will not fall even if you step on them\n\nやり方\n矢印キー\nタップ操作\n敵は踏んでも倒れません\n\n参考\nhttps://pieceofnostalgia-bd472.firebaseapp.com/smbmap/map11.html |
Courage - The Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Song that needs words, and a title v] until done\nend\n\nwhen [5 v] key pressed\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Bit Quest.mp3 v] until done\nend\n\n@Cyborg\n\ndefine LEFT S.A.M.\nswitch costume to (left v)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> and <touching (ground v)?>> then\n start sound [Wall v]\n set [y-vel v] to [8]\n set [x-vel v] to [5]\nelse\n if <touching (ground v)?> then\n set [x-vel v] to [0]\n repeat until <not <touching (ground v)?>>\n change x by (1)\n end\n change x by (-1)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x-vel v] by (-1)\n end\n end\nend\n\ndefine UP S.A.M.\nswitch costume to (top v)\nif <touching (ground v)?> then\n set [y-vel v] to [0]\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n end\nend\n\ndefine MOVE\nchange x by (X-vel)\nchange y by (Y-vel)\nset [x-vel v] to ((X-vel) * (0.8))\nchange [y-vel v] by (-1)\n\ndefine DOWN S.A.M.\nswitch costume to (down v)\nif <touching (ground v)?> then\n set [y-vel v] to [0]\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n start sound [Jump v]\n set [y-vel v] to [10]\n end\nend\n\ndefine LOOKS\nif <(round ((Change) / (4))) = ((Change) / (4))> then\n if <([abs v] of (X-vel) ) > [1]> then\n if <(Costume) = [2]> then\n set [costume v] to [3]\n else\n set [costume v] to [2]\n end\n else\n set [costume v] to [1]\n end\nend\nchange [change v] by (1)\nswitch costume to (Costume)\n\nwhen I receive [restart v]\nif <(isclone) = [0]> then\n switch costume to (ninja v)\n hide\n wait (0.05) seconds\n show\n set size to (100) %\n go to x: (item (level) of [x v]) y: (item (level) of [y v])\n set [isclone v] to [0]\n set [y-vel v] to [0]\n set [x-vel v] to [0]\n set [costume v] to [2]\n set [y-vel v] to [0]\n set [x-vel v] to [0]\n set [costume v] to [0]\n forever\n set rotation style [don't rotate v]\n go to [front v] layer\n go [backward v] (1) layers\n MOVE\n DOWN S.A.M.\n UP S.A.M.\n DOWN S.A.M.\n LEFT S.A.M.\n RIGHT S.A.M.\n LOOKS\n FINISH\n LAVA\n change x by (-1)\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n end\nend\n\ndefine FINISH\nif <touching (finish v)?> then\n broadcast (Next Level v)\n broadcast (Restart v)\n broadcast (Restart 2 v)\nend\n\nwhen I receive [next level v]\nstart sound [Finish v]\n\nwhen flag clicked\nwait (0.02) seconds\nset volume to (100) %\nbroadcast (Restart v)\n\ndefine RIGHT S.A.M.\nchange x by (1)\nswitch costume to (right v)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> and <touching (ground v)?>> then\n start sound [Wall v]\n set [y-vel v] to [8]\n set [x-vel v] to [-5]\nelse\n if <touching (ground v)?> then\n set [x-vel v] to [0]\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x-vel v] by (1)\n end\n end\nend\n\ndefine LAVA\nif <touching (lava v)?> then\n stop [other scripts in sprite v]\n broadcast (Restart v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nstart sound [Death v]\nswitch costume to (ninja v)\nset [isclone v] to [1]\nset [x-vel v] to [0]\nset [y-vel v] to [6]\nrepeat (12)\n turn right ((180) / (12)) degrees\n change [y-vel v] by (-1)\n change y by (Y-vel)\nend\nrepeat until <[-179] > (y position)>\n change [y-vel v] by (-1)\n change y by (Y-vel)\nend\ndelete this clone\n\n@Ground\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <(level) > [10]> then\n set [level v] to [1]\nend\n\nwhen flag clicked\nset [level v] to [1]\nStart\nforever\n switch costume to (level)\n show\n go to x: (0) y: (0)\n if <(level) = [9]> then\n go [backward v] (100) layers\n else\n go to [front v] layer\n go [backward v] (3) layers\n end\nend\n\ndefine Start\nshow\nerase all\ndelete (all) of [y v]\ndelete (all) of [x v]\nadd [0] to [y v]\nadd [-200] to [x v]\nadd [-35] to [y v]\nadd [-220] to [x v]\nadd [-55] to [y v]\nadd [-200] to [x v]\nadd [0] to [y v]\nadd [-200] to [x v]\nadd [-10] to [y v]\nadd [-200] to [x v]\nadd [-50] to [y v]\nadd [-220] to [x v]\nadd [5] to [y v]\nadd [-225] to [x v]\nadd [-50] to [y v]\nadd [-232] to [x v]\nadd [-50] to [y v]\nadd [-232] to [x v]\nadd [0] to [y v]\nadd [-228] to [x v]\nadd [-100] to [y v]\nadd [-228] to [x v]\n\nset [user v] to [0]\n\n@Cloud\n\nwhen flag clicked\ndelete (all) of [everywhere v]\nadd [3] to [everywhere v]\nadd [6] to [everywhere v]\nadd [8] to [everywhere v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2.1)) seconds\nend\n\nwhen I start as a clone\nif <[everywhere v] contains (level)?> then\n go to x: (-300) y: (pick random (-50) to (100))\nelse\n go to x: (-300) y: (pick random (75) to (180))\nend\nset [ghost v] effect to (pick random (50) to (90))\nset size to (pick random (100) to (200)) %\nshow\nset [speed v] to ((3) - ((size) / (100)))\nrepeat until <(Dist) > [500]>\n change x by (Speed)\n change [dist v] by (Speed)\n if <<not <[everywhere v] contains (level)?>> and <(y position) < [45]>> then\n delete this clone\n end\nend\ndelete this clone\n\n@Lava\n\nwhen flag clicked\nforever\n show\n switch costume to (level)\n go to x: (0) y: (0)\nend\n\nset [level v] to [8]\n\n@Finish\n\nwhen flag clicked\nPortal\nswitch costume to (portal v)\nset size to (100) %\nshow\nforever\n change [twirl v] by (3)\n change size by ([sin v] of (Twirl) )\n turn left ([sin v] of (Twirl) ) degrees\n go to x: (item (level) of [x-potal v]) y: (item (level) of [y-portal v])\nend\n\ndefine Portal\ndelete (all) of [y-portal v]\ndelete (all) of [x-potal v]\nadd [210] to [x-potal v]\nadd [-32] to [y-portal v]\nadd [210] to [x-potal v]\nadd [-32] to [y-portal v]\nadd [-45] to [y-portal v]\nadd [215] to [x-potal v]\nadd [196] to [x-potal v]\nadd [-65] to [y-portal v]\nadd [-48] to [y-portal v]\nadd [188] to [x-potal v]\nadd [180] to [x-potal v]\nadd [-40] to [y-portal v]\nadd [-20] to [y-portal v]\nadd [220] to [x-potal v]\nadd [10] to [y-portal v]\nadd [222] to [x-potal v]\nadd [-50] to [y-portal v]\nadd [0] to [x-potal v]\nadd [-125] to [y-portal v]\nadd [196] to [x-potal v]\n\nwhen flag clicked\nset [easports v] to [0]\nforever\n if <key (6 v) pressed?> then\n if <(EASports) = [0]> then\n set [easports v] to [1]\n else\n set [easports v] to [0]\n end\n wait until <not <key (6 v) pressed?>>\n end\n if <(EASports) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (65) %\nswitch costume to (particle v)\npoint in direction (pick random (-180) to (180))\nrepeat (20)\n move (1) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Part1\n\n@Part2\n\n@Part3\n\n@Part4\n\n@Part5\n\n@Part6\n\n@Part7\n\n@Part8\n\n@Cover\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Untouchable\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n switch costume to (level)\n go to [front v] layer\n go [backward v] (2) layers\nend\n\n | This is my oldest project, and not best. So it's not my new design style. Check out: https://scratch.mit.edu/projects/177412476/ |
Penguin Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1-1 v)\nset [värld v] to [1]\nset [boss v] to [1]\n\nwhen I receive [nästa bana v]\nswitch backdrop to (join (Värld) (join [-] (Bana)))\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@Title Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (vanlig v)\nshow\nset volume to (100) %\nstart sound [Rachmaninoff plays Prelude in G Minor Op v]\nbroadcast (Allt blir klickbart v)\n\nwhen I receive [intro-story v]\nhide\n\nwhen I receive [starta spelet v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\n\nwhen I receive [tillbaka till start v]\nbroadcast (Allt blir klickbart v)\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (58)\npoint in direction (90)\nswitch costume to (klädsel4 v)\nshow\nforever\n next costume\nend\n\nwhen I receive [intro-story v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [instruktioner v]\nTillfälligt bort\n\ndefine Tillfälligt bort\n\nwhen I receive [inställningar v]\nTillfälligt bort\n\nwhen flag clicked\nforever\n set [rotera v] to [0]\n repeat until <(Rotera) > [10000]>\n change [rotera v] by (5)\n point in direction ((([sin v] of (Rotera) ) * (2)) + (90))\n end\nend\n\n@Instructions-button\n\nwhen flag clicked\ngo to x: (-65) y: (-65)\nswitch costume to (klädsel1 v)\nshow\n\nwhen I receive [allt blir klickbart v]\ngo to x: (-65) y: (-65)\nset [höjd v] to [0]\nset [kan klicka? v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set [rör vid mus v] to [1]\n repeat until <(Höjd) = [2]>\n change [höjd v] by (1)\n change y by (2)\n end\n else\n set [rör vid mus v] to [0]\n repeat until <(Höjd) = [0]>\n change [höjd v] by (-1)\n change y by (-2)\n end\n end\nend\n\nwhen I receive [instruktioner v]\nset [kan klicka? v] to [0]\n\nwhen I receive [inställningar v]\nset [kan klicka? v] to [0]\n\nwhen I receive [starta spelet v]\nrepeat (3)\n next costume\nend\nhide\n\nwhen I receive [allt blir klickbart v]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(Kan klicka?) = [1]> and <(Rör vid mus) = [1]>>> then\n set [kan klicka? v] to [0]\n start sound [Tryck v]\n stop [other scripts in sprite v]\n broadcast (Instruktioner v)\n repeat (8)\n change y by (-0.5)\n end\n end\nend\n\n@Play-button\n\nwhen flag clicked\ngo to x: (0) y: (-60)\nswitch costume to (klädsel2 v)\nshow\n\nwhen I receive [inställningar v]\nset [kan klicka? v] to [0]\n\nwhen I receive [allt blir klickbart v]\nset [höjd v] to [0]\nset [kan klicka? v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set [rör vid mus v] to [1]\n repeat until <(Höjd) = [2]>\n change [höjd v] by (1)\n change y by (2)\n end\n else\n set [rör vid mus v] to [0]\n repeat until <(Höjd) = [0]>\n change [höjd v] by (-1)\n change y by (-2)\n end\n end\nend\n\nwhen I receive [instruktioner v]\nset [kan klicka? v] to [0]\n\nwhen I receive [starta spelet v]\nrepeat (3)\n next costume\nend\nhide\n\nwhen I receive [allt blir klickbart v]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(Rör vid mus) = [1]> and <(Kan klicka?) = [1]>>> then\n set [kan klicka? v] to [0]\n start sound [Tryck v]\n stop [other scripts in sprite v]\n broadcast (Starta spelet v)\n repeat (8)\n change y by (-0.5)\n end\n end\nend\n\n@Highscore-button\n\nwhen flag clicked\ngo to x: (65) y: (-65)\nswitch costume to (highscore v)\nshow\n\nwhen I receive [allt blir klickbart v]\ngo to x: (65) y: (-65)\nset [höjd v] to [0]\nset [kan klicka? v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set [rör vid mus v] to [1]\n repeat until <(Höjd) = [2]>\n change [höjd v] by (1)\n change y by (2)\n end\n else\n set [rör vid mus v] to [0]\n repeat until <(Höjd) = [0]>\n change [höjd v] by (-1)\n change y by (-2)\n end\n end\nend\n\nwhen I receive [inställningar v]\nset [kan klicka? v] to [0]\nshow variable [☁ highest score v]\n\nshow variable [☁ fastest time v]\nshow variable [☁ wins v]\nshow variable [☁ deaths v]\n\nwhen flag clicked\nhide variable [☁ highest score v]\n\nhide variable [☁ fastest time v]\nhide variable [☁ wins v]\nhide variable [☁ deaths v]\n\nwhen I receive [allt blir klickbart v]\nhide variable [☁ highest score v]\n\nhide variable [☁ fastest time v]\nhide variable [☁ wins v]\nhide variable [☁ deaths v]\n\nwhen I receive [spelet avklarat v]\nstop [other scripts in sprite v]\nset [#time v] to (Tid)\nif <(#time) > [2400]> then\n set [#time v] to [2400]\nend\nset [#score v] to ((((2400) - (#time)) + ((Ringar #?) * (200))) + ((Liv) * (50)))\nset [#score 2 v] to (#score)\nwait (0.1) seconds\nif <(#score) > (☁ Highest score)> then\n set [☁ highest score v] to (#score)\nend\nwait (0.1) seconds\nif <(#time) < (☁ Fastest time)> then\n set [☁ fastest time v] to (join (#time) [s])\nend\n\nwhen flag clicked\nset [#score v] to [0]\nset [#score 2 v] to [0]\nset [#time v] to [0]\n\nwhen I receive [nu börjar allt v]\nset [tid v] to [0]\nforever\n wait (1) seconds\n change [tid v] by (1)\nend\n\nwhen I receive [börja om på nytt v]\nset [#score v] to [0]\nset [#time v] to [0]\nset [tid v] to [0]\nforever\n wait (1) seconds\n change [tid v] by (1)\nend\n\nwhen I receive [instruktioner v]\nset [kan klicka? v] to [0]\n\nwhen I receive [starta spelet v]\nrepeat (3)\n next costume\nend\nhide\n\nwhen I receive [allt blir klickbart v]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(Kan klicka?) = [1]> and <(Rör vid mus) = [1]>>> then\n set [kan klicka? v] to [0]\n start sound [Tryck v]\n stop [other scripts in sprite v]\n broadcast (Inställningar v)\n repeat (8)\n change y by (-0.5)\n end\n end\nend\n\n@Info-sida\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [instruktioner v]\nswitch costume to (instruktioner v)\nFram\n\nwhen I receive [tillbaka till start v]\nhide\n\ndefine Fram\ngo to x: (0) y: (-18)\nshow\nset [fart v] to [4]\nrepeat (8)\n change y by (Fart)\n change [fart v] by (-0.5)\nend\n\nwhen I receive [inställningar v]\nswitch costume to (leaderboard3 v)\nFram\n\n@Tillbakaknapp\n\nwhen flag clicked\nhide\n\nwhen I receive [instruktioner v]\nFram\n\ndefine Fram\ngo to x: (196) y: (120)\nshow\nset [fart v] to [4]\nrepeat (8)\n change y by (Fart)\n change [fart v] by (-0.5)\nend\nset [höjd v] to [0]\nset [kan klicka? v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set [rör vid mus v] to [1]\n set [kan klicka? v] to [1]\n repeat until <(Höjd) = [2]>\n change [höjd v] by (1)\n change y by (2)\n end\n else\n set [rör vid mus v] to [0]\n set [kan klicka? v] to [0]\n repeat until <(Höjd) = [0]>\n change [höjd v] by (-1)\n change y by (-2)\n end\n end\nend\n\nwhen I receive [inställningar v]\nFram\n\ndefine Tryckbar\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Kan klicka?) = [1]> then\n set [kan klicka? v] to [0]\n start sound [Tryck2 v]\n stop [other scripts in sprite v]\n broadcast (Tillbaka till start v)\n hide\n end\n end\nend\n\nwhen I receive [inställningar v]\nTryckbar\n\nwhen I receive [instruktioner v]\nTryckbar\n\n@Vit skärm\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [nivå avklarad v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nbroadcast (Nästa värld v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [spelet avklarat v]\nset [ghost v] effect to (100)\nshow\nrepeat (200)\n change [ghost v] effect by (-0.5)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [starta spelet v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nbroadcast (Story-läge v)\nbroadcast (Intro-story v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [game over! v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [börja om på nytt v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\n@Story-sekvens\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\ndefine Fram\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Bort\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [story-läge v]\nFram\n\nwhen I receive [stoy-läge avslutat v]\nBort\n\nwhen I receive [börja om på nytt v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [börja om på nytt v]\nBort\n\n@Infopanel\n\nwhen flag clicked\ngo to x: (141) y: (156)\nshow\n\ndefine Fram\ngo to x: (141) y: (180)\nshow\nrepeat (8)\n change y by (-3)\nend\ngo to x: (141) y: (156)\n\ndefine Bort\ngo to x: (141) y: (156)\nshow\nrepeat (8)\n change y by (3)\nend\nhide\n\nwhen I receive [story-läge v]\nBort\n\nwhen I receive [stoy-läge avslutat v]\nFram\n\nwhen I receive [continue-button v]\nFram\n\n@Livräkning\n\nwhen I receive [visa hjärtan v]\nswitch costume to (join (Liv) [])\n\nwhen I receive [ändra statistik- hjärtan' v]\nswitch costume to (join (Liv) [])\n\nwhen I receive [börja om på nytt v]\nswitch costume to (5 v)\nshow\n\ndefine Fram\nshow\nrepeat (8)\n change y by (-3)\nend\ngo to x: (164) y: (155)\n\nwhen flag clicked\nset y to (([y position v] of [infopanel v]) - (1))\nset x to (([x position v] of [infopanel v]) + (23))\ngo to x: (164) y: (155)\nswitch costume to (5 v)\nshow\n\ndefine Bort\nshow\nrepeat (8)\n change y by (3)\nend\nhide\n\nwhen I receive [continue-button v]\nFram\n\nwhen I receive [stoy-läge avslutat v]\nFram\n\nwhen I receive [story-läge v]\nBort\n\n@Värld\n\nwhen I receive [nästa bana v]\nswitch costume to (join (Värld) (join [-] (Bana)))\n\nwhen I receive [nästa värld v]\nswitch costume to (join (Värld) (join [-] (Bana)))\n\ndefine Fram\nshow\nrepeat (8)\n change y by (-3)\nend\ngo to x: (94) y: (155)\n\ndefine Bort\nshow\nrepeat (8)\n change y by (3)\nend\nhide\n\nwhen flag clicked\nset y to (([y position v] of [infopanel v]) - (1))\nset x to (([x position v] of [infopanel v]) - (47))\ngo to x: (94) y: (155)\nswitch costume to (1-1 v)\nshow\n\nwhen I receive [stoy-läge avslutat v]\nFram\n\nwhen I receive [story-läge v]\nBort\n\nwhen I receive [continue-button v]\nFram\n\n@Ringräkning\n\nwhen I receive [ringstatistik v]\nswitch costume to (join (Ringar #?) [])\n\nwhen I receive [börja om på nytt v]\nswitch costume to (0 v)\n\nwhen flag clicked\nset y to (([y position v] of [infopanel v]) - (1))\nset x to (([x position v] of [infopanel v]) + (75))\ngo to x: (216) y: (155)\nswitch costume to (0 v)\nshow\n\ndefine Bort\nshow\nrepeat (8)\n change y by (3)\nend\nhide\n\ndefine Fram\nshow\nrepeat (8)\n change y by (-3)\nend\ngo to x: (216) y: (155)\n\nwhen I receive [continue-button v]\nFram\n\nwhen I receive [stoy-läge avslutat v]\nFram\n\nwhen I receive [story-läge v]\nBort\n\n@Infobubbla\n\nwhen I receive [nästa bana v]\nset [specialbana v] to [0]\nhide\nif <(Värld) = [1]> then\n if <<<(Bana) = [2]> or <(Bana) = [3]>> or <<(Bana) = [4]> or <(Bana) = [6]>>> then\n Meddelande\n end\nend\nif <(Värld) = [2]> then\n if <<<(Bana) = [2]> or <(Bana) = [3]>> or <<(Bana) = [4]> or <(Bana) = [6]>>> then\n Meddelande\n end\nend\nif <(Värld) = [3]> then\n if <(Bana) = [2]> then\n Meddelande\n end\n if <(Bana) = [3]> then\n set [specialbana v] to [1]\n wait (2) seconds\n Meddelande\n end\n if <(Bana) = [4]> then\n set [specialbana v] to [1]\n wait (1) seconds\n Meddelande\n end\n if <(Bana) = [6]> then\n set [specialbana v] to [1]\n wait (1) seconds\n Meddelande\n end\nend\nif <(Värld) = [4]> then\n if <<<(Bana) = [2]> or <(Bana) = []>> or <<(Bana) = [6]> or <(Bana) = []>>> then\n Meddelande\n end\n if <(Bana) = [3]> then\n wait (5) seconds\n Meddelande\n end\n if <(Bana) = [4]> then\n set [specialbana v] to [1]\n wait (1) seconds\n Meddelande\n end\nend\n\nwhen I receive [nästa bana v]\nif <(Värld) = [1]> then\n if <(Bana) = [2]> then\n set [koordinat v] to [-85]\n end\n if <(Bana) = [3]> then\n set [koordinat v] to [-120]\n end\n if <(Bana) = [4]> then\n set [koordinat v] to [-90]\n end\n if <(Bana) = [6]> then\n set [koordinat v] to [-180]\n end\n if <(Bana) = [8]> then\n set [koordinat v] to [-160]\n end\nend\nif <(Värld) = [2]> then\n if <(Bana) = [2]> then\n set [koordinat v] to [-85]\n end\n if <(Bana) = [3]> then\n set [koordinat v] to [-140]\n end\n if <(Bana) = [4]> then\n set [koordinat v] to [-130]\n end\n if <(Bana) = [6]> then\n set [koordinat v] to [-190]\n end\nend\nif <(Värld) = [3]> then\n if <(Bana) = [2]> then\n set [koordinat v] to [-100]\n end\n if <(Bana) = [3]> then\n set [koordinat v] to [-50]\n end\n if <(Bana) = [4]> then\n set [koordinat v] to [-180]\n end\n if <(Bana) = [6]> then\n set [koordinat v] to [-60]\n end\nend\nif <(Värld) = [4]> then\n if <(Bana) = [2]> then\n set [koordinat v] to [-210]\n end\n if <(Bana) = [4]> then\n set [koordinat v] to [-170]\n end\n if <(Bana) = [6]> then\n set [koordinat v] to [-130]\n end\nend\n\nwhen flag clicked\ngo to x: (-231) y: (190)\nswitch costume to (ex v)\nhide\nset [koordinat v] to [0]\nset [specialbana v] to [0]\n\nwhen I receive [skada v]\nif <<<(Bossliv) = [5]> and <<<(Värld) = [1]> or <(Värld) = [2]>> and <(Bana) = [10]>>> or <<(Bossliv) = [3]> and <<(Värld) = [3]> and <(Bana) = [10]>>>> then\n if <(DÖD?) = [0]> then\n if <(Meddeland framme) = [0]> then\n set [meddeland framme v] to [1]\n go to x: (-231) y: (190)\n switch costume to (join (Värld) [-Boss])\n start sound [Fram v]\n set [y-fart v] to [-8]\n show\n repeat (10)\n change y by (Y-fart)\n change [y-fart v] by (0.8)\n end\n end\n end\n if <(Meddeland framme) = [1]> then\n wait until <<key (space v) pressed?> or <(Story-läge) = [1]>>\n if <(Story-läge) = [0]> then\n start sound [Bort v]\n end\n repeat (11)\n change y by (Y-fart)\n change [y-fart v] by (0.8)\n end\n hide\n set [meddeland framme v] to [2]\n end\nend\n\ndefine Meddelande\ngo to x: (-231) y: (190)\nswitch costume to (join (join (Värld) [-]) (Bana))\nif <(Specialbana) = [0]> then\n wait until <([x position v] of [spelare v]) > (Koordinat)>\nend\nstart sound [Fram v]\nset [y-fart v] to [-8]\nshow\nrepeat (10)\n change y by (Y-fart)\n change [y-fart v] by (0.8)\nend\nwait until <<<key (space v) pressed?> or <([x position v] of [spelare v]) > [180]>> or <(Story-läge) = [1]>>\nif <(Story-läge) = [0]> then\n start sound [Bort v]\nend\nrepeat (11)\n change y by (Y-fart)\n change [y-fart v] by (0.8)\nend\nhide\n\nwhen flag clicked\nset [meddeland framme v] to [0]\n\nwhen I receive [boss 3: start v]\nset [meddeland framme v] to [0]\n\nwhen I receive [boss 1: start v]\nset [meddeland framme v] to [0]\n\n@Bana\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [värld v] to [1]\nset [bana v] to [1]\nswitch costume to (1-1 v)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [nästa bana v]\nswitch costume to (join (Värld) (join [-] (Bana)))\n\nwhen I receive [jordbävning v]\nrepeat (3)\n change y by (2)\n wait (0.05) seconds\n change y by (-2)\n wait (0.05) seconds\nend\ngo to x: (0) y: (0)\n\nwhen I receive [musik: ny värld v]\nset volume to (100) %\nif <(Värld) = [2]> then\n play sound [Värld 2: Debussy_ Préludes _ Book 1, L v] until done\nend\nif <(Värld) = [3]> then\n play sound [Värld 3: The Ragtime Dance v] until done\nend\nif <(Värld) = [4]> then\n play sound [Värld 4: Erik Satie - Gnossienne No v] until done\nend\nstop [this script v]\n\nwhen I receive [boss 1: intro v]\nKlamp pratar\n\nwhen I receive [boss 2: intro v]\nKlamp pratar\n\ndefine Klamp pratar\nrepeat (5)\n change volume by (-20)\nend\nstop all sounds\nstart sound [Sports et divertissements_ La pieuvre v]\nrepeat (5)\n change volume by (20)\nend\n\nwhen I receive [boss 3: intro v]\nKlamp pratar\n\nwhen I receive [boss 3: start v]\nBoss start\n\ndefine Boss start\nrepeat (5)\n change volume by (-20)\nend\nstop all sounds\nset volume to (0) %\nif <(Boss) = [1]> then\n start sound [Boss 1: Out of Doors, Suite for Piano, Sz v]\nend\nif <(Boss) = [2]> then\n wait until <(Story-läge) = [0]>\n start sound [Boss 2: Chopin_ 12 Études, Op v]\nend\nif <(Boss) = [3]> then\n wait (6) seconds\n start sound [Boss 3: Prokofiev - Dance of the Knights \(From Romeo and Juliet\) v]\nend\nif <(Boss) = [4]> then\n start sound [Boss 4: Chopin - Revolutionary Etude \(Op v]\nend\nrepeat (5)\n change volume by (20)\nend\n\nwhen I receive [boss 1: start v]\nBoss start\n\nwhen I receive [boss 2: start v]\nBoss start\n\nwhen I receive [boss 1: död v]\nBoss död\n\ndefine Boss död\nrepeat (5)\n change volume by (-20)\nend\nstop all sounds\n\nwhen I receive [boss 2: död v]\nBoss död\n\nwhen I receive [boss 4: start v]\nBoss start\n\nwhen I receive [boss 3: död v]\nBoss död\n\nwhen I receive [boss 4: död v]\nBoss död\n\nwhen I receive [bb: tack björne! v]\nrepeat (5)\n change volume by (20)\nend\nstart sound [Bunny Blue rescued: y2mate v]\n\nwhen I receive [boss 4: mötet v]\nBoss död\n\nwhen I receive [nu börjar allt v]\nset volume to (100) %\nstart sound [Värld 1: Erik Satie _1904_ Le Piccadilly v]\n\nwhen I receive [intro-story v]\nwait (3) seconds\nset volume to (100) %\nstart sound [Introstory v]\n\nwhen I receive [storymusiken avtar v]\nwait (1) seconds\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\n\nwhen I receive [börja om på nytt v]\nrepeat (5)\n change volume by (-20)\nend\nstop all sounds\nset volume to (0) %\nif <(Värld) = [1]> then\n start sound [Värld 1: Erik Satie _1904_ Le Piccadilly v]\nend\nif <(Värld) = [2]> then\n start sound [Värld 2: Debussy_ Préludes _ Book 1, L v]\nend\nif <(Värld) = [3]> then\n start sound [Värld 3: The Ragtime Dance v]\nend\nif <(Värld) = [4]> then\n start sound [Boss 4: Chopin - Revolutionary Etude \(Op v]\nend\nrepeat (5)\n change volume by (20)\nend\n\nwhen I receive [game over! v]\nset volume to (100) %\nrepeat (5)\n change volume by (-20)\nend\nstop all sounds\nset volume to (0) %\nwait (0.5) seconds\nset volume to (100) %\nstart sound [Game over v]\n\n@Banlinje\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\ngo to x: (0) y: (50)\n\nwhen I receive [tappa ringen v]\nswitch costume to (join (Värld) (join [-] (Bana)))\nshow\n\nwhen I receive [ta ringen igen v]\nhide\n\nwhen I receive [nästa bana v]\nhide\nif <(Värld) = [4]> then\n if <(Bana) = [10]> then\n switch costume to (4-10 v)\n show\n end\nend\n\n@Bakgrund\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1-1 v)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [nästa bana v]\nswitch costume to (join (Värld) (join [-] (Bana)))\n\nwhen I receive [jordbävning v]\nrepeat (3)\n change y by (2)\n wait (0.05) seconds\n change y by (-2)\n wait (0.05) seconds\nend\ngo to x: (0) y: (0)\n\n@Luftballong\n\nwhen flag clicked\ngo to [back v] layer\nhide\nset [y-koordinat v] to [-50]\n\nwhen I receive [nästa bana v]\nhide\nif <(Bana) = [10]> then\n if <(Värld) = [1]> then\n switch costume to (värld 1 v)\n go to x: (139) y: (86)\n show\n end\n if <(Värld) = [2]> then\n switch costume to (värld 2 v)\n go to x: (-62) y: (74)\n show\n end\n if <(Värld) = [3]> then\n switch costume to (värld 3 v)\n go to x: (-182) y: (90)\n show\n end\n if <(Värld) = [4]> then\n switch costume to (värld 4 v)\n go to x: (-42) y: (80)\n show\n end\n set [ballongfart v] to [0]\n forever\n repeat until <(Ballongfart) > [0.5]>\n change y by (Ballongfart)\n change [ballongfart v] by (0.02)\n end\n repeat until <(Ballongfart) < [-0.5]>\n change y by (Ballongfart)\n change [ballongfart v] by (-0.02)\n end\n end\nend\n\nwhen I receive [boss 1: död v]\nstop [other scripts in sprite v]\nset [ballong: i luften v] to [1]\nset [ballongfart v] to [0]\nrepeat (15)\n change y by (Ballongfart)\n change [ballongfart v] by (-0.1)\nend\nrepeat until <(y position) < [-40]>\n change y by (Ballongfart)\nend\nset [ballong: i luften v] to [0]\n\nwhen I receive [boss 2: död v]\nstop [other scripts in sprite v]\nset [ballongfart v] to [0]\nrepeat (15)\n change y by (Ballongfart)\n change [ballongfart v] by (-0.1)\nend\nrepeat until <(y position) < [-34]>\n change y by (Ballongfart)\nend\nset [ballong: i luften v] to [0]\n\nwhen I receive [nästa bana v]\nif <(Värld) = [2]> then\n if <(Bana) = [1]> then\n set [y-koordinat v] to [-50]\n switch costume to (värld 2 v)\n go to x: (-98) y: (89)\n wait (1) seconds\n show\n Landning\n end\nend\nif <(Värld) = [3]> then\n if <(Bana) = [1]> then\n set [y-koordinat v] to [-59]\n switch costume to (värld 3 v)\n go to x: (-98) y: (89)\n wait (1) seconds\n show\n Landning\n end\nend\nif <(Värld) = [4]> then\n if <(Bana) = [1]> then\n set [y-koordinat v] to [-80]\n switch costume to (värld 4 v)\n go to x: (12) y: (69)\n wait (1) seconds\n show\n Landning\n end\nend\n\ndefine Landning\nset [ballongfart v] to [0]\nrepeat (15)\n change y by (Ballongfart)\n change [ballongfart v] by (-0.1)\nend\nrepeat until <(y position) < (Y-koordinat)>\n change y by (Ballongfart)\nend\nset [ballong: i luften v] to [0]\n\nwhen I receive [boss 3: död v]\nstop [other scripts in sprite v]\nset [ballongfart v] to [0]\nrepeat (15)\n change y by (Ballongfart)\n change [ballongfart v] by (-0.1)\nend\nrepeat until <(y position) < [-65]>\n change y by (Ballongfart)\nend\nset [ballong: i luften v] to [0]\n\nwhen I receive [boss 4: död v]\nstop [other scripts in sprite v]\nset [ballongfart v] to [0]\nrepeat (15)\n change y by (Ballongfart)\n change [ballongfart v] by (-0.1)\nend\nrepeat until <(y position) < [-65]>\n change y by (Ballongfart)\nend\nset [ballong: i luften v] to [0]\n\n@Dörr\n\nwhen I receive [intro-story v]\ngo to x: (-144) y: (-6)\nswitch costume to (stängd v)\nshow\nwait (2.5) seconds\nstart sound [431117__inspectorj__door-front-opening-a v]\nwait (0.5) seconds\nrepeat (8)\n next costume\nend\nhide\n\nwhen flag clicked\ngo to x: (-144) y: (-6)\nswitch costume to (stängd v)\nshow\n\nwhen I receive [nästa bana v]\nhide\n\nwhen I receive [börja om på nytt v]\nif <(Värld) = [1]> then\n go to x: (-144) y: (-6)\n switch costume to (stängd v)\n show\nend\n\n@Spelare\n\nwhen flag clicked\nset [gravitation v] to [-1.2]\nset [hopp-kraft v] to [10]\nset [acceleration v] to [2]\nset [resistans v] to [0.7]\nset [hopp-tid v] to [6]\nset [skadeläge v] to [0]\nset [story-läge v] to [1]\nset [frusen v] to [1]\nset [död? v] to [0]\nset [ghost v] effect to (0)\nshow\nset rotation style [don't rotate v]\nÅterställa och starta bana\n\ndefine Rörelse i steg (steg)\nchange [faller v] by (1)\nrepeat (steg)\n set [senaste värdet v] to (x position)\n change x by ((Hastighet X) / (steg))\n Check: Nudda bana\n if <(Nudda) > [0]> then\n Krock X - Backe eller vägg\n end\n set [senaste värdet v] to (y position)\n change y by ((Hastighet Y) / (steg))\n Check: Nudda bana\n if <(Nudda) > [0]> then\n Krock Y - Tak eller golv\n end\nend\n\ndefine Check: Nudda bana\nif <<touching (bana v)?> or <touching (plattform v)?>> then\n set [nudda v] to [1]\nelse\n set [nudda v] to [0]\nend\n\nwhen I receive [tick - spelare v]\nFlyttad av plattform\nKontroller - Upp & ner\nKontroller: Vänster & höger\nRörelse i steg (([abs v] of (Hastighet X) ) + ([abs v] of (Hastighet Y) ))\nVälj klädsel\n\ndefine Kontroller - Upp & ner\nif <(Story-läge) = [0]> then\n if <key (up arrow v) pressed?> then\n if <<<(Faller) < [3]> and <(Hoppar?) = [0]>> or <<<touching (vatten v)?> and <([y position v] of [vatten v]) > ((y position) - (20))>> and <(Hoppar?) = [0]>>> then\n start sound [jump v]\n set [hoppar? v] to [1]\n set [faller v] to [3]\n end\n if <<(Hoppar?) > [0]> and <(Hoppar?) < (Hopp-tid)>> then\n change [hoppar? v] by (1)\n set [hastighet y v] to (Hopp-kraft)\n end\n else\n set [hoppar? v] to [0]\n end\nend\nchange [hastighet y v] by (Gravitation)\n\ndefine Kontroller: Vänster & höger\nif <(Story-läge) = [0]> then\n set [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nelse\n set [key x v] to [0]\nend\nif <(Key X) = [0]> then\n if <([abs v] of (Hastighet X) ) < [1]> then\n set [bildruta v] to [0]\n set [hastighet x v] to [0]\n else\n change [bildruta v] by (0.5)\n end\nelse\n if <(Story-läge) = [0]> then\n change [hastighet x v] by ((Key X) * (Acceleration))\n point in direction ((Key X) * (90))\n change [bildruta v] by (0.5)\n end\nend\nset [hastighet x v] to ((Hastighet X) * (Resistans))\n\ndefine Återställa och starta bana\nset [hastighet y v] to [0]\nset [hastighet x v] to [0]\nset [faller v] to [99]\ngo to x: (-179) y: (0)\nbroadcast (Spelloop v)\n\nwhen I receive [spelloop v]\nforever\n if <(Frusen) = [0]> then\n broadcast (Tick - Första v)\n broadcast (Tick - Plattformar v)\n broadcast (Tick - Spelare v)\n broadcast (Tick - Sista v)\n end\nend\n\nwhen I receive [tick - sista v]\nif <<(Boss igång) = [0]> and <(Story-läge) = [0]>> then\n if <not <(Bana) = [10]>> then\n if <(x position) > [235]> then\n Nästa bana\n end\n end\nend\n\ndefine Fixa kolistion i riktning (dir)\nset [temporärt v] to (direction)\nset [distans v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check: Nudda bana\n if <(Nudda) < [1]> then\n point in direction (Temporärt)\n stop [this script v]\n end\n move (Distans) steps\n turn right (180) degrees\n change [distans v] by (1)\nend\n\ndefine Krock X - Backe eller vägg\nchange y by (1)\nCheck: Nudda bana\nif <(Nudda) > [0]> then\n change y by (1)\n Check: Nudda bana\n if <(Nudda) > [0]> then\n change y by (-2)\n set x to (Senaste värdet)\n set [hastighet x v] to [0]\n stop [this script v]\n end\n set [hastighet x v] to ((Hastighet X) * (0.8))\nend\nset [hastighet x v] to ((Hastighet X) * (0.95))\nHalka\n\ndefine Krock Y - Tak eller golv\nset y to (Senaste värdet)\nif <(Hastighet Y) > [0]> then\n set [hastighet y v] to [0]\n stop [this script v]\nend\nif <(Faller) > [0]> then\n set [faller v] to [0]\n Halka\nend\nset [hastighet y v] to ((Hastighet Y) * (0.8))\n\ndefine Halka\nchange y by (-2)\nchange x by (1)\nCheck: Nudda bana\nif <(Nudda) < [1]> then\n set [faller v] to [9]\n change [hastighet x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck: Nudda bana\nif <(Nudda) < [1]> then\n set [faller v] to [9]\n change [hastighet x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Flyttad av plattform\nchange x by (Plattform DX)\nchange y by (Plattform DY)\nCheck: Nudda bana\nif <(Nudda) > [0]> then\n Hitta närmaste ställe till (x position) (y position) max [16]\n if <(Nudda) > [0]> then\n broadcast (Skada av hål v)\n end\nend\n\nwhen I receive [tick - första v]\nset [plattform dx v] to []\nset [plattform dy v] to []\n\ndefine Hitta närmaste ställe till (x) (y) max (max)\nset [temporärt v] to (direction)\nset [distans v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (Distans) steps\n Check: Nudda bana\n if <(Nudda) < [1]> then\n point in direction (Temporärt)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distans v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temporärt)\n\nwhen I receive [skada av hål v]\nchange [liv v] by (-1)\nbroadcast (Ändra statistik- hjärtan' v)\nif <(Liv) = [0]> then\n set [story-läge v] to [1]\n set [död? v] to [1]\n broadcast (GAME OVER! v)\n broadcast (Story-läge v)\nend\nstart sound [Faller ner v]\nif <<<(Värld) = [3]> and <(Bana) = [10]>> and <(Boss igång) = [1]>> then\n set x to (10)\nelse\n set x to (-200)\nend\nset y to (200)\nwait until <(Faller) = [0]>\nset [skadeläge v] to [0]\n\nwhen I receive [tick - spelare v]\nif <(y position) < [-195]> then\n set [skadeläge v] to [11]\n broadcast (Skada av hål v)\nend\nif <touching (_edge_ v)?> then\n set [rör kant? v] to [1]\nelse\n set [rör kant? v] to [0]\nend\n\nwhen I receive [tick - första v]\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\n\ndefine Välj klädsel\nset rotation style [left-right v]\nif <(Faller) > [1]> then\n if <(Hastighet Y) > [0]> then\n switch costume to (hopp v)\n else\n switch costume to (fall v)\n end\n stop [this script v]\nend\nif <(Bildruta) > [0]> then\n switch costume to ((3) + ([floor v] of ((Bildruta) mod (11)) ))\nelse\n switch costume to (still v)\nend\n\ndefine Nästa bana\nif <(Bana) = [10]> then\n change [värld v] by (1)\n set [bana v] to [0]\nend\nchange [bana v] by (1)\nset x to (-245)\nset [ballong: i luften v] to [1]\nbroadcast (Nästa bana v)\nstop [other scripts in sprite v]\nbroadcast (Nästa bana \(spelare\) v)\nwait (0) seconds\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nFixa kolistion i riktning [0]\nVälj klädsel\nset [ghost v] effect to (0)\nset [skadeläge v] to [0]\nbroadcast (Spelloop v)\n\nwhen I receive [tick - spelare v]\nif <(Sandstorm?) = [1]> then\n change [hastighet x v] by (-1.2)\nend\nif <(Sandstorm?) = [2]> then\n change [hastighet x v] by (1.2)\nend\n\nwhen I receive [skada v]\nchange [liv v] by (-1)\nif <(Liv) = [0]> then\n set [story-läge v] to [1]\n set [död? v] to [1]\n broadcast (GAME OVER! v)\n start sound (pick random (2) to (3))\n broadcast (Story-läge v)\nend\nif <(Liv) > [0]> then\n broadcast (Visa hjärtan v)\n start sound (pick random (2) to (3))\n set [ghost v] effect to (20)\n if <(Skadeläge) = [11]> then\n change [hastighet x v] by (-10)\n change [hastighet y v] by (10)\n end\n if <(Skadeläge) = [12]> then\n change [hastighet x v] by (10)\n change [hastighet y v] by (10)\n end\n wait (1.5) seconds\n set [ghost v] effect to (0)\n set [skadeläge v] to [0]\nend\n\nwhen I receive [åter till spelet v]\nset [hastighet y v] to [0]\nset [hastighet x v] to [0]\nset [faller v] to [99]\nbroadcast (Spelloop v)\n\nwhen I receive [tick - spelare v]\nif <<touching (vatten v)?> and <([y position v] of [vatten v]) > ((y position) - (45))>> then\n set [gravitation v] to [-0.2]\n set [resistans v] to [0.4]\n set [hopp-kraft v] to [3]\nelse\n set [gravitation v] to [-1.2]\n set [resistans v] to [0.7]\n set [hopp-kraft v] to [10]\nend\n\nwhen I receive [boss: skadad v]\nif <(Skadeläge) = [11]> then\n change [hastighet x v] by (-10)\n change [hastighet y v] by (10)\nend\nif <(Skadeläge) = [12]> then\n change [hastighet x v] by (10)\n change [hastighet y v] by (10)\nend\n\nwhen I receive [nästa bana \(spelare\) v]\nif <(Värld) = [1]> then\n if <(Bana) = [10]> then\n wait until <(x position) > [75]>\n set [story-läge v] to [1]\n broadcast (Boss 1: Intro v)\n broadcast (Story-läge v)\n end\nend\nif <(Värld) = [2]> then\n if <(Bana) = [10]> then\n wait until <(x position) > [30]>\n set [story-läge v] to [1]\n broadcast (Boss 2: Intro v)\n broadcast (Story-läge v)\n end\nend\nif <(Värld) = [3]> then\n if <(Bana) = [10]> then\n wait until <(x position) > [75]>\n set [story-läge v] to [1]\n broadcast (Boss 3: intro v)\n broadcast (Story-läge v)\n end\nend\nif <(Värld) = [4]> then\n if <(Bana) = [10]> then\n wait until <(x position) > [-140]>\n set [story-läge v] to [1]\n broadcast (Boss 4: Mötet v)\n broadcast (Story-läge v)\n end\nend\n\nwhen I receive [pandafaffa-prat v]\nwait (0.5) seconds\npoint towards (pandafaffa v)\n\nwhen I receive [boss 1: start v]\nwait (1.5) seconds\npoint in direction (-90)\n\nwhen I receive [nivå avklarad v]\nset [frusen v] to [1]\nset [story-läge v] to [0]\n\nwhen I receive [nästa värld v]\nhide\nNästa bana\nwait until <(Ballong: I luften) = [0]>\ngo to x: (-245) y: (-35)\npoint in direction (90)\nwait (0.5) seconds\nset [story-läge v] to [1]\nset [frusen v] to [0]\nshow\nrepeat (44)\n set [hastighet x v] to [4]\nend\nset [story-läge v] to [0]\nbroadcast (Stoy-läge avslutat v)\nbroadcast (Musik: Ny värld v)\n\nchange [hoppar? v] by (1)\nset [hastighet y v] to (Hopp-kraft)\n\nwhen I receive [tick - spelare v]\nif <(x position) > [0]> then\n set [björnes position v] to [3]\nend\nif <(x position) < [0]> then\n set [björnes position v] to [1]\nend\n\nwhen I receive [boss 2: start v]\nwait (1.5) seconds\npoint in direction (-90)\n\nwhen I receive [bb: rescued v]\nwait (1) seconds\npoint towards (bunny blue v)\n\nwhen I receive [intro-story v]\ngo to x: (230) y: (-44)\npoint in direction (-90)\nset [story-läge v] to [1]\nset [frusen v] to [0]\nwait (1) seconds\nrepeat (65)\n set [hastighet x v] to [-4]\nend\nwait until <([x position v] of [klamp v]) > (x position)>\npoint in direction (90)\n\nwhen I receive [pandafaffa hjälper till v]\npoint in direction (-90)\n\nwhen I receive [game over! v]\nif <(Skadeläge) = [11]> then\n change [hastighet x v] by (-10)\n change [hastighet y v] by (10)\nend\nif <(Skadeläge) = [12]> then\n change [hastighet x v] by (10)\n change [hastighet y v] by (10)\nend\n\nwhen I receive [continue-button v]\nset [frusen v] to [1]\nset [värld v] to (Värld)\nset [bana v] to [0]\nNästa bana\n\nwhen I receive [börja om på nytt v]\ngo to x: (-178) y: (-8)\npoint in direction (90)\nset [död? v] to [0]\nset [frusen v] to [0]\nset [story-läge v] to [0]\n\n@Pandafaffa\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset rotation style [left-right v]\npoint in direction (-90)\n\nwhen I receive [boss: slut v]\nwait until <(Ballong: I luften) = [0]>\nwait (1) seconds\nif <(Värld) = [1]> then\n go to x: (240) y: (-46)\n set [gånglängd v] to [30]\nend\nif <(Värld) = [2]> then\n go to x: (240) y: (45)\n set [gånglängd v] to [34]\nend\nif <(Värld) = [3]> then\n go to x: (240) y: (-39)\n set [gånglängd v] to [17]\nend\nif <not <(Värld) = [4]>> then\n point in direction (-90)\n switch costume to (gå #1 v)\n show\n repeat (Gånglängd)\n change x by (-3)\n next costume\n end\n switch costume to (gå #1 v)\n point towards (spelare v)\n set [pratbubbla igång v] to [1]\n broadcast (Pandafaffa-prat v)\n wait until <(Pratbubbla igång) = [0]>\n point in direction (90)\n repeat (Gånglängd)\n change x by (3)\n next costume\n end\n hide\n broadcast (Nivå avklarad v)\n stop [other scripts in sprite v]\nend\n\nif <(Värld) = [4]> then\n switch costume to (gå #1 v)\n show\n if <[] = [0]> then\n point in direction (90)\n repeat (Gånglängd)\n change x by (3)\n next costume\n end\n end\n if <[] = [1]> then\n point in direction (-90)\n repeat (Gånglängd)\n change x by (-3)\n next costume\n end\n end\n switch costume to (gå #1 v)\n set [pratbubbla igång v] to [1]\n broadcast (Pandafaffa-prat v)\n wait until <(Pratbubbla igång) = [0]>\n set [story-läge v] to [0]\nend\n\ndefine Ut ur marken\nrepeat until <not <touching (bana v)?>>\n change y by (1)\nend\nset [y-fart v] to [0]\n\nset [acceleration v] to [0]\n\nwhen I receive [nästa bana v]\nif <(Värld) = [2]> then\n if <(Bana) = [2]> then\n hide\n end\nend\n\nwhen I receive [boss: slut v]\nset [y-fart v] to [0]\nforever\n change [y-fart v] by (-1)\n change y by (Y-Fart)\n if <touching (bana v)?> then\n Ut ur marken\n end\nend\n\nwhen I receive [bb: pandafaffa vill hem v]\ngo to x: (246) y: (-45)\npoint in direction (-90)\nswitch costume to (gå #1 v)\nshow\nrepeat (27)\n change x by (-3)\n next costume\nend\nswitch costume to (gå #1 v)\nset [pratbubbla igång v] to [1]\nbroadcast (Pandafaffa-prat v)\nwait until <(Pratbubbla igång) = [0]>\nbroadcast (Spelet avklarat v)\nstop [other scripts in sprite v]\n\nwhen I receive [bb: pandafaffa vill hem v]\nset [y-fart v] to [0]\nforever\n change [y-fart v] by (-1)\n change y by (Y-Fart)\n if <touching (bana v)?> then\n Ut ur marken\n end\nend\n\nwhen I receive [klamp flyr v]\nwait (4) seconds\ngo to x: (-245) y: (-10)\npoint in direction (90)\nswitch costume to (gå #1 v)\nshow\nrepeat (30)\n change x by (3)\n next costume\n if <touching (bana v)?> then\n change y by (0.5)\n end\nend\nswitch costume to (gå #1 v)\nset [pratbubbla igång v] to [1]\nbroadcast (Pandafaffa hjälper till v)\nwait until <(Pratbubbla igång) = [0]>\npoint in direction (-90)\nrepeat (30)\n change x by (-3)\n next costume\n if <not <touching (bana v)?>> then\n change y by (-0.5)\n end\nend\nhide\nbroadcast (Nu börjar allt v)\nbroadcast (Stoy-läge avslutat v)\nset [story-läge v] to [0]\nstop [other scripts in sprite v]\n\n@Klamp\n\nwhen I receive [intro-story v]\nhide\nwait (3.1) seconds\ngo to x: (-177) y: (-7)\npoint in direction (90)\nswitch costume to (still2 v)\nshow\nwait (1) seconds\nbroadcast (Klamp kidnappar v)\n\nwhen flag clicked\ngo to x: (173) y: (-47)\nhide\nset [plats? # v] to [0]\n\nwhen I receive [nästa bana v]\nhide\nif <(Värld) = [1]> then\n if <(Bana) = [10]> then\n go to x: (173) y: (-45)\n point in direction (-90)\n switch costume to (still v)\n show\n end\nend\nif <(Värld) = [2]> then\n if <(Bana) = [10]> then\n go to x: (133) y: (30)\n point in direction (-90)\n switch costume to (still v)\n show\n end\nend\nif <(Värld) = [3]> then\n if <(Bana) = [10]> then\n go to x: (191) y: (-49)\n point in direction (-90)\n switch costume to (still v)\n show\n end\nend\nif <(Värld) = [4]> then\n if <(Bana) = [10]> then\n go to x: (33) y: (-86)\n point in direction (-90)\n switch costume to (still v)\n show\n end\nend\nstop [other scripts in sprite v]\n\nwhen I receive [boss 1: start v]\nwait (0.5) seconds\npoint in direction (90)\nrepeat (13)\n change x by (7)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss 2: start v]\nwait (0.5) seconds\npoint in direction (90)\nrepeat (17)\n change x by (7)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss 3: start v]\nwait (0.5) seconds\npoint in direction (90)\nrepeat (8)\n change x by (7)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss 1: intro v]\nGravitation\n\nwhen I receive [boss 2: intro v]\nGravitation\n\nwhen I receive [boss 3: intro v]\nGravitation\n\nwhen I receive [boss 4: intro v]\nGravitation\n\nwhen I receive [boss 4: start v]\nset [bossliv v] to [10]\nset [boss igång v] to [1]\nset [klamp: attack igång? v] to [0]\nset [attack? # v] to [0]\nset [plats? # v] to [2]\nset [story-läge v] to [0]\nbroadcast (Stoy-läge avslutat v)\nwait (1) seconds\nforever\n switch costume to (still v)\n set [föregående plats # v] to (Plats? #)\n repeat until <<not <(Föregående plats #) = (Plats? #)>> and <not <(Plats? #) = (Björnes position)>>>\n set [plats? # v] to (pick random (1) to (3))\n end\n set [föregående attack? # v] to (Attack? #)\n set [attack? # v] to (pick random (1) to (2))\n if <<<(Plats? #) = [1]> or <(Plats? #) = [3]>> and <(Föregående attack? #) = [1]>> then\n set [attack? # v] to [3]\n end\n set [repititioner? # v] to (pick random (1) to (3))\n if <(Plats? #) = [1]> then\n point in direction (-90)\n repeat until <(x position) < [-155]>\n change x by (-3)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\n end\n end\n if <(Plats? #) = [2]> then\n if <(Föregående plats #) = [1]> then\n point in direction (90)\n repeat until <(x position) > [30]>\n change x by (3)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\n end\n end\n if <(Föregående plats #) = [3]> then\n point in direction (-90)\n repeat until <(x position) < [36]>\n change x by (-3)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\n end\n end\n end\n if <(Plats? #) = [3]> then\n point in direction (90)\n repeat until <(x position) > [190]>\n change x by (3)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\n end\n end\n repeat (Repititioner? #)\n point towards (spelare v)\n if <(Attack? #) = [1]> then\n set [klamp: attack igång? v] to [1]\n switch costume to (förbered ben #1 v)\n repeat (6)\n next costume\n end\n wait (0.5) seconds\n repeat (5)\n next costume\n end\n broadcast (Klamp: Ben v)\n repeat (5)\n switch costume to (kasta ben #1 v)\n repeat (8)\n next costume\n end\n set [klamp: attack igång? v] to [0]\n end\n end\n if <(Attack? #) = [2]> then\n set [klamp: attack igång? v] to [1]\n switch costume to (bumerangen #1 v)\n wait (1) seconds\n repeat (10)\n next costume\n end\n wait (0.3) seconds\n broadcast (Klamp: Boomerang v)\n repeat (4)\n next costume\n end\n end\n if <(Attack? #) = [3]> then\n set [klamp: attack igång? v] to [1]\n switch costume to (fram med raket #1 v)\n wait (0.5) seconds\n repeat (8)\n next costume\n end\n start sound [Tänder på v]\n wait (0.7) seconds\n broadcast (Klamp: Raket v)\n repeat (2)\n next costume\n end\n switch costume to (still v)\n end\n wait until <(Klamp: attack igång?) = [0]>\n if <(Attack? #) = [2]> then\n switch costume to (bumerangen #7 v)\n wait (0.5) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <(Repititioner? #) > [1]> then\n Ny attack\n end\n end\nend\n\ndefine Ny attack\nset [föregående attack? # v] to (Attack? #)\nrepeat until <not <(Föregående attack? #) = (Attack? #)>>\n set [attack? # v] to (pick random (1) to (3))\nend\n\nwhen I receive [boss 4: död v]\nswitch costume to (död #1 v)\nrepeat (4)\n next costume\nend\nset [pratbubbla igång v] to [1]\nwait until <(Pratbubbla igång) = [0]>\nset [boss igång v] to [0]\nstop [other scripts in sprite v]\nbroadcast (Klamp: Gravitation v)\nwait (1) seconds\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (still v)\npoint in direction (90)\nrepeat until <(x position) > [242]>\n change x by (7)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\nend\nhide\nstop [other scripts in sprite v]\nbroadcast (Boss: Slut v)\nbroadcast (Finalboss: Slut v)\n\nwhen I receive [klamp: gravitation v]\nGravitation\n\nwhen I receive [boss 4: start v]\nforever\n if <(Skadeläge) = [0]> then\n if <<<touching (spelare v)?> and <([faller v] of [spelare v]) > [5]>> and <([y position v] of [spelare v]) > ((y position) + (35))>> then\n if <([x position v] of [spelare v]) < (x position)> then\n start sound [recording2 v]\n set [skadeläge v] to [11]\n broadcast (Boss: Skadad v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n start sound [recording2 v]\n set [skadeläge v] to [12]\n broadcast (Boss: Skadad v)\n end\n end\n if <<touching (spelare v)?> and <<not <([faller v] of [spelare v]) > [5]>> and <not <([y position v] of [spelare v]) > ((y position) + (35))>>>> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\n end\nend\n\nwhen I receive [boss: skadad v]\nif <(Värld) = [4]> then\n if <(Bossliv) > [1]> then\n change [bossliv v] by (-1)\n broadcast (Visa bosshjärtan v)\n set [ghost v] effect to (20)\n wait (1.5) seconds\n set [ghost v] effect to (0)\n set [skadeläge v] to [0]\n else\n set [story-läge v] to [1]\n stop [other scripts in sprite v]\n broadcast (Klamp: Gravitation v)\n broadcast (Boss 4: Död v)\n broadcast (Story-läge v)\n end\nend\n\nwhen I receive [intro-story v]\nGravitation\n\ndefine Upp ur marken\nrepeat until <not <<touching (bana v)?> or <touching (bur v)?>>>\n change y by (1)\nend\nset [y-fart v] to [0]\n\ndefine Gravitation\nset [y-fart v] to [0]\nforever\n change [y-fart v] by (-1)\n change y by (Y-Fart)\n if <<touching (bana v)?> or <touching (bur v)?>> then\n Upp ur marken\n end\nend\n\nwhen I receive [klamp flyr v]\nrepeat until <(x position) > [242]>\n change x by (7)\n next costume\n if <(costume [number v]) = [76]> then\n switch costume to (still2 v)\n end\nend\nhide\nstop [other scripts in sprite v]\nbroadcast (STorymusiken avtar v)\n\n@Bunny Blue\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I receive [bb: ut ur buren v]\ngo to (bur v)\nchange y by (-152)\nchange x by (4)\npoint towards (spelare v)\nswitch costume to (pose v)\nshow\nrepeat until <([abs v] of (([x position v] of [spelare v]) - (x position)) ) < [50]>\n change x by (-2)\n next costume\nend\nrepeat until <<(costume [number v]) = [1]> or <(costume [number v]) = [7]>>\n next costume\nend\nbroadcast (BB: Tack Björne! v)\n\nwhen I receive [bb: ut ur buren v]\nGravitation\n\nwhen I receive [bb: pandafaffa vill hem v]\nwait (1) seconds\npoint towards (pandafaffa v)\n\ndefine Gravitation\nset [fart y v] to [0]\nforever\n change [fart y v] by (-1)\n change y by (Fart Y)\n if <touching (bana v)?> then\n Upp ur marken\n end\nend\n\ndefine Upp ur marken\nrepeat until <not <touching (bana v)?>>\n change y by (1)\nend\nset [fart y v] to [0]\n\n@Säck\n\nwhen I receive [intro-story v]\nwait (3) seconds\nGravitation\n\nwhen I receive [intro-story v]\nhide\ngo to x: (-192) y: (-20)\npoint in direction (90)\nwait (3) seconds\nshow\n\nwhen I receive [intro-story v]\nwait until <(x position) > [-30]>\nrepeat (13)\n turn right (1.5) degrees\nend\nrepeat (13)\n turn left (1.5) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [klamp flyr v]\nrepeat until <(x position) > [292]>\n change x by (7)\n next costume\nend\nhide\nstop [other scripts in sprite v]\n\ndefine Gravitation\nset [y-fart v] to [0]\nforever\n change [y-fart v] by (-1)\n change y by (Y-Fart)\n if <<touching (bana v)?> or <touching (bur v)?>> then\n Upp ur marken\n end\nend\n\ndefine Upp ur marken\nrepeat until <not <<touching (bana v)?> or <touching (bur v)?>>>\n change y by (1)\nend\nset [y-fart v] to [0]\n\n@Liv\n\nwhen flag clicked\nset [liv v] to [5]\nset [hjärtan igång? v] to [0]\nswitch costume to (Liv)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [hjärtan på plats v]\nrepeat until <(Hjärtan igång?) = [0]>\n set x to ([x position v] of [spelare v])\n set y to ([y position v] of [spelare v])\nend\n\nwhen I receive [visa hjärtan v]\nswitch costume to (Liv)\nset [hjärtan igång? v] to [1]\nbroadcast (Hjärtan på plats v)\nset [ghost v] effect to (100)\nshow\nrepeat (2)\n change [ghost v] effect by (-50)\nend\nwait (1.5) seconds\nrepeat (2)\n change [ghost v] effect by (50)\nend\nhide\nset [hjärtan igång? v] to [0]\nstop [this script v]\n\nwhen I receive [3+ liv v]\nchange [liv v] by (3)\nbroadcast (Visa hjärtan v)\n\nwhen I receive [börja om på nytt v]\nset [liv v] to [5]\nset [hjärtan igång? v] to [0]\nswitch costume to (Liv)\nset [ghost v] effect to (100)\nhide\n\n@Extraliv\n\nwhen I receive [nästa bana v]\nhide\nif <<(Värld) = [1]> and <<(Bana) = [6]> or <(Bana) = [9]>>> then\n if <(Bana) = [6]> then\n go to x: (-47) y: (-32)\n end\n if <(Bana) = [9]> then\n go to x: (104) y: (-20)\n end\n switch costume to (#1 v)\n show\n repeat until <touching (spelare v)?>\n next costume\n end\n broadcast (3+ liv v)\n start sound [Extra liv v]\n hide\n stop [other scripts in sprite v]\nend\nif <<(Värld) = [2]> and <<(Bana) = [6]> or <(Bana) = [9]>>> then\n if <(Bana) = [6]> then\n go to x: (-48) y: (2)\n end\n if <(Bana) = [9]> then\n go to x: (168) y: (1)\n end\n switch costume to (#1 v)\n show\n repeat until <touching (spelare v)?>\n next costume\n end\n broadcast (3+ liv v)\n start sound [Extra liv v]\n hide\n stop [other scripts in sprite v]\nend\nif <(Värld) = [3]> then\n if <<(Bana) = [6]> or <(Bana) = [9]>> then\n if <(Bana) = [6]> then\n go to x: (76) y: (-17)\n end\n if <(Bana) = [9]> then\n go to x: (-3) y: (21)\n end\n switch costume to (#1 v)\n show\n repeat until <touching (spelare v)?>\n next costume\n end\n broadcast (3+ liv v)\n start sound [Extra liv v]\n hide\n stop [other scripts in sprite v]\n end\nend\nif <(Värld) = [4]> then\n if <<(Bana) = [6]> or <(Bana) = [9]>> then\n if <(Bana) = [6]> then\n go to x: (60) y: (-6)\n end\n if <(Bana) = [9]> then\n go to x: (32) y: (-6)\n end\n switch costume to (#1 v)\n show\n repeat until <touching (spelare v)?>\n next costume\n end\n broadcast (3+ liv v)\n start sound [Extra liv v]\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nhide\n\ndefine snurr\nforever\n next costume\n if <(costume [number v]) = [15]> then\n switch costume to (#1 v)\n end\nend\n\n@Bossliv\n\nwhen flag clicked\nset [hjärtan igång? v] to [0]\nswitch costume to (Bossliv)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [bosshjärtan på plats v]\nrepeat until <(Hjärtan igång?) = [0]>\n if <(Boss) = [1]> then\n set x to ([x position v] of [snigelboss v])\n set y to ([y position v] of [snigelboss v])\n end\n if <(Boss) = [2]> then\n set x to ([x position v] of [cactupiller v])\n set y to (([y position v] of [cactupiller v]) + (45))\n end\n if <(Boss) = [3]> then\n set x to ([x position v] of [bläckfisk v])\n set y to (([x position v] of [bläckfisk v]) - (65))\n end\n if <(Boss) = [4]> then\n set x to ([x position v] of [klamp v])\n set y to (([y position v] of [klamp v]) + (3))\n end\nend\n\nwhen I receive [visa bosshjärtan v]\nswitch costume to (Bossliv)\nset [hjärtan igång? v] to [1]\nbroadcast (Bosshjärtan på plats v)\nset [ghost v] effect to (100)\nshow\nrepeat (2)\n change [ghost v] effect by (-50)\nend\nwait (1.5) seconds\nrepeat (2)\n change [ghost v] effect by (50)\nend\nhide\nset [hjärtan igång? v] to [0]\nstop [this script v]\n\n@Ring\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-106) y: (-116)\nset [ringar #? v] to [0]\nhide\n\nwhen I receive [nästa bana v]\nset [har björne ringen? v] to [0]\npoint in direction (90)\nhide\nif <(Värld) = [1]> then\n if <(Bana) = [4]> then\n go to x: (60) y: (66)\n show\n Vickel\n end\n if <(Bana) = [7]> then\n go to x: (-2) y: (74)\n show\n Vickel\n end\nend\nif <(Värld) = [2]> then\n if <(Bana) = [5]> then\n go to x: (-25) y: (79)\n show\n Vickel\n end\n if <(Bana) = [7]> then\n go to x: (-91) y: (-43)\n show\n Vickel\n end\nend\nif <(Värld) = [3]> then\n if <(Bana) = [5]> then\n go to x: (55) y: (34)\n show\n Vickel\n end\n if <(Bana) = [7]> then\n go to x: (-68) y: (55)\n show\n Vickel\n end\nend\nif <(Värld) = [4]> then\n if <(Bana) = [5]> then\n go to x: (44) y: (-51)\n show\n Vickel\n end\n if <(Bana) = [7]> then\n go to x: (29) y: (49)\n show\n Vickel\n end\nend\n\nwhen I receive [nästa bana v]\nif <(Värld) = [1]> then\n if <<(Bana) = [4]> or <(Bana) = [7]>> then\n wait until <touching (spelare v)?>\n stop [other scripts in sprite v]\n start sound [Ring v]\n set [har björne ringen? v] to [1]\n change [ringar #? v] by (1)\n broadcast (Ringstatistik v)\n switch costume to (samlad #1 v)\n repeat (2)\n next costume\n end\n hide\n end\nend\nif <(Värld) = [2]> then\n if <<(Bana) = [5]> or <(Bana) = [7]>> then\n wait until <touching (spelare v)?>\n stop [other scripts in sprite v]\n start sound [Ring v]\n set [har björne ringen? v] to [1]\n change [ringar #? v] by (1)\n broadcast (Ringstatistik v)\n switch costume to (samlad #1 v)\n repeat (2)\n next costume\n end\n hide\n end\nend\nif <(Värld) = [3]> then\n if <<(Bana) = [5]> or <(Bana) = [7]>> then\n wait until <touching (spelare v)?>\n stop [other scripts in sprite v]\n start sound [Ring v]\n set [har björne ringen? v] to [1]\n change [ringar #? v] by (1)\n broadcast (Ringstatistik v)\n switch costume to (samlad #1 v)\n repeat (2)\n next costume\n end\n hide\n end\nend\nif <(Värld) = [4]> then\n if <<(Bana) = [5]> or <(Bana) = [7]>> then\n wait until <touching (spelare v)?>\n stop [other scripts in sprite v]\n start sound [Ring v]\n set [har björne ringen? v] to [1]\n change [ringar #? v] by (1)\n broadcast (Ringstatistik v)\n switch costume to (samlad #1 v)\n repeat (2)\n next costume\n end\n hide\n end\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine Vickel\nforever\n switch costume to (vick #1 v)\n repeat (36)\n next costume\n if <(costume [number v]) = [13]> then\n switch costume to (vick #1 v)\n end\n end\n wait (1.5) seconds\nend\n\nwhen I receive [skada v]\nif <(Har Björne ringen?) = [1]> then\n stop [other scripts in sprite v]\n broadcast (Tappa ringen v)\nend\n\nwhen I receive [ta ringen igen v]\nwait until <touching (spelare v)?>\nstop [other scripts in sprite v]\nstart sound [Ring v]\nset [har björne ringen? v] to [1]\nchange [ringar #? v] by (1)\nbroadcast (Ringstatistik v)\nswitch costume to (samlad #1 v)\nrepeat (2)\n next costume\nend\nhide\n\nwhen I receive [tappa ringen v]\nstart sound [Lost v]\ngo to (spelare v)\nset [har björne ringen? v] to [0]\nchange [ringar #? v] by (-1)\nbroadcast (Ringstatistik v)\nswitch costume to (vick #1 v)\nshow\nset [gravitation v] to [5]\nset [kraft v] to [4]\nif <(Skadeläge) = [11]> then\n set [vilket håll? v] to [0]\nend\nif <(Skadeläge) = [12]> then\n set [vilket håll? v] to [1]\nend\nrepeat until <<touching (banlinje v)?> and <(Gravitation) < [0]>>\n change y by ((Gravitation) * (1.8))\n if <(Vilket håll?) = [0]> then\n turn right (10) degrees\n change x by (Kraft)\n end\n if <(Vilket håll?) = [1]> then\n turn left (10) degrees\n change x by (join [-] (Kraft))\n end\n change [gravitation v] by (-0.2)\nend\npoint in direction (90)\nbroadcast (Ta ringen igen v)\n\nwhen I receive [ta ringen igen v]\nVickel\n\nwhen I receive [skada av hål v]\nif <(Har Björne ringen?) = [1]> then\n set [har björne ringen? v] to [0]\n change [ringar #? v] by (-1)\n broadcast (Ringstatistik v)\n start sound [Lost v]\nend\n\nwhen I receive [börja om på nytt v]\nset [ringar #? v] to [0]\nset [har björne ringen? v] to [0]\n\n@The end\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [spelet avklarat v]\ngo to x: (0) y: (0)\nswitch costume to (the end v)\nwait (8) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (Slutpoäng v)\n\nwhen I receive [game over! v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\nwait (4) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Continue-button v)\n\nwhen I receive [börja om på nytt v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\n@Continue-button\n\nwhen flag clicked\ngo to x: (0) y: (-45)\nhide\n\nwhen I receive [continue-button v]\nwait (1) seconds\ngo to x: (0) y: (-63)\nswitch costume to (klädsel1 v)\nshow\nset [fart v] to [4]\nrepeat (8)\n change y by (Fart)\n change [fart v] by (-0.5)\nend\nset [höjd v] to [0]\nset [kan klicka? v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set [rör vid mus v] to [1]\n repeat until <(Höjd) = [2]>\n change [höjd v] by (1)\n change y by (2)\n end\n else\n set [rör vid mus v] to [0]\n repeat until <(Höjd) = [0]>\n change [höjd v] by (-1)\n change y by (-2)\n end\n end\nend\n\nwhen I receive [continue-button v]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <<(Rör vid mus) = [1]> and <(Kan klicka?) = [1]>>> then\n set [kan klicka? v] to [0]\n start sound [Tryck v]\n stop [other scripts in sprite v]\n broadcast (Börja om på nytt v)\n repeat (3)\n next costume\n end\n hide\n end\nend\n\n@Slutpoäng\n\nwhen flag clicked\nhide variable [#score 2 v]\nhide\n\nwhen I receive [slutpoäng v]\nwait (1) seconds\ngo to x: (-30) y: (-45)\nshow\nshow variable [#score 2 v]\n\n@Klamp: Pratbubbla\n\nwhen flag clicked\nswitch costume to (ex.3 v)\nhide\n\nwhen I receive [boss 2: intro v]\nstart sound [Sports et divertissements_ La pieuvre v]\nswitch costume to (blank v)\nwait (1) seconds\nstart sound [Nästa meddelande v]\nrepeat (6)\n next costume\n go to (klamp v)\n change y by (25)\n set [fart y v] to [4]\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\n start sound [Nästa meddelande v]\nend\nhide\nbroadcast (Boss 2: Start v)\n\nwhen I receive [boss 3: intro v]\nstart sound [Sports et divertissements_ La pieuvre v]\nswitch costume to (blank2 v)\nwait (1) seconds\nstart sound [Nästa meddelande v]\nrepeat (8)\n next costume\n go to (klamp v)\n change y by (25)\n set [fart y v] to [4]\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\n start sound [Nästa meddelande v]\nend\nhide\nbroadcast (Boss 3: Start v)\n\nwhen I receive [boss 4: intro v]\nstart sound [Sports et divertissements_ La pieuvre v]\nswitch costume to (blank3 v)\nstart sound [Nästa meddelande v]\nrepeat (8)\n next costume\n go to (klamp v)\n change y by (25)\n set [fart y v] to [4]\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\n start sound [Nästa meddelande v]\nend\nhide\nbroadcast (Boss 4: Start v)\n\nwhen I receive [klamp kidnappar v]\nswitch costume to (första v)\nrepeat (2)\n start sound [Nästa meddelande v]\n next costume\n go to (klamp v)\n change y by (25)\n set [fart y v] to [4]\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\nend\nhide\nbroadcast (BB: Blir kidnappad v)\n\nwhen I receive [boss 1: intro v]\nstart sound [Sports et divertissements_ La pieuvre v]\nswitch costume to (ex.3 v)\nwait (1) seconds\nstart sound [Nästa meddelande v]\nrepeat (8)\n next costume\n go to (klamp v)\n change y by (25)\n set [fart y v] to [4]\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\n start sound [Nästa meddelande v]\nend\nhide\nbroadcast (Boss 1: Start v)\n\n@Pandafaffa: Pratbubbla\n\nwhen flag clicked\nset [antal pratbubblor v] to [8]\nhide\n\nwhen I receive [pandafaffa-prat v]\nif <(Värld) = [1]> then\n if <(Bana) = [10]> then\n set [antal pratbubblor v] to [9]\n switch costume to (mitt #1 v)\n end\nend\nif <(Värld) = [2]> then\n if <(Bana) = [10]> then\n set [antal pratbubblor v] to [7]\n switch costume to (mitt #2 v)\n end\nend\nif <(Värld) = [3]> then\n if <(Bana) = [10]> then\n set [antal pratbubblor v] to [10]\n switch costume to (mitt #3 v)\n end\nend\nif <(Värld) = [4]> then\n if <(Bana) = [10]> then\n set [antal pratbubblor v] to [5]\n switch costume to (mitt #4 v)\n end\nend\nwait (0.2) seconds\nstart sound [Nästa meddelande v]\nrepeat (Antal pratbubblor)\n next costume\n set [fart y v] to [4]\n go to (pandafaffa v)\n change y by (24)\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\n start sound [Nästa meddelande v]\nend\nset [pratbubbla igång v] to [0]\nhide\n\nwhen I receive [björne vill rädda v]\nswitch costume to (ex.2 v)\nstart sound [Nästa meddelande v]\nrepeat (1)\n next costume\n set [fart y v] to [4]\n go to (spelare v)\n change y by (24)\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\nend\nset [pratbubbla igång v] to [0]\nhide\nbroadcast (Klamp flyr v)\n\nwhen I receive [pandafaffa hjälper till v]\nset [antal pratbubblor v] to [6]\nswitch costume to (mitt någonstans v)\nwait (0.2) seconds\nstart sound [Nästa meddelande v]\nrepeat (Antal pratbubblor)\n next costume\n set [fart y v] to [4]\n go to (pandafaffa v)\n change y by (24)\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\n start sound [Nästa meddelande v]\nend\nset [pratbubbla igång v] to [0]\nhide\n\n@Boss: Pratbubbla\n\nwhen flag clicked\nhide\n\nwhen I receive [boss 1: död v]\nwait (1) seconds\nswitch costume to (snigelboss v)\nif <(Boss) = [1]> then\n go to (snigelboss v)\n change y by (-4)\nend\nset [fart y v] to [4]\nstart sound [Nästa meddelande v]\nshow\nrepeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\nend\nwait until <key (space v) pressed?>\nset [pratbubbla igång v] to [0]\nhide\n\nwhen I receive [nästa bana v]\nset [boss v] to (Värld)\nset [boss igång v] to [0]\n\nwhen I receive [boss 2: död v]\nwait (1) seconds\nswitch costume to (cactupillar v)\nif <(Boss) = [2]> then\n go to (cactupiller v)\n change y by (70)\nend\nset [fart y v] to [4]\nstart sound [Nästa meddelande v]\nshow\nrepeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\nend\nwait until <key (space v) pressed?>\nset [pratbubbla igång v] to [0]\nhide\n\nwhen I receive [boss 3: död v]\nwait (1) seconds\nswitch costume to (bläckfisk v)\nif <(Boss) = [3]> then\n go to (bläckfisk v)\n change y by (-53)\nend\nset [fart y v] to [4]\nstart sound [Nästa meddelande v]\nshow\nrepeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\nend\nwait until <key (space v) pressed?>\nset [pratbubbla igång v] to [0]\nhide\n\nwhen I receive [boss 4: död v]\nwait (1) seconds\nswitch costume to (klamp v)\nif <(Boss) = [4]> then\n go to (klamp v)\n change y by (16)\nend\nset [fart y v] to [4]\nstart sound [Nästa meddelande v]\nshow\nrepeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\nend\nwait until <key (space v) pressed?>\nset [pratbubbla igång v] to [0]\nhide\n\n@Bunny Blue: Pratbubbla\n\nwhen flag clicked\nhide\n\nwhen I receive [ta nyckeln! v]\nswitch costume to (ta nyckeln #1 v)\nwait (1) seconds\nstart sound [Nästa meddelande v]\nrepeat (1)\n go to (bur v)\n change y by (-115)\n change x by (4)\n set [fart y v] to [4]\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\nend\nhide\nset [story-läge v] to [0]\nbroadcast (Stoy-läge avslutat v)\nbroadcast (KAN ta nyckeln v)\n\nwhen I receive [bb: tack björne! v]\nswitch costume to (ta nyckeln #1 v)\nwait (1) seconds\nstart sound [Nästa meddelande v]\nrepeat (5)\n go to (bunny blue v)\n change y by (25)\n set [fart y v] to [4]\n next costume\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\n start sound [Nästa meddelande v]\nend\nhide\nbroadcast (BB: Pandafaffa vill hem v)\n\nwhen I receive [bb: blir kidnappad v]\nswitch costume to (kidnappning #1 v)\nstart sound [Nästa meddelande v]\nrepeat (1)\n go to (säck v)\n change y by (3)\n change x by (-20)\n set [fart y v] to [4]\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\nend\nhide\nbroadcast (Björne vill rädda v)\n\nwhen I receive [boss 4: mötet v]\nswitch costume to (mötet #1 v)\nwait (1) seconds\nstart sound [Nästa meddelande v]\nrepeat (1)\n go to (bur v)\n change y by (-115)\n change x by (4)\n set [fart y v] to [4]\n show\n repeat (8)\n change y by (Fart Y)\n change [fart y v] by (-0.5)\n end\n wait until <key (space v) pressed?>\nend\nhide\nbroadcast (Boss 4: intro v)\n\n@Giftsnigel #1\n\nwhen flag clicked\nhide\nswitch costume to (klädsel5 v)\nset rotation style [left-right v]\n\nwhen I receive [nästa bana v]\nhide\npoint in direction (-90)\nif <(Värld) = [1]> then\n if <(Bana) = [2]> then\n go to x: (116) y: (-66)\n switch costume to (klädsel5 v)\n show\n Snigel\n end\n if <(Bana) = [4]> then\n go to x: (92) y: (-39)\n switch costume to (klädsel5 v)\n show\n Snigel\n end\n if <(Bana) = [5]> then\n go to x: (82) y: (-102)\n switch costume to (klädsel5 v)\n show\n Snigel\n end\n if <(Bana) = [6]> then\n go to x: (-97) y: (-80)\n switch costume to (klädsel5 v)\n show\n Snigel\n end\n if <(Bana) = [8]> then\n go to x: (-47) y: (-32)\n switch costume to (klädsel5 v)\n show\n Snigel\n end\nend\n\ndefine Rörelse\nif <(costume [number v]) = [12]> then\n switch costume to (upprätt v)\nend\nwait (0.01) seconds\nnext costume\n\ndefine Fixa övertramp\nrepeat until <not <touching (bana v)?>>\n change y by (1)\nend\nset [snigel y v] to [0]\n\nwhen I receive [nästa bana v]\nwait (0.02) seconds\nif <(Värld) = [1]> then\n if <<<(Bana) = [2]> or <<<(Bana) = [4]> or <(Bana) = [5]>> or <(Bana) = [6]>>> or <(Bana) = [8]>> then\n set [snigel y v] to [0]\n forever\n change [snigel y v] by (-1)\n change y by (Snigel Y)\n if <touching (bana v)?> then\n Fixa övertramp\n end\n end\n end\nend\nstop [this script v]\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\ndefine Snigel\nwait until <<(distance to [spelare v]) < [150]> and <<<([direction v] of [spelare v]) = [-90]> and <([x position v] of [spelare v]) < ((x position) - (15))>> or <<([direction v] of [spelare v]) = [90]> and <([x position v] of [spelare v]) > ((x position) + (15))>>>>\nset [igång? v] to [1]\npoint towards (spelare v)\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\nrepeat until <(Igång?) = [0]>\n if <<([direction v] of [spelare v]) = [-90]> and <([x position v] of [spelare v]) < ((x position) - (15))>> then\n point towards (spelare v)\n change x by (-1)\n Rörelse\n else\n if <<([direction v] of [spelare v]) = [90]> and <([x position v] of [spelare v]) > ((x position) + (15))>> then\n point towards (spelare v)\n change x by (1)\n Rörelse\n else\n set [igång? v] to [0]\n end\n end\nend\nswitch costume to (upprätt v)\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nSnigel\n\n@Giftsnigel #2\n\nwhen flag clicked\nhide\nswitch costume to (klädsel5 v)\nset rotation style [left-right v]\n\nwhen I receive [nästa bana v]\nhide\npoint in direction (-90)\nif <(Värld) = [1]> then\n if <(Bana) = [5]> then\n go to x: (189) y: (-103)\n switch costume to (klädsel5 v)\n show\n Snigel\n end\n if <(Bana) = [8]> then\n go to x: (119) y: (-79)\n switch costume to (klädsel5 v)\n show\n Snigel\n end\nend\n\ndefine Rörelse\nif <(costume [number v]) = [12]> then\n switch costume to (upprätt v)\nend\nwait (0.01) seconds\nnext costume\n\ndefine Fixa övertramp\nrepeat until <not <touching (bana v)?>>\n change y by (1)\nend\nset [snigel y v] to [0]\n\nwhen I receive [nästa bana v]\nwait (0.02) seconds\nif <(Värld) = [1]> then\n if <<(Bana) = [5]> or <(Bana) = [8]>> then\n set [snigel y v] to [0]\n forever\n change [snigel y v] by (-1)\n change y by (Snigel Y)\n if <touching (bana v)?> then\n Fixa övertramp\n end\n end\n end\nend\nstop [this script v]\n\ndefine Snigel\nwait until <<(distance to [spelare v]) < [150]> and <<<([direction v] of [spelare v]) = [-90]> and <([x position v] of [spelare v]) < ((x position) - (15))>> or <<([direction v] of [spelare v]) = [90]> and <([x position v] of [spelare v]) > ((x position) + (15))>>>>\nset [igång? v] to [1]\npoint towards (spelare v)\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\nrepeat until <(Igång?) = [0]>\n if <<([direction v] of [spelare v]) = [-90]> and <([x position v] of [spelare v]) < ((x position) - (15))>> then\n point towards (spelare v)\n change x by (-1)\n Rörelse\n else\n if <<([direction v] of [spelare v]) = [90]> and <([x position v] of [spelare v]) > ((x position) + (15))>> then\n point towards (spelare v)\n change x by (1)\n Rörelse\n else\n set [igång? v] to [0]\n end\n end\nend\nswitch costume to (upprätt v)\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nSnigel\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Taggväxt #1\n\nwhen I receive [nästa bana v]\nhide\nswitch costume to (klädsel6 v)\nif <(Värld) = [1]> then\n if <(Bana) = [3]> then\n forever\n go to x: (38) y: (-120)\n switch costume to (klädsel6 v)\n show\n if <(DÖD?) = [0]> then\n wait until <<<<([x position v] of [spelare v]) > [-92]> and <([x position v] of [spelare v]) < [38]>> and <([hastighet x v] of [spelare v]) > [1]>> or <<<([x position v] of [spelare v]) < [168]> and <([x position v] of [spelare v]) > [38]>> and <([hastighet x v] of [spelare v]) < [-1]>>>\n start sound [Roten ur marken v]\n wait (0.3) seconds\n repeat (8)\n change y by (20)\n next costume\n end\n wait (1) seconds\n start sound [Roten ur marken2 v]\n repeat (20)\n change y by (-8)\n next costume\n end\n wait (1) seconds\n end\n end\n end\n if <(Bana) = [4]> then\n forever\n go to x: (-91) y: (-147)\n switch costume to (klädsel5 v)\n show\n if <(DÖD?) = [0]> then\n wait until <<<<([x position v] of [spelare v]) > [-221]> and <([x position v] of [spelare v]) < [-91]>> and <([hastighet x v] of [spelare v]) > [1]>> or <<<([x position v] of [spelare v]) < [39]> and <([x position v] of [spelare v]) > [-91]>> and <([hastighet x v] of [spelare v]) < [-1]>>>\n start sound [Roten ur marken v]\n wait (0.3) seconds\n repeat (9)\n change y by (20)\n next costume\n end\n wait (1) seconds\n start sound [Roten ur marken2 v]\n repeat (20)\n change y by (-9)\n next costume\n end\n wait (1) seconds\n end\n end\n end\n if <(Bana) = [6]> then\n forever\n go to x: (99) y: (-96)\n switch costume to (klädsel4 v)\n show\n if <(DÖD?) = [0]> then\n wait until <<<<([x position v] of [spelare v]) > [-31]> and <([x position v] of [spelare v]) < [99]>> and <([hastighet x v] of [spelare v]) > [1]>> or <<<([x position v] of [spelare v]) < [229]> and <([x position v] of [spelare v]) > [99]>> and <([hastighet x v] of [spelare v]) < [-1]>>>\n start sound [Roten ur marken v]\n wait (0.3) seconds\n repeat (7)\n change y by (24)\n next costume\n end\n wait (1) seconds\n start sound [Roten ur marken2 v]\n repeat (24)\n change y by (-7)\n next costume\n end\n wait (1) seconds\n end\n end\n end\n if <(Bana) = [7]> then\n forever\n go to x: (-80) y: (-161)\n switch costume to (klädsel4 v)\n show\n if <(DÖD?) = [0]> then\n wait until <<<<([x position v] of [spelare v]) > [-210]> and <([x position v] of [spelare v]) < [-80]>> and <([hastighet x v] of [spelare v]) > [1]>> or <<<([x position v] of [spelare v]) < [50]> and <([x position v] of [spelare v]) > [-80]>> and <([hastighet x v] of [spelare v]) < [-1]>>>\n start sound [Roten ur marken v]\n wait (0.3) seconds\n repeat (5)\n change y by (24)\n next costume\n end\n wait (1) seconds\n start sound [Roten ur marken2 v]\n repeat (15)\n change y by (-8)\n next costume\n end\n wait (1) seconds\n end\n end\n end\n if <(Bana) = [8]> then\n forever\n go to x: (15) y: (-80)\n switch costume to (klädsel2 v)\n show\n if <(DÖD?) = [0]> then\n wait until <<<<([x position v] of [spelare v]) > [-115]> and <([x position v] of [spelare v]) < [15]>> and <([hastighet x v] of [spelare v]) > [1]>> or <<<([x position v] of [spelare v]) < [145]> and <([x position v] of [spelare v]) > [15]>> and <([hastighet x v] of [spelare v]) < [-1]>>>\n start sound [Roten ur marken v]\n wait (0.3) seconds\n repeat (7)\n change y by (24)\n next costume\n end\n wait (1) seconds\n start sound [Roten ur marken2 v]\n repeat (24)\n change y by (-7)\n next costume\n end\n wait (1) seconds\n end\n end\n end\n stop [this script v]\nend\n\nwhen flag clicked\ngo to x: (45) y: (-130)\nhide\nswitch costume to (klädsel1 v)\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Taggväxt #2\n\nwhen I receive [nästa bana v]\nhide\nif <(Värld) = [1]> then\n if <(Bana) = [7]> then\n forever\n go to x: (71) y: (-115)\n switch costume to (klädsel6 v)\n show\n if <(DÖD?) = [0]> then\n wait until <<<<([x position v] of [spelare v]) > [-59]> and <([x position v] of [spelare v]) < [71]>> and <([hastighet x v] of [spelare v]) > [1]>> or <<<([x position v] of [spelare v]) < [201]> and <([x position v] of [spelare v]) > [71]>> and <([hastighet x v] of [spelare v]) < [-1]>>>\n start sound [Roten ur marken v]\n wait (0.3) seconds\n repeat (8)\n change y by (20)\n next costume\n end\n wait (1) seconds\n start sound [Roten ur marken2 v]\n repeat (20)\n change y by (-8)\n next costume\n end\n wait (1) seconds\n end\n end\n end\nend\nstop [this script v]\n\nwhen flag clicked\ngo to x: (71) y: (-115)\nswitch costume to (klädsel1 v)\nhide\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Snigelboss\n\ndefine Fixa övertramp\nrepeat until <not <touching (bana v)?>>\n change y by (1)\nend\n\nwhen I receive [boss 1: start v]\nset [bossliv v] to [5]\nset [rör vid bana? v] to [1]\nset [boss igång v] to [1]\nwait (0.8) seconds\ngo to x: (-249) y: (-70)\npoint in direction (90)\nswitch costume to (spring #4 v)\nshow\nrepeat (60)\n move (3) steps\n next costume\n if <(costume [number v]) = [10]> then\n switch costume to (spring #1 v)\n end\nend\nwait (1) seconds\nset [story-läge v] to [0]\nbroadcast (Stoy-läge avslutat v)\nswitch costume to (spring #1 v)\nforever\n set [attack-form? v] to (pick random (1) to (2))\n if <(Attack-form?) = [1]> then\n wait (1) seconds\n if <([x position v] of [spelare v]) > (x position)> then\n point in direction (90)\n end\n if <([x position v] of [spelare v]) < (x position)> then\n point in direction (-90)\n end\n repeat until <(distance to [spelare v]) < [95]>\n move (3) steps\n if on edge, bounce\n next costume\n if <(costume [number v]) = [10]> then\n switch costume to (spring #1 v)\n end\n end\n broadcast (Snigelboss: Hopp v)\n wait (0.3) seconds\n set [fart y v] to (pick random (17) to (20))\n set [fart x v] to ((Fart Y) / (5.5))\n repeat until <<(Rör vid bana?) = [1]> and <<(Fart Y) < [0]> or <(Fart Y) = [0]>>>\n if on edge, bounce\n move (Fart X) steps\n end\n broadcast (Jordbävning v)\n start sound [Träff mot marken/väggen v]\n end\n if <(Attack-form?) = [2]> then\n wait (1) seconds\n if <([x position v] of [spelare v]) > (x position)> then\n point in direction (90)\n end\n if <([x position v] of [spelare v]) < (x position)> then\n point in direction (-90)\n end\n wait (0.5) seconds\n repeat (15)\n move (-1.5) steps\n if on edge, bounce\n next costume\n if <(costume [number v]) = [10]> then\n switch costume to (spring #1 v)\n end\n end\n set [fart y v] to [3]\n repeat until <touching (_edge_ v)?>\n move (9) steps\n next costume\n if <(costume [number v]) = [10]> then\n switch costume to (spring #1 v)\n end\n end\n broadcast (Boss 1: Slag mot kant v)\n broadcast (Jordbävning v)\n start sound [Träff mot marken/väggen v]\n if <(x position) < [0]> then\n point in direction (90)\n end\n if <(x position) > [0]> then\n point in direction (-90)\n end\n set [fart y v] to [4]\n set [fart x v] to [4]\n repeat until <<(Rör vid bana?) = [1]> and <<(Fart Y) < [0]> or <(Fart Y) = [0]>>>\n if on edge, bounce\n move (Fart X) steps\n end\n wait (1.5) seconds\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n switch costume to (spring #1 v)\n end\nend\n\nwhen flag clicked\nhide\nset [boss igång v] to [0]\nset [rör vid bana? v] to [1]\nset [bossliv v] to [5]\n\nwhen I receive [boss 1: start v]\nwait (0.5) seconds\nrepeat until <(Boss igång) = [0]>\n set [fart y v] to [0]\n forever\n change [fart y v] by (-1)\n change y by (Fart Y)\n if <touching (bana v)?> then\n Fixa övertramp\n set [rör vid bana? v] to [1]\n else\n set [rör vid bana? v] to [0]\n end\n end\nend\n\nwhen I receive [snigelboss: hopp v]\nswitch costume to (hopp #1 v)\nrepeat (7)\n next costume\nend\nrepeat (11)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [boss 1: död v]\nset [pratbubbla igång v] to [1]\nif <(costume [number v]) > [11]> then\n repeat until <(costume [number v]) = [19]>\n next costume\n end\nelse\n switch costume to (hopp #1 v)\n repeat (8)\n next costume\n end\nend\nwait until <(Pratbubbla igång) = [0]>\nset [boss igång v] to [0]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nrepeat until <(costume [number v]) = [34]>\n next costume\nend\nhide\nbroadcast (Boss: Slut v)\n\nwhen I receive [boss 1: slag mot kant v]\nstart sound [Slag mot metall v]\nstart sound [Wobble v]\nswitch costume to (hopp #1 v)\nrepeat (7)\n next costume\nend\n\nwhen I receive [boss 1: död v]\nrepeat until <(Boss igång) = [0]>\n set [fart y v] to [0]\n forever\n change [fart y v] by (-1)\n change y by (Fart Y)\n if <touching (bana v)?> then\n Fixa övertramp\n set [rör vid bana? v] to [1]\n else\n set [rör vid bana? v] to [0]\n end\n end\nend\n\nwhen I receive [boss 1: död v]\nwait until <(costume [number v]) = [19]>\nrepeat until <(Boss igång) = [0]>\n next costume\n wait (0.01) seconds\n if <(costume [number v]) = [21]> then\n switch costume to (hopp #5 v)\n end\nend\n\nwhen I receive [boss: skadad v]\nif <(Värld) = [1]> then\n if <(Bossliv) > [1]> then\n change [bossliv v] by (-1)\n broadcast (Visa bosshjärtan v)\n set [ghost v] effect to (20)\n wait (1.5) seconds\n set [ghost v] effect to (0)\n set [skadeläge v] to [0]\n else\n set [story-läge v] to [1]\n stop [other scripts in sprite v]\n broadcast (Boss 1: Död v)\n broadcast (Story-läge v)\n end\nend\n\nwhen I receive [boss 1: start v]\nforever\n if <(Skadeläge) = [0]> then\n if <<<touching (spelare v)?> and <([faller v] of [spelare v]) > [5]>> and <([y position v] of [spelare v]) > (y position)>> then\n if <([x position v] of [spelare v]) < (x position)> then\n start sound [Slag v]\n set [skadeläge v] to [11]\n broadcast (Boss: Skadad v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n start sound [Slag v]\n set [skadeläge v] to [12]\n broadcast (Boss: Skadad v)\n end\n end\n if <<touching (spelare v)?> and <not <<([faller v] of [spelare v]) > [5]> and <([y position v] of [spelare v]) > (y position)>>>> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\n end\nend\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Aracet\n\nwhen flag clicked\nhide\nswitch costume to (still v)\ngo to x: (17) y: (-45)\n\nwhen I receive [nästa bana v]\nhide\nif <(Värld) = [2]> then\n if <(Bana) = [2]> then\n go to x: (17) y: (-45)\n end\n if <(Bana) = [3]> then\n go to x: (104) y: (-61)\n end\n if <(Bana) = [5]> then\n go to x: (-37) y: (-27)\n end\n if <(Bana) = [8]> then\n go to x: (7) y: (-56)\n end\n if <<<(Bana) = [2]> or <(Bana) = [3]>> or <<(Bana) = [5]> or <(Bana) = [8]>>> then\n switch costume to (still v)\n show\n set [fart y v] to [20]\n forever\n wait until <<([faller v] of [spelare v]) > [1]> and <([hastighet y v] of [spelare v]) > [0]>>\n repeat (4)\n next costume\n wait (0.01) seconds\n end\n set [fart y v] to [20]\n wait (0.1) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n broadcast (Spindelhopp v)\n start sound [Hop v]\n repeat until <(Fart Y) < [-19]>\n change [fart y v] by (-1)\n change y by (Fart Y)\n Ut ur marken\n end\n end\n end\nend\nstop [this script v]\n\ndefine Ut ur marken\nrepeat until <not <touching (bana v)?>>\n change y by (1)\nend\n\nwhen I receive [spindelhopp v]\nswitch costume to (hopp #1 v)\nrepeat (2)\n next costume\n wait (0.01) seconds\nend\nswitch costume to (hopp #3 v)\nwait (0.88) seconds\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nswitch costume to (still v)\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Sandstorm\n\nwhen I receive [nästa bana v]\nif <(Värld) = [2]> then\n set [sandstorm? v] to [0]\n repeat until <(Genomskinlighet) > [97]>\n change [genomskinlighet v] by (2)\n change [ghost v] effect by (2)\n switch costume to (pick random (1) to (8))\n end\n set [genomskinlighet v] to [100]\n set [ghost v] effect to (100)\n hide\n if <(Bana) = [3]> then\n wait until <([x position v] of [spelare v]) > [-140]>\n go to x: (0) y: (0)\n set volume to (0) %\n start sound [565015__blackatomproductions__sandstormmix v]\n show\n set [sandstorm? v] to [2]\n set [genomskinlighet v] to [100]\n repeat (50)\n change volume by (0.5)\n change [genomskinlighet v] by (-1)\n change [ghost v] effect by (-1)\n switch costume to (pick random (1) to (8))\n end\n set [genomskinlighet v] to [50]\n forever\n Sandstorm\n end\n end\n if <(Bana) = [7]> then\n wait until <([x position v] of [spelare v]) > [-200]>\n go to x: (0) y: (0)\n set volume to (0) %\n start sound [565015__blackatomproductions__sandstormmix v]\n show\n set [sandstorm? v] to [2]\n repeat (50)\n change volume by (0.5)\n change [ghost v] effect by (-1)\n switch costume to (pick random (1) to (8))\n end\n set [genomskinlighet v] to [50]\n forever\n Sandstorm\n end\n end\n if <(Bana) = [8]> then\n wait until <([x position v] of [spelare v]) > [-185]>\n go to x: (0) y: (0)\n show\n set volume to (0) %\n start sound [565015__blackatomproductions__sandstormmix v]\n set [sandstorm? v] to [2]\n repeat (50)\n change volume by (0.5)\n change [ghost v] effect by (-1)\n switch costume to (pick random (1) to (8))\n end\n set [genomskinlighet v] to [50]\n forever\n Sandstorm\n end\n end\nend\nstop [this script v]\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset [sandstorm? v] to [0]\ngo to x: (0) y: (0)\n\ndefine Sandstorm\nif <(Genomskinlighet) < [40]> then\n set [intensitet v] to (pick random (1) to (2))\nend\nif <(Genomskinlighet) > [60]> then\n set [intensitet v] to (pick random (-1) to (-3))\nend\nchange [ghost v] effect by (Intensitet)\nchange [genomskinlighet v] by (Intensitet)\nswitch costume to (pick random (1) to (8))\n\nwhen I receive [nästa bana v]\nrepeat until <(volume) < [3]>\n change volume by (-2)\nend\nset volume to (0) %\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\nset [ghost v] effect to (100)\nset [sandstorm? v] to [0]\ngo to x: (0) y: (0)\n\n@Vulture\n\nwhen flag clicked\ngo to x: (100) y: (-116)\nhide\n\nwhen I receive [nästa bana v]\nhide\nif <(Värld) = [2]> then\n if <(Bana) = [4]> then\n go to x: (110) y: (-116)\n set [y-fart v] to [2]\n switch costume to (normal v)\n show\n end\n if <(Bana) = [5]> then\n go to x: (67) y: (-123)\n set [y-fart v] to [2]\n switch costume to (normal v)\n show\n end\n if <(Bana) = [7]> then\n go to x: (-19) y: (-126)\n set [y-fart v] to [2]\n switch costume to (normal v)\n show\n end\n if <<(Bana) = [4]> or <<(Bana) = [5]> or <(Bana) = [7]>>> then\n forever\n repeat until <(y position) > [30]>\n change y by (Y-Fart)\n next costume\n if <(costume [number v]) = [5]> then\n start sound [Flapping Wings - Sound Effect2 v]\n end\n end\n repeat (4)\n change [y-fart v] by (-0.5)\n change y by (Y-Fart)\n next costume\n if <(costume [number v]) = [5]> then\n start sound [Flapping Wings - Sound Effect2 v]\n end\n end\n repeat (50)\n next costume\n if <(costume [number v]) = [5]> then\n start sound [Flapping Wings - Sound Effect2 v]\n end\n end\n repeat (4)\n change [y-fart v] by (-0.5)\n change y by (Y-Fart)\n next costume\n if <(costume [number v]) = [5]> then\n start sound [Flapping Wings - Sound Effect2 v]\n end\n end\n repeat until <(y position) < [-116]>\n change y by (Y-Fart)\n next costume\n if <(costume [number v]) = [5]> then\n start sound [Flapping Wings - Sound Effect2 v]\n end\n end\n repeat (4)\n change [y-fart v] by (0.5)\n change y by (Y-Fart)\n next costume\n if <(costume [number v]) = [5]> then\n start sound [Flapping Wings - Sound Effect2 v]\n end\n end\n repeat (50)\n next costume\n if <(costume [number v]) = [5]> then\n start sound [Flapping Wings - Sound Effect2 v]\n end\n end\n repeat (4)\n change [y-fart v] by (0.5)\n change y by (Y-Fart)\n next costume\n if <(costume [number v]) = [5]> then\n start sound [Flapping Wings - Sound Effect2 v]\n end\n end\n end\n end\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Blomma\n\nwhen flag clicked\ngo to x: (85) y: (-11)\nhide\n\nwhen I receive [nästa bana v]\nhide\nif <(Värld) = [2]> then\n if <(Bana) = [6]> then\n set [projektil igång? v] to [0]\n go to x: (85) y: (-11)\n switch costume to (still v)\n show\n end\n if <(Bana) = [7]> then\n set [projektil igång? v] to [0]\n go to x: (182) y: (-40)\n switch costume to (still v)\n show\n end\n if <(Bana) = [8]> then\n set [projektil igång? v] to [0]\n go to x: (161) y: (-44)\n switch costume to (still v)\n show\n end\n if <<<(Bana) = [6]> or <(Bana) = [7]>> or <(Bana) = [8]>> then\n forever\n wait (1.5) seconds\n if <(DÖD?) = [0]> then\n wait until <([x position v] of [spelare v]) < (x position)>\n wait until <(Projektil igång?) = [0]>\n set [projektil igång? v] to [1]\n repeat (4)\n next costume\n wait (0.01) seconds\n end\n wait (1) seconds\n broadcast (Blomma: Projektil v)\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (2)\n next costume\n wait (0.01) seconds\n end\n switch costume to (still v)\n end\n end\n end\nend\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Blomma: Projektil\n\nwhen flag clicked\nhide\nset [projektil igång? v] to [0]\n\nwhen I receive [blomma: projektil v]\npoint in direction (-45)\nset x to (([x position v] of [blomma v]) - (1))\nset y to (([y position v] of [blomma v]) + (3))\nset [gravitation v] to [9]\nset [kraft v] to [11]\nwait (0.07) seconds\nstart sound [Spott v]\nswitch costume to (klädsel2 v)\nshow\nrepeat until <touching (bana v)?>\n if <(Sandstorm?) = [0]> then\n turn left (15) degrees\n change y by ((Gravitation) * (1.8))\n change x by (join [-] (Kraft))\n change [gravitation v] by (-1)\n else\n turn left (15) degrees\n change y by ((Gravitation) * (1.8))\n change x by (join [-] ((Kraft) * (0.5)))\n change [gravitation v] by (-1)\n end\nend\nstart sound [Landning v]\nnext costume\nwait (0.01) seconds\nhide\nset [projektil igång? v] to [0]\n\nwhen I receive [nästa bana v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Cactupiller\n\nwhen I receive [boss 2: start v]\nset [bossliv v] to [5]\nset [hål ## v] to [1]\nset [förra hålet ## v] to [1]\nset [antal varv i marken v] to [1]\ngo to x: (-173) y: (-190)\npoint in direction (-90)\nswitch costume to (rakt v)\nshow\nset [boss igång v] to [1]\nwait (0.5) seconds\nrepeat (5)\n change y by (8)\nend\nwait (0.5) seconds\nrepeat (5)\n change y by (-8)\nend\nwait (0.5) seconds\nrepeat (5)\n change y by (16)\nend\nrepeat (5)\n change y by (16)\n next costume\nend\nrepeat (4)\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\nend\nset [story-läge v] to [0]\nbroadcast (Stoy-läge avslutat v)\nrepeat (5)\n change y by (-16)\n next costume\nend\nrepeat (5)\n change y by (-16)\nend\nforever\n repeat (Antal varv i marken)\n wait (1) seconds\n set [förra hålet ## v] to (Hål ##)\n repeat until <<not <(Hål ##) = (Förra hålet ##)>> and <([abs v] of ((Förra hålet ##) - (Hål ##)) ) = [1]>>\n set [hål ## v] to (pick random (1) to (3))\n end\n set [klar med ö-förflyttning? v] to [0]\n broadcast (Larv: Mellan öarna v)\n wait until <(Klar med ö-förflyttning?) = [1]>\n set [förra hålet ## v] to (Hål ##)\n end\n start sound [Car Horn v]\n if <(Hål ##) = [1]> then\n wait (0.2) seconds\n end\n if <(Hål ##) = [2]> then\n wait (0.5) seconds\n end\n if <(Hål ##) = [3]> then\n wait (0.7) seconds\n end\n if <(Hål ##) = [1]> then\n go to x: (-173) y: (-190)\n end\n if <(Hål ##) = [2]> then\n go to x: (-7) y: (-144)\n end\n if <(Hål ##) = [3]> then\n go to x: (184) y: (-83)\n end\n switch costume to (rakt v)\n if <([x position v] of [spelare v]) > (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n broadcast (Larv: Upp ur marken v)\n if <(Special: Boss-skadeläge) = [0]> then\n set [höjd v] to (pick random (4) to (5))\n start sound [Gallop v]\n repeat (Höjd)\n change y by (16)\n end\n repeat (Höjd)\n change y by (16)\n next costume\n end\n repeat (35)\n next costume\n if <(costume [number v]) = [21]> then\n switch costume to (rakt v)\n end\n end\n switch costume to (rakt v)\n broadcast (Larv: Ner i jorden v)\n if <(Höjd) = [4]> then\n wait (1.2) seconds\n end\n if <(Höjd) = [5]> then\n wait (1.1) seconds\n end\n repeat ((Höjd) * (2))\n change y by (-16)\n end\n end\nend\n\nwhen flag clicked\nset [hål ## v] to [3]\nset [förra hålet ## v] to [3]\nset [antal varv i marken v] to [1]\nset [special: boss-skadeläge v] to [0]\nhide\n\nwhen flag clicked\nswitch costume to (rakt v)\n\nwhen I receive [larv: ner i jorden v]\nset [böj-nummer # v] to [4]\nrepeat (4)\n switch costume to (rakt v)\n repeat (Böj-nummer #)\n next costume\n end\n repeat (Böj-nummer #)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (böj #9 mitten v)\n repeat (Böj-nummer #)\n next costume\n end\n repeat (Böj-nummer #)\n switch costume to ((costume [number v]) - (1))\n end\n change [böj-nummer # v] by (-1)\nend\n\nwhen I receive [boss 2: start v]\nforever\n if <(Skadeläge) = [0]> then\n if <<<touching (spelare v)?> and <([faller v] of [spelare v]) > [5]>> and <([y position v] of [spelare v]) > ((y position) + (70))>> then\n if <([x position v] of [spelare v]) < (x position)> then\n start sound [Träff v]\n set [skadeläge v] to [11]\n broadcast (Boss: Skadad v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n start sound [Träff v]\n set [skadeläge v] to [12]\n broadcast (Boss: Skadad v)\n end\n end\n if <<touching (spelare v)?> and <not <<([faller v] of [spelare v]) > [5]> and <([y position v] of [spelare v]) > ((y position) + (70))>>>> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\n end\nend\n\nwhen I receive [boss: skadad v]\nif <(Värld) = [2]> then\n if <(Bossliv) > [1]> then\n set [special: boss-skadeläge v] to [1]\n change [bossliv v] by (-1)\n broadcast (Visa bosshjärtan v)\n set [ghost v] effect to (20)\n wait (1.5) seconds\n set [ghost v] effect to (0)\n set [skadeläge v] to [0]\n set [special: boss-skadeläge v] to [0]\n else\n set [story-läge v] to [1]\n stop [other scripts in sprite v]\n broadcast (Boss 2: Död v)\n broadcast (Story-läge v)\n end\nend\n\nwhen I receive [boss: skadad v]\nif <(Värld) = [2]> then\n if <(Bossliv) < [4]> then\n change [antal varv i marken v] by (1)\n end\nend\n\nwhen I receive [boss 2: död v]\nset [pratbubbla igång v] to [1]\nwait until <(Pratbubbla igång) = [0]>\nset [boss igång v] to [0]\nwait (0.5) seconds\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [11]>>> then\n repeat until <<(costume [number v]) = [1]> or <(costume [number v]) = [11]>>\n switch costume to ((costume [number v]) - (1))\n change y by (-16)\n end\nend\nrepeat until <(y position) < [-220]>\n change y by (-16)\nend\nhide\nwait (0.5) seconds\nbroadcast (Jordbävning v)\nbroadcast (Boss: Slut v)\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Cactupiller kopia\n\nwhen I receive [larv: mellan öarna v]\nif <(Förra hålet ##) = [1]> then\n go to x: (-200) y: (-135)\nend\nif <(Förra hålet ##) = [2]> then\n go to x: (-7) y: (-145)\nend\nif <(Förra hålet ##) = [3]> then\n go to x: (185) y: (-145)\nend\nif <(Hål ##) > (Förra hålet ##)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nshow\nchange y by (pick random (5) to (-20))\nset [klar med ö-förflyttning? v] to [1]\nbroadcast (Förläng larven v)\nstart sound [Mellan öarna v]\nrepeat (18)\n move (16) steps\n next costume\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (224) y: (-135)\nset rotation style [left-right v]\nset [klar med ö-förflyttning? v] to [1]\n\nwhen I receive [boss 2: start v]\nshow\ngo to x: (224) y: (-135)\npoint in direction (-90)\n\nwhen I receive [förläng larven v]\nwait (0.28) seconds\nmove (-96) steps\n\nwhen I receive [nästa bana v]\nhide\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Vatten\n\nwhen I receive [nästa bana v]\nset [tidvatten? v] to [0]\nhide\nif <(Värld) = [3]> then\n switch costume to (tropiskt v)\n set [ghost v] effect to (20)\n show\n go to x: (0) y: (-173)\n set [vågnivå v] to [0]\n forever\n repeat (Antal vågor)\n repeat until <(Vågnivå) > [0.8]>\n change y by (Vågnivå)\n change [vågnivå v] by (0.05)\n end\n repeat until <(Vågnivå) < [-0.8]>\n change y by (Vågnivå)\n change [vågnivå v] by (-0.05)\n end\n end\n if <<(Bana) = [3]> or <<(Bana) = [7]> or <(Bana) = [8]>>> then\n Tidsvatten\n end\n end\nend\nif <(Värld) = [4]> then\n switch costume to (grumligt v)\n set [ghost v] effect to (20)\n show\n go to x: (0) y: (-145)\n forever\n repeat (Antal vågor)\n repeat until <(Vågnivå) > [0.8]>\n change y by (Vågnivå)\n change [vågnivå v] by (0.05)\n end\n repeat until <(Vågnivå) < [-0.8]>\n change y by (Vågnivå)\n change [vågnivå v] by (-0.05)\n end\n end\n end\nend\nstop [this script v]\n\nwhen flag clicked\nset [max y v] to [0]\nset [tidvatten? v] to [0]\nset [antal vågor v] to [1]\nset [ghost v] effect to (20)\nswitch costume to (tropiskt v)\nhide\n\nwhen I receive [nästa bana v]\nif <(Värld) = [3]> then\n if <(Bana) = [3]> then\n set [max y v] to [-80]\n set [antal vågor v] to [1]\n end\n if <(Bana) = [4]> then\n set [max y v] to [-44]\n set [antal vågor v] to [1]\n end\n if <(Bana) = [5]> then\n set [max y v] to [-50]\n set [antal vågor v] to [2]\n end\n if <(Bana) = [7]> then\n set [max y v] to [-63]\n set [antal vågor v] to [2]\n end\n if <(Bana) = [8]> then\n set [max y v] to [-60]\n set [antal vågor v] to [1]\n end\nend\n\ndefine Tidsvatten\nset [tidvatten? v] to [1]\nrepeat until <(Vågnivå) > [0.8]>\n change y by (Vågnivå)\n change [vågnivå v] by (0.05)\nend\nrepeat until <(y position) > (Max Y)>\n change y by (Vågnivå)\n if <([abs v] of ((y position) - ([y position v] of [crab v])) ) < [80]> then\n set [tidvatten? v] to [2]\n end\nend\nrepeat until <(Vågnivå) < [-0.8]>\n change y by (Vågnivå)\n change [vågnivå v] by (-0.05)\nend\nrepeat until <(y position) < [-166]>\n change y by (Vågnivå)\nend\nset [tidvatten? v] to [0.5]\n\n@Crab\n\nwhen flag clicked\nhide\n\nwhen I receive [nästa bana v]\nwait (0.02) seconds\nif <(Värld) = [3]> then\n if <<<(Bana) = [2]> or <(Bana) = [3]>> or <<(Bana) = [5]> or <(Bana) = [8]>>> then\n set [krabba y v] to [0]\n forever\n if <<(Tidvatten?) = [0]> or <(Tidvatten?) = [1]>> then\n change [krabba y v] by (-1)\n change y by (Krabba Y)\n if <touching (bana v)?> then\n Fixa övertramp\n end\n end\n end\n end\nend\n\ndefine Fixa övertramp\nrepeat until <not <touching (bana v)?>>\n change y by (1)\n set [krabba y v] to [0]\nend\n\nwhen I receive [nästa bana v]\nset volume to (100) %\nhide\nif <(Värld) = [3]> then\n if <(Bana) = [2]> then\n set [högst x v] to [176]\n set [lägst x v] to [17]\n go to x: (186) y: (-65)\n show\n end\n if <(Bana) = [3]> then\n set [högst x v] to [27]\n set [lägst x v] to [-103]\n go to x: (37) y: (-50)\n show\n end\n if <(Bana) = [5]> then\n set [högst x v] to [151]\n set [lägst x v] to [41]\n go to x: (161) y: (-91)\n show\n end\n if <(Bana) = [8]> then\n set [högst x v] to [34]\n set [lägst x v] to [-76]\n go to x: (44) y: (-62)\n show\n end\n if <<<(Bana) = [2]> or <(Bana) = [3]>> or <<(Bana) = [5]> or <(Bana) = [8]>>> then\n switch costume to (still v)\n wait (0.5) seconds\n forever\n set [fart v] to [-5.5]\n if <(Bana) = [2]> then\n start sound [Gå \(2\) v]\n end\n if <<(Bana) = [3]> or <(Bana) = [5]>> then\n start sound [Gå \(3/5\) v]\n end\n if <(Bana) = [8]> then\n start sound [Gå \(8\) v]\n end\n repeat until <(x position) < (Lägst X)>\n change x by (Fart)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\n if <(Tidvatten?) = [2]> then\n Ner i sanden\n end\n end\n switch costume to (still v)\n repeat (3)\n change x by (Fart)\n change [fart v] by (1)\n end\n wait (0.5) seconds\n set [fart v] to [5.5]\n if <(Bana) = [2]> then\n start sound [Gå \(2\) v]\n end\n if <<(Bana) = [3]> or <(Bana) = [5]>> then\n start sound [Gå \(3/5\) v]\n end\n if <(Bana) = [8]> then\n start sound [Gå \(8\) v]\n end\n repeat until <(x position) > (Högst X)>\n change x by (Fart)\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (still v)\n end\n if <(Tidvatten?) = [2]> then\n Ner i sanden\n end\n end\n switch costume to (still v)\n repeat (3)\n change x by (Fart)\n change [fart v] by (-1)\n end\n wait (0.5) seconds\n end\n end\nend\n\ndefine Ner i sanden\nset volume to (0) %\nswitch costume to (gräv #1 v)\nrepeat (44)\n change y by (-1)\n next costume\n if <(costume [number v]) = [18]> then\n switch costume to (gräv #1 v)\n end\nend\nwait until <(Tidvatten?) = [0.5]>\nrepeat (44)\n change y by (1)\n next costume\n if <(costume [number v]) = [18]> then\n switch costume to (gräv #1 v)\n end\nend\nswitch costume to (still v)\nset volume to (100) %\nset [tidvatten? v] to [0]\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Seagull\n\nwhen flag clicked\nhide\nswitch costume to (flyg #1 v)\nset [fågelskit droppad v] to [0]\n\nwhen I receive [nästa bana v]\nhide\nset [fågelskit droppad v] to [0]\nif <(Värld) = [3]> then\n if <<(Bana) = [4]> or <<(Bana) = [5]> or <(Bana) = [7]>>> then\n forever\n set [fågelskit droppad v] to [0]\n go to x: (250) y: (110)\n switch costume to (pick random (1) to (5))\n show\n repeat until <(x position) < [-250]>\n change x by (-6)\n next costume\n if <(costume [number v]) = [11]> then\n switch costume to (flyg #1 v)\n end\n if <(DÖD?) = [0]> then\n if <([hastighet x v] of [spelare v]) > [0]> then\n if <<([abs v] of ((x position) - ([x position v] of [spelare v])) ) < [100]> and <(Fågelskit droppad) = [0]>> then\n repeat until <(costume [number v]) = [14]>\n change x by (-6)\n next costume\n end\n set [fågelskit droppad v] to [1]\n broadcast (Fågelskit v)\n repeat (3)\n change x by (-6)\n next costume\n end\n end\n else\n if <<([abs v] of ((x position) - ([x position v] of [spelare v])) ) < [30]> and <(Fågelskit droppad) = [0]>> then\n repeat until <(costume [number v]) = [14]>\n change x by (-6)\n next costume\n end\n set [fågelskit droppad v] to [1]\n broadcast (Fågelskit v)\n repeat (3)\n change x by (-6)\n next costume\n end\n end\n end\n end\n end\n hide\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Birdpoop\n\nwhen I receive [fågelskit v]\nswitch costume to (klädsel2 v)\nset x to (([x position v] of [seagull v]) + (15))\nset y to (([y position v] of [seagull v]) - (15))\nstart sound [Poop v]\nshow\nset [y-fart v] to [0]\nrepeat until <<<touching (bana v)?> or <touching (vatten v)?>> or <(Skadeläge) > [0]>>\n change y by (Y-Fart)\n change [y-fart v] by (-1)\n if <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\n end\nend\nstart sound [Skiten2 v]\nrepeat (6)\n next costume\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [nästa bana v]\nstop [other scripts in sprite v]\nhide\n\n@Pufferfish\n\nwhen I receive [nästa bana v]\nstop [other scripts in sprite v]\nhide\nif <(Värld) = [3]> then\n if <(Bana) = [6]> then\n go to x: (-6) y: (-150)\n set [hopp-räkning v] to [0]\n set [x-fart v] to [0]\n set [hopp? v] to [0]\n broadcast (Blåsfisk v)\n switch costume to (vanlig v)\n show\n end\n if <(Bana) = [7]> then\n go to x: (-185) y: (-150)\n set [hopp-räkning v] to [0]\n set [x-fart v] to [0]\n set [hopp? v] to [0]\n broadcast (Blåsfisk v)\n switch costume to (vanlig v)\n show\n end\n if <(Bana) = [8]> then\n go to x: (-135) y: (-150)\n set [hopp-räkning v] to [0]\n set [x-fart v] to [0]\n set [hopp? v] to [0]\n broadcast (Blåsfisk v)\n switch costume to (vanlig v)\n show\n end\n if <<(Bana) = [6]> or <<(Bana) = [7]> or <(Bana) = [8]>>> then\n switch costume to (vanlig v)\n forever\n repeat until <(X-Fart) > [7]>\n change x by (X-Fart)\n point in direction (90)\n if <(Hopp?) = [0]> then\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (vanlig v)\n end\n change [x-fart v] by (0.5)\n end\n end\n repeat until <(x position) > [150]>\n change x by (X-Fart)\n if <(Hopp?) = [0]> then\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (vanlig v)\n end\n end\n end\n change [hopp-räkning v] by (1)\n if <(Hopp-räkning) = [2]> then\n if <(DÖD?) = [0]> then\n broadcast (Blåsfisk: hopp v)\n end\n set [hopp-räkning v] to [0]\n end\n repeat until <(X-Fart) < [-7]>\n change x by (X-Fart)\n point in direction (-90)\n if <(Hopp?) = [0]> then\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (vanlig v)\n end\n change [x-fart v] by (-0.5)\n end\n end\n repeat until <(x position) < [-150]>\n change x by (X-Fart)\n if <(Hopp?) = [0]> then\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (vanlig v)\n end\n end\n end\n change [hopp-räkning v] by (1)\n if <(Hopp-räkning) = [2]> then\n if <(DÖD?) = [0]> then\n broadcast (Blåsfisk: hopp v)\n end\n set [hopp-räkning v] to [0]\n end\n end\n end\nend\nstop [this script v]\n\nwhen I receive [blåsfisk v]\nset [y-gravitation v] to [0]\nforever\n change [y-gravitation v] by (-1)\n change y by (Y-gravitation)\n if <([abs v] of ((y position) - ([y position v] of [vatten v])) ) < [20]> then\n Fixa övertramp\n end\nend\n\ndefine Fixa övertramp\nrepeat until <([abs v] of ((y position) - ([y position v] of [vatten v])) ) > [20]>\n change y by (1)\nend\nset [y-gravitation v] to [0]\n\nwhen I receive [blåsfisk: hopp v]\nwait until <([abs v] of ((x position) - ([x position v] of [spelare v])) ) < [70]>\nstart sound [Upp från vattnet v]\nset [hopp? v] to [1]\nset [y-gravitation v] to [15]\nswitch costume to (simma #7 v)\nrepeat (2)\n next costume\nend\nwait (0.8) seconds\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (vanlig v)\nset [hopp? v] to [0]\nstart sound [Vattenplask v]\n\nwhen flag clicked\nset [hopp-räkning v] to [0]\nset [x-fart v] to [0]\nset [hopp? v] to [0]\ngo to x: (-6) y: (-150)\nhide\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Bläckfisk\n\nwhen flag clicked\ngo to x: (13) y: (-162)\nset [träffläge v] to [0]\ndelete all of [attacklista v]\nhide\n\nwhen I receive [boss 3: start v]\ndelete all of [attacklista v]\nset [träffläge v] to [0]\nset [boss igång v] to [1]\nset [bossliv v] to [3]\nswitch costume to (vanlig v)\ngo to x: (13) y: (-162)\nwait (6.5) seconds\nstart sound [Upp från vattnet2 v]\nwait (1) seconds\nshow\nset [y-fart v] to [2]\nrepeat (85)\n change y by (Y-Fart)\nend\nrepeat (10)\n change y by (Y-Fart)\n change [y-fart v] by (-0.2)\nend\nset [story-läge v] to [0]\nbroadcast (Stoy-läge avslutat v)\nwait (1) seconds\nforever\n repeat (3)\n set [bläckfisk: attack v] to (pick random (1) to (2))\n if <[attacklista v] contains [1]?> then\n set [bläckfisk: attack v] to [2]\n set [bläckfisk: attack- tentakel v] to (pick random (1) to (2))\n end\n if <<(length of [attacklista v]) = [2]> and <not <[attacklista v] contains [1]?>>> then\n set [bläckfisk: attack v] to [1]\n end\n add (Bläckfisk: Attack) to [attacklista v]\n set [bläckfisk: attack- tentakel v] to (pick random (1) to (2))\n set [bläckfisk: attack- igång? v] to [1]\n if <(Bläckfisk: Attack) = [1]> then\n broadcast (Bläckfisk: Bläck från tentakel v)\n end\n if <(Bläckfisk: Attack) = [2]> then\n broadcast (Bläckfisk: Slam v)\n end\n wait until <(Bläckfisk: Attack- Igång?) = [0]>\n wait (2.5) seconds\n end\n Attack\n delete all of [attacklista v]\n wait (2.5) seconds\nend\n\ndefine Attack\nswitch costume to (slam #1 v)\nwait (1) seconds\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\nwait (0.5) seconds\nrepeat (6)\n next costume\nend\nset [träffläge v] to [1]\nrepeat (2)\n next costume\nend\nbroadcast (Jordbävning v)\nstart sound [Träff mot marken/väggen v]\nreset timer\nwait until <<(timer) > [1.5]> or <(Skadeläge) > [0]>>\nwait (1) seconds\nset [träffläge v] to [0]\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\nend\nset [bläckfisk: attack- igång? v] to [0]\n\nwhen I receive [bläckfisk: slam v]\nif <(Bläckfisk: Attack- Tentakel) = [1]> then\n switch costume to (kolla vänster v)\nend\nif <(Bläckfisk: Attack- Tentakel) = [2]> then\n switch costume to (kolla höger v)\nend\nwait (0) seconds\nrepeat (4)\n next costume\nend\nwait until <(Bläckfisk: Attack- Igång?) = [0]>\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (vanlig v)\n\ndefine Mellansnack\nrepeat (4)\n switch costume to (vibing #1 v)\n repeat (14)\n next costume\n wait (0.03) seconds\n end\nend\nswitch costume to (vanlig v)\n\nwhen I receive [bläckskvätt v]\nwait (1) seconds\nrepeat (4)\n next costume\nend\nwait (0.6) seconds\nif <(Bläckfisk: Attack- Igång?) = [1]> then\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\nelse\n wait (0.5) seconds\n repeat (2)\n next costume\n end\n switch costume to (fokuserad #3 v)\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [bläck: tentakel v]\nwait (0.5) seconds\nswitch costume to (fokuserad #1 v)\nrepeat (2)\n next costume\nend\nif <(Bläckfisk: Attack- Tentakel) = [1]> then\n repeat (2)\n next costume\n end\nend\nif <(Bläckfisk: Attack- Tentakel) = [2]> then\n switch costume to (fokuserad #4 v)\n repeat (2)\n next costume\n end\nend\n\nwhen I receive [boss 3: död v]\nset [pratbubbla igång v] to [1]\nset [story-läge v] to [1]\nwait until <(Pratbubbla igång) = [0]>\nrepeat (3)\n switch costume to (slam #8 v)\n repeat (11)\n next costume\n end\nend\nwait (0.5) seconds\nset [y-fart v] to [0]\nrepeat (15)\n change y by (Y-Fart)\n change [y-fart v] by (-0.5)\nend\nwait (0.5) seconds\nstart sound [Ner i vattnet v]\nbroadcast (Jordbävning v)\nhide\nset [boss igång v] to [0]\nbroadcast (Boss: Slut v)\n\nwhen I receive [boss 3: start v]\nforever\n if <(Skadeläge) = [0]> then\n if <<<touching (spelare v)?> and <([faller v] of [spelare v]) > [15]>> and <<(Träffläge) = [1]> and <([y position v] of [spelare v]) > ((y position) - (50))>>> then\n if <([x position v] of [spelare v]) < (x position)> then\n start sound [Slag v]\n set [skadeläge v] to [11]\n broadcast (Boss: Skadad v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n start sound [Slag v]\n set [skadeläge v] to [12]\n broadcast (Boss: Skadad v)\n end\n end\n if <<<touching (spelare v)?> and <not <([faller v] of [spelare v]) > [15]>>> and <<(Träffläge) = [1]> and <([y position v] of [spelare v]) < ((y position) - (25))>>> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\n end\nend\n\nwhen I receive [boss: skadad v]\nif <(Värld) = [3]> then\n if <(Bossliv) > [1]> then\n set [träffläge v] to [0]\n change [bossliv v] by (-1)\n broadcast (Visa bosshjärtan v)\n set [ghost v] effect to (20)\n wait (1.5) seconds\n set [ghost v] effect to (0)\n set [skadeläge v] to [0]\n else\n set [story-läge v] to [1]\n stop [other scripts in sprite v]\n if <not <(costume [number v]) = [40]>> then\n switch costume to (slam #1 v)\n repeat until <(costume [number v]) = [40]>\n next costume\n end\n end\n broadcast (Jordbävning v)\n broadcast (Boss 3: Död v)\n broadcast (Story-läge v)\n end\nend\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Tentakel #1\n\nwhen flag clicked\nhide\ngo to x: (-113) y: (-105)\nset [y-fart v] to [10]\n\nwhen I receive [boss 3: start v]\nswitch costume to (klädsel4 v)\ngo to x: (-113) y: (-277)\nset [y-fart v] to [10]\nwait (4.5) seconds\nstart sound [Upp från vattnet v]\nshow\nrepeat (33)\n change y by (Y-Fart)\n change [y-fart v] by (-0.3)\nend\ngo to x: (-113) y: (-105)\nset [gung v] to [0]\nforever\n repeat until <(Gung) < [-2]>\n change y by (Gung)\n change [gung v] by (-0.1)\n end\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\nend\n\nwhen I receive [bläckfisk: bläck från tentakel v]\nstop [other scripts in sprite v]\nrepeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\nend\nset [gung v] to [2]\nrepeat until <(y position) > [-87]>\n change y by (2)\nend\nrepeat (10)\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nif <(Bläckfisk: Attack- Tentakel) = [1]> then\n broadcast (Bläck: tentakel v)\nelse\n stop [this script v]\nend\n\nwhen I receive [bläckskvätt v]\nif <(Bläckfisk: Attack- Tentakel) = [1]> then\n switch costume to (pump #1 v)\n repeat (2)\n next costume\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.8) seconds\n repeat (2)\n next costume\n end\nend\n\nwhen I receive [bläcksprut över v]\nif <(Bläckfisk: Attack- Tentakel) = [1]> then\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [bläckfisk: återgå v]\nif <(Bläckfisk: Attack- Tentakel) = [1]> then\n wait (0) seconds\nelse\n wait (1) seconds\nend\nset [gung v] to [0]\nrepeat (10)\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nrepeat until <(y position) < [-126]>\n change y by (-2)\nend\nrepeat (10)\n change y by (Gung)\n change [gung v] by (0.2)\nend\nforever\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\n repeat until <(Gung) < [-2]>\n change y by (Gung)\n change [gung v] by (-0.1)\n end\nend\n\nwhen I receive [bläckfisk: slam v]\nif <(Bläckfisk: Attack- Tentakel) = [1]> then\n stop [other scripts in sprite v]\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\n set [gung v] to [2]\n repeat until <(y position) > [-85]>\n change y by (2)\n end\n repeat (10)\n change y by (Gung)\n change [gung v] by (-0.2)\n end\n switch costume to (slam #3 \(mitt\) v)\n wait (0) seconds\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (7)\n next costume\n end\n broadcast (Jordbävning v)\n start sound [Träff mot marken/väggen v]\n wait (1) seconds\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (2)\n next costume\n end\n wait (0.5) seconds\n set [bläckfisk: attack- igång? v] to [0]\n broadcast (Tentakel #1: Återgå v)\nend\n\nwhen I receive [tentakel #1: återgå v]\nset [gung v] to [0]\nrepeat (10)\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nrepeat until <(y position) < [-126]>\n change y by (-2)\nend\nrepeat (10)\n change y by (Gung)\n change [gung v] by (0.2)\nend\nforever\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\n repeat until <(Gung) < [-2]>\n change y by (Gung)\n change [gung v] by (-0.1)\n end\nend\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <(Bläckfisk: Attack- Tentakel) = [2]> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <(Bläckfisk: Attack- Tentakel) = [1]> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\nwhen I receive [boss 3: död v]\nstop [other scripts in sprite v]\nrepeat until <(y position) < [-280]>\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nhide\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Tentakel #2\n\nwhen flag clicked\nhide\ngo to x: (142) y: (-108)\nset [y-fart v] to [10]\n\nwhen I receive [boss 3: start v]\nswitch costume to (klädsel4 v)\ngo to x: (142) y: (-280)\nset [y-fart v] to [10]\nwait (1.5) seconds\nshow\nstart sound [Upp från vattnet v]\nrepeat (33)\n change y by (Y-Fart)\n change [y-fart v] by (-0.3)\nend\ngo to x: (142) y: (-108)\nset [gung v] to [0]\nforever\n repeat until <(Gung) < [-2]>\n change y by (Gung)\n change [gung v] by (-0.1)\n end\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\nend\n\nwhen I receive [bläckfisk: bläck från tentakel v]\nstop [other scripts in sprite v]\nrepeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\nend\nset [gung v] to [2]\nrepeat until <(y position) > [-87]>\n change y by (2)\nend\nrepeat (10)\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nif <(Bläckfisk: Attack- Tentakel) = [2]> then\n broadcast (Bläck: tentakel v)\nelse\n stop [this script v]\nend\n\nwhen I receive [bläckskvätt v]\nif <(Bläckfisk: Attack- Tentakel) = [2]> then\n switch costume to (pump #1 v)\n repeat (2)\n next costume\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.8) seconds\n repeat (2)\n next costume\n end\nend\n\nwhen I receive [bläcksprut över v]\nif <(Bläckfisk: Attack- Tentakel) = [2]> then\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [tentakel #2: återgå v]\nset [gung v] to [0]\nrepeat (10)\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nrepeat until <(y position) < [-126]>\n change y by (-2)\nend\nrepeat (10)\n change y by (Gung)\n change [gung v] by (0.2)\nend\nforever\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\n repeat until <(Gung) < [-2]>\n change y by (Gung)\n change [gung v] by (-0.1)\n end\nend\n\nwhen I receive [bläckfisk: slam v]\nif <(Bläckfisk: Attack- Tentakel) = [2]> then\n stop [other scripts in sprite v]\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\n set [gung v] to [2]\n repeat until <(y position) > [-85]>\n change y by (2)\n end\n repeat (10)\n change y by (Gung)\n change [gung v] by (-0.2)\n end\n switch costume to (slam #3 \(mitt\) v)\n wait (0) seconds\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (7)\n next costume\n end\n broadcast (Jordbävning v)\n start sound [Träff mot marken/väggen v]\n wait (1) seconds\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (2)\n next costume\n end\n wait (0.5) seconds\n set [bläckfisk: attack- igång? v] to [0]\n broadcast (Tentakel #2: Återgå v)\nend\n\nwhen I receive [bläckfisk: återgå v]\nif <(Bläckfisk: Attack- Tentakel) = [2]> then\n wait (0) seconds\nelse\n wait (1) seconds\nend\nset [gung v] to [0]\nrepeat (10)\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nrepeat until <(y position) < [-126]>\n change y by (-2)\nend\nrepeat (10)\n change y by (Gung)\n change [gung v] by (0.2)\nend\nforever\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\n repeat until <(Gung) < [-2]>\n change y by (Gung)\n change [gung v] by (-0.1)\n end\nend\n\nwhen I receive [boss 3: död v]\nstop [other scripts in sprite v]\nrepeat until <(y position) < [-280]>\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nhide\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <(Bläckfisk: Attack- Tentakel) = [2]> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <(Bläckfisk: Attack- Tentakel) = [1]> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Bakgrunds-Tentakel #1\n\nwhen flag clicked\ngo to x: (-86) y: (-10)\nhide\nset [y-fart v] to [10]\n\nwhen I receive [boss 3: start v]\ngo to x: (-86) y: (-180)\nset [y-fart v] to [10]\nwait (3) seconds\nstart sound [Upp från vattnet v]\nshow\nrepeat (27)\n change y by (Y-Fart)\n change [y-fart v] by (-0.4)\nend\nset [gung v] to [0]\nforever\n repeat until <(Gung) < [-2]>\n change y by (Gung)\n change [gung v] by (-0.1)\n end\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\nend\n\nwhen I receive [boss 3: död v]\nstop [other scripts in sprite v]\nrepeat until <(y position) < [-250]>\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nhide\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Bakgrunds-Tentakel #2\n\nwhen flag clicked\ngo to x: (106) y: (-12)\nhide\nset [y-fart v] to [10]\n\nwhen I receive [boss 3: start v]\ngo to x: (106) y: (-180)\nset [y-fart v] to [10]\nwait (6) seconds\nstart sound [Upp från vattnet v]\nshow\nrepeat (27)\n change y by (Y-Fart)\n change [y-fart v] by (-0.4)\nend\nset [gung v] to [0]\nforever\n repeat until <(Gung) < [-2]>\n change y by (Gung)\n change [gung v] by (-0.1)\n end\n repeat until <(Gung) > [2]>\n change y by (Gung)\n change [gung v] by (0.1)\n end\nend\n\nwhen I receive [boss 3: död v]\nstop [other scripts in sprite v]\nrepeat until <(y position) < [-250]>\n change y by (Gung)\n change [gung v] by (-0.2)\nend\nhide\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Bläckskvätt\n\nwhen flag clicked\nhide\n\nwhen I receive [bläckskvätt v]\nif <(Bläckfisk: Attack- Tentakel) = [1]> then\n point in direction (-90)\n if <(Bläckmönster!) = [1]> then\n set x to (([x position v] of [tentakel #1 v]) + (33))\n set y to (([y position v] of [tentakel #1 v]) + (78))\n end\n if <(Bläckmönster!) = [2]> then\n set x to (([x position v] of [tentakel #1 v]) + (32))\n set y to (([y position v] of [tentakel #1 v]) + (40))\n end\n if <(Bläckmönster!) = [3]> then\n set x to (([x position v] of [tentakel #1 v]) + (33))\n set y to (([y position v] of [tentakel #1 v]) + (3))\n end\nend\nif <(Bläckfisk: Attack- Tentakel) = [2]> then\n point in direction (90)\n if <(Bläckmönster!) = [1]> then\n set x to (([x position v] of [tentakel #2 v]) - (33))\n set y to (([y position v] of [tentakel #2 v]) + (78))\n end\n if <(Bläckmönster!) = [2]> then\n set x to (([x position v] of [tentakel #2 v]) - (32))\n set y to (([y position v] of [tentakel #2 v]) + (40))\n end\n if <(Bläckmönster!) = [3]> then\n set x to (([x position v] of [tentakel #2 v]) - (33))\n set y to (([y position v] of [tentakel #2 v]) + (3))\n end\nend\nstart sound [Skvätt v]\nswitch costume to (klädsel8 v)\nshow\nrepeat (7)\n next costume\nend\nhide\n\n@Bläck\n\nwhen flag clicked\nhide\n\nwhen I receive [bläck: tentakel v]\nrepeat (3)\n set [bläckmönster! v] to (pick random (1) to (3))\n if <(Bläckfisk: Attack- Tentakel) = [1]> then\n point in direction (-90)\n if <(Bläckmönster!) = [1]> then\n set x to (([x position v] of [tentakel #1 v]) + (22))\n set y to (([y position v] of [tentakel #1 v]) + (81))\n end\n if <(Bläckmönster!) = [2]> then\n set x to (([x position v] of [tentakel #1 v]) + (21))\n set y to (([y position v] of [tentakel #1 v]) + (43))\n end\n if <(Bläckmönster!) = [3]> then\n set x to (([x position v] of [tentakel #1 v]) + (22))\n set y to (([y position v] of [tentakel #1 v]) + (6))\n end\n Sprut\n end\n if <(Bläckfisk: Attack- Tentakel) = [2]> then\n point in direction (90)\n if <(Bläckmönster!) = [1]> then\n set x to (([x position v] of [tentakel #2 v]) - (24))\n set y to (([y position v] of [tentakel #2 v]) + (78))\n end\n if <(Bläckmönster!) = [2]> then\n set x to (([x position v] of [tentakel #2 v]) - (23))\n set y to (([y position v] of [tentakel #2 v]) + (40))\n end\n if <(Bläckmönster!) = [3]> then\n set x to (([x position v] of [tentakel #2 v]) - (24))\n set y to (([y position v] of [tentakel #2 v]) + (3))\n end\n Sprut\n end\nend\nbroadcast (Bläckfisk: Återgå v)\nset [bläckfisk: attack- igång? v] to [0]\n\ndefine Sprut\nwait (0.5) seconds\nbroadcast (Bläckskvätt v)\nwait (1) seconds\nstart sound [Bläck v]\nswitch costume to (#2 v)\nshow\nrepeat (3)\n next costume\nend\nrepeat (7)\n next costume\nend\nhide\nbroadcast (Bläcksprut över v)\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <(Bläckfisk: Attack- Tentakel) = [2]> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <(Bläckfisk: Attack- Tentakel) = [1]> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Dimma\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [nästa bana v]\nstop [other scripts in sprite v]\nif <(Värld) = [4]> then\n if <(Bana) = [1]> then\n set [genomskinlighet v] to [50]\n set [ghost v] effect to (50)\n show\n Dimma\n end\n if <<(Bana) = [3]> or <<(Bana) = [7]> or <(Bana) = [8]>>> then\n set [genomskinlighet v] to [50]\n set [ghost v] effect to (50)\n show\n wait (0.5) seconds\n Stark dimma\n end\nend\nif <(Värld) = [4]> then\n if <(Genomskinlighet) > [50]> then\n repeat until <(Genomskinlighet) < [50]>\n change [ghost v] effect by (-0.25)\n change [genomskinlighet v] by (-0.25)\n end\n end\n if <(Genomskinlighet) < [50]> then\n repeat until <(Genomskinlighet) > [50]>\n change [ghost v] effect by (0.25)\n change [genomskinlighet v] by (0.25)\n end\n end\n Dimma\nend\n\ndefine Dimma\nforever\n wait (pick random (1) to (3)) seconds\n set [slumpgenerator: dimma v] to (pick random (1) to (2))\n if <(Slumpgenerator: Dimma) = [2]> then\n set [dimkraft v] to [0.25]\n repeat until <(Genomskinlighet) > [65]>\n change [ghost v] effect by (Dimkraft)\n change [genomskinlighet v] by (0.25)\n end\n end\n if <(Slumpgenerator: Dimma) = [1]> then\n set [dimkraft v] to [-0.25]\n repeat until <(Genomskinlighet) < [35]>\n change [ghost v] effect by (Dimkraft)\n change [genomskinlighet v] by (-0.25)\n end\n end\nend\n\ndefine Stark dimma\nforever\n set [dimkraft v] to [-0.25]\n repeat until <(Genomskinlighet) < [10]>\n change [ghost v] effect by (Dimkraft)\n change [genomskinlighet v] by (-0.25)\n end\n wait (5) seconds\n set [dimkraft v] to [0.25]\n repeat until <(Genomskinlighet) > [50]>\n change [ghost v] effect by (Dimkraft)\n change [genomskinlighet v] by (0.25)\n end\n wait (2) seconds\nend\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nhide\n\n@Mygga #1\n\nwhen I start as a clone\nset [fart v] to [1]\nshow\nrepeat until <(distance to [spelare v]) < [90]>\n move (1) steps\n next costume\n if <<([abs v] of ((X-Position) - (x position)) ) > [30]> or <([abs v] of ((Y-position) - (y position)) ) > [30]>> then\n move (-2) steps\n turn left (pick random (150) to (210)) degrees\n end\n if <(Nästa bana) = [1]> then\n delete this clone\n end\nend\nforever\n move (Fart) steps\n point towards (spelare v)\n next costume\n if <(Nästa bana) = [1]> then\n delete this clone\n end\n if <<([hastighet y v] of [spelare v]) > [1]> and <(distance to [spelare v]) < [90]>> then\n repeat (10)\n change [fart v] by (-0.5)\n move (Fart) steps\n next costume\n if <(Nästa bana) = [1]> then\n delete this clone\n end\n end\n repeat (10)\n change [fart v] by (0.5)\n move (Fart) steps\n next costume\n if <(Nästa bana) = [1]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [nästa bana v]\nstop [other scripts in sprite v]\nif <(Värld) = [4]> then\n if <(Bana) = [2]> then\n go to x: (-59) y: (-52)\n set [x-position v] to (x position)\n set [y-position v] to (y position)\n repeat (3)\n create clone of (_myself_ v)\n change x by (5)\n end\n end\n if <(Bana) = [5]> then\n go to x: (15) y: (25)\n set [x-position v] to (x position)\n set [y-position v] to (y position)\n repeat (3)\n create clone of (_myself_ v)\n change x by (5)\n end\n end\n if <(Bana) = [8]> then\n go to x: (-99) y: (-5)\n set [x-position v] to (x position)\n set [y-position v] to (y position)\n repeat (5)\n create clone of (_myself_ v)\n change x by (5)\n end\n end\nend\n\nwhen I start as a clone\nif <(Bana) = [2]> then\n wait until <(Bana) = [3]>\n repeat (3)\n delete this clone\n end\nend\nif <(Bana) = [5]> then\n wait until <(Bana) = [6]>\n repeat (3)\n delete this clone\n end\nend\nif <(Bana) = [8]> then\n wait until <(Bana) = [9]>\n repeat (5)\n delete this clone\n end\nend\n\nwhen I receive [continue-button v]\nrepeat (5)\n delete this clone\nend\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Mygga #2\n\nwhen I start as a clone\nset [fart v] to [1]\nshow\nrepeat until <(distance to [spelare v]) < [90]>\n move (1) steps\n next costume\n if <<([abs v] of ((X-Position) - (x position)) ) > [30]> or <([abs v] of ((Y-position) - (y position)) ) > [30]>> then\n move (-2) steps\n turn left (pick random (150) to (210)) degrees\n end\n if <(Nästa bana) = [1]> then\n delete this clone\n end\nend\nforever\n move (Fart) steps\n point towards (spelare v)\n next costume\n if <(Nästa bana) = [1]> then\n delete this clone\n end\n if <<([hastighet y v] of [spelare v]) > [1]> and <(distance to [spelare v]) < [90]>> then\n repeat (10)\n change [fart v] by (-0.5)\n move (Fart) steps\n next costume\n if <(Nästa bana) = [1]> then\n delete this clone\n end\n end\n repeat (10)\n change [fart v] by (0.5)\n move (Fart) steps\n next costume\n if <(Nästa bana) = [1]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [nästa bana v]\nstop [other scripts in sprite v]\nif <(Värld) = [4]> then\n if <(Bana) = [3]> then\n go to x: (65) y: (-10)\n set [x-position v] to (x position)\n set [y-position v] to (y position)\n repeat (3)\n create clone of (_myself_ v)\n change x by (5)\n end\n end\n if <(Bana) = [8]> then\n go to x: (55) y: (-26)\n set [x-position v] to (x position)\n set [y-position v] to (y position)\n repeat (3)\n create clone of (_myself_ v)\n change x by (5)\n end\n end\nend\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Bana) = [3]> then\n wait until <(Bana) = [4]>\n repeat (3)\n delete this clone\n end\nend\nif <(Bana) = [8]> then\n wait until <(Bana) = [9]>\n repeat (3)\n delete this clone\n end\nend\n\nwhen I receive [continue-button v]\nrepeat (5)\n delete this clone\nend\n\n@Krokodil\n\nwhen flag clicked\ngo to x: (22) y: (-95)\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (innan gap v)\nhide\nset [attack v] to [0]\n\nwhen I receive [nästa bana v]\nstop [other scripts in sprite v]\nhide\nif <(Värld) = [4]> then\n if <(Bana) = [4]> then\n go to x: (22) y: (-105)\n point in direction (90)\n end\n if <(Bana) = [5]> then\n go to x: (50) y: (-105)\n point in direction (90)\n end\n if <(Bana) = [7]> then\n go to x: (-70) y: (-105)\n point in direction (90)\n end\n if <<<(Bana) = [4]> or <(Bana) = [5]>> or <(Bana) = [7]>> then\n set [attack v] to [0]\n switch costume to (lurar v)\n show\n broadcast (Krokodil v)\n point in direction (90)\n set [x-fart v] to [2]\n forever\n set [riktning v] to [1]\n repeat until <(x position) > [140]>\n change x by (X-Fart)\n if <(DÖD?) = [0]> then\n if <<([abs v] of ((x position) - ([x position v] of [spelare v])) ) < [150]> and <([x position v] of [spelare v]) > (x position)>> then\n if <(Attack) = [0]> then\n broadcast (Krokodil: Attack v)\n set [attack v] to [1]\n end\n wait until <(Attack) = [0]>\n end\n end\n end\n point in direction (-90)\n repeat (16)\n change [x-fart v] by (-0.25)\n change x by (X-Fart)\n end\n set [riktning v] to [0]\n repeat until <(x position) < [-140]>\n change x by (X-Fart)\n if <(DÖD?) = [0]> then\n if <<([abs v] of ((x position) - ([x position v] of [spelare v])) ) < [150]> and <([x position v] of [spelare v]) < (x position)>> then\n if <(Attack) = [0]> then\n broadcast (Krokodil: Attack v)\n set [attack v] to [1]\n end\n wait until <(Attack) = [0]>\n end\n end\n end\n point in direction (90)\n repeat (16)\n change [x-fart v] by (0.25)\n change x by (X-Fart)\n end\n end\n end\nend\n\nwhen I receive [krokodil v]\nset [y-gravitation v] to [0]\nforever\n change [y-gravitation v] by (-1)\n change y by (Y-Gravitation)\n if <([abs v] of ((y position) - ([y position v] of [vatten v])) ) < [30]> then\n Fixa övertramp\n end\nend\n\ndefine Fixa övertramp\nrepeat until <([abs v] of ((y position) - ([y position v] of [vatten v])) ) > [30]>\n change y by (1)\nend\nset [y-gravitation v] to [0]\n\nwhen I receive [krokodil: attack v]\nswitch costume to (innan gap v)\nif <(Riktning) = [1]> then\n set [x-fart v] to [2]\nelse\n set [x-fart v] to [-2]\nend\nrepeat (3)\n next costume\n if <(Riktning) = [1]> then\n change [x-fart v] by (0.8)\n else\n change [x-fart v] by (-0.8)\n end\n change x by (X-Fart)\nend\nif <(Riktning) = [1]> then\n repeat until <([x position v] of [spelare v]) < (x position)>\n change x by (X-Fart)\n end\nelse\n repeat until <([x position v] of [spelare v]) > (x position)>\n change x by (X-Fart)\n end\nend\nrepeat (12)\n change x by (X-Fart)\n if <(Riktning) = [1]> then\n change [x-fart v] by (-0.2)\n else\n change [x-fart v] by (0.2)\n end\nend\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\n change x by (X-Fart)\nend\nset [attack v] to [0]\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Grasshopper\n\ndefine Fixa övertramp\nrepeat until <not <touching (bana v)?>>\n change y by (1)\nend\nset [gräshopps-y v] to [0]\n\nwhen I receive [nästa bana v]\nstop [other scripts in sprite v]\nhide\nif <(Värld) = [4]> then\n if <(Bana) = [6]> then\n go to x: (194) y: (-50)\n end\n if <(Bana) = [7]> then\n go to x: (92) y: (-66)\n end\n if <(Bana) = [8]> then\n go to x: (117) y: (-73)\n end\n if <<(Bana) = [6]> or <<(Bana) = [7]> or <(Bana) = [8]>>> then\n broadcast (Gräshoppa v)\n switch costume to (klädsel4 v)\n show\n wait (1) seconds\n forever\n broadcast (Gärshoppehopp v)\n start sound [Hop v]\n point in direction (90)\n set [x-fart v] to [-7]\n set [gräshopps-y v] to [15]\n repeat until <<(Gräshopps-Y) = [0]> and <(På nedgång?) = [1]>>\n if <(Gräshopps-Y) < [0]> then\n set [på nedgång? v] to [1]\n else\n set [på nedgång? v] to [0]\n end\n change x by (X-Fart)\n end\n set [på nedgång? v] to [0]\n set [gräshopps-y v] to [3]\n repeat (7)\n change [x-fart v] by (1)\n change x by (X-Fart)\n end\n if <(Bana) = [6]> then\n go to x: (-44) y: (-68)\n end\n if <(Bana) = [7]> then\n go to x: (-139) y: (-76)\n end\n if <(Bana) = [8]> then\n go to x: (-114) y: (-79)\n end\n wait (1) seconds\n broadcast (Gärshoppehopp v)\n start sound [Hop v]\n point in direction (-90)\n set [x-fart v] to [7.2]\n set [gräshopps-y v] to [15]\n repeat until <<(Gräshopps-Y) = [0]> and <(På nedgång?) = [1]>>\n if <(Gräshopps-Y) < [0]> then\n set [på nedgång? v] to [1]\n else\n set [på nedgång? v] to [0]\n end\n change x by (X-Fart)\n end\n set [på nedgång? v] to [0]\n set [gräshopps-y v] to [3]\n repeat (7)\n change [x-fart v] by (-1)\n change x by (X-Fart)\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [gräshoppa v]\nif <(Värld) = [4]> then\n if <<<(Bana) = [6]> or <(Bana) = [7]>> or <(Bana) = [8]>> then\n set [gräshopps-y v] to [0]\n forever\n change [gräshopps-y v] by (-1)\n change y by (Gräshopps-Y)\n if <touching (bana v)?> then\n Fixa övertramp\n end\n end\n end\nend\nstop [this script v]\n\nwhen flag clicked\nhide\nset [på nedgång? v] to [0]\n\nwhen I receive [gärshoppehopp v]\nswitch costume to (klädsel4 v)\nrepeat (4)\n next costume\nend\nwait (0.7) seconds\nrepeat (6)\n switch costume to ((costume [number v]) - (1))\nend\nrepeat (2)\n next costume\nend\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\n@Bur\n\nwhen flag clicked\ngo to x: (2) y: (177)\nswitch costume to (tom v)\nhide\n\nwhen I receive [nästa bana v]\nhide\nif <(Värld) = [4]> then\n if <(Bana) = [10]> then\n go to x: (2) y: (177)\n switch costume to (bunny blue v)\n show\n end\nend\n\nwhen I receive [finalboss: slut v]\nswitch costume to (bunny blue v)\nset [y-fart v] to [0]\nrepeat until <touching (bana v)?>\n change y by (Y-Fart)\n change [y-fart v] by (-1)\nend\nset [y-fart v] to [4]\nrepeat (8)\n change y by (Y-Fart)\n change [y-fart v] by (-1)\nend\n\nwhen I receive [bb: rescued v]\nstart sound [Rassel v]\nrepeat (3)\n switch costume to (lock #1 v)\n repeat (7)\n next costume\n end\nend\nwait (0.5) seconds\nbroadcast (Låset av v)\nswitch costume to (låslös v)\n\nwhen I receive [bb: ut ur buren v]\nswitch costume to (låslös tom v)\n\n@Lås\n\nwhen flag clicked\nhide\n\nwhen I receive [låset av v]\ngo to (bur v)\nchange y by (-150)\nchange x by (-35)\npoint in direction (90)\nswitch costume to (klädsel1 v)\nshow\nset [y-fart v] to [2]\nrepeat until <touching (bana v)?>\n change y by (Y-Fart)\n turn left (6) degrees\n change [y-fart v] by (-1)\nend\nhide\nbroadcast (BB: Ut ur buren v)\n\n@Ben\n\nwhen flag clicked\nhide\n\nwhen I receive [klamp: ben v]\nhide\nset [y-fart v] to [9]\nif <([direction v] of [klamp v]) > [0]> then\n set [x-fart v] to [11]\nend\nif <([direction v] of [klamp v]) < [0]> then\n set [x-fart v] to [-11]\nend\nrepeat (5)\n go to (klamp v)\n create clone of (_myself_ v)\n wait (0.2) seconds\n if <([direction v] of [klamp v]) > [0]> then\n change [x-fart v] by (-1)\n end\n if <([direction v] of [klamp v]) < [0]> then\n change [x-fart v] by (1)\n end\nend\n\nwhen I start as a clone\ngo to (klamp v)\npoint in direction (pick random (0) to (360))\nswitch costume to (klädsel1 v)\nshow\nstart sound [Kast v]\nrepeat until <touching (bana v)?>\n turn left (15) degrees\n change y by ((Y-Fart) * (1.8))\n change x by (X-Fart)\n change [y-fart v] by (-1)\nend\nrepeat (3)\n next costume\nend\ndelete this clone\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Raket\n\nwhen flag clicked\nhide\n\nwhen I receive [klamp: raket v]\nswitch costume to (raket v)\nset x to ([x position v] of [klamp v])\nset y to (([y position v] of [klamp v]) + (10))\npoint in direction (90)\nshow\nset [y-fart v] to [-2]\nstart sound [Uppskjutning v]\nrepeat until <(y position) > [200]>\n change y by (Y-Fart)\n turn right (pick random (-5) to (5)) degrees\n change [y-fart v] by (2)\nend\nhide\nwait (1) seconds\nstart sound [Smäll v]\nbroadcast (Eldbollar från himlen v)\n\nwhen I receive [eldbollar från himlen v]\nswitch costume to (raketavfall v)\nset [y-fart v] to [-8]\npoint in direction (90)\nset y to (180)\nrepeat (20)\n set x to (pick random (-210) to (210))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (pick random (16) to (20))\n change y by (Y-Fart)\n change [y-fart v] by (0.3)\nend\nrepeat (3)\n move (pick random (-5) to (5)) steps\n point in direction (pick random (0) to (360))\n next costume\nend\ndelete this clone\n\nwhen I receive [continue-button v]\nrepeat (22)\n delete this clone\nend\nstop [other scripts in sprite v]\nhide\n\n@Smällfärg\n\nwhen I receive [klamp: raket v]\nwait (1.6) seconds\nset [ghost v] effect to (50)\nshow\nrepeat (20)\n change [ghost v] effect by (2.5)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Eldbollar\n\nwhen flag clicked\nhide\n\nwhen I receive [eldbollar från himlen v]\nwait (1) seconds\nset [klamp: attack igång? v] to [0]\nset y to (180)\nrepeat (8)\n wait (0.2) seconds\n set x to (pick random (-210) to (210))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <<<touching (bana v)?> or <touching (vatten v)?>> or <<touching (bur v)?> or <touching (klamp v)?>>>\n change y by (-3)\n change x by (pick random (-1) to (1))\n next costume\n if <(costume [number v]) = [5]> then\n switch costume to (klädsel2 v)\n end\nend\nswitch costume to (klädsel8 v)\nrepeat (2)\n next costume\nend\ndelete this clone\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\nwhen I receive [continue-button v]\nrepeat (35)\n delete this clone\nend\nstop [other scripts in sprite v]\nhide\n\n@Boomerang\n\nwhen I receive [klamp: boomerang v]\nwait (0.1) seconds\ngo to (klamp v)\nset x to (([x position v] of [klamp v]) - (5))\nset y to (([y position v] of [klamp v]) + (5))\npoint in direction (180)\nif <([direction v] of [klamp v]) > [0]> then\n set [x-fart v] to [13]\nend\nif <([direction v] of [klamp v]) < [0]> then\n set [x-fart v] to [-13]\nend\nshow\nstart sound [Kast v]\nrepeat until <<([abs v] of ((x position) - ([x position v] of [spelare v])) ) < [30]> or <touching (_edge_ v)?>>\n change x by (X-Fart)\n if <([direction v] of [klamp v]) > [0]> then\n turn right (20) degrees\n end\n if <([direction v] of [klamp v]) < [0]> then\n turn left (20) degrees\n end\nend\nif <([direction v] of [klamp v]) > [0]> then\n repeat (26)\n change [x-fart v] by (-1)\n change x by (X-Fart)\n turn right (20) degrees\n end\nend\nif <([direction v] of [klamp v]) < [0]> then\n repeat (26)\n change [x-fart v] by (1)\n change x by (X-Fart)\n turn left (20) degrees\n end\nend\nrepeat until <([abs v] of ((x position) - ([x position v] of [klamp v])) ) < [20]>\n change x by (X-Fart)\n if <([direction v] of [klamp v]) > [0]> then\n turn right (20) degrees\n end\n if <([direction v] of [klamp v]) < [0]> then\n turn left (20) degrees\n end\nend\nset [klamp: attack igång? v] to [0]\npoint in direction (90)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [tick - spelare v]\nif <(Skadeläge) = [0]> then\n if <touching (spelare v)?> then\n if <([x position v] of [spelare v]) < (x position)> then\n set [skadeläge v] to [11]\n broadcast (Skada v)\n end\n if <([x position v] of [spelare v]) > (x position)> then\n set [skadeläge v] to [12]\n broadcast (Skada v)\n end\n end\nend\n\nwhen I receive [continue-button v]\nstop [other scripts in sprite v]\nhide\n\n@Nyckel\n\nwhen flag clicked\nswitch costume to (klädsel2 v)\nhide\n\nwhen I receive [finalboss: slut v]\ngo to x: (240) y: (-30)\npoint in direction (-120)\nset [gravitation v] to [6]\nset [kraft v] to [-7]\nswitch costume to (klädsel2 v)\nshow\nrepeat until <<touching (banlinje v)?> and <(Gravitation) < [0]>>\n change y by ((Gravitation) * (1.8))\n change x by (Kraft)\n turn left (15) degrees\n change [gravitation v] by (-0.2)\nend\npoint in direction (90)\nbroadcast (Ta nyckeln! v)\nforever\n wait (1) seconds\n switch costume to (klädsel2 v)\n repeat (3)\n repeat (13)\n next costume\n if <(costume [number v]) = [14]> then\n switch costume to (klädsel2 v)\n end\n end\n end\nend\n\nwhen I receive [kan ta nyckeln v]\nwait (0.5) seconds\nwait until <touching (spelare v)?>\nstop [other scripts in sprite v]\nstart sound [Ring v]\nswitch costume to (krympa #1 v)\nrepeat (2)\n next costume\nend\nhide\nset [story-läge v] to [1]\nbroadcast (Story-läge v)\nbroadcast (BB: Rescued v)\n\n | Arrow keys or WASD to move.\nAvoid spikes, acid, enemies.\nCollect coins and get to the green portal.\n[N] - Skip level.\n[R] - Respawn.\nHow to create an object:\n[1],[2],[3] - Object select.\n[4] - Object destroyer.\n[Z]/[X] - Rotate object.\n[C] - Cancel. |
Sideways (A 0° platformer) | @Stage\n\nwhen flag clicked\nforever\n set [pitch v] effect to (0)\n play sound [Imagine Dragons - Radioactive-\[www_flvto_com\] v] until done\nend\n\n@pen\n\ndefine Draw Rectangle from (x) (y) to (x2) (y2) (type) <filled?>\npen up\nset pen size to (5)\nGo To (x) (y)\npen down\nset [counter v] to [0]\nif <filled?> then\n repeat ([floor v] of (([abs v] of ((x) - (x2)) ) / (5)) )\n change [counter v] by (([abs v] of ((x) - (x2)) ) / (([floor v] of ([abs v] of ((x) - (x2)) ) ) / (5)))\n Go To ((x) + (Counter)) (y)\n Go To ((x) + (Counter)) (y2)\n end\nend\npen up\nGo To (x) (y)\npen down\nGo To (x) (y2)\nGo To (x2) (y2)\nGo To (x2) (y)\nGo To (x) (y)\npen up\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nforever\n Add particle [0] [0] (pick random (-20) to (20)) (pick random (5) to (50)) (pick random (1) to (1000)) [1]\n erase all\n set pen color to (#a5ff1f)\n Render Player [0] (([sin v] of ((timer) * (200)) ) * (20))\n Update Particles\nend\n\ndefine Render Player (x) (y)\nif <(y) < [-180]> then\n Render Player (x) [-150]\n stop [this script v]\nend\npen up\nset pen size to (15)\ngo to x: ((x) - (8)) y: ((y) - (8))\npen down\ngo to x: ((x) + (8)) y: ((y) - (8))\ngo to x: ((x) + (8)) y: ((y) + (8))\ngo to x: ((x) - (8)) y: ((y) + (8))\ngo to x: ((x) - (8)) y: ((y) - (8))\npen up\nset pen size to (7)\npen up\nset pen color to (#000000)\nif <(Direction) = [90]> then\n set pen color to (#000000)\n go to x: ((x) - (0)) y: ((y) - (2))\n pen down\n change y by (8)\n set pen size to (7)\n pen up\n set pen color to (#000000)\n go to x: ((x) + (10)) y: ((y) - (2))\n pen down\n change y by (8)\nelse\n go to x: ((x) - (1)) y: ((y) - (2))\n pen down\n change y by (8)\n set pen size to (7)\n pen up\n set pen color to (#000000)\n go to x: ((x) - (10)) y: ((y) - (2))\n pen down\n change y by (8)\nend\npen up\nset pen color to (#6eff00)\n\nwhen flag clicked\nCreate Level\nset [xv v] to [0]\nset [yv v] to [0]\nset [x position v] to [0]\nset [y position v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nforever\n Step Physics <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) + (Scroll X)) y: ((y) + (Scroll Y))\n\ndefine Scrolling\nchange [scroll x v] by (() - (round ((x position) / (Smoothness))))\nchange [x position v] by (() - (round ((x position) / (Smoothness))))\nchange [scroll y v] by (() - (round ((y position) / (Smoothness))))\nchange [y position v] by (() - (round ((y position) / (Smoothness))))\n\nwhen flag clicked\nset [smoothness v] to [20]\nhide variable [lag? v]\nset [lag? v] to [0]\nforever\n Update\n if <<(mouse y) > [50]> and <(mouse x) < [-100]>> then\n show variable [lag? v]\n else\n hide variable [lag? v]\n end\nend\n\ndefine Update\ndelete (all) of [touching v]\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<(x position) < (((item (i) of [level xs v]) + (Scroll X)) + (item (i) of [level widths v]))> and <((x position) + (20)) > ((item (i) of [level xs v]) + (Scroll X))>> and <<(y position) < (((item (i) of [level ys v]) + (Scroll Y)) + (item (i) of [level heights v]))> and <((y position) + (20)) > ((item (i) of [level ys v]) + (Scroll Y))>>> then\n if <not <[touching v] contains (item (i) of [level types v])?>> then\n add (item (i) of [level types v]) to [touching v]\n end\n end\nend\n\ndefine Create Level\ndelete (all) of [level xs v]\ndelete (all) of [level ys v]\ndelete (all) of [level widths v]\ndelete (all) of [level heights v]\ndelete (all) of [level types v]\nAdd Rectangle (-150) (-50) (300) (25) (1)\nAdd Rectangle (150) (-50) (50) (25) (2)\nAdd Rectangle (200) (-50) (25) (150) (1)\nAdd Rectangle (225) (75) (50) (25) (1)\nAdd Rectangle (275) (50) (50) (25) (1)\nAdd Rectangle (325) (25) (50) (25) (1)\nAdd Rectangle (375) (0) (75) (25) (1)\nAdd Rectangle (450) (0) (50) (20) (3)\nAdd Rectangle (500) (0) (50) (25) (1)\nAdd Rectangle (550) (0) (50) (20) (3)\nAdd Rectangle (600) (0) (50) (25) (1)\nAdd Rectangle (650) (0) (50) (25) (2)\nAdd Rectangle (650) (200) (50) (25) (1)\nAdd Rectangle (700) (100) (50) (25) (2)\nAdd Rectangle (500) (200) (50) (25) (2)\nAdd Rectangle (400) (350) (25) (25) (1)\nAdd Rectangle (450) (450) (25) (25) (1)\nAdd Rectangle (500) (550) (300) (25) (1)\nAdd Rectangle (850) (550) (300) (25) (1)\nAdd Rectangle (550) (570) (10) (60) (3)\nAdd Rectangle (650) (570) (10) (60) (3)\nAdd Rectangle (750) (570) (10) (60) (3)\nAdd Rectangle (950) (570) (30) (10) (2)\nAdd Rectangle (850) (750) (300) (30) (3)\nAdd Rectangle (1050) (570) (30) (10) (2)\nAdd Rectangle (1150) (0) (300) (25) (1)\nAdd Rectangle (1250) (20) (10) (40) (3)\nAdd Rectangle (1500) (80) (25) (25) (1)\nAdd Rectangle (1600) (160) (25) (25) (1)\nAdd Rectangle (1700) (240) (25) (25) (1)\nAdd Rectangle (1725) (240) (25) (25) (2)\nAdd Rectangle (1950) (425) (30) (5) (3)\nAdd Rectangle (2050) (425) (30) (5) (3)\nAdd Rectangle (1850) (500) (300) (25) (1)\nAdd Rectangle (2250) (400) (25) (300) (3)\nAdd Rectangle (950) (-100) (1700) (25) (2)\nAdd Rectangle (1850) (500) (25) (250) (3)\nAdd Rectangle (1925) (700) (350) (25) (1)\nAdd Rectangle (1850) (400) (400) (25) (1)\nAdd Rectangle (1900) (520) (49) (15) (2)\nAdd Rectangle (1925) (690) (100) (15) (3)\nAdd Rectangle (2325) (800) (50) (50) (4)\nAdd Rectangle (2335) (810) (30) (30) (4)\n\ndefine Draw\nerase all\ngo to x: ((x position) + (10)) y: ((y position) + (10))\nset pen color to (#6eff00)\nset pen size to ((50) + (([sin v] of ((timer) * (200)) ) * (10)))\nset pen (transparency v) to (95)\nrepeat (50)\n change pen size by (3)\n pen down\n pen up\n change pen (transparency v) by (0.1)\nend\nset pen (transparency v) to (100)\nset pen size to (50)\nrepeat (10)\n change pen size by (20)\n change pen (transparency v) by (3)\nend\nset pen size to (10)\nset pen (transparency v) to (0)\nset pen color to (#6eff00)\npen up\nset pen size to (5)\nset pen size to (120)\nset pen (transparency v) to (95)\npen down\npen up\nset pen size to (300)\nUpdate Particles\nset pen size to (5)\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<((Scroll Y) + (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))) > [-180]> and <((Scroll Y) + ((item (i) of [level ys v]) + (5))) < [240]>> and <<((Scroll X) + (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5))) > [-240]> and <((Scroll X) + ((item (i) of [level xs v]) + (5))) < [240]>>> then\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n set pen color to (#ff0000)\n set pen (color v) to ((timer) * (19))\n if <(item (i) of [level types v]) = [2]> then\n set pen color to (#fbff30)\n end\n if <(item (i) of [level types v]) = [1]> then\n set pen color to (#000000)\n end\n if <(item (i) of [level types v]) = [3]> then\n set pen color to (#61ff00)\n end\n pen up\n if <(Lag?) = [0]> then\n Draw Rectangle from ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5)) to (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5)) [0] \n end\n pen down\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) ((item (i) of [level ys v]) + (5))\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n Go To ((item (i) of [level xs v]) + (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n pen up\n end\nend\ngo to x: ((x position) + (10)) y: ((y position) + (10))\nset pen color to (#6eff00)\nRender Player ((x position) + (10)) ((y position) + (15))\n\ndefine Add Rectangle (x) (y) (width) (height) (tyoe)\nadd (x) to [level xs v]\nadd (y) to [level ys v]\nadd (width) to [level widths v]\nadd (height) to [level heights v]\nadd (tyoe) to [level types v]\n\nwhen flag clicked\n\ndefine Update Particles\nif <(Lag?) = [0]> then\n set pen color to (#ff0042)\n set [i2 v] to [1]\n set pen size to (8)\n repeat ((length of [particles v]) / (6))\n replace item (i2) of [particles v] with ((item (i2) of [particles v]) + ((item ((i2) + (2)) of [particles v]) + ()))\n replace item ((i2) + (1)) of [particles v] with ((item ((i2) + (1)) of [particles v]) + (item ((i2) + (3)) of [particles v]))\n if <(item ((i2) + (5)) of [particles v]) = [1]> then\n replace item ((i2) + (3)) of [particles v] with ((item ((i2) + (3)) of [particles v]) + (-1))\n end\n change [i2 v] by (6)\n end\n pen up\n set [i2 v] to [1]\n repeat ((length of [particles v]) / (6))\n go to x: (item (i2) of [particles v]) y: (item ((i2) + (1)) of [particles v])\n set pen (color v) to (item ((i2) + (4)) of [particles v])\n set pen (transparency v) to (([sqrt v] of ((((x position) - (x position)) * ((x position) - (x position))) + (((y position) - (y position)) * ((y position) - (y position)))) ) / (1))\n if <(item ((i2) + (5)) of [particles v]) = [1]> then\n set pen (transparency v) to (([sqrt v] of (((item (i2) of [particles v]) * (item (i2) of [particles v])) + ((item ((i2) + (1)) of [particles v]) * (item ((i2) + (1)) of [particles v]))) ) / (2))\n end\n if <(([sqrt v] of (((item (i2) of [particles v]) * (item (i2) of [particles v])) + ((item ((i2) + (1)) of [particles v]) * (item ((i2) + (1)) of [particles v]))) ) / (2)) < [100]> then\n Render Glow (x position) (y position) [20] [3]\n end\n change [i2 v] by (6)\n end\n set [i2 v] to [1]\n repeat ((length of [particles v]) / (6))\n if <<<(item ((i2) + (1)) of [particles v]) < [-180]> or <(item ((i2) + (1)) of [particles v]) > [180]>> or <<(item (i2) of [particles v]) > [240]> or <(item (i2) of [particles v]) < [-240]>>> then\n delete ((i2) + (5)) of [particles v]\n delete ((i2) + (4)) of [particles v]\n delete ((i2) + (3)) of [particles v]\n delete ((i2) + (2)) of [particles v]\n delete ((i2) + (1)) of [particles v]\n delete (i2) of [particles v]\n end\n change [i2 v] by (6)\n end\nend\nif <(Lag?) = [1]> then\n delete all of [particles v]\nend\n\npen down\npen up\n\ndefine Add particle (x) (y) (xv) (yv) (color) (type)\nadd (x) to [particles v]\nadd (y) to [particles v]\nadd (xv) to [particles v]\nadd (yv) to [particles v]\nadd (color) to [particles v]\nadd (type) to [particles v]\n\nwhen flag clicked\nforever\n Add particle [240] (pick random (-180) to (180)) [-5] (pick random (-10) to (10)) (pick random (20) to (30)) [0]\n Add particle [240] (pick random (-180) to (180)) [-5] (pick random (-10) to (10)) (pick random (20) to (30)) [0]\nend\n\ndefine Step Physics <<> <^> <>>\nDraw\nUpdate\nif <>> then\n set [direction v] to [90]\n change [xv v] by (1)\nend\nif <<> then\n set [direction v] to [-90]\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange [x position v] by (Xv)\nUpdate\nif <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [x position v] by ((Xv) * (-1))\n change [y position v] by (-5)\n if <^> 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\nend\nUpdate\nchange [yv v] by (-1)\nchange [y position v] by (Yv)\nUpdate\nif <[touching v] contains [1]?> then\n change [y position v] by ((Yv) * (-1))\n set [yv v] to [0]\nend\nUpdate\nchange [y position v] by (-1)\nUpdate\nif <[touching v] contains [1]?> then\n if <^> then\n set [yv v] to [15]\n end\nend\nUpdate\nif <[touching v] contains [2]?> then\n set [yv v] to [20]\nend\nUpdate\nif <<[touching v] contains [3]?> or <[-100] > (Yv)>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n repeat (50)\n Add particle (x position) (y position) (pick random (-10) to (10)) (pick random (5) to (20)) (pick random (0) to (1000)) [1]\n end\nend\nUpdate\nchange [y position v] by (1)\nScrolling\nset pen color to (#ffffff)\nif <[touching v] contains [4]?> then\n broadcast (message1 v)\n stop [this script v]\nend\nif <<key (a v) pressed?> and <mouse down?>> then\n set [x position v] to (mouse x)\n set [y position v] to (mouse y)\nend\nCreate Level\n\ndefine Render Glow (x) (y) (size) (quality)\nset pen size to (1)\nrepeat ((size) / (quality))\n pen down\n pen up\n change pen (transparency v) by ((100) / (size))\n change pen size by (quality)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Volcano Escaper!!!\na scrolling platformer without lags!!!\nsee this too https://scratch.mit.edu/projects/237217855/\nvolcano escaper 2 https://scratch.mit.edu/projects/247938747/\n\n<- -> to move\nup arrow key to jump\navoid enemies\nAll levels are possible\nBe sure to love, favourite, follow, and remix if you want more!!! |
Stars, A Mobile Friendly Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (hills and sky3 v)\nclear graphic effects\nhide variable [level.completed v]\nhide variable [level v]\nhide variable [clones v]\nif <(username) = [mathias1706]> then\n wait (2) seconds\nelse\n wait (0.5) seconds\nend\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nswitch backdrop to (1 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\nwait (1) seconds\nshow\nforever\n wait until <(Level.Completed) = [1]>\n repeat (25)\n change [brightness v] effect by (-4)\n end\n switch backdrop to ((Level) + (1))\n wait (2) seconds\n repeat (25)\n change [brightness v] effect by (4)\n end\nend\n\n@Player\n\ndefine Controls - Left and Right\nset [x v] to ((X) * (0.7))\nif <key (left arrow v) pressed?> then\n change [x v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(In.Platform) = [1]>\nrepeat until <<(Slope) = (max steep)> or <(Touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(In.Platform) = [1]>\nend\nif <(Slope) = (max steep)> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\n if <<(Touch) = [1]> and <(In.Platform) = [1]>> then\n set [in.platform v] to [2]\n Walk (direction) (speed) max steep (max steep)\n if <(X) = [0]> then\n set [in.platform v] to [1]\n end\n else\n if <<key (up arrow v) pressed?> and <<([abs v] of (speed) ) > [3.5]> and <(Touch) > [1]>>> then\n set [x v] to ((-1.2) * (speed))\n set [y v] to [11]\n set [falling v] to [6]\n set [wall.jump v] to [15]\n else\n set [x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <key (up arrow v) pressed?> then\n if <<(Jump.Key) = [0]> and <(Falling) < [3]>> then\n start sound [Jump v]\n set [y v] to [14]\n set [falling v] to [6]\n set [jump.key v] to [1]\n end\nelse\n set [jump.key v] to [0]\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(Touch) = [0]> then\n set [in.platform v] to [1]\nelse\n if <<up?> and <(Touch) = [1]>> then\n set [in.platform v] to [2]\n end\nend\nrepeat until <(Touch) < (In.Platform)>\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 Get Touching <not <up?>>\n set [y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<<touching color (#39b54a)?> or <<touching color (#b9b9b9)?> or <touching color (#000000)?>>> or <touching color (#d06454)?>> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Gravity\nif <<(y) < [4]> or <key (up arrow v) pressed?>> then\n change [y v] by (-1)\nelse\n change [y v] by (-2)\nend\nchange y by (y)\nchange [falling v] by (1)\n\nwhen I start as a clone\nset size to (50) %\nswitch costume to (arrow1-a v)\nset [ghost v] effect to (100)\ngo to x: (225) y: (item (Level) of [y-2 v])\npoint in direction (90)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n wait until <(Clones) = [1]>\n set size to (50) %\n switch costume to (arrow1-a v)\n go to x: (225) y: (item (Level) of [y-2 v])\n show\n repeat (10)\n go to x: ((x position) - (1)) y: (y position)\n wait (0) seconds\n if <(Level) = [21]> then\n hide\n end\n end\n go to x: (215) y: (item (Level) of [y-2 v])\n repeat (10)\n go to x: ((x position) + (1)) y: (y position)\n wait (0) seconds\n if <(Level) = [21]> then\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(Level.Completed) = [1]> and <(Clones) = [0]>> then\n go to x: (0) y: (0)\n end\n if <<(Clones) = [1]> and <not <(Level) = [1]>>> then\n repeat (5)\n change [brightness v] effect by (20)\n end\n if <(Level) = [21]> then\n set [clones v] to [0]\n hide\n stop all sounds\n play sound [All Level Completed v] until done\n reset timer\n play sound [2 v] until done\n set volume to (100) %\n delete this clone\n end\n wait until <<(Level.Completed) = [1]> and <(Clones) = [0]>>\n end\nend\n\nwhen I start as a clone\nforever\n wait until <(Level.Completed) = [1]>\n hide\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n switch costume to ((Level) + (1))\n set size to (100) %\n hide\n wait (1) seconds\n show\n go to x: (0) y: (0)\n set [brightness v] effect to (-100)\n repeat (5)\n change [brightness v] effect by (20)\n end\n wait (1.3) seconds\n repeat (5)\n change [brightness v] effect by (-20)\n end\n hide\n wait (0.25) seconds\n set [clones v] to [1]\n wait (0.75) seconds\nend\n\nwhen flag clicked\nreset timer\nstart sound [1 v]\nset volume to (99) %\nhide\nset [ghost v] effect to (100)\nhide variable [x v]\nhide variable [y v]\nhide variable [falling v]\nhide variable [slope v]\nhide variable [in.platform v]\nhide variable [touch v]\nhide variable [frame v]\nhide variable [jump.key v]\nhide variable [wall.jump v]\nhide variable [speed y v]\nshow list [y v]\ndelete (all) of [y v]\nrepeat (5)\n insert [-110] at (last) of [y v] \nend\nrepeat (4)\n insert [150] at (last) of [y v] \nend\nrepeat (2)\n insert [-110] at (last) of [y v] \nend\nrepeat (2)\n insert [-150] at (last) of [y v] \nend\nrepeat (2)\n insert [-110] at (last) of [y v] \nend\nrepeat (6)\n insert [-150] at (last) of [y v] \nend\nshow list [y-2 v]\ndelete (all) of [y-2 v]\nrepeat (4)\n insert [-105] at (last) of [y-2 v] \nend\ninsert [154] at (last) of [y-2 v] \ninsert [-90] at (last) of [y-2 v] \nrepeat (2)\n insert [162] at (last) of [y-2 v] \nend\ninsert [-25] at (last) of [y-2 v] \ninsert [162] at (last) of [y-2 v] \ninsert [-80] at (last) of [y-2 v] \nrepeat (2)\n insert [150] at (last) of [y-2 v] \nend\ninsert [100] at (last) of [y-2 v] \nrepeat (6)\n insert [-15] at (last) of [y-2 v] \nend\nwait (3.5) seconds\nset [clones v] to [1]\nset [level v] to [1]\nset [level.completed v] to [0]\ncreate clone of (_myself_ v)\nset size to (50) %\ngo to x: (-217) y: (-110)\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n switch costume to (costume1 v)\n go to [front v] layer\n show\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(y) > [0]>\n if <(Wall.Jump) > [0]> then\n change [wall.jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(X) < [-0.5]> then\n Walk (-90) (X) max steep (([ceiling v] of ([abs v] of ((X) * (1.3)) ) ) + (1))\n else\n if <(X) > [0.5]> then\n Walk (90) (X) max steep (([ceiling v] of ([abs v] of ((X) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<(x position) > [210]> and <touching color (#ee2a7b)?>> then\n start sound [Level Completed v]\n wait (0.1) seconds\n change [level v] by (1)\n set [level.completed v] to [1]\n set [clones v] to [0]\n repeat (25)\n change [brightness v] effect by (-4)\n end\n wait (2) seconds\n go to x: (-225) y: (item (Level) of [y v])\n point in direction (90)\n set [level.completed v] to [0]\n repeat (25)\n change [brightness v] effect by (4)\n end\n end\n if <(y position) < [-180]> then\n start sound [Death v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-225) y: (item (Level) of [y v])\n point in direction (90)\n Check Hit Ceiling / Floor <(y) > [0]>\n wait (0.2) seconds\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n if <(X) > [5]> then\n set [x v] to [5]\n end\n if <<(timer) > [81.6]> and <(volume) = [99]>> then\n stop all sounds\n start sound [2 v]\n reset timer\n set volume to (100) %\n end\n if <(timer) > [121.2]> then\n stop all sounds\n start sound [2 v]\n reset timer\n end\nend\n\n | Welcome to Plains 2 \n\nLava Plains OUT NOW \nhttps://scratch.mit.edu/projects/396651098\n\nPlains 2.5 OUT NOW\nhttps://scratch.mit.edu/projects/392049195\n\nCheck out Plains https://scratch.mit.edu/projects/390272486\n\nInstructions: Arrow keys or on mobile tap around.\nYou can walljump. Try to avoid spikes and lava. \n\nThere are currently 15 levels. \n\nThis is even harder and better version of Plains. \n\nCan we get 1 love!? O:\n\nMusic: Athletic Theme - Super Mario 3D Land OST\n\n### \n#games #h #platformer #mobile |
The Challenge (A Platformer) | @Stage\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\nwhen I receive [run platformer v]\nforever\n play sound [The Script - Hall Of Fame v] until done\nend\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (80) %\nReset - Setup\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n Death\n end\n if <(y position) < [-180]> then\n Death\n end\n if <touching (bouncy v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (80) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nrepeat (25)\n turn right (5) degrees\n change [ghost v] effect by (4)\n change size by (-4)\nend\nReset - Setup\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@ground\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [run platformer v]\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@bouncy\n\nwhen flag clicked\nhide\ngo to x: (-31) y: (-157)\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n go to x: (-99) y: (-69)\n show\n if <touching (player v)?> then\n Bouncy Animation\n end\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\ndefine Bouncy Animation\nstart sound [jump v]\ngo to [front v] layer\nrepeat (6)\n wait (.01) seconds\n next costume\nend\n\n@Letter\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go to [front v] layer\nend\n\ngo to [front v] layer\n\n | Press space for tutorial XD\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nMobile friendly\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nuse the arrows, wasd or click to move |
✪ Sunny Day || Online Platformer ✪ #nature #sunny #games #platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [next level v]\nnext backdrop\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 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 create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(love/fav?) = [2]> then\n change [color v] effect by (3)\n end\nend\n\nwhen backdrop switches to [8 v]\ngo to x: (-226) y: (0)\n\nwhen I receive [jump v]\nif <touching (level v)?> 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 [15]\n start sound [Jump v]\n switch costume to (normal v)\n change [yv v] by (-1)\n change y by (Yv)\nend\n\nwhen I receive [move left v]\nswitch costume to (left v)\nchange [my variable v] by (-0.3)\nset [my variable v] to ((my variable) * (0.9))\nchange x by (my variable)\n\nwhen I receive [move right v]\nswitch costume to (right v)\nchange [my variable v] by (0.3)\nset [my variable v] to ((my variable) * (0.9))\nchange x by (my variable)\n\nwhen I receive [jump v]\nif <touching (level v)?> then\n set [yv v] to [11]\n start sound [Jump v]\n switch costume to (normal v)\nend\nchange y by (10)\n\nif <key (up arrow v) pressed?> then\n\nmove (10) steps\n\nwhen flag clicked\nset [color v] effect to (0)\n\nforever\n\nrepeat (10)\n\nmove (10) steps\n\n@Level\n\nwhen I receive [next level v]\n\nswitch backdrop to (1 v)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [5 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [6 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [7 v]\nhide\n\nwhen backdrop switches to [game over v]\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (7) y: (-125)\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [7 v]\ngo to x: (7) y: (-24)\n\nwhen backdrop switches to [8 v]\nhide\n\nwhen backdrop switches to [6 v]\ngo to x: (7) y: (-90)\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [8 v]\nhide\n\n@Trampoline \n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\ngo to x: (-24) y: (-101)\nshow\nswitch costume to (level 4 v)\n\nwhen backdrop switches to [5 v]\ngo to x: (-10) y: (-101)\nshow\nswitch costume to (level 5 v)\n\nwhen backdrop switches to [6 v]\ngo to x: (-10) y: (-101)\nshow\nswitch costume to (level 6 v)\n\nwhen backdrop switches to [7 v]\ngo to x: (-20) y: (-101)\nshow\nswitch costume to (level 7 v)\n\nwhen backdrop switches to [7 v]\ngo to x: (-20) y: (-101)\nshow\nswitch costume to (level 7 v)\n\nwhen backdrop switches to [8 v]\ngo to x: (-30) y: (-101)\nshow\nswitch costume to (level 8 v)\n\nwhen backdrop switches to [game over v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [5 v]\nswitch costume to (costume v)\nshow\ngo to x: (18) y: (-100)\n\nwhen backdrop switches to [6 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (18) y: (-100)\n\nwhen backdrop switches to [7 v]\nswitch costume to (costume2 v)\nshow\ngo to x: (18) y: (-100)\n\nwhen backdrop switches to [8 v]\nswitch costume to (costume3 v)\nshow\ngo to x: (18) y: (-100)\n\nshow\n\ngo to [front v] layer\n\n@Level Words\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen backdrop switches to [game over v]\nhide\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@DETECTOR\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [touching? v] to []\nset [love/fav? v] to [0]\nforever\n set [touching? v] to []\n DETECT [love] at [-201] [-220]\n DETECT [fav] at [-201] [-220]\nend\n\ndefine DETECT (costume) at (x) (y)\nswitch costume to (costume1 v)\nset size to (28000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n set [touching? v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching?) = [love]>\n wait (0.2) seconds\n if <(touching?) = [love]> then\n change [love/fav? v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching?) = [fav]>\n wait (0.3) seconds\n if <(touching?) = [fav]> then\n change [love/fav? v] by (1)\n stop [this script v]\n end\nend\n\n@Sign\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [2 v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nreset timer\n\n@Clouds\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [game over v]\nhide\n\nmove (10) steps\n\n | MINECRAFT A PLATFORMER IS OUT! What in the community is loving and remixing!?! 100000+ views too!?! 1000+ likes and 1000+ loves!?! \nInstructions: \n-Use arrow keys to move\n-Dodge lava\n-Dodge Skeletons\n-Turn into a zombie with key a\nPlay on turbowarp! https://turbowarp.org/561071973 |
JHM_TEAM Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (サムネ2 v)\nforever\n if <<(ステージ数) > [37]> and <(ステージ数) < [44]>> then\n switch backdrop to (コスチューム2 v)\n else\n if <(ステージ数) = [37]> then\n switch backdrop to (背景3 v)\n else\n if <(ステージ数) = [44]> then\n switch backdrop to (背景2 v)\n else\n if <<(ステージ数) > [44]> and <[52] > (ステージ数)>> then\n switch backdrop to (背景 v)\n else\n if <(ステージ数) > [44]> then\n switch backdrop to (背景5 v)\n else\n switch backdrop to (背景1 v)\n end\n end\n end\n end\n end\nend\n\nset [ステージ数 v] to [30]\n\n@海賊王になる男(((?\n\nwhen I receive [イントロ完 v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-150) y: (0)\nset size to (65) %\nset rotation style [left-right v]\nshow\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム1 v)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (コスチューム2 v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.75)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1.75)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change y by (1)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change y by (1)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change y by (1)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change y by (1)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change y by (1)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> and <not <touching (水 v)?>>> then\n start sound [壁キック v]\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [15.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n change y by (-1)\n if <<<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n change [y v] by (17)\n start sound [ジャンプ3 v]\n end\n change y by (1)\n end\n if <[240] < (x position)> then\n broadcast (次のステージ v)\n go to x: (-210) y: (0)\n set [ステージのバグ解消 v] to [1]\n wait (3) seconds\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (ジャンプ台 v)?> then\n start sound [ジャンプ3 v]\n set [y v] to [20]\n end\n if <<(y position) < [-182]> or <<touching (針 v)?> or <<touching (動く針 v)?> or <<touching (針\(特殊?\) v)?> or <touching (動く針2 v)?>>>>> then\n 戻る\n end\n create clone of (_myself_ v)\n broadcast (huhh0 v)\nend\n\nwhen flag clicked\nhide\n\ndefine 戻る\nif <(ステージのバグ解消) = [0]> then\n start sound [Crunch v]\n go to x: (-210) y: (0)\n show\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [すてーじかわった v]\nwait (0.8) seconds\n戻る(クリア)\n\nwhen I receive [次! v]\nhide\nwait (2.5) seconds\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\n残像\n\ndefine 戻る(クリア)\nset [ステージのバグ解消 v] to [0]\ngo to x: (-210) y: (0)\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (コスチューム3 v)\nrepeat (15)\n change size by (-2)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine 残像\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [イントロ完 v]\nforever\n wait until <touching (水 v)?>\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y v] to [5]\n else\n set [y v] to [-1.5]\n end\nend\n\nwhen I receive [イントロ完 v]\nset [ステージのバグ解消 v] to [0]\nset volume to (100) %\nforever\n play sound (pick random (4) to (9)) until done\nend\n\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <<[37] < (ステージ数)> and <(ステージ数) < [44]>> then\n set [pan left/right v] effect to (-25)\n else\n set [pan left/right v] effect to (0)\n end\nend\n\nwhen I receive [huhh0 v]\nif <not <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>>> then\n change y by (-1)\nend\n\n@ステージ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n switch costume to (ステージ数)\nend\n\nwhen I receive [イントロ完 v]\nforever\n if <<(ステージ数) = [61]> or <(ステージ数) = [62]>> then\n show variable [time v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen I receive [イントロ完 v]\nshow\n\nwhen flag clicked\nset [on/off v] to [0]\nhide variable [time v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <<(ステージ数) = [61]> or <(ステージ数) = [62]>> then\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0)\nhide variable [time v]\n\nwhen flag clicked\nforever\n if <(ステージ数) = [61]> then\n if <(ON/OFF) = [1]> then\n set [ステージ数 v] to [62]\n end\n end\nend\n\n@針\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [イントロ完 v]\nset [time v] to [0]\nshow\n\ndefine 「答え」のコスチュームを見てね\n\n@動くステージ\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nforever\n if <(ステージ数) = [14]> then\n go to x: (0) y: (0)\n 55と14\n end\n if <(ステージ数) = [15]> then\n repeat (17)\n change y by (8)\n end\n repeat (9)\n change y by (5)\n end\n repeat (4)\n change y by (3)\n end\n wait (0.75) seconds\n repeat (17)\n change y by (-8)\n end\n repeat (9)\n change y by (-5)\n end\n repeat (4)\n change y by (-3)\n end\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ数) = [45]> then\n hide\n create clone of (_myself_ v)\n wait (0.75) seconds\n end\n if <(ステージ数) = [55]> then\n go to x: (0) y: (0)\n show\n 55と14\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (266) y: (pick random (98) to (-175))\nrepeat until <<(x position) < [-90]> or <not <(ステージ数) = [45]>>>\n change x by (pick random (-3) to (-6))\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (pick random (-3) to (-6))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(ステージ数) = [48]> then\n go to x: (0) y: (0)\n うごき\n wait (0.25) seconds\n うごき2\n wait (0.25) seconds\n show\n end\nend\n\ndefine うごき\nrepeat (17)\n change x by (8)\nend\nrepeat (9)\n change x by (5)\nend\nrepeat (4)\n change x by (3)\nend\n\ndefine うごき2\nrepeat (17)\n change x by (-8)\nend\nrepeat (9)\n change x by (-5)\nend\nrepeat (4)\n change x by (-3)\nend\n\ndefine 55と14\nうごき\nwait (0.5) seconds\nうごき2\nwait (0.5) seconds\n\ndefine 動きy\n\ndefine y2\n\n@動く針\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (ステージ数)\nend\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nforever\n if <(ステージ数) = [48]> then\n point in direction (90)\n go to x: (0) y: (0)\n show\n うごきと [0.25] 秒と [0.25] 秒待つ?(x座標)\n end\n if <(ステージ数) = [57]> then\n go to x: (0) y: (-300)\n show\n repeat (60)\n change y by (2)\n end\n wait (0.75) seconds\n repeat (60)\n change y by (-2)\n end\n hide\n wait (1) seconds\n end\n if <(ステージ数) = [22]> then\n start sound [剣で斬る2 v]\n point in direction (90)\n go to x: (0) y: (0)\n repeat (10)\n change y by (-6)\n end\n repeat (8)\n change y by (-3)\n end\n repeat (2)\n change y by (-2)\n end\n wait (0.5) seconds\n glide (1) secs to x: (0) y: (0)\n wait (0.5) seconds\n end\n if <(ステージ数) = [18]> then\n go to x: (0) y: (-50)\n wait (1) seconds\n start sound [剣で斬る2 v]\n repeat (5)\n change y by (5)\n end\n repeat (4)\n change y by (4)\n end\n repeat (3)\n change y by (3)\n end\n wait (1) seconds\n repeat (5)\n change y by (-5)\n end\n repeat (4)\n change y by (-4)\n end\n repeat (3)\n change y by (-3)\n end\n end\n if <(ステージ数) = [19]> then\n go to x: (0) y: (-50)\n turn right (3) degrees\n end\n if <(ステージ数) = [33]> then\n start sound [剣で斬る3 v]\n point in direction (90)\n go to x: (0) y: (0)\n repeat (10)\n change y by (-6)\n end\n repeat (8)\n change y by (-3)\n end\n repeat (2)\n change y by (-2)\n end\n wait (0.5) seconds\n glide (1) secs to x: (0) y: (0)\n wait (0.5) seconds\n end\n if <(ステージ数) = [14]> then\n point in direction (90)\n go to x: (0) y: (0)\n うごきと [0.5] 秒と [0.5] 秒待つ?(x座標)\n end\n if <(ステージ数) = [15]> then\n go to x: (0) y: (0)\n うごきと [0.75] 秒と [0.5] 秒待つ?(y座標)\n end\n if <(ステージ数) = [26]> then\n go to x: (0) y: (0)\n うごきと [0.75] 秒と [0.5] 秒待つ?(y座標)\n end\n if <(ステージ数) = [31]> then\n go to x: (15) y: (62)\n turn left (3) degrees\n end\n if <(ステージ数) = [55]> then\n point in direction (90)\n show\n go to x: (0) y: (0)\n うごきと [0.5] 秒と [0.5] 秒待つ?(x座標)\n end\nend\n\ndefine うごきと (何) 秒と (何) 秒待つ?(x座標)\nrepeat (17)\n change x by (8)\nend\nrepeat (9)\n change x by (5)\nend\nrepeat (4)\n change x by (3)\nend\nwait (何) seconds\nrepeat (17)\n change x by (-8)\nend\nrepeat (9)\n change x by (-5)\nend\nrepeat (4)\n change x by (-3)\nend\nwait (何) seconds\n\ndefine うごきと (何) 秒と (何) 秒待つ?(y座標)\nrepeat (17)\n change y by (8)\nend\nrepeat (9)\n change y by (5)\nend\nrepeat (4)\n change y by (3)\nend\nwait (0.75) seconds\nrepeat (17)\n change y by (-8)\nend\nif <(ステージ数) = [26]> then\n start sound [剣で斬る2 v]\nend\nrepeat (9)\n change y by (-5)\nend\nrepeat (4)\n change y by (-3)\nend\nwait (0.5) seconds\n\nwhen flag clicked\nforever\n if <(ステージ数) = [49]> then\n go to x: (102) y: (20)\n show\n turn left (3) degrees\n end\nend\n\n@透けるステージ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ数)\n if <<<(ステージ数) = [59]> or <(ステージ数) = [60]>> and <touching (海賊王になる男\(\(\(? v)?>> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ数)\nend\n\nwhen I receive [イントロ完 v]\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\nforever\n if <touching (海賊王になる男\(\(\(? v)?> then\n set [ghost v] effect to (0)\n repeat (5)\n change [ghost v] effect by (10)\n end\n repeat until <not <touching (海賊王になる男\(\(\(? v)?>>\n set [ghost v] effect to (50)\n end\n else\n repeat (5)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to ()\n end\nend\n\nif <(ステージ数) = [24]> then\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwait (1) seconds\ngo to x: (0) y: (0)\nrepeat (5)\n change y by (-5)\nend\nrepeat (4)\n change y by (-4)\nend\nrepeat (3)\n change y by (-3)\nend\nwait (1) seconds\nstart sound [剣で斬る2 v]\nrepeat (5)\n change y by (5)\nend\nrepeat (4)\n change y by (4)\nend\nrepeat (3)\n change y by (3)\nend\n\n@水\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ数)\n set [ghost v] effect to (30)\nend\n\nhide\n\n@ボタン\n\nwhen flag clicked\nhide\nset volume to (100) %\nswitch costume to (コスチューム1 v)\nforever\n go to [back v] layer\n if <(ステージ数) = [40]> then\n show\n if <touching (海賊王になる男\(\(\(? v)?> then\n switch costume to (コスチューム2 v)\n play sound [Coin v] until done\n set volume to (0) %\n set [on/off v] to [1]\n end\n else\n hide\n end\nend\n\n@ジャンプ台\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nshow\n\n@あかるく(?)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nforever\n go to (海賊王になる男\(\(\(? v)\n set [ghost v] effect to (3)\n if <<(ステージ数) > [37]> and <(ステージ数) < [44]>> then\n show\n else\n if <(ステージ数) = [37]> then\n hide\n else\n hide\n go to [front v] layer\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n\n\n@音量\n\n@装飾\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nset [ステージ数 v] to [1]\nforever\n go to [back v] layer\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [イントロ完 v]\n\nshow\n\n@ターボ検知\n\nwhen flag clicked\nreset timer\nswitch costume to (サムネ v)\nset [変数 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 [変数 v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n wait (0.5) seconds\n set [変数 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[25] < (変数)> then\n broadcast (ターボ建築 v)\n stop [all v]\n end\nend\n\nwhen I receive [ターボ建築 v]\nswitch costume to (ターボ検知 v)\n\nwhen [timer v] > (0)\nforever\n go to [front v] layer\nend\n\n@鍵\n\nwhen flag clicked\nset size to (30) %\nforever\n if <(ステージ数) = [58]> then\n switch costume to (コスチューム1 v)\n go to x: (145) y: (149)\n show\n if <touching (海賊王になる男\(\(\(? v)?> then\n start sound [Collect v]\n repeat until <touching (鍵穴 v)?>\n go to [front v] layer\n go to (海賊王になる男\(\(\(? v)\n switch costume to (コスチューム1 v)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen I receive [kagi v]\nforever\n if <(ステージ数) = [59]> then\n switch costume to (コスチューム1 v)\n go to x: (-70) y: (149)\n show\n if <touching (海賊王になる男\(\(\(? v)?> then\n start sound [Collect v]\n repeat until <touching (鍵穴 v)?>\n go to [front v] layer\n go to (海賊王になる男\(\(\(? v)\n switch costume to (コスチューム1 v)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nbroadcast (イントロ完 v)\n\nwhen I receive [kagi2 v]\nforever\n if <(ステージ数) = [60]> then\n switch costume to (コスチューム1 v)\n go to x: (-190) y: (150)\n show\n go to [back v] layer\n if <touching (海賊王になる男\(\(\(? v)?> then\n start sound [Collect v]\n repeat until <touching (鍵穴 v)?>\n go to [front v] layer\n go to (海賊王になる男\(\(\(? v)\n switch costume to (コスチューム1 v)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@鍵2\n\nwhen flag clicked\nset size to (30) %\nhide\n\nwhen I receive [kagi v]\nforever\n if <(ステージ数) = [59]> then\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (170) y: (-57)\n show\n if <touching (海賊王になる男\(\(\(? v)?> then\n start sound [Collect v]\n repeat until <touching (鍵穴2 v)?>\n go [forward v] (2) layers\n go to (海賊王になる男\(\(\(? v)\n switch costume to (コスチューム1 v)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@動く針2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (ステージ数)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ数)\nend\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nshow\nforever\n if <(ステージ数) = [18]> then\n point in direction (90)\n wait (1) seconds\n go to x: (0) y: (0)\n repeat (5)\n change y by (-5)\n end\n repeat (4)\n change y by (-4)\n end\n repeat (3)\n change y by (-3)\n end\n wait (1) seconds\n start sound [剣で斬る2 v]\n repeat (5)\n change y by (5)\n end\n repeat (4)\n change y by (4)\n end\n repeat (3)\n change y by (3)\n end\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nforever\n if <(ステージ数) = [49]> then\n go to x: (102) y: (-156)\n show\n turn right (3) degrees\n end\nend\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (サムネ -通常-2 v)\nhide\n\nwhen [timer v] > (0)\nclear graphic effects\nif <((ああああ) mod (2)) = [1]> then\n change [ああああ v] by (1)\n set size to (100) %\n change [brightness v] effect by (100)\n set [fisheye v] effect to (0)\n go to x: (0) y: (1000)\n go to [front v] layer\n show\n set [fff v] to [26.75]\n repeat (26)\n change [fff v] by (-1)\n change y by (join [-] (fff))\n change [brightness v] effect by (-3.84)\n end\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n switch costume to (サムネ -通常- v)\nelse\n go to x: (0) y: (0)\n change [ああああ v] by (1)\n show\n switch costume to (サムネ -通常-2 v)\n set size to (200) %\n set [brightness v] effect to (100)\n repeat (25)\n change [brightness v] effect by (-4)\n change size by (((100) - (size)) / (7))\n end\n set size to (100) %\n switch costume to (サムネ -通常- v)\n set [brightness v] effect to (0)\nend\n\nwhen I receive [イントロ完 v]\nforever\n reset timer\nend\n\nwhen [g v] key pressed\nforever\n if <key (4 v) pressed?> then\n forever\n if <key (7 v) pressed?> then\n forever\n if <key (p v) pressed?> then\n forever\n if <key (z v) pressed?> then\n forever\n if <key (5 v) pressed?> then\n switch costume to (コスチューム1 v)\n forever\n show\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@鍵穴2\n\nwhen I receive [kagi v]\nforever\n if <(ステージ数) = [59]> then\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (0)\n show\n go to x: (0) y: (0)\n wait until <touching (鍵2 v)?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (kagi2 v)\n stop [this script v]\n else\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@鍵穴\n\nwhen flag clicked\nforever\n if <(ステージ数) = [58]> then\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (0)\n show\n go to x: (0) y: (0)\n wait until <touching (鍵 v)?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (kagi v)\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [kagi v]\nforever\n if <(ステージ数) = [59]> then\n switch costume to (コスチューム2 v)\n set [ghost v] effect to (0)\n show\n go to x: (-31) y: (-1)\n wait until <touching (鍵 v)?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (kagi2 v)\n stop [this script v]\n else\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [kagi2 v]\nforever\n if <(ステージ数) = [60]> then\n switch costume to (コスチューム3 v)\n set [ghost v] effect to (0)\n show\n go to x: (-31) y: (-1)\n wait until <touching (鍵 v)?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n else\n hide\n end\nend\n\n@ねくすと\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or >>> then\n show\n go to x: (0) y: (465)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\n delete this clone\nend\nif <<[4] < (costume [number v])> and <(costume [number v]) < [9]>> then\n change [color v] effect by (20)\n show\n go to x: (0) y: (-465)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(costume [number v]) = [5]> then\n wait (0.35) seconds\n あ\nend\nif <(costume [number v]) = [6]> then\n wait (0.25) seconds\n あ\nend\nif <(costume [number v]) = [7]> then\n wait (0.15) seconds\n あ\nend\nif <(costume [number v]) = [8]> then\n あ\nend\n\ndefine あ\nrepeat until <(x position) > [460]>\n change x by (((1) + (x position)) / (4))\nend\ndelete this clone\n\nwhen I receive [次のステージ v]\nstart sound [Rip v]\nchange [くろーんすう v] by (1)\nchange [color v] effect by (15)\nhide\nクローン [1]\nwait (0.05) seconds\nクローン [2]\nwait (0.05) seconds\nクローン [3]\nwait (0.05) seconds\nクローン [4]\nwait (0.15) seconds\nクローン [5]\nwait (0.05) seconds\nクローン [6]\nwait (0.05) seconds\nクローン [7]\nwait (0.05) seconds\nクローン [8]\nchange [すてーじすう v] by (1)\n\nwhen flag clicked\nset [くろーんすう v] to [0]\n\nwhen I receive [次のステージ v]\nwait (1) seconds\nbroadcast (すてーじかわった v)\nchange [ステージ数 v] by (1)\n\n | \n\n\n 旗二回押しバグるぞ!!!\n\nフォールガイズをイメージして作りました。\nあとは、普通のプラフォと同じです。\n障害物は、重くなりすぎるので。消しました。すんません\n\n今回は、モバイル対応です。\n頑張って軽量にしました。\n傾向頑張りたいです。(つまり、乗りたいです\n |
Rescue 4 -Forest- || A platformer || | @Stage\n\nwhen flag clicked\nset [sound v] to [1]\nset [start v] to [0]\nset [개굴소녀 대사 v] to [0]\nset [거대고양이 대사 v] to [0]\nset [나무인간 대사 v] to [0]\nset [물에 빠지지 마세요! v] to [0]\nset [버섯돌이 대사 v] to [0]\nset [웅크리세요! v] to [0]\nset [춤추는녀석들 대사 v] to [0]\nset [초화 대사 v] to [0]\nset [잡아먹기 v] to [0]\nset [헬창개구리 대사 v] to [0]\nset [화살표 키로 움직이기 v] to [0]\nset [f키로 상호작용 v] to [0]\n\nwhen I receive [게임 시작 전 v]\nforever\n if <(start) = [1]> then\n stop [this script v]\n end\n play sound [Nebular Focus - Dan Henig v] until done\nend\n\nwhen flag clicked\nforever\n if <(sound) = [0]> then\n set volume to (100) %\n end\n if <(sound) = [1]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [영어 게임 시작 전 v]\nforever\n if <(start) = [1]> then\n stop [this script v]\n end\n play sound [Nebular Focus - Dan Henig v] until done\nend\n\nwhen I receive [검정화면 다음 게임시작 v]\nstop all sounds\nset [level v] to [1]\n\nwhen I receive [game start v]\nforever\n play sound [Erik-Satie-Gymnop-die-No-1 v] until done\nend\n\nwhen I receive [game start v]\nforever\n play sound [Light Rain v] until done\nend\n\nwhen I receive [게임 시작 전 v]\nforever\n if <(start) = [1]> then\n stop [this script v]\n end\n play sound [Light Rain v] until done\nend\n\nwhen I receive [영어 게임 시작 전 v]\nforever\n if <(start) = [1]> then\n stop [this script v]\n end\n play sound [Light Rain v] until done\nend\n\n@hitbox\n\nwhen I receive [game start v]\nshow\ngo to x: (-200) y: (-115)\nforever\n 물리엔진\nend\n\nwhen flag clicked\nhide\nbroadcast (intro v)\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine 물리엔진\nchange [yv v] by (-0.6)\nchange y by (yv)\nif <<<touching (base - 땅 v)?> or <touching (수련잎 v)?>> or <<touching (스위치 벽 v)?> or <touching (레벨 15 바닥 v)?>>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<touching (base - 땅 v)?> or <touching (수련잎 v)?>> or <<touching (스위치 벽 v)?> or <touching (레벨 15 바닥 v)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (hitbox-down v)\nelse\n switch costume to (hitbox v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.6)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.6)\n end\nend\nset [xv v] to ((xv) * (0.87))\nchange x by (xv)\nif <<<touching (base - 땅 v)?> or <touching (수련잎 v)?>> or <<touching (스위치 벽 v)?> or <touching (레벨 15 바닥 v)?>>> then\n change x by ((xv) * (-1))\nend\nif <[230] < (x position)> then\n broadcast (next level v)\n go to x: (-200) y: (-115)\n if <(level) = [14]> then\n go to x: (-200) y: (30)\n end\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching (base - 물 v)?> then\n hide\n broadcast (물에 빠짐 v)\nend\nif <touching (점프대 v)?> then\n set [yv v] to [15]\nend\nif <touching (레벨 7 점프대 v)?> then\n set [yv v] to [-5]\nend\nif <touching (새 v)?> then\n hide\n broadcast (새한테 먹힘 v)\nend\nif <touching (apple v)?> then\n hide\n broadcast (찌부 v)\nend\nif <touching (레벨 15 바닥 v)?> then\n set [yv v] to (pick random (1.1) to (10.1))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [부활 v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (-115)\nshow\nif <(level) = [15]> then\n go to x: (-200) y: (30)\nend\n\nwhen I receive [물에 빠짐 v]\ngo to x: (-200) y: (-115)\nhide\n\nwhen I receive [새한테 먹힘 v]\ngo to x: (-200) y: (-115)\nhide\n\nwhen I receive [찌부 v]\ngo to x: (-200) y: (-115)\nhide\n\nwhen flag clicked\nforever\n set [디두 x v] to (x position)\nend\n\nwhen I receive [잡아먹힘 v]\ngo to x: (-200) y: (-115)\nhide\n\nwhen flag clicked\nwait until <(level) = [18]>\nstop [other scripts in sprite v]\nhide\nif <(language::translate) = [한국어]> then\n broadcast (크레딧 v)\nelse\n broadcast (credit v)\nend\n\n@비 오는 날\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to [back v] layer\nforever\n go to x: ((100) + ((-0.01) * (mouse x))) y: ((-20) + ((-0.01) * (mouse y)))\nend\n\nwhen I receive [게임 시작 전 v]\nshow\ngo [forward v] (1) layers\nswitch costume to (무당벌레 v)\ncreate clone of (_myself_ v)\ngo [backward v] (1) layers\nswitch costume to (비 오는 날 v)\n\nwhen I receive [영어 게임 시작 전 v]\nshow\ngo [forward v] (1) layers\nswitch costume to (무당벌레 v)\ncreate clone of (_myself_ v)\ngo [backward v] (1) layers\nswitch costume to (raining day v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n show\n go to x: ((-10) + ((-0.01) * (mouse x))) y: ((-30) + ((-0.01) * (mouse y)))\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n set size to (80) %\n set [무당벌레 v] to (pick random (0.1) to (1.1))\n turn right (pick random (-10.1) to (10.1)) degrees\n repeat (6)\n move (무당벌레) steps\n end\n repeat (6)\n move ((-1) * (무당벌레)) steps\n end\n end\nend\n\nwhen I receive [검정화면 다음 게임시작 v]\nhide\n\nwhen I start as a clone\nwait until <(start) = [1]>\ndelete this clone\n\nwhen flag clicked\nset size to (120) %\n\n@검정화면\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [검정화면 다음 게임시작 v]\nset [start v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\nhide\nbroadcast (game start v)\n\nwhen I receive [credit v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [크레딧 v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [다시 한글 게임 시작 전 v]\nhide\n\nwhen I receive [다시 영어 게임 시작 전 v]\nhide\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\n@Base - 땅\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@디두\n\nwhen flag clicked\nforever\n if <not <(yv) = [0]>> then\n switch costume to (jump v)\n else\n if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (stand v)\n end\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (1 v)\n wait (0.00001) seconds\n repeat (13)\n next costume\n wait (0.00001) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nforever\n go to (hitbox v)\n change y by (3)\nend\n\nwhen I receive [game start v]\nshow\n\nwhen flag clicked\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 [부활 v]\ngo to x: (-200) y: (-120)\nshow\n\nwhen I receive [물에 빠짐 v]\nhide\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to (down v)\n end\nend\n\nwhen I receive [새한테 먹힘 v]\nhide\n\nwhen I receive [찌부 v]\nhide\n\nwhen I receive [잡아먹힘 v]\ngo to x: (-200) y: (-115)\nhide\n\nwhen flag clicked\nwait until <(level) = [18]>\nstop [other scripts in sprite v]\nhide\nbroadcast (크레딧 v)\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [검정화면 다음 게임시작 v]\nrepeat (10)\n go to [front v] layer\nend\n\n@intro\n\nwhen I start as a clone\nif <(costume [name v]) = [H shadow]> then\n show\n go to x: (0) y: (0)\n play sound [light v] until done\n broadcast (music end v)\nend\n\nwhen I receive [shadow v]\nwait (1) seconds\nswitch costume to (stage v)\ncreate clone of (_myself_ v)\nswitch costume to (h shadow v)\ncreate clone of (_myself_ v)\nswitch costume to (1004 shadow v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [name v]) = [stage]> then\n show\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [1004]> then\n show\n go to x: (-47) y: (292)\n glide (0.6) secs to x: (0) y: (-100)\n start sound [Kung v]\n repeat (5)\n turn right (3.5) degrees\n end\n wait (2) seconds\n repeat (10)\n wait (0.025) seconds\n turn left (1.75) degrees\n end\n wait (4.2) seconds\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [human]> then\n point in direction (90)\n go to x: (-108) y: (-171)\n show\n glide (1.2) secs to x: (-85) y: (-35)\n glide (2) secs to x: (-88) y: (-76)\n repeat (10)\n start sound [Whiz v]\n wait (0.01) seconds\n switch costume to (human2 v)\n start sound [Whiz v]\n wait (0.01) seconds\n switch costume to (human3 v)\n end\n repeat (25)\n turn left (10) degrees\n change y by (-10)\n end\n start sound [Big Boing v]\n broadcast (shadow v)\n delete this clone\nend\n\nwhen I start as a clone\nwait (1) seconds\nif <(costume [name v]) = [H1]> then\n start sound [sound of a machine v]\n go to x: (-274) y: (66)\n show\n glide (2) secs to x: (0) y: (0)\n switch costume to (h2 v)\n wait (0.08) seconds\n switch costume to (h3 v)\n wait (0.08) seconds\n switch costume to (h4 v)\n wait (0.08) seconds\n switch costume to (h5 v)\n wait (0.08) seconds\n switch costume to (h6 v)\n wait (0.08) seconds\n switch costume to (h v)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [1004 shadow]> then\n show\n go to x: (0) y: (-100)\nend\n\nwhen I receive [music end v]\nrepeat (25)\n wait (0.1) seconds\n change volume by (-4)\nend\nwait (1) seconds\nif <(language::translate) = [한국어]> then\n broadcast (게임 시작 전 v)\nelse\n broadcast (영어 게임 시작 전 v)\nend\n\nwhen I receive [intro v]\npoint in direction (90)\nhide\ngo to [front v] layer\nswitch costume to (stage v)\ncreate clone of (_myself_ v)\nswitch costume to (h1 v)\ncreate clone of (_myself_ v)\nwait (4.25) seconds\nswitch costume to (1004 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (human v)\ncreate clone of (_myself_ v)\n\nwhen I receive [intro v]\nset volume to (100) %\nstart sound [RMCM & James Roche - Diamonds \(feat v]\n\nwhen I start as a clone\nwait until <(volume) = [0]>\nwait (1) seconds\ndelete this clone\n\n@buttons kor\n\nwhen flag clicked\nset [한글버튼 보이기 v] to [1]\n\nwhen I receive [게임 시작 전 v]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2-2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(costume [name v]) = [1]> then\n go to x: ((-150) + ((-0.03) * (mouse x))) y: ((100) + ((-0.03) * (mouse y)))\n end\n if <<<(costume [name v]) = [2-1]> or <(costume [name v]) = [2-2]>> or <(costume [name v]) = [2-3]>> then\n go to x: ((-150) + ((-0.03) * (mouse x))) y: ((0) + ((-0.03) * (mouse y)))\n end\n if <(costume [name v]) = [3]> then\n go to x: ((-150) + ((-0.03) * (mouse x))) y: ((-100) + ((-0.03) * (mouse y)))\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (100) %\n end\nend\n\nwhen I start as a clone\nset [sound v] to [1]\nforever\n if <(costume [name v]) = [2-1]> then\n set [sound v] to [1]\n end\n if <(costume [name v]) = [2-2]> then\n set [sound v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n switch costume to (2-1 v)\n start sound [click v]\n end\n end\n wait until <not <mouse down?>>\n end\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n switch costume to (2-2 v)\n start sound [click v]\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nwait until <(start) = [1]>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [name v]) = [1]> then\n if <mouse down?> then\n play sound [click v] until done\n broadcast (검정화면 다음 게임시작 v)\n end\n wait until <not <mouse down?>>\n end\n if <(costume [name v]) = [3]> then\n if <mouse down?> then\n play sound [click v] until done\n broadcast (크레딧 v)\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n point in direction ((90) + (([cos v] of (버튼) ) * (3.7)))\nend\n\nwhen flag clicked\nset [버튼 v] to [0]\nforever\n change [버튼 v] by (2)\nend\n\nwhen I receive [크레딧 v]\nset [한글버튼 보이기 v] to [0]\n\nwhen I receive [다시 한글 게임 시작 전 v]\nset [한글버튼 보이기 v] to [1]\n\nwhen I start as a clone\nforever\n if <(한글버튼 보이기) = [1]> then\n show\n else\n hide\n end\nend\n\n@buttons en\n\nwhen I receive [영어 게임 시작 전 v]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2-2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [credit v]\nset [영어버튼 보이기 v] to [0]\n\nwhen flag clicked\nset [영어버튼 보이기 v] to [1]\n\nwhen I receive [다시 영어 게임 시작 전 v]\nset [영어버튼 보이기 v] to [1]\n\nwhen I start as a clone\nforever\n if <(영어버튼 보이기) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [name v]) = [1]> then\n go to x: ((-150) + ((-0.03) * (mouse x))) y: ((100) + ((-0.03) * (mouse y)))\n end\n if <<<(costume [name v]) = [2-1]> or <(costume [name v]) = [2-2]>> or <(costume [name v]) = [2-3]>> then\n go to x: ((-150) + ((-0.03) * (mouse x))) y: ((0) + ((-0.03) * (mouse y)))\n end\n if <(costume [name v]) = [3]> then\n go to x: ((-150) + ((-0.03) * (mouse x))) y: ((-100) + ((-0.03) * (mouse y)))\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (100) %\n end\nend\n\nwhen I start as a clone\nwait until <(start) = [1]>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [name v]) = [1]> then\n if <mouse down?> then\n play sound [click v] until done\n broadcast (검정화면 다음 게임시작 v)\n end\n wait until <not <mouse down?>>\n end\n if <(costume [name v]) = [3]> then\n if <mouse down?> then\n play sound [click v] until done\n broadcast (credit v)\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n point in direction ((90) + (([cos v] of (버튼) ) * (3.7)))\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n switch costume to (2-1 v)\n start sound [click v]\n end\n end\n wait until <not <mouse down?>>\n end\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n switch costume to (2-2 v)\n start sound [click v]\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I start as a clone\nset [sound v] to [1]\nforever\n if <(costume [name v]) = [2-1]> then\n set [sound v] to [1]\n end\n if <(costume [name v]) = [2-2]> then\n set [sound v] to [0]\n end\nend\n\n@credits\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [credit v]\nwait (1) seconds\nswitch costume to (영어 v)\nshow\ngo to x: (0) y: (-590)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat until <<[600] < (y position)> or <mouse down?>>\n change y by (0.7)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nif <(start) = [1]> then\n stop [all v]\nelse\n broadcast (다시 영어 게임 시작 전 v)\nend\n\nwhen I receive [크레딧 v]\nwait (1) seconds\nswitch costume to (한글 v)\nshow\ngo to x: (0) y: (-590)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat until <<[600] < (y position)> or <mouse down?>>\n change y by (0.7)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nif <(start) = [1]> then\n stop [all v]\nelse\n broadcast (다시 한글 게임 시작 전 v)\nend\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\nrepeat (100)\n stop [other scripts in sprite v]\nend\n\n@rain\n\nwhen I receive [게임 시작 전 v]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset y to (-20)\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nforever\n set size to (pick random (80.1) to (99.9)) %\n go [forward v] (pick random (-80) to (100)) layers\n switch costume to (1 v)\n wait (pick random (0.1) to (0.9)) seconds\n show\n point in direction (90)\n set x to (pick random (-239.9) to (239.9))\n if <(start) = [1]> then\n set y to (pick random (-25.1) to (-10.1))\n else\n set y to (pick random (-35) to (-50))\n end\n repeat (5)\n wait (pick random (0) to (0.0001)) seconds\n next costume\n end\n hide\nend\n\nwhen flag clicked\nwait until <(level) = [18]>\nstop [other scripts in sprite v]\nhide\nbroadcast (크레딧 v)\n\nwhen I receive [영어 게임 시작 전 v]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\n@Base - 물\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(level) = [2]> then\n show\n switch costume to (2 v)\n else\n if <(level) = [3]> then\n show\n switch costume to (3 v)\n else\n if <(level) = [7]> then\n show\n switch costume to (7 v)\n else\n if <(level) = [9]> then\n show\n switch costume to (9 v)\n else\n if <(level) = [11]> then\n show\n switch costume to (11 v)\n else\n if <(level) = [15]> then\n show\n switch costume to (11 v)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@dwa\n\nwhen flag clicked\nhide\n\nwhen I receive [물에 빠짐 v]\nshow\nswitch costume to (1 v)\ngo to (hitbox v)\nchange y by (-12)\nrepeat (4)\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (부활 v)\nhide\n\n@찌부\n\nwhen flag clicked\nset size to (30) %\n\nwhen I receive [찌부 v]\ngo to (디두 v)\nglide (0.2) secs to x: (x position) y: (-119)\n\nwhen I receive [찌부 v]\nshow\nswitch costume to (1 v)\nrepeat (2)\n wait (0.05) seconds\n next costume\nend\nwait (2) seconds\nhide\nbroadcast (부활 v)\n\n@수련잎\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n go to x: (10) y: (-155)\n repeat until <not <(level) = [2]>>\n show\n end\n else\n if <(level) = [3]> then\n go to x: (-200) y: (-155)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n repeat until <not <(level) = [3]>>\n show\n end\n else\n if <(level) = [7]> then\n go to x: (-200) y: (-155)\n repeat (4)\n create clone of (_myself_ v)\n change x by (100)\n end\n repeat until <not <(level) = [7]>>\n show\n end\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I start as a clone\nshow\nif <(level) = [3]> then\n wait until <not <(level) = [3]>>\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(level) = [7]> then\n wait until <not <(level) = [7]>>\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I start as a clone\nforever\n if <(start) = [0]> then\n delete this clone\n end\nend\n\n@스위치\n\nwhen flag clicked\ngo to x: (205) y: (-77)\nhide\nswitch costume to (0 v)\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n go to x: (205) y: (-77)\n show\n else\n if <(level) = [6]> then\n go to x: (-218) y: (100)\n show\n else\n if <(level) = [8]> then\n go to x: (-218) y: (121)\n show\n else\n if <(level) = [13]> then\n go to x: (205) y: (-77)\n show\n else\n hide\n switch costume to (0 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n if <<<(level) = [4]> or <(level) = [6]>> or <<(level) = [8]> or <(level) = [13]>>> then\n set [f키로 상호작용 v] to [1]\n end\n if <key (f v) pressed?> then\n start sound [click v]\n next costume\n wait until <not <key (f v) pressed?>>\n end\n else\n set [f키로 상호작용 v] to [0]\n end\n set [스위치 v] to (costume [name v])\nend\n\nwhen I receive [부활 v]\nswitch costume to (0 v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nforever\n if <(sound) = [0]> then\n set volume to (100) %\n end\n if <(sound) = [1]> then\n set volume to (0) %\n end\nend\n\n@f키로 상호작용\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (50) %\nhide\nforever\n if <not <(f키로 상호작용) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(f키로 상호작용) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(f키로 상호작용) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(f키로 상호작용) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(f키로 상호작용) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(f키로 상호작용) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (en v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(f키로 상호작용) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(f키로 상호작용) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@스위치 벽\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(level) = [4]> then\n show\n switch costume to (4 v)\n else\n if <(level) = [6]> then\n show\n switch costume to (6 v)\n else\n if <(level) = [8]> then\n show\n switch costume to (8 v)\n else\n if <(level) = [13]> then\n show\n switch costume to (8 v)\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [스위치 v] to [0]\nforever\n if <(level) = [4]> then\n if <(스위치) = [1]> then\n glide (1) secs to x: (0) y: (100)\n else\n glide (1) secs to x: (0) y: (0)\n end\n end\n if <<(level) = [5]> or <(level) = [6]>> then\n if <(스위치) = [1]> then\n glide (1) secs to x: (-110) y: (90)\n else\n glide (1) secs to x: (0) y: (90)\n end\n end\nend\n\nwhen I receive [검정화면 다음 게임시작 v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <<(level) = [7]> or <(level) = [8]>> then\n if <(스위치) = [1]> then\n glide (1) secs to x: (0) y: (190)\n else\n glide (1) secs to x: (0) y: (70)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n if <(스위치) = [1]> then\n glide (1) secs to x: (0) y: (100)\n else\n glide (1) secs to x: (0) y: (0)\n end\n end\nend\n\n@점프대\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n go to x: (36) y: (29)\n if <touching (hitbox v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n else\n if <(level) = [6]> then\n show\n go to x: (-238) y: (29)\n if <touching (hitbox v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n else\n hide\n end\n end\nend\n\n@Apple\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (apple v)\nhide\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (-10)\n show\n go to [front v] layer\n set x to (pick random (-165.1) to (220.1))\n set y to (193)\n repeat until <(y position) < [-190]>\n change y by (-7)\n end\n hide\nend\n\nwhen I start as a clone\nwait until <<not <(level) = [12]>> and <not <(level) = [13]>>>\ndelete this clone\n\nwhen I receive [검정화면 다음 게임시작 v]\nforever\n if <(level) = [12]> then\n repeat (4)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\n@레벨 7 점프대\n\nwhen flag clicked\nhide\nforever\n if <(level) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1.3) secs to x: (0) y: (-3)\n glide (1.3) secs to x: (0) y: (21)\nend\n\nwhen flag clicked\nforever\n if <touching (hitbox v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\n@새\n\nwhen I receive [새한테 먹힘 v]\nswitch costume to (2 v)\n\nwhen I receive [검정화면 다음 게임시작 v]\nswitch costume to (1 v)\nhide\nset [brightness v] effect to (-5)\npoint in direction (90)\nset size to (70) %\nforever\n if <(level) = [10]> then\n show\n point in direction (100)\n go to x: (315) y: (5)\n glide (2) secs to x: (70) y: (-66)\n repeat (3)\n turn right (3) degrees\n end\n glide (0.4) secs to x: (18) y: (-66)\n repeat (3)\n turn right (3) degrees\n end\n glide (2) secs to x: (-315) y: (5)\n if <(costume [number v]) = [2]> then\n broadcast (부활 v)\n switch costume to (1 v)\n end\n hide\n wait (0.4) seconds\n end\nend\n\nwhen I receive [검정화면 다음 게임시작 v]\nforever\n if <(level) = [11]> then\n stop [other scripts in sprite v]\n broadcast (새 v)\n show\n point in direction (100)\n go to x: (315) y: (80)\n glide (2) secs to x: (70) y: (50)\n repeat (3)\n turn right (3) degrees\n end\n glide (0.4) secs to x: (18) y: (20)\n repeat (3)\n turn right (3) degrees\n end\n glide (2) secs to x: (-315) y: (5)\n if <(costume [number v]) = [2]> then\n broadcast (부활 v)\n switch costume to (1 v)\n end\n hide\n wait (0.7) seconds\n end\nend\n\nwhen I receive [검정화면 다음 게임시작 v]\nhide\npoint in direction (90)\nset size to (70) %\nforever\n if <not <(level) = [10]>> then\n if <not <(level) = [11]>> then\n hide\n else\n end\n end\nend\n\nwhen I receive [새 v]\npoint in direction (90)\nset size to (70) %\nforever\n if <not <(level) = [10]>> then\n if <not <(level) = [11]>> then\n hide\n end\n end\nend\n\n@헬창개구리\n\nwhen flag clicked\nset [brightness v] effect to (-10)\nswitch costume to (일반표정 v)\nforever\n wait (0.52) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <(level) = [7]> then\n show\n if <(distance to [디두 v]) < [80]> then\n set [헬창개구리 대사 v] to [1]\n else\n set [헬창개구리 대사 v] to [0]\n end\n else\n set [헬창개구리 대사 v] to [0]\n hide\n end\nend\n\n@나무\n\nwhen flag clicked\npoint in direction (-90)\nset rotation style [left-right v]\ngo to x: (-251) y: (-10)\nswitch costume to (모양 1 v)\nset [brightness v] effect to (-15)\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n if <(distance to [디두 v]) < [150]> then\n set [나무인간 대사 v] to [1]\n else\n set [나무인간 대사 v] to [0]\n end\n else\n if <(level) = [13]> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.03) seconds\nend\n\n@버섯\n\nwhen flag clicked\nset [brightness v] effect to (-10)\ngo to x: (0) y: (-117)\nforever\n if <(level) = [14]> then\n show\n if <(distance to [디두 v]) < [150]> then\n set [버섯돌이 대사 v] to [1]\n else\n set [버섯돌이 대사 v] to [0]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n wait (3) seconds\nend\n\n@초화\n\nwhen flag clicked\nset size to (30) %\nset [brightness v] effect to (-10)\nforever\n switch costume to (1 v)\n repeat (7)\n wait (0.01) seconds\n next costume\n end\n wait (3) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n go to [back v] layer\n show\n if <(distance to [디두 v]) < [150]> then\n set [초화 대사 v] to [1]\n else\n set [초화 대사 v] to [0]\n end\n else\n hide\n end\nend\n\n@레벨 15 바닥\n\nwhen flag clicked\ngo to x: (-200) y: (-160)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ngo to x: (-75) y: (-120)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ngo to x: (60) y: (-80)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ngo to x: (200) y: (-40)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nforever\n repeat until <[-20] < (y position)>\n change y by (1)\n end\n repeat until <(y position) < [-159]>\n change y by (-1)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(level) = [15]> then\n show\n else\n hide\n end\nend\n\n@개구리 소녀\n\nwhen flag clicked\nset [brightness v] effect to (-15)\ngo to [back v] layer\ngo to x: (0) y: (-90)\nforever\n switch costume to (export v)\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n wait (2) seconds\nend\n\nwhen flag clicked\nset [개굴소녀 대사 v] to [0]\nforever\n if <(level) = [5]> then\n show\n if <(distance to [디두 v]) < [150]> then\n set [개굴소녀 대사 v] to [1]\n else\n set [개굴소녀 대사 v] to [0]\n end\n else\n hide\n end\nend\n\n@문바선보\n\nwhen flag clicked\ngo to x: (0) y: (-145)\nswitch costume to (1 v)\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n show\n if <(distance to [디두 v]) < [160]> then\n set [춤추는녀석들 대사 v] to [1]\n else\n set [춤추는녀석들 대사 v] to [0]\n end\n else\n hide\n end\nend\n\n@거대 몬스터\n\nwhen flag clicked\nhide\nset [잡아먹기 v] to [0]\nforever\n if <(level) = [16]> then\n show\n if <(xv) < [0.1]> then\n if <not <(디두 x) < [-190]>> then\n if <not <(잡아먹기) = [1]>> then\n set [잡아먹기 v] to [1]\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(잡아먹기) = [1]> then\n repeat until <[20] < (y position)>\n change y by (20)\n if <touching (hitbox v)?> then\n broadcast (잡아먹힘 v)\n end\n end\n else\n go to [front v] layer\n go to (hitbox v)\n set y to (-177)\n change x by (pick random (-2.1) to (2.1))\n change y by (pick random (-2.1) to (2.1))\n switch costume to (1 v)\n end\nend\n\nwhen I receive [잡아먹힘 v]\nswitch costume to (2 v)\nwait (2) seconds\nbroadcast (부활 v)\nset [잡아먹기 v] to [0]\n\nwhen flag clicked\nforever\n if <(잡아먹기) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [부활 v]\nrepeat (10)\n hide\n set [잡아먹기 v] to [0]\nend\n\nwhen flag clicked\nrepeat (100)\n set [잡아먹기 v] to [0]\n hide\nend\nwait until <(level) = [16]>\nrepeat (25)\n set [잡아먹기 v] to [0]\n hide\nend\n\n@땅 그림\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait until <(level) = [18]>\nstop [other scripts in sprite v]\nhide\nbroadcast (크레딧 v)\n\n@자이언트 고양이\n\nwhen flag clicked\ngo to x: (53) y: (-100)\nset [brightness v] effect to (-7)\nforever\n switch costume to (1 v)\n repeat (8)\n wait (0.05) seconds\n next costume\n end\n wait (2) seconds\nend\n\nwhen flag clicked\nset [자이언트 고양이 v] to [0]\nforever\n change [자이언트 고양이 v] by (3)\n go to [back v] layer\n change y by (([sin v] of (자이언트 고양이) ) / (2))\nend\n\nwhen flag clicked\nset [자이언트 고양이 v] to [0]\nforever\n if <(level) = [9]> then\n show\n if <(distance to [디두 v]) < [120]> then\n set [거대고양이 대사 v] to [1]\n else\n set [거대고양이 대사 v] to [0]\n end\n else\n hide\n end\nend\n\n@팻말\n\nwhen flag clicked\nforever\n if <<(level) = [1]> and <touching (디두 v)?>> then\n set [화살표 키로 움직이기 v] to [1]\n else\n set [화살표 키로 움직이기 v] to [0]\n end\n if <<(level) = [2]> and <touching (디두 v)?>> then\n set [물에 빠지지 마세요! v] to [1]\n else\n set [물에 빠지지 마세요! v] to [0]\n end\n if <<(level) = [10]> and <touching (디두 v)?>> then\n set [웅크리세요! v] to [1]\n else\n set [웅크리세요! v] to [0]\n end\nend\n\nwhen I receive [검정화면 다음 게임시작 v]\nwait (1) seconds\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [1]> then\n show\n switch costume to (1 v)\n else\n if <(level) = [2]> then\n show\n switch costume to (2 v)\n else\n if <(level) = [10]> then\n show\n switch costume to (10 v)\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@1\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (100) %\nhide\nforever\n if <not <(화살표 키로 움직이기) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(화살표 키로 움직이기) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(화살표 키로 움직이기) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(화살표 키로 움직이기) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(화살표 키로 움직이기) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(화살표 키로 움직이기) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(화살표 키로 움직이기) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(화살표 키로 움직이기) = [1]>>\n end\nend\n\n@2\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (100) %\nhide\nforever\n if <not <(물에 빠지지 마세요!) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(물에 빠지지 마세요!) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(물에 빠지지 마세요!) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(물에 빠지지 마세요!) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(물에 빠지지 마세요!) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(물에 빠지지 마세요!) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(물에 빠지지 마세요!) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(물에 빠지지 마세요!) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@4\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (80) %\nhide\nforever\n if <not <(개굴소녀 대사) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(개굴소녀 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(개굴소녀 대사) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(개굴소녀 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(개굴소녀 대사) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(개굴소녀 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(개굴소녀 대사) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(개굴소녀 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@7\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (80) %\nhide\nforever\n if <not <(헬창개구리 대사) = [1]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(헬창개구리 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(헬창개구리 대사) = [1]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(헬창개구리 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(헬창개구리 대사) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(헬창개구리 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(헬창개구리 대사) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(헬창개구리 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@9\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (100) %\nhide\nforever\n if <not <(거대고양이 대사) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(거대고양이 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(거대고양이 대사) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(거대고양이 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(거대고양이 대사) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(거대고양이 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(거대고양이 대사) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(거대고양이 대사) = [1]>\n end\nend\n\n@10\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (100) %\nhide\nforever\n if <not <(웅크리세요!) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(웅크리세요!) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(웅크리세요!) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(웅크리세요!) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(웅크리세요!) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(웅크리세요!) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(웅크리세요!) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(웅크리세요!) = [1]>\n end\nend\n\n@12\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (80) %\nhide\nforever\n if <not <(나무인간 대사) = [1]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(나무인간 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(나무인간 대사) = [1]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(나무인간 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(나무인간 대사) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(나무인간 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(나무인간 대사) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(나무인간 대사) = [1]>\n end\nend\n\n@14\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (80) %\nhide\nforever\n if <not <(버섯돌이 대사) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(버섯돌이 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(버섯돌이 대사) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(버섯돌이 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(버섯돌이 대사) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(버섯돌이 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(버섯돌이 대사) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(버섯돌이 대사) = [1]>\n end\nend\n\n@15\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (80) %\nhide\nforever\n if <not <(초화 대사) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(초화 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(초화 대사) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(초화 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(초화 대사) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(초화 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(초화 대사) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(초화 대사) = [1]>\n end\nend\n\n@새싹돌이\n\nwhen flag clicked\npoint in direction (90)\nforever\n switch costume to (1 v)\n repeat (4)\n turn right (2) degrees\n wait (0.001) seconds\n next costume\n end\n repeat (4)\n turn left (2) degrees\n wait (0.001) seconds\n next costume\n end\n switch costume to (1 v)\n repeat (4)\n turn left (2) degrees\n wait (0.001) seconds\n next costume\n end\n repeat (4)\n turn right (2) degrees\n wait (0.001) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n show\n else\n hide\n end\nend\n\n@16\n\nwhen flag clicked\nforever\n if <touching (디두 v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nset size to (80) %\nhide\nforever\n if <not <(춤추는녀석들 대사) = [1]>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(춤추는녀석들 대사) = [1]>\n end\nend\n\nwhen flag clicked\nforever\n if <(춤추는녀석들 대사) = [1]> then\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait until <not <(춤추는녀석들 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(language::translate) = [한국어]> then\n switch costume to (kor v)\n else\n switch costume to (eng v)\n end\nend\n\nwhen flag clicked\nforever\n if <(춤추는녀석들 대사) = [1]> then\n go to [front v] layer\n show\n glide (0.3) secs to x: (0) y: (-160)\n wait until <not <(춤추는녀석들 대사) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(춤추는녀석들 대사) = [1]>> then\n glide (0.3) secs to x: (0) y: (-200)\n wait until <(춤추는녀석들 대사) = [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)\n hide\nend\n\nwhen [timer v] > (0.01)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n | git clickbaited lol\nThe only rule is do not try to break the moving platform on the 2nd lava level, and if you do, brainwash yourself immediately after and forget it ever happened\n\nInstructions... go figure them out yourself if you don't know. If you're still stuck then here's a hint: press the arrow keys. If you're on mobile just tap the screen like crazy.\n\nhi.\n\n\n1k on the big red button - @leet7753\n5k - @Gobrien2026TESTER\n20k - @BLUjay65\n30k - @Legend1234567890__\n100k - @Squirtle_M\naaa too many\n\n#3 on trending\nTop remixed\nhow did this get 5 remixes b4 it hit 100 views... .-.\nbaguette |
Night || -A Platformer- #Games | @Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\nhide variable [mouse v]\nforever\n switch backdrop to (sky v)\n wait (pick random (1.5) to (6)) seconds\n broadcast (ENEMY v) and wait\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((SCROLL X) + (mouse x)) (join [,] ((SCROLL Y) + (mouse y))))\nshow variable [mouse v]\n\nwait (0.5) seconds\n\nwhen I receive [loading v]\nwait (5) seconds\nrepeat (999)\n play sound [TheFatRat - Time Lapse v] until done\n play sound [Alan Walker - Force v] until done\nend\n\nbroadcast (ENEMY v)\n\n@BLANK\n\n@Player\n\nwhen I receive [begin v]\nswitch costume to (player v)\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n set [frame time to show v] to [1]\n broadcast (Setup v) and wait\n set [frame time to show v] to [0]\n Game On\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n hide\n if <(EXIT) = [win]> then\n Game - Win\n end\n if <(EXIT) = [offline]> then\n Game - Win\n end\nend\n\nif <(EXIT) = [win]> then\n start sound [Teleport2 v]\n Game - Win\n wait (0.1) seconds\nelse\n Game - Die\nend\n\ndefine Game On\nshow\nset [sx v] to [0]\nset [sy v] to [0]\nset [gravity v] to [-12]\nset [in air v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\nif <(Checkpoint) = [1]> then\n set [player2: x v] to [1409]\n set [scroll y v] to [0]\n set [player2: y v] to [-80]\nelse\n if <(Checkpoint) = [2]> then\n set [player2: x v] to [2597]\n set [scroll y v] to [0]\n set [player2: y v] to [-76]\n else\n if <(Checkpoint) = [3]> then\n set [player2: x v] to [3734]\n set [scroll y v] to [0]\n set [player2: y v] to [-67]\n else\n if <(Checkpoint) = [4]> then\n set [player2: x v] to [2530]\n set [scroll y v] to [-80]\n set [player2: y v] to [-80]\n end\n end\n end\nend\nset [exit v] to []\n\nshow\n\ndefine Tick\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [sx v] by (-2)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (friction))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(in air) < [4]> then\n set [sy v] to [17]\n end\nend\nif <(sy) > [-17]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nTest - Die\nset [scroll x v] to (Player2: x)\nif <(SCROLL X) < [-100]> then\n set [scroll x v] to [-100]\n set [player2: x v] to [-100]\nend\nchange [scroll y v] by (round (((Player2: y) - (SCROLL Y)) / (2)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player2: y) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (spring v)?> then\n set [sy v] to [25]\nend\nif <touching (ice v)?> then\n set [friction v] to [0.93]\nelse\n set [friction v] to [0.8]\nend\nif <touching (speed v)?> then\n set [sx v] to [13]\nend\nif <touching (slow v)?> then\n set [friction v] to [0.5]\nend\nif <touching (water v)?> then\n set [sy v] to [3]\n if <key (down arrow v) pressed?> then\n change [sy v] by (-4)\n end\n if <key (up arrow v) pressed?> then\n change [sy v] by (4)\n end\nend\n\nstart sound [bubbles v]\n\ndefine Change Player Y by (sy)\nchange [in air v] by (1)\nchange [player2: y v] by (sy)\nPosition\nrepeat until <not <<<touching (platforms v)?> or <touching (horizontal platforms v)?>> or <touching (horizontal platforms move v)?>>>\n if <(sy) > [0]> then\n change [player2: y v] by (-1)\n else\n change [player2: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((Player2: x) - (SCROLL X)) y: ((Player2: y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [player2: x v] by (sx)\nPosition\nif <<<touching (platforms v)?> or <touching (horizontal platforms v)?>> or <touching (horizontal platforms move v)?>> then\n repeat (12)\n change [player2: y v] by (1)\n Position\n if <not <<<touching (platforms v)?> or <touching (horizontal platforms v)?>> or <touching (horizontal platforms move v)?>>> then\n stop [this script v]\n end\n end\n change [player2: y v] by (GRAVITY)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<<touching (platforms v)?> or <touching (horizontal platforms v)?>> or <touching (horizontal platforms move v)?>>>\n if <(sx) > [0]> then\n change [player2: x v] by (-1)\n else\n change [player2: x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\n\nstart sound [Oops v]\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.1) seconds\n\ndefine Test - Die\nif <<<<<touching (acid v)?> or <touching (danger v)?>> or <touching (gears v)?>> or <touching (saws v)?>> or <touching (moving enemies v)?>> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Win\nhide\nset [my player # v] to []\nstop [all v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen flag clicked\nset [exit v] to []\ngo to x: (0) y: (0)\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Joined! v)\nelse\n broadcast (Game Full :\( v)\nend\nbroadcast (begin v)\n\nwhen I receive [begin v]\nset [frame time to show v] to [0]\nforever\n set [testoff v] to (OFF)\n wait (60) seconds\n if <(OFF) = (TestOFF)> then\n set [exit v] to [offline]\n end\nend\n\nforever\n\nif <(MY PLAYER #) > [0]> then\n send cloud data\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((x position) + (SCROLL X)) to encoded\nwrite ((y position) + (SCROLL Y)) to encoded\nwrite (round (Costume)) to encoded\nif <(MY PLAYER #) = [1]> then\n write ((FRAME) + (58)) to encoded\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [tick v]\nif <(Costume) = [2]> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> then\n switch costume to (up right2 v)\n else\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n switch costume to (up left2 v)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (right2 v)\n else\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 (left2 v)\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (up2 v)\n else\n switch costume to (normal2 v)\n end\n end\n end\n end\n end\nelse\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> then\n switch costume to (up right v)\n else\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n switch costume to (up left v)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\n else\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 (left v)\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (up v)\n else\n switch costume to (normal v)\n end\n end\n end\n end\n end\nend\nif <<key (any v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [off v] to (pick random (0) to (99999))\nend\n\nchange [sy v] by (3)\n\nset [scroll y v] to [324]\n\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\nset [scroll x v] to [618]\n\nbroadcast (SCROLL Y GLITCH.. :\( v) and wait\n\nwhen I receive [setup v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nif <(Checkpoint) = [1]> then\n set [player2: x v] to [1409]\n set [scroll y v] to [0]\n set [player2: y v] to [-80]\nelse\n if <(Checkpoint) = [2]> then\n set [player2: x v] to [2597]\n set [scroll y v] to [0]\n set [player2: y v] to [-76]\n else\n if <(Checkpoint) = [3]> then\n set [player2: x v] to [3734]\n set [scroll y v] to [0]\n set [player2: y v] to [-67]\n end\n end\nend\nset [exit v] to []\n\nrepeat until <<(SCROLL Y) = [400]> and <(Player2: x) = [618]>>\n\nwhen I receive [setup v]\n\nset [checkpoint v] to [2]\n\nset [scroll y v] to (Player2: y)\n\nset [player2: y v] to [324]\n\nset [player2: y v] to [324]\nset [scroll y v] to [324]\nwait (1) seconds\nif <(Player2: y) > [9900]> then\n set [scroll y v] to [324]\n set [player2: y v] to [324]\nend\nwait (1) seconds\nif <(Player2: y) > [9900]> then\n set [scroll y v] to [324]\n set [player2: y v] to [324]\nend\n\nbroadcast (SCROLL Y GLITCH.. :\( v) and wait\n\nif <(Player2: y) > [1000]> then\n set [exit v] to [die]\n set [player2: y v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I receive [reset v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [player2: x v] to [0]\nset [player2: y v] to [0]\n\nwhen I receive [tick v]\nif <<(MY PLAYER #) > [0]> and <(MY PLAYER #) < [10]>> then\n send cloud data\nend\n\nwhen I receive [tick v]\n\nif <(MY PLAYER #) = [1]> then\n change [frame v] by (1)\nend\n\nstart sound [bubbles v]\n\nforever\n\nset [frame v] to [0]\nreset timer\nset [old value v] to (encoded)\nwait (15) seconds\nset [frame v] to [0]\nreset timer\nif <(old value) = (encoded)> then\n set [exit v] to [offline]\nend\n\nset [player2: y v] to [-80]\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nclear graphic effects\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n set size to (400) %\n tick\n set size to (100) %\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nsay (value)\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nswitch costume to (value)\nif <(FRAME TIME TO SHOW) = [1]> then\n if <(MY PLAYER #) > [1]> then\n value = read from encoded\n set [frame v] to (value)\n end\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nbroadcast (Update Player v)\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [update player v]\n\nforever\n\nvalue = cloud # (player #)\nset [old value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (old value)> then\n set [my player # v] to (player #)\nend\n\n@Join Game\n\nwhen flag clicked\nhide\n\nwhen I receive [setup - opponents v]\nwait (1.6) seconds\nbroadcast (LOADING v)\nshow\nswitch costume to (joining v)\n\nwhen I receive [joined! v]\nstart sound [Connect v]\nset [ghost v] effect to (0)\nshow\nswitch costume to (joined v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [game full :\( v]\nstart sound [Disconnect v]\nset [ghost v] effect to (0)\nshow\nswitch costume to (game full v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@ICE\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\nend\n\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\nClone at x: [-1200] y: [360]\nClone at x: [800] y: [360]\nClone at x: [1300] y: [-560]\nClone at x: [600] y: [0]\n\ndefine Position (x) (y)\ngo to [back v] layer\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 [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Slow\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-1400] y: [600]\n Clone at x: [1700] y: [-600]\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\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\npoint in direction (-90)\nset [intro v] to [0]\nhide\ngo to x: (0) y: (0)\nclear graphic effects\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (-90)\nset size to (100) %\nshow\nchange [intro v] by (1)\nif <(intro) = [1]> then\n go to [front v] layer\n switch costume to (q v)\n go to x: (-240) y: (180)\n glide (0.5) secs to x: (0) y: (0)\nelse\n if <(intro) = [2]> then\n switch costume to (back 1 v)\n go to x: (240) y: (-180)\n broadcast (message 2 v)\n glide (0.5) secs to x: (0) y: (0)\n else\n if <(intro) = [3]> then\n go [forward v] (1) layers\n switch costume to (back 2 v)\n go to x: (240) y: (180)\n glide (0.5) secs to x: (0) y: (0)\n else\n if <(intro) = [4]> then\n go [forward v] (1) layers\n switch costume to (move shadow v)\n go to x: (-240) y: (-180)\n glide (0.5) secs to x: (0) y: (0)\n switch costume to (main shadow v)\n end\n end\n end\nend\nswitch costume to (template v)\nwait (0.5) seconds\nbroadcast (BOOM v)\n\nset [pitch v] effect to (0)\nstart sound [High Whoosh v]\n\nwhen I receive [message 2 v]\nrepeat (15)\n turn right (12) degrees\nend\n\nwhen I receive [boom v]\nrepeat (7)\n change [brightness v] effect by (16)\n change [ghost v] effect by (16)\n change size by (25)\nend\nhide\nbroadcast (Intro Over v)\ndelete this clone\n\nstart sound [boom v]\n\n@Loading\n\nwhen I receive [loading v]\nshow\nset size to (20) %\nforever\n turn right (15) degrees\n go to [front v] layer\n change size by (((size) - (90)) / (-5))\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\n@MinionSkin\n\nwhen I receive [minion v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait (0.02) seconds\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait until <(Costume) > [0.9]>\nrepeat (27)\n change y by (15)\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\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nif <[] = [3]> then\nif <[] = [2]> then\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@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 (MINION v)\n\ngo to x: (0) y: (0)\nshow\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@Sprite1\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@Number Engine\n\ndefine Type (size) (width between) (what they are writing) (x) (y)\ngo to [front v] layer\nerase all\nshow\nset size to (size) %\nset [counter v] to [1]\ngo to x: (x) y: (y)\nrepeat (length of (what they are writing))\n go to [front v] layer\n switch costume to (letter (counter) of (what they are writing))\n create clone of (_myself_ v)\n change x by (width between)\n change [counter v] by (1)\nend\nhide\n\nwhen I receive [time v]\nset [minutes v] to [0]\nset [ghost v] effect to (0)\nset [seconds v] to (time)\nrepeat until <(seconds) < [60]>\n change [seconds v] by (-60)\n change [minutes v] by (1)\nend\nif <(seconds) < [10]> then\n Type [150] [20] (join [Time: ] (join (minutes) (join [:] (join [0] (seconds))))) [-100] [-85]\nelse\n Type [150] [20] (join [Time: ] (join (minutes) (join [:] (seconds)))) [-100] [-85]\nend\n\nwhen flag clicked\nhide\nclear graphic effects\nerase all\n\nwhen I start as a clone\ngo to [front v] layer\n\ngo to [front v] layer\nstamp\ngo to [back v] layer\n\nset [ghost v] effect to (100)\nrepeat (100)\n go to [front v] layer\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [begin v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nset [time v] to [6043]\nset [exit v] to [win]\n\nif then\n\n@Sprite2\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [time v]\ngo to x: (50) y: (0)\nshow\ngo to [front v] layer\nrepeat (10)\n change x by (-5)\nend\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(x position) < [-150]>\n change x by (-15)\n end\n else\n repeat until <(x position) > [-1]>\n change x by (15)\n end\n end\nend\n\nstart sound [pop v]\n\n@Sprite\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [time v]\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (10)\n change y by (5)\nend\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(y position) > [50]>\n change y by (10)\n end\n else\n repeat until <(y position) < [1]>\n change y by (-10)\n end\n end\nend\n\nset [exit v] to [win]\n\n@Checkpoint 5\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <(Checkpoint) = [4]> then\n switch costume to (checkpoint open v)\n end\nend\nturn right (1) degrees\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\ngo to [back v] layer\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n switch costume to (checkpoint closed v)\n Clone at x: [3255] y: [270]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [1404] y: [-78]\n\nswitch costume to (checkpoint closed2 v)\n\nClone at x: [1586] y: [602]\nClone at x: [2530] y: [-100]\n\nwhen I receive [setup v]\n\nif <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\nend\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <(Checkpoint) = [3]> then\n switch costume to (checkpoint open v)\n end\nend\nturn right (1) degrees\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\ngo to [back v] layer\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n switch costume to (checkpoint closed v)\n Clone at x: [3750] y: [-63]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [1404] y: [-78]\n\nswitch costume to (checkpoint closed2 v)\n\nClone at x: [1586] y: [602]\nClone at x: [2530] y: [-100]\n\nwhen I receive [setup v]\n\nif <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\nend\n\n@Speed\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 7 v)\n Clone at x: [3710] y: [94]\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 [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\nClone at x: [-1750] y: [630]\n\n@Checkpoint 3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <(Checkpoint) = [2]> then\n switch costume to (checkpoint open v)\n end\nend\nturn right (1) degrees\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\ngo to [back v] layer\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n switch costume to (checkpoint closed v)\n Clone at x: [2474] y: [-130]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [1404] y: [-78]\n\nswitch costume to (checkpoint closed2 v)\n\nClone at x: [1586] y: [602]\nClone at x: [2530] y: [-100]\n\nwhen I receive [setup v]\n\nif <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\nend\n\n@Checkpoint 2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <(Checkpoint) = [1]> then\n switch costume to (checkpoint open v)\n end\nend\nturn right (1) degrees\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\ngo to [back v] layer\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n switch costume to (checkpoint closed v)\n Clone at x: [1404] y: [-78]\n Clone at x: [2474] y: [-130]\nend\nset [checkpoint : x v] to [-99999]\n\nswitch costume to (checkpoint closed2 v)\n\nClone at x: [1586] y: [602]\nClone at x: [2530] y: [-100]\n\nwhen I receive [setup v]\n\nif <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\nend\n\n@Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [color v] effect to (-5)\nset size to (100) %\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [3255] y: [270]\nend\nset [checkpoint : x v] to [-99999]\n\nturn right (2) degrees\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n set [ghost v] effect to (100)\n set [timer v] to ((timer) + (0.05))\nend\n\nwhen [timer v] > (TIMER)\nbroadcast (Reset v)\nshow\nset [red thing v] to [15]\ngo to [front v] layer\nif <(EXIT) = [win]> then\n if <(Costume) = [2]> then\n switch costume to (win minion v)\n END\n else\n switch costume to (win normal v)\n END\n end\nelse\n if <(EXIT) = [offline]> then\n switch costume to (offline v)\n repeat ((RED THING) * (2))\n go to x: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING)) y: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING))\n change [red thing v] by (-0.5)\n end\n else\n switch costume to (thumbnail v)\n repeat ((RED THING) * (2))\n go to x: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING)) y: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING))\n change [red thing v] by (-0.5)\n end\n end\nend\n\ndefine END\nstart sound [win v]\ngo to x: (300) y: (0)\nrepeat (10)\n change x by (-30)\nend\nrepeat ((RED THING) * (2))\n go to x: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING)) y: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING))\n change [red thing v] by (-0.5)\nend\nbroadcast (TIME v)\n\nwhen [timer v] > (TIMER)\nforever\n reset timer\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n change x by (-60)\nend\nwait (0.1) seconds\nhide\n\n@Water\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((Danger: x) - (SCROLL X)) (((Danger: y) - (SCROLL Y)) + (([cos v] of (UP/DOWN LAVA) ) * (5)))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [360] 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 [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nset [danger: y v] to [0]\n\nwhen flag clicked\nhide\n\n@Spring\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (SPRING v) and wait\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [78] y: [-73]\n Clone at x: [840] y: [95]\n Clone at x: [847] y: [547]\n Clone at x: [3790] y: [-70]\n Clone at x: [3920] y: [90]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen I receive [spring v]\nstart sound [Big Boing v]\nswitch costume to (costume1 v)\nrepeat (5)\n next costume\nend\nswitch costume to (costume1 v)\n\nClone at x: [3625] y: [-90]\nClone at x: [3710] y: [94]\n\n@Landscape\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-1700] y: [360]\n Clone at x: [-200] y: [200]\n Clone at x: [400] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [1500] y: [-500]\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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwait (1) seconds\n\nbroadcast (Setup v)\nstop [this script v]\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\n@Gears\n\nwhen I receive [tick v]\nturn right (3) degrees\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [539] y: [70]\n Clone at x: [1930] y: [-100]\n Clone at x: [1140] y: [-95]\n Clone at x: [3710] y: [-90]\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 [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\n\n@Saws\n\nwhen I receive [green flag v]\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (3)) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [2033] y: [-40]\n\nClone at x: [170] y: [-158]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\nif <(costume [number v]) = [3]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\nif <(costume [number v]) = [4]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n switch costume to (checkpoint closed v)\n Clone at x: [1404] y: [-70]\n switch costume to (checkpoint closed2 v)\n Clone at x: [2474] y: [-130]\n switch costume to (checkpoint closed3 v)\n Clone at x: [3750] y: [-63]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [600] y: [324]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\n@Horizontal Platforms Move\n\nwhen I receive [tick v]\nPosition ((Moving Platforms: x) - (SCROLL X)) ((((Moving Platforms: y) - (SCROLL Y)) + (([cos v] of ((FRAME) * (2)) ) * (50))) + (50))\n\nwhen I receive [setup v]\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nshow\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [474] 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]\nhide\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@Horizontal Platforms\n\nwhen I receive [tick v]\nchange [frame v] by (1)\nPosition ((((Moving Platforms: x) - (SCROLL X)) + (([cos v] of (FRAME) ) * (100))) - (-30)) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [1300] y: [40]\n Clone at x: [1610] y: [-95]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@Acid\n\nwhen I receive [tick v]\nchange [up/down lava v] by (2.5)\nPosition ((Danger: x) - (SCROLL X)) (((Danger: y) - (SCROLL Y)) + (([cos v] of (UP/DOWN LAVA) ) * (4)))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [500] 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 [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nset [danger: y v] to [0]\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\n@Platforms\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-1700] y: [360]\n Clone at x: [-200] y: [200]\n Clone at x: [400] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [300] y: [-600]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] 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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwait (1) seconds\n\nbroadcast (Setup v)\nstop [this script v]\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\n@Moving Enemies\n\nwhen I receive [green flag v]\n\nwhen I receive [tick v]\nchange [enemy v] by (1.5)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (1.5)) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nswitch costume to (enemy v)\nset [enemy v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [2780] y: [-77]\nClone at x: [3444] y: [267]\n\nClone at x: [950] y: [-100]\nClone at x: [430] y: [600]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\nwhen I receive [enemy v]\nswitch costume to (enemy v)\nrepeat (10)\n next costume\nend\nswitch costume to (enemy v)\n\n@Intro2\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (size)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change size by (((size) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [0.5]>\n wait ((#) / (Length)) seconds\n show\n set [x v] to (x position)\n set [y v] to (y position)\n go to [front v] layer\n set size to (0) %\n go to x: (0) y: (0)\n Smooth Glide x: (X) y: (Y) speed: (5) (Size)\n wait until <(timer) > [1.9]>\n wait ((#) / ((Length) * (2))) seconds\n set [var 1 v] to ((size) / (10))\n repeat (30)\n Change Size By: (Var 1)\n change y by (Var 1)\n change [var 1 v] by ((0) - ((size) / (100)))\n change [ghost v] effect by (2)\n end\n delete this clone\nend\nif <(Clone ID) = [Box]> then\n set [color v] effect to (0)\n point in direction (180)\n switch costume to (box v)\n set [ghost v] effect to (50)\n set size to (15) %\n show\n go to [back v] layer\n go to x: ((Var 1) * (40)) y: ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (10))\n turn right (((180) - (direction)) / (10)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n wait until <(timer) > [3.5]>\n set [brightness v] effect to (0)\n repeat (20)\n turn right (5) degrees\n change size by (-5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset volume to (100) %\nreset timer\nset [username v] to (join [Hi ] (username))\nset [clone id v] to [Back 2]\ncreate clone of (_myself_ v)\nSetup Lists\nType (Username) [-200] [0] [200] [115] [100] [0]\nstart sound [Tobu - Candyland pt II2 v]\nreset timer\nset [clone id v] to [Box]\nset [var 1 v] to [-6]\nrepeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\nend\nwait (4) seconds\nbroadcast (Start Project v)\nrepeat (40)\n change volume by (-2.5)\nend\nstop all sounds\n\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\n\nwait until <(timer) > [4]>\nClone Particles\nwait until <(timer) > [5.7]>\nClone Particles\nwait until <(timer) > [8.5]>\n\ndefine Setup Lists\ndelete all of [character widths v]\ndelete all of [characters v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\nswitch costume to (a v)\nrepeat (66)\n add (costume [name v]) to [characters v]\n next costume\nend\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((0) - ((size) / (20)))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > [300]>>\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > [301]> then\n set [size v] to [290]\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nset [clone id v] to [Letter]\nif <(length of (text)) > [20]> then\n Find Size [Username Too Long] (size)\n Type: System [Username Too Long] (X) (y) (Size) (color) (brightness) (speed)\nelse\n Find Size (text) (size)\n Type: System (text) (X) (y) (Size) (color) (brightness) (speed)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [4]>\n go to [front v] layer\n clear graphic effects\n switch costume to (logo v)\n show\n go to x: (0) y: (0)\n set size to (0) %\n Bounce with (65) , (20) and (90)\n wait until <(timer) > [5.7]>\n set [var 1 v] to [10]\n repeat (27)\n change size by (Var 1)\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Back]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (landscape v)\n clear graphic effects\n repeat until <(timer) > [8]>\n set x to (([cos v] of ((timer) * (200)) ) * (50))\n end\n delete this clone\nend\nif <(Clone ID) = [Back 2]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (back2 v)\n clear graphic effects\n repeat until <(timer) > [8]>\n go to [back v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [color v] effect to (pick random (0) to (30))\n go to [front v] layer\n go [backward v] (10) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Hider 1]> then\n wait until <(timer) > [7]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (300) y: (0)\n set size to (100) %\n switch costume to (hider 2 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Clone ID) = [Hider 2]> then\n wait until <(timer) > [7]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (-300) y: (0)\n set size to (100) %\n switch costume to (hider 1 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nforever\n if <(Checkpoint) = [1]> then\n switch costume to (costume3 v)\n end\n if <(Checkpoint) = [2]> then\n switch costume to (costume4 v)\n end\n if <(Checkpoint) = [3]> then\n switch costume to (costume5 v)\n end\n if <(Checkpoint) = [4]> then\n switch costume to (costume1 v)\n end\nend\n\n | ✿ Welcome to "Blackout - Platformer" ✿\n\n ✿ Controls: Press space to start playing ✿\n➤ Arrow keys to move your character \n➤ 9 Levels\n➤ Blackout II: https://scratch.mit.edu/projects/911850735/\n➤ Make sure to play with headphones :)\n➤ Flash warning!\n\nIf your player breaks, double-tap the flag!\nPlease like, follow, and fav to support me :D\n\nIf you want to talk to me, join my studio! Link down below!\nhttps://scratch.mit.edu/studios/27433923/\n\nMassive thanks to: @NoseyNose for the code and inspiration! Go follow him!\n\nTags: #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #games #trending #all #platformer #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending |
Colorless- a platformer V2 | @Stage\n\nwhen flag clicked\nset [level v] to [0]\nswitch backdrop to (thumbnail & title v)\nforever\n play sound [TheFatRat - Xenogenesis.mp3 v] until done\nend\n\nwhen I receive [level start v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n broadcast (Ty4Plyin v)\n switch backdrop to (ty4playin v)\n stop [this script v]\n end\nend\n\n@Fyre\n\nwhen I receive [level start v]\nshow\ngo to x: (-200) y: (-100)\nset [yvelocity v] to [0]\nswitch costume to (normal v)\nset [xvelocity v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n change [yvelocity v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xvelocity v] by (0.75)\n end\n if <key (left arrow v) pressed?> then\n change [xvelocity v] by (-0.75)\n end\n set [xvelocity v] to ((Xvelocity) * (0.9))\n change x by (Xvelocity)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change x by ((Xvelocity) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <touching color (#cccccc)?> then\n change x by (Change)\n end\n if <key (up arrow v) pressed?> then\n if <(Xvelocity) > [0]> then\n set [xvelocity v] to [-8]\n else\n set [xvelocity v] to [8]\n end\n set [yvelocity v] to [10]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yvelocity)\n if <touching color (#cccccc)?> then\n change y by ((Yvelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <touching (_edge_ v)?> then\n go to x: (-200) y: (-100)\n end\n if <touching color (#7cf95e)?> then\n go to x: (-200) y: (-100)\n end\n if <touching color (#cccccc)?> then\n if <key (up arrow v) pressed?> then\n set [yvelocity v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ty4plyin v]\nhide\n\n@Title\n\nwhen I receive [level start v]\nhide\n\nwhen I receive [finished v]\nset [sin v] to [0]\npoint in direction (90)\ngo to x: (180) y: (100)\nset [x v] to [0]\nset [y v] to [100]\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (10))\n change y by (((y) - (y position)) / (10))\nend\n\nwhen I receive [finished v]\nshow\ngo to x: (0) y: (100)\nset size to (0) %\npoint in direction (85)\nset [sin v] to [0]\nrepeat until <(size) > [99.9]>\n change size by (((100) - (size)) * (0.2))\n change [sin v] by (2)\n turn right ([sin v] of ((sin) / (0.2)) ) degrees\nend\nrepeat until <(Level) = [7]>\n change [sin v] by (2)\n turn right ([sin v] of ((sin) / (0.2)) ) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (ty4playin v)\n end\nend\n\nwhen flag clicked\nswitch costume to (title v)\nhide\n\nwhen I receive [ty4plyin v]\nshow\ngo to x: (0) y: (100)\nset size to (100) %\npoint in direction (5)\n\nwhen I receive [ty4plyin v]\nshow\ngo to x: (0) y: (0)\nset size to (0) %\npoint in direction (85)\nset [sin v] to [0]\nrepeat until <(size) > [99.9]>\n change size by (((100) - (size)) * (0.2))\n change [sin v] by (2)\n turn right ([sin v] of ((sin) / (0.2)) ) degrees\nend\nforever\n change [sin v] by (2)\n turn right ([sin v] of ((sin) / (0.2)) ) degrees\nend\n\n@Start Button\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [finished v]\nset [sin v] to [0]\npoint in direction (90)\ngo to x: (-180) y: (-100)\nset [x v] to [0]\nset [y v] to [-100]\nshow\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (10))\n change y by (((y) - (y position)) / (10))\nend\n\nwhen I receive [finished v]\nshow\ngo to x: (0) y: (100)\nset size to (0) %\npoint in direction (85)\nset [sin v] to [0]\nrepeat until <(size) > [99.9]>\n change size by (((100) - (size)) * (0.2))\n change [sin v] by (2)\n turn right ([sin v] of ((sin) / (0.2)) ) degrees\nend\nforever\n change [sin v] by (2)\n turn right ([sin v] of ((sin) / (0.2)) ) degrees\nend\n\nwhen I receive [finished v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((30) - ((size) * (0.2)))\n else\n change size by ((20) - ((size) * (0.2)))\n end\nend\n\nwhen this sprite clicked\nbroadcast (Level Start v)\nhide\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nshow\ngo to x: (211) y: (-124)\nforever\n if <touching color (#ff9400)?> then\n broadcast (Level Start v)\n end\nend\n\nwhen I receive [ty4plyin v]\nhide\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (fyre v)\nstamp\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset size to (0) %\npoint in direction (90)\nswitch costume to (fyre2 v)\nshow\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (10))\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat until <(round (size)) = [5]>\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (10))\n turn right (15) degrees\nend\nhide\nerase all\nbroadcast (Finished v)\n\n@Thumbnail & Title\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\n\n | New enemies, new art, new levels, and a new boss!\nUse the arrow keys to move in "PC Mode" or tap the joystick to move in "Mobile Mode" Reach the right side of the screen to advance. There are "10" levels.\n#4: https://scratch.mit.edu/projects/323406760/ |
Ninja Platformer | @Stage\n\n@Player\n\nwhen I start as a clone\nswitch costume to (black v)\nrepeat (7)\n change [ghost v] effect by (7)\n change size by (-3)\nend\ndelete this clone\n\ndefine reset\nchange [falling v] by (1)\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (right v)\n change [x v] by (2)\n x\nelse\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-2)\n x\n end\nend\nset [x v] to ((x) * (0.8))\nchange x by (round (x))\nif <touching (level v)?> then\n x\n another x\n change [y v] by (-1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change x by (round ((x) * (-1)))\n switch costume to (up v)\n if <(x) > [0]> then\n set [x v] to [-14]\n else\n set [x v] to [14]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (level v)?> then\n set [falling v] to [0]\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [falling v] by (1)\n if <(falling) < [3]> then\n set [y v] to [12]\n end\nend\nchange y by (1)\nif <(x position) > [233]> then\n go to x: (-211) y: (-53)\n broadcast (next level v)\nend\nif <<<touching (danger v)?> or <touching (lava v)?>> or <(y position) < [-180]>> then\n change [ghost v] effect by (50)\n go to x: (-206) y: (-30)\n wait (0.05) seconds\n set [ghost v] effect to (0)\nend\nif <touching (bounce v)?> then\n set [y v] to [21]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nset [music v] to [1]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-154) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (player v)\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [music v] to [1]\n\nwhen I receive [skip v]\ngo to x: (-184) y: (-74)\n\ndefine x\nif <touching (level v)?> then\n if <(x) > [0]> then\n change x by (round ((x) * (-1)))\n else\n change [falling v] by (1)\n end\nend\n\ndefine x\nif <key (right arrow v) pressed?> then\n change x by (-2)\nend\n\ndefine another x\nif <key (left arrow v) pressed?> then\n change x by (2)\nend\n\n@Level\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (0) y: (10)\nswitch costume to (1 v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (0) y: (10)\nswitch costume to (1 v)\n\nwhen I receive [skip v]\nnext costume\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [next level v]\nSkip, Next costume\n\nwhen I receive [next level v]\nHide\n\nwhen I receive [skip v]\nSkip, Next costume\n\ndefine Skip, Next costume\nforever\n if <([costume # v] of [level v]) = [6]> then\n wait (0) seconds\n show\n set size to (100) %\n go to x: (11) y: (-62)\n forever\n glide (0.8) secs to x: (11) y: (-50)\n wait (0.05) seconds\n glide (0.8) secs to x: (11) y: (-62)\n wait (0.05) seconds\n end\n end\n if <([costume # v] of [level v]) = [8]> then\n show\n set size to (100) %\n go to x: (11) y: (-62)\n forever\n glide (0.8) secs to x: (11) y: (-50)\n wait (0.05) seconds\n glide (0.8) secs to x: (11) y: (-62)\n wait (0.05) seconds\n end\n end\n if <([costume # v] of [level v]) = [17]> then\n show\n set size to (200) %\n go to x: (48) y: (-173)\n forever\n glide (0.8) secs to x: (48) y: (-153)\n wait (0.05) seconds\n glide (0.8) secs to x: (48) y: (-173)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [skip v]\nHide\n\ndefine Hide\nforever\n if <([costume # v] of [level v]) = [7]> then\n hide\n end\n if <([costume # v] of [level v]) = [9]> then\n hide\n end\n if <([costume # v] of [level v]) = [18]> then\n hide\n end\nend\n\n@Bounce\n\nwhen flag clicked\nBlock\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (bounce v)\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\ndefine Block\nswitch costume to (1 v)\nforever\n if <<(Level) = [11]> or <(Level) = [13]>> then\n show\n if <(Level) = [11]> then\n go to x: (-113) y: (-66)\n end\n if <(Level) = [13]> then\n go to x: (-145) y: (-66)\n end\n else\n hide\n end\nend\n\nwhen I receive [skip v]\nBlock\n\n@Cloud\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (50))\nset size to (pick random (70) to (100)) %\nset y to (pick random (100) to (150))\nset [speed v] to [1]\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [back v] layer\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@vol\n\nwhen I receive [start v]\nset [music v] to [1]\nhide\ngo to x: (213) y: (-112)\nforever\n if <key (m v) pressed?> then\n change [music v] by (1)\n wait until <not <key (m v) pressed?>>\n end\n if <(music) = [2]> then\n show\n end\n if <(music) = [3]> then\n hide\n broadcast (reset v)\n end\n if <(music) > [2]> then\n set [music v] to [1]\n end\nend\n\n@slider\n\ndefine set (y)\nset y to (y)\n\ndefine slider\ngo to x: (213) y: ((-169) + (volume))\n\nwhen flag clicked\nhide\nforever\n set volume to (volume) %\nend\n\nwhen I receive [bounce v]\nstart sound [Big Boing v]\n\nwhen flag clicked\nhide\nforever\n if <(music) = [2]> then\n show\n end\n if <(music) = [3]> then\n hide\n end\nend\n\nwhen I receive [start v]\nset [volume v] to [50]\nforever\n play sound [noice v] until done\nend\n\nwhen I receive [start v]\nset volume to (volume) %\ngo to (vol v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n set [volume v] to ((mouse y) - (-169))\n if <(volume) < [0]> then\n set [volume v] to [0]\n else\n if <(volume) > [100]> then\n set [volume v] to [100]\n end\n end\n slider\n set y to (mouse y)\n if <(y position) > [-80]> then\n set [-80]\n end\n if <(y position) < [-146]> then\n set [-146]\n end\n end\n end\nend\n\n@Spring\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@Play button\n\nwhen flag clicked\ngo to x: (5) y: (-69)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n change size by ((0.3) * ((110) - (size)))\n else\n change size by ((0.3) * ((100) - (size)))\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nstart sound [Click v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | Hello Everyone!\nI wanted to make this a while back but I didn't have the time. Now I finished it for you guys to enjoy!\n\nPART TWO IS OUT: https://scratch.mit.edu/projects/429968004\n\nI worked really hard on this so please check it out: https://scratch.mit.edu/projects/422994241\n\nThis has 3,000+ loves???? :O\n\nInstructions:\n-Jump on enemies to kill them (they can only be killed while on the ground)\n-arrow keys to move\n-NO ADVERTISING\n\nCredits:\n@portishead7 for the character art!\n@DancingLine for house art\n@yotacopaco for the rest!\n\n#SaveThePlatformers\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment: "Green Grass" :D |
Alone - Platformer | @Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Bowser's Galaxy Generator v] until done\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nbroadcast (Start v)\n\n@Player\n\ndefine Platform Physics (speed) (friction) (jump height)\nset rotation style [left-right v]\nchange [y vel 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 [x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((X Vel) * (friction))\nchange x by (X Vel)\nset [slpoe v] to [0]\nif <<<touching (level v)?> or <touching (sprite4 v)?>> or <touching (tb v)?>> then\n repeat until <<not <<<touching (level v)?> or <touching (sprite4 v)?>> or <touching (tb v)?>>> or <(Slpoe) = [-8]>>\n change [slpoe v] by (-1)\n change y by (1)\n end\nend\nif <<<touching (level v)?> or <touching (sprite4 v)?>> or <touching (tb v)?>> then\n change y by (Slpoe)\n repeat until <not <<<touching (level v)?> or <touching (sprite4 v)?>> or <touching (tb v)?>>>\n change x by ((([abs v] of (X Vel) ) / (X Vel)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vel v] to [11.5]\n if <(X Vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y Vel)\nif <<<touching (level v)?> or <touching (sprite4 v)?>> or <touching (tb v)?>> then\n repeat until <not <<touching (level v)?> or <touching (tb v)?>>>\n change y by ((([abs v] of (Y Vel) ) / (Y Vel)) * (-1))\n end\n set [y vel 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)>>> and <<touching (level v)?> or <touching (tb v)?>>> then\n start sound [smw_jump v]\n set [y vel v] to [13]\nend\nchange y by (1)\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (player v)\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-215) y: (-30)\nrepeat until <(costume [number v]) = [2]>\n Platform Physics [1] [0.9] [11]\nend\nforever\n Platform Physics [2] [0.9] [22]\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [210]> then\n go to x: (-215) y: (-30)\n change [level v] by (1)\n broadcast (Next v)\n end\nend\n\nif <(Level) = [11]> then\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<key (r v) pressed?> or <<touching (spikes v)?> or <touching (lava v)?>>> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\n if <[-179] > (y position)> then\n go to x: (-215) y: (-30)\n if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\n if <touching (level v)?> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-215) y: (-30)\n if <(Level) = [17]> then\n go to x: (-215) y: (-120)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <(Level) = <<touching (level v)?> or <touching (sprite4 v)?>>> then\n hide\nend\n\nwhen I receive [start v]\nforever\n if <<touching (mouse-pointer v)?> and <<(Level) = [3]> or <(Level) = [13]>>> then\n change x by ((([x position v] of [sprite4 v]) - (x position)) / (4))\n end\nend\n\nwhen flag clicked\n\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nshow\nset [brightness v] effect to (0)\n\nset [dark v] to [0]\nwait (2) seconds\nforever\n show\n go to [front v] layer\n repeat (10)\n set [dark v] to [1]\n change [brightness v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\n set [dark v] to [0]\nend\n\nwhen flag clicked\n\n@spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nshow\nset [brightness v] effect to (0)\n\nwait (2) seconds\nforever\n go to [back v] layer\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\nend\n\nwhen flag clicked\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\n\n@TB\n\nwhen flag clicked\nhide\n\ngo to x: (-2) y: (3)\nshow\nshow\ngo to [front v] layer\n\nwhen [space v] key pressed\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen [space v] key pressed\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nforever\n glide (1) secs to x: (90) y: (-130)\n glide (1) secs to x: (-80) y: (-130)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> or <(Level) = [13]>> then\n show\n else\n hide\n end\nend\n\nwhen [space v] key pressed\n\n | Mac & Cheese - A Platformer\n@chill_coder\n=========================================\n- Arrow keys or WASD to move\n- Avoid the spikes\n- Use the trampolines to jump higher\n- Please ❤️ and ⭐ this project if you'd enjoyed this project :)\n========================================= |
Square ◆ scrolling platformer creator #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(Level) = [11]>\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (backdrop1 v)\nwait until <(Level) = [11]>\nswitch backdrop to (backdrop2 v)\nwait until <(Level) = [13]>\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset volume to (50) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y velocity 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 [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity 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)>>> and <touching (level v)?>> then\n set [y velocity v] to (jump height)\nend\nchange y by (1)\nif <touching (water v)?> then\n set [y velocity v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [y velocity v] to [-5]\n end\nend\n\ndefine Detection\nif <<(x position) = [240]> and <not <(Level) = [21]>>> then\n broadcast (Create Clone v)\n broadcast (Next v)\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-70)\nend\nif <<<<<<touching (danger v)?> or <touching (lava v)?>> or <touching (saws v)?>> or <<<touching (upspikes v)?> or <touching (downspikes v)?>> or <touching (acid v)?>>> or <(y position) = [-179]>> and <not <(CHEAT) = [1]>>> then\n start sound [Oops v]\n set [deaths v] to ((DEATHS) + (1))\n repeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\n end\n hide\n wait (0.11) seconds\n show\n go to x: (-215) y: (-70)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [16]\nend\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (player v)\ngo [forward v] (88) layers\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [2] [0.79] [12.5]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nbroadcast (Restart v)\n\nwhen I receive [jump v]\nset [y velocity v] to [8]\n\nwhen I receive [transition v]\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nwait until <(Level) = [6]>\nbroadcast (Create Clone v)\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\ngo [backward v] (33) layers\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nglide (1) secs to x: (0) y: (0)\n\nglide (1) secs to x: (0) y: (10)\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Decoration\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go [backward v] (99) layers\n switch costume to (Level)\nend\n\n@Lava\n\nwhen I start as a clone\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone At X: [-41] [-60]\nend\nif <(Level) = [6]> then\n Clone At X: [106] [-100]\nend\nif <(Level) = [7]> then\n Clone At X: [220] [-10]\nend\nif <(Level) = [8]> then\n Clone At X: [210] [-30]\nend\nif <(Level) = [11]> then\n Clone At X: [-125] [-100]\nend\nif <(Level) = [14]> then\n Clone At X: [-92] [-100]\nend\nif <(Level) = [15]> then\n Clone At X: [-130] [-90]\nend\nif <(Level) = [17]> then\n Clone At X: [-14] [-20]\n Clone At X: [-125] [36]\nend\nif <(Level) = [18]> then\n Clone At X: [160] [-110]\n Clone At X: [-186] [53]\n Clone At X: [199] [90]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n change [line v] by (1)\n point in direction ((90) + (([sin v] of ((line) * (2)) ) * (300)))\nend\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go [backward v] (88) layers\n switch costume to (Level)\n set [ghost v] effect to (30)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nset [ghost v] effect to (30)\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n turn right (5) degrees\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\nend\nhide\n\nwhen I receive [create clone v]\nhide\nClone Create\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set rotation style [left-right v]\n clear graphic effects\n set size to (100) %\n show\n go [forward v] (11) layers\n set [enemyx v] to [0]\n set [enemyy v] to [0]\n forever\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by (-0.4)\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.4)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-120)) < ([y position v] of [player v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n if <<touching (level v)?> and <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>>> then\n set [y2 v] to [15]\n broadcast (Jump v)\n repeat (10)\n change [ghost v] effect by (10)\n change [enemyy v] by (1)\n end\n delete this clone\n end\n change y by (1)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (Restart v)\n broadcast (Create Clone v)\n end\n end\nelse\n show\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [1]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <([y position v] of [player v]) = (y position)> then\n if <<(Level) = [8]> = <(Level) = [20]>> then\n set [enemyy v] to [14]\n end\n end\n if <touching (trampolines v)?> then\n set [enemyy v] to [16]\n end\nend\n\ndefine Clone Create\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clone [214] [-37]\nend\nif <(Level) = [8]> then\n Clone [33] [7]\nend\nif <(Level) = [10]> then\n Clone [206] [-83]\nend\nif <(Level) = [11]> then\n Clone [207] [28]\nend\nif <(Level) = [14]> then\n Clone [216] [71]\nend\nif <(Level) = [19]> then\n Clone [210] [23]\n Clone [38] [-6]\nend\nif <(Level) = [20]> then\n Clone [33] [17]\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Skip\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nbroadcast (Transition v)\nbroadcast (Next v)\nbroadcast (Create Clone v)\nchange [level v] by (1)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nswitch costume to (costume2 v)\nwait until <(Level) = [14]>\nswitch costume to (costume1 v)\n\nwhen I receive [intro done v]\nwait until <(Level) = [21]>\nhide\n\n@Transition\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo to [front v] layer\nwait (0.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Music Button\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <(Level) = [11]>\nif <(volume) = [0]> then\n switch costume to (costume4 v)\nelse\n switch costume to (costume3 v)\nend\nwait until <(Level) = [14]>\nif <(volume) = [0]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\nset volume to (50) %\nforever\n play sound [Waysons - Eternal Minds \[NCS Release\] v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n switch costume to ((costume [number v]) + (1))\n set volume to (0) %\nelse\n switch costume to ((costume [number v]) - (1))\n set volume to (50) %\nend\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine Clone at X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [back v] layer\npoint in direction (90)\n\nwhen I start as a clone\nshow\nif <(Level) = [11]> then\n switch costume to (costume6 v)\nelse\n switch costume to (costume1 v)\nend\nclear graphic effects\nforever\n if <<touching (enemies v)?> or <touching (player v)?>> then\n set volume to (50) %\n start sound [Big Boing v]\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [done v]\ndelete this clone\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [7]> then\n Clone at X: [-116] [-75]\nend\nif <(Level) = [9]> then\n Clone at X: [-119] [-22]\n Clone at X: [57] [-73]\nend\nif <(Level) = [10]> then\n Clone at X: [30] [-73]\n Clone at X: [140] [-73]\nend\nif <(Level) = [11]> then\n Clone at X: [161] [-73]\nend\nif <(Level) = [13]> then\n Clone at X: [-48] [-73]\nend\nif <(Level) = [14]> then\n Clone at X: [106] [-73]\nend\n\nif <(Level) = [20]> then\n Clone at X: [14] [30]\nend\n\nbroadcast (Next v)\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [side v] to (pick random (1) to (2))\nshow\nset [ghost v] effect to (pick random (20) to (25))\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-290]>\n change x by (-0.5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [270]>\n change x by (0.5)\n end\n delete this clone\nend\n\nwhen I receive [intro done v]\nrepeat until <(Level) = [11]>\n create clone of (_myself_ v)\n wait (pick random (30) to (40)) seconds\nend\n\n@UpSpikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [intro done v]\nshow\n\n@DownSpikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (10)\n glide (0.2) secs to x: (0) y: (40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (10)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [intro done v]\nshow\n\n@Acid\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\n set [ghost v] effect to (20)\nend\n\n | Click on the "options button", to see the instructions.\nKlick auf den "Option Knopf", um die Anleitung zu sehen.\nLoved by @ceebee\n\nThere is a game like this. It's called it "above and below"!\nhttps://scratch.mit.edu/projects/229203535/\n\n~~~Updates~~~\n- 14.06.2018 the sprite "hit-box" changed\n- 17.06.2018 W,A,S and D added\n- 10.07.2019\n\nLast changes: 24 Jun 2018. |
ADVENTURE 3 \Temple/ <a platformer> | @Stage\n\nwhen flag clicked\nforever\n play sound [Jaymes-Young-Infinity- v] until done\nend\n\nwhen flag clicked\nforever\n if <<(current [hour v]) > [20]> and <(current [hour v]) < [7]>> then\n set [brightness v] effect to (-60)\n end\n if <<(current [hour v]) > [7]> and <(current [hour v]) < [12]>> then\n set [brightness v] effect to (0)\n end\n if <<(current [hour v]) > [12]> and <(current [hour v]) < [20]>> then\n set [brightness v] effect to (-50)\n end\nend\n\nwhen flag clicked\n\n@Plateforme \n\nwhen I receive [niveau v]\nchange [niveau v] by (1)\nnext costume\n\nwhen flag clicked\nhide\nset [niveau v] to [1]\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nshow\ngo to [front v] layer\nswitch costume to (costume 1 v)\ngo to [front v] layer\ngo to [back v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\n@Player \n\nwhen I receive [niveau v]\ngo to x: (-200) y: (-60)\n\nwhen flag clicked\nset [mort v] to [0]\nhide\n\nwhen I receive [mort v]\ngo to x: (-200) y: (-70)\nchange [mort v] by (1)\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\ngo to x: (-208) y: (48)\nset size to (15) %\nforever\n go to [front v] layer\n set [player x v] to [0]\n set [player y v] to [0]\n forever\n change [player y v] by (-1)\n set [player x v] to ((player X) * (0.9))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [player x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [player x v] by (-1)\n end\n change x by (player X)\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (-4)\n change x by ((player X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [player y v] to [10]\n if <([abs v] of (player X) ) = (player X)> then\n set [player x v] to [-4]\n else\n set [player x v] to [4]\n end\n else\n set [player x v] to [0]\n end\n end\n change y by (Player Y)\n if <touching (plateforme v)?> then\n change y by ((Player Y) - ((Player Y) * (2)))\n set [player y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (plateforme v)?>> then\n change [player y v] by (14)\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-180]> then\n broadcast (Mort v)\n wait until <not <(y position) = [-180]>>\n end\nend\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n set [brightness v] effect to (-100)\n change [ghost v] effect by (20)\n change size by (-2)\nend\ndelete this clone\n\nwait (0.) seconds\n\nwhen I receive [teleportation v]\nchange [brightness v] effect by (100)\ngo to (drapeau bleu 2 v)\nclear graphic effects\n\nwhen I receive [teleportation 2 v]\ngo to (drapeau jaune 2 v)\nchange y by (-20)\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 v)\ngo to x: (-45) y: (-14)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(Niveau) = [10]> then\n repeat (10)\n change y by (-3)\n end\n wait (0.25) seconds\n repeat (10)\n change y by (3)\n end\n end\nend\n\n@drapeau de fin \n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (6) layers\n if <touching (player v)?> then\n broadcast (niveau + v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nbroadcast (Niveau v)\n\n@drapeau bleu\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (6) layers\n if <touching (player v)?> then\n broadcast (teleportation v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@drapeau bleu 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (6) layers\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Niveau) = [1]> then\n go to x: (100) y: (178)\n end\n if <(Niveau) = [2]> then\n go to x: (201) y: (174)\n end\n if <(Niveau) = [3]> then\n go to x: (185) y: (174)\n end\n if <(Niveau) = [5]> then\n go to x: (185) y: (174)\n end\n if <(Niveau) = [4]> then\n go to x: (185) y: (174)\n end\n if <(Niveau) = [6]> then\n go to x: (51) y: (170)\n end\n if <(Niveau) = [10]> then\n go to x: (191) y: (170)\n end\nend\n\nif <touching (player v)?> then\n broadcast (Niveau v)\n wait until <not <touching (player v)?>>\nend\n\n@lave et scie\n\nwhen flag clicked\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\nhide\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nforever\n if <(Niveau) = [4]> then\n point in direction (90)\n show\n set [lava x v] to [0]\n wait (0.25) seconds\n repeat (6)\n change [lava x v] by (-5)\n wait (0.1) seconds\n end\n wait (0.5) seconds\n repeat (6)\n change [lava x v] by (5)\n wait (0.1) seconds\n end\n end\n if <(Niveau) = [7]> then\n show\n set [lava x v] to [-110]\n turn right (6) degrees\n end\n if <(Niveau) = [8]> then\n show\n point in direction (90)\n set [lava x v] to [-203]\n wait (0.25) seconds\n repeat (6)\n change [lava x v] by (-5)\n wait (0.1) seconds\n end\n wait (0.5) seconds\n repeat (6)\n change [lava x v] by (5)\n wait (0.1) seconds\n end\n end\nend\n\npoint in direction (90)\n\nwait (0.25) seconds\n\nshow\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [lava x v] to [0]\nforever\n set y to (lava x)\nend\n\nwhen flag clicked\nforever\n set [scie v] to [3]\nend\n\n@drapeau jaune\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (6) layers\n if <touching (player v)?> then\n broadcast (teleportation 2 v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@drapeau jaune 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (6) layers\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Niveau) = [1]> then\n if <(Niveau) = [2]> then\n if <(Niveau) = [3]> then\n if <(Niveau) = [4]> then\n if <(Niveau) = [5]> then\n go to x: (111) y: (32)\n end\n if <(Niveau) = [6]> then\n go to x: (195) y: (174)\n end\n if <(Niveau) = [3]> then\n if <(Niveau) = [10]> then\n go to x: (174) y: (-13)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nhide\nswitch costume to (nexte level v)\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [niveau + v]\nhide\nshow\ngo to x: (-500) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nwait (1) seconds\nbroadcast (Niveau v)\nglide (0.5) secs to x: (500) y: (0)\ngo to x: (-500) y: (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\n@Sprite2\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Niveau) = [10]> then\n go to x: (0) y: (0)\n repeat (10)\n change y by (-10)\n end\n wait (1) seconds\n repeat (10)\n change y by (10)\n end\n end\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-45) y: (-14)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n wait until <not <touching (player v)?>>\n end\nend\n\n@Thum\n\nwhen flag clicked\ngo to x: (800) y: (0)\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nrepeat (10)\n change [ghost v] effect by (-100)\nend\n\nwhen [timer v] > (0.0001)\nglide (0.5) secs to x: (0) y: ()\n\nchange y by (10)\n\ngo to x: (0) y: (180)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n | |
Journal [A platformer] | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [start game v]\n\nwhen flag clicked\nset [mute v] to [no]\nswitch backdrop to (background v)\n\n@player\n\nwhen flag clicked\nswitch costume to (default v)\nhide\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game-win\n else\n Game-die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [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 [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-1.5)\nchange player y by (sy)\nset [scroll x v] to (X)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nTest-die\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\n end\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 (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nset [y v] to [12.5]\nstart sound [Bonk v]\nrepeat until <(y position) < [-90]>\n set rotation style [all around v]\n change [ghost v] effect by (3)\n go to [front v] layer\n turn right (10) degrees\n change y by (y)\n change [y v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n set rotation style [all around v]\n change [ghost v] effect by (3)\n go to [front v] layer\n turn right (10) degrees\n change y by (y)\n change [y v] by (-1)\nend\nset [dead? v] to [0]\nbroadcast (reset coins v)\nbroadcast (reset coins 2 v)\nbroadcast (reset coins 3 v)\nhide\nchange [your total coins v] by ((COLLECTED) * (-1))\n\ndefine Test-die\nif <<touching (saws v)?> or <<touching (da lava v)?> or <<key (r v) pressed?> or <touching (danger v)?>>>> then\n set [exit v] to [die]\nend\n\ndefine Game-win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\nchange [level v] by (1)\nbroadcast (reset coins v)\n\nwhen I receive [trampoline v]\nset [sy v] to [32]\n\nwhen I receive [end game v]\nset [scroll y v] to [-9999]\ngo to [back v] layer\n\nchange [y v] by (15)\n\nwhen I receive [sheriff v]\nswitch costume to (sheriff v)\n\nwhen I receive [devil v]\nswitch costume to (devil v)\n\nwhen I receive [cowboy v]\nswitch costume to (cowboy v)\n\nwhen I receive [bandit v]\nswitch costume to (bandit😎 v)\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [start game v]\nbroadcast (green flag v) and wait\nbroadcast (Play Game v) and wait\n\nset [exit v] to [die]\n\nset [collected v] to [0]\n\n@platforms\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\n\ndefine Postions x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level1 1 v)\nif <(level) = [1]> then\n switch costume to (level1 1 v)\n clone at x: [300] y: [0]\n clone at x: [400] y: [0]\n clone at x: [500] y: [150]\n clone at x: [600] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (level2 1 v)\n clone at x: [550] y: [0]\n clone at x: [650] y: [0]\n clone at x: [600] y: [0]\n clone at x: [400] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (level3 1 v)\n clone at x: [600] y: [0]\n clone at x: [650] y: [0]\n clone at x: [500] y: [0]\n else\n if <(level) = [4]> then\n switch costume to (win v)\n clone at x: [500] y: [0]\n end\n end\n end\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nPostions x: ((X) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nset [exit v] to [die]\n\n@da lava\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine postionx: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\npostion ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nset [y v] to [0]\nset [x v] to [0]\nif <not <(level) = [999999999]>> then\n repeat (20)\n postionx: [450] y: [0]\n end\nend\n\nwhen I start as a clone\ngo [backward v] (1) layers\nforever\n set [y v] to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\n@background\n\nwhen flag clicked\nset x to (0)\nset y to (-50)\nforever\n go to [back v] layer\nend\n\n@saws\n\nwhen I receive [tick v]\nPostions x: ((X) - (SCROLL X)) y: ((y) - (SCROLL Y))\nturn right (10) degrees\n\ndefine Postions x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nset [line v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (main v)\ngo to [back v] layer\nif <(level) = [1]> then\n clone at x: [263] y: [-40]\n clone at x: [945] y: [195]\n clone at x: [205] y: [0]\nelse\n if <(level) = [2]> then\n clone at x: [1135] y: [59]\n clone at x: [0] y: [-95]\n clone at x: [0] y: [-100]\n else\n if <(level) = [3]> then\n clone at x: [1291] y: [-30]\n clone at x: [350] y: [-30]\n clone at x: [95] y: [0]\n end\n end\nend\nset [x v] to [99999999]\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\n@shadows\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\nPostions x: ((X) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Postions x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level1 1 v)\nif <(level) = [1]> then\n go to [back v] layer\n clone at x: [300] y: [0]\n clone at x: [400] y: [0]\n clone at x: [500] y: [150]\n clone at x: [600] y: [0]\nelse\n if <(level) = [2]> then\n go to [back v] layer\n switch costume to (coustume3 v)\n clone at x: [1118] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (costume7 v)\n clone at x: [600] y: [0]\n clone at x: [200] y: [0]\n clone at x: [700] y: [0]\n end\n end\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nset [ghost v] effect to (50)\nnext costume\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (50)\n\n@textures\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\nPostions x: ((X) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Postions x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level1 1 v)\nif <(level) = [1]> then\n clone at x: [300] y: [0]\n clone at x: [400] y: [0]\n clone at x: [500] y: [150]\nelse\n if <(level) = [2]> then\n switch costume to (level2 1 v)\n clone at x: [550] y: [0]\n clone at x: [650] y: [0]\n clone at x: [600] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (costume4 v)\n clone at x: [600] y: [0]\n clone at x: [650] y: [0]\n clone at x: [500] y: [0]\n end\n end\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@danger\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level1 1 v)\nif <(level) = [1]> then\n clone at x: [300] y: [0]\n clone at x: [450] y: [0]\nelse\n if <(level) = [2]> then\n switch costume to (level2 1 v)\n clone at x: [550] y: [0]\n clone at x: [650] y: [0]\n clone at x: [600] y: [0]\n else\n if <(level) = [3]> then\n switch costume to (level3 1 v)\n clone at x: [600] y: [0]\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@trampoline\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Big Boing v]\n broadcast (trampoline v)\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 \(4\) v)\nif <(level) = [1]> then\n clone at x: [943] y: [-24]\nelse\n if <(level) = [2]> then\n clone at x: [942] y: [-56]\n clone at x: [500] y: [-45]\n else\n if <(level) = [3]> then\n clone at x: [1543] y: [-25]\n else\n if <(level) = [4]> then\n clone at x: [9999999999999999] y: [0]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nrepeat (5)\n next costume\nend\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\n\n@item shop\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\ngo to x: (-194) y: (141)\nshow\nswitch costume to (shop icon v)\n\nwhen this sprite clicked\nbroadcast (open shop v)\n\n@welcome\n\nwhen flag clicked\nhide\n\nwhen I receive [hide welcome v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [finish intro v]\nset [stop welcome music v] to [play]\nshow\nrepeat until <(STOP WELCOME MUSIC) = [dont play]>\n play sound [the way forward v] until done\nend\n\n@playbutton\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen this sprite clicked\nstart sound [Wood Tap v]\ngo to x: (0) y: (0)\npoint in direction (90)\nnext costume\nbroadcast (hide welcome v)\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start game v)\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\n\nwhen I receive [finish intro v]\npoint in direction (90)\nreset timer\nset [ghost v] effect to (0)\nswitch costume to (play button v)\nshow\ngo to [front v] layer\ngo to x: (-45) y: (5)\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (5)) + (90))\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set [mute v] to [yes]\n set volume to (0) %\n switch costume to (muted v)\n stop all sounds\nelse\n set [mute v] to [no]\n switch costume to (umuted v)\n set volume to (100) %\nend\n\nwhen I receive [play game v]\nset [mute v] to [no]\nswitch costume to (umuted v)\nset volume to (100) %\nshow\nforever\n if <(mute) = [no]> then\n play sound [he's a pirate v] until done\n end\nend\n\n@ur money\n\nwhen flag clicked\nswitch costume to (0 v)\ngo to x: (202) y: (150)\nhide\nforever\n go to [front v] layer\nend\n\nset [collected v] to [2]\n\nwhen I receive [change how much coins sprite v]\nnext costume\n\nwhen I receive [reset coins v]\nif <(level) = [1]> then\n switch costume to ((costume [number v]) - (COLLECTED))\nend\n\nwhen I receive [cowboy v]\nchange [your total coins v] by (-5)\nswitch costume to ((costume [number v]) - (5))\n\nwhen I receive [sheriff v]\nchange [your total coins v] by (-7)\nswitch costume to ((costume [number v]) - (7))\n\nwhen I receive [bandit v]\nchange [your total coins v] by (-10)\nswitch costume to ((costume [number v]) - (10))\n\nwhen I receive [devil v]\nchange [your total coins v] by (-10)\nswitch costume to ((costume [number v]) - (10))\n\nwhen I receive [reset coins 2 v]\nif <(level) = [2]> then\n switch costume to ((costume [number v]) - (COLLECTED))\nend\n\nwhen I receive [patch coins glitch v]\nswitch costume to (0 v)\nset [your total coins v] to [0]\n\nwhen I receive [reset coins 3 v]\nif <(level) = [3]> then\n switch costume to ((costume [number v]) - (COLLECTED))\nend\n\nset [your total coins v] to [7]\n\nwhen I receive [play game v]\nshow\n\n@coins\n\nwhen I receive [green flag v]\nset [your total coins v] to [0]\npoint in direction (90)\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nnext costume\nif <touching (player v)?> then\n broadcast (change how much coins sprite v)\n start sound [Coin v]\n change [your total coins v] by (1)\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (open door v)\n end\n delete this clone\nend\nif <<(your total coins) = [-1]> or <<(your total coins) = [-2]> or <<(your total coins) = [-3]> or <<(your total coins) = [-4]> or <(your total coins) = [-5]>>>>> then\n broadcast (patch coins glitch v)\nend\n\nwhen I receive [set up v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (coin1 \(1\) v)\n clone at x: [283] y: [103]\n clone at x: [606] y: [9]\n clone at x: [780] y: [9]\n clone at x: [1327] y: [295]\n clone at x: [1495] y: [230]\nelse\n if <(level) = [2]> then\n switch costume to (coin1 \(1\) v)\n clone at x: [198] y: [-5]\n clone at x: [716] y: [-22]\n clone at x: [1236] y: [189]\n clone at x: [1449] y: [187]\n clone at x: [2121] y: [97]\n else\n if <(level) = [3]> then\n switch costume to (coin1 \(1\) v)\n clone at x: [196] y: [-17]\n clone at x: [973] y: [85]\n clone at x: [1617] y: [169]\n clone at x: [1731] y: [215]\n clone at x: [1805] y: [100]\n else\n end\n end\nend\nset [x v] to [-99999]\nswitch costume to (costume1 \(17\) v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@shop\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\nset [close da shop now v] to [NO]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [close shop v]\nhide\n\n@cowboy\n\nwhen flag clicked\nset [equipped cowboy? v] to [no]\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(your total coins) > [4]> then\n set [equipped cowboy? v] to [yes]\n broadcast (show cowboy equip v)\n broadcast (cowboy v)\n broadcast (close shop v)\n play sound [REGISTER v] until done\nelse\n play sound [not enough money :\( v] until done\nend\n\nwhen I receive [close shop v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n wait (.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nif <(your total coins) > [6]> then\n broadcast (sheriff v)\n broadcast (close shop v)\n play sound [REGISTER v] until done\nelse\n play sound [Clang v] until done\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n wait (.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nif <(your total coins) > [9]> then\n broadcast (bandit v)\n broadcast (close shop v)\n play sound [REGISTER v] until done\nelse\n play sound [Clang v] until done\nend\n\n@devil\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n wait (.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nif <(your total coins) > [9]> then\n broadcast (devil v)\n broadcast (close shop v)\n play sound [REGISTER v] until done\nelse\n play sound [Clang v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [open shop v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (close shop v)\nset [close da shop now v] to [YES]\n\nwhen I receive [close shop v]\nhide\n\n@portal\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\nPostions x: ((X) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [name v]) = [open]>> then\n set [exit v] to [win]\nend\n\ndefine Postions x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nif <(level) = [1]> then\n clone at x: [1975] y: [225]\nelse\n if <(level) = [2]> then\n clone at x: [2440] y: [146]\n else\n if <(level) = [3]> then\n clone at x: [2216] y: [170]\n else\n if <(level) = [4]> then\n clone at x: [999999999999999999999999] y: [0]\n end\n end\n end\nend\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nhide\n\nwhen I receive [open door v]\nswitch costume to (open v)\n\n@lava textures\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\ndefine postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine postionx: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\npostion ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nswitch costume to (all v)\nset [y v] to [0]\nset [x v] to [0]\nif <(level) = [2]> then\n switch costume to (all2 v)\n postionx: [550] y: [0]\n postionx: [650] y: [0]\n postionx: [600] y: [0]\n postionx: [400] y: [0]\nelse\n if <(level) = [3]> then\n switch costume to (level3 1 v)\n postionx: [600] y: [0]\n postionx: [650] y: [0]\n postionx: [500] y: [0]\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@instructions\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen this sprite clicked\nstart sound [Wood Tap v]\nnext costume\n\nwhen I receive [hide welcome v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [finish intro v]\npoint in direction (90)\nreset timer\nset [ghost v] effect to (0)\nswitch costume to (instructions v)\nshow\ngo to [front v] layer\ngo to x: (60) y: (5)\nforever\n if <(costume [number v]) = [1]> then\n point in direction ((([sin v] of ((timer) * (100)) ) * (5)) + (90))\n end\n if <(costume [number v]) = [1]> then\n go to x: (60) y: (5)\n end\n if <(costume [number v]) = [2]> then\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (0)\n end\nend\n\n@Intro for @JTHEJET\n\nwhen flag clicked\nIntro\n\ndefine Intro\nhide\nstart sound [Intro v]\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nset [i v] to [0]\nset [i2 v] to [0]\nset [sequence v] to [1]\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\ncreate clone of (_myself_ v)\nrepeat (5)\n change y by (60)\n create clone of (_myself_ v)\n wait (.05) seconds\nend\ngo to x: (0) y: (0)\nwait until <(Sequence) = [2]>\nswitch costume to (letter1 v)\nset [i v] to [-150]\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n change [i v] by (60)\n wait (.025) seconds\nend\nset [i v] to [0]\nwait (.75) seconds\nset [sequence v] to [3]\nwait until <(Sequence) = [4]>\nrepeat (2)\n switch costume to (filler v)\n create clone of (_myself_ v)\n wait (.1) seconds\n switch costume to (filler2 v)\n create clone of (_myself_ v)\n wait (.1) seconds\nend\nwait (0.8) seconds\nset [sequence v] to [5]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (.02) seconds\nswitch costume to (logo2 v)\ncreate clone of (_myself_ v)\nwait (.02) seconds\nswitch costume to (logo3 v)\ncreate clone of (_myself_ v)\nwait (.02) seconds\nwait (.75) seconds\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (ring v)\ncreate clone of (_myself_ v)\nset [sequence v] to [6]\nParticles\nwait (1) seconds\nset [sequence v] to [7]\nwait until <(Sequence) = [8]>\nswitch costume to (box v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [9]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [12]>\nbroadcast (Intro End v)\nstop [all v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (480) y: (y position)\n set [ghost v] effect to (100)\n repeat (20)\n change x by (((0) - (x position)) / (5))\n change [ghost v] effect by (-10)\n end\n wait (.3) seconds\n go to x: (0) y: (y position)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n set [sequence v] to [2]\n delete this clone\nend\nif <<(costume [number v]) > [1]> and <(costume [number v]) < [8]>> then\n show\n go to x: (-500) y: (-500)\n set size to (0) %\n point in direction (45)\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [3]>\n change [ghost v] effect by (-7)\n change size by (((80) - (size)) / (5))\n change x by (((i) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [i v] to [15]\n repeat (20)\n change [ghost v] effect by (5)\n change y by (i)\n change [i v] by (-1.5)\n turn right ((x position) / (30)) degrees\n change size by (-1.5)\n end\n set [sequence v] to [4]\n delete this clone\nend\nif <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n show\n go to x: (-500) y: (500)\n clear graphic effects\n repeat (20)\n go to x: ((x position) / (1.2)) y: ((y position) / (1.2))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <<(costume [number v]) > [9]> and <(costume [number v]) < [13]>> then\n show\n set [ghost v] effect to (100)\n set size to (0) %\n point in direction (45)\n repeat until <(Sequence) = [6]>\n change [ghost v] effect by (-10)\n set [i v] to (((i) * (.8)) + (((65) - (size)) / (5)))\n change size by (i)\n set [i2 v] to (((i2) * (.7)) + (((90) - (direction)) / (5)))\n turn right (i2) degrees\n end\n repeat until <(Sequence) = [7]>\n set [i v] to (((i) * (.8)) + (((120) - (size)) / (5)))\n change size by (i)\n point in direction ((90) + ((3) * ([cos v] of ((timer) * (180)) )))\n set y to ((10) * ([cos v] of (((timer) - (1)) * (200)) ))\n end\n if <(costume [number v]) = [10]> then\n set [i v] to [10]\n set [i2 v] to [13]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (3)\n change x by (i2)\n change y by (i)\n change size by (-2)\n change [i v] by (-1.5)\n set [i2 v] to ((i2) * (.9))\n end\n set [sequence v] to [8]\n delete this clone\n else\n if <(costume [number v]) = [11]> then\n set [i v] to [12]\n set [i2 v] to [5]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change size by (-2)\n change [ghost v] effect by (3)\n change x by (i2)\n change y by (i)\n change [i v] by (-1)\n set [i2 v] to ((i2) * (.9))\n end\n delete this clone\n else\n set [i v] to [12]\n set [i2 v] to [-10]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change size by (-2)\n change [ghost v] effect by (3)\n change x by (i2)\n change y by (i)\n change [i v] by (-1)\n set [i2 v] to ((i2) * (.9))\n end\n delete this clone\n end\n end\nend\nif <(costume [number v]) = [13]> then\n if <not <(Sequence) = [9]>> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (0)\n set [brightness v] effect to (-100)\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (4)\n end\n delete this clone\n else\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (4)\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [14]> then\n show\n set size to (pick random (80) to (200)) %\n set [ghost v] effect to (pick random (10) to (30))\n set [brightness v] effect to (pick random (-20) to (20))\n set [i v] to (pick random (-20) to (20))\n set [i2 v] to (pick random (10) to (20))\n repeat until <touching (_edge_ v)?>\n change size by (-1)\n change x by (i)\n change y by (i2)\n change [i2 v] by (-2)\n end\n delete this clone\nend\nif <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>> then\n show\n switch costume to (ring v)\n set size to (20) %\n set [ghost v] effect to (80)\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n set [i v] to [5]\n repeat (50)\n switch costume to (ring2 v)\n set size to (i2) %\n change size by (i)\n set [i2 v] to (size)\n change [i v] by (2)\n switch costume to (ring v)\n end\n delete this clone\nend\nif <(costume [number v]) = [17]> then\n show\n go to x: (0) y: (360)\n set [ghost v] effect to (100)\n repeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (6))\n end\n set [sequence v] to [9]\n wait until <(Sequence) = [10]>\n repeat until <(round (y position)) = [360]>\n change [ghost v] effect by (5)\n change y by (((360) - (y position)) / (6))\n end\n set [sequence v] to [11]\n delete this clone\nend\nif <(costume [number v]) = [18]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (100) %\n set [ghost v] effect to (0)\n point in direction (90)\n repeat (50)\n change [ghost v] effect by (3)\n change size by (-0.5)\n end\n set [sequence v] to [10]\n delete this clone\nend\nif <(costume [number v]) = [19]> then\n show\n go to x: (0) y: (0)\n wait until <(Sequence) = [11]>\n broadcast (finish intro v)\n delete this clone\nend\n\nwhen I receive [change size v]\nrepeat (7)\n change size by (((200) - (size)) / (5))\nend\n\ndefine Particles\ngo [backward v] (5) layers\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Sprite2\n\n | @InfinitelyEndless for the awesome original |
The Miner 2 | Platformer #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (level1 v)\nset [level v] to [1]\nset [fails v] to [0]\nbroadcast (initiate v)\nhide variable [fails v]\n\nwhen I receive [nextlevel v]\nswitch backdrop to (join [level] (level))\n\nwhen [r v] key pressed\nbroadcast (startagain v)\n\nwhen [p v] key pressed\nshow variable [fails v]\nshow variable [level v]\nwait until <not <key (p v) pressed?>>\nhide variable [fails v]\nhide variable [level v]\n\nset [level v] to [29]\nswitch backdrop to (level28 v)\nbroadcast (nextlevel v)\n\nwhen I receive [initiate v]\nforever\n if <([costume # v] of [switch 1 v]) = [3]> then\n if <key (n v) pressed?> then\n change [level v] by (1)\n broadcast (nextlevel v)\n wait until <not <key (n v) pressed?>>\n end\n end\nend\n\nwhen [k v] key pressed\nchange [effects v] by (1)\n\n@Player 1\n\nwhen I receive [nextlevel v]\ngo to x: (-220) y: (-110)\n\nwhen I receive [startagain v]\ngo to x: (-220) y: (-110)\n\nwhen I receive [initiate v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-220) y: (-110)\ngo to [front v] layer\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 (#666666)?> or <touching color (#ffa466)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#ffa466)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#ffa466)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#ffa466)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#ffa466)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#ffa466)?>> 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 (#666666)?> or <touching color (#ffa466)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#666666)?> or <touching color (#ffa466)?>> 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 (#ffff33)?> then\n set [yv v] to [20]\n end\n if <touching color (#ff4c4c)?> then\n broadcast (startagain v)\n set [switch on v] to [0]\n set [2switch on v] to [0]\n change [fails v] by (1)\n end\nend\n\n@Player 2\n\nwhen I receive [nextlevel v]\ngo to x: (-220) y: (-70)\n\nwhen I receive [initiate v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-220) y: (-70)\ngo to [front v] layer\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#666666)?> or <touching color (#66ecff)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#66ecff)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#66ecff)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#66ecff)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#66ecff)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#66ecff)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#666666)?> or <touching color (#66e8ff)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#666666)?> or <touching color (#66ecff)?>> 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 (#ffff33)?> then\n set [yv v] to [20]\n end\n if <touching color (#ff4c4c)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (startagain v)\n set [switch on v] to [0]\n set [2switch on v] to [0]\n change [fails v] by (1)\n end\nend\n\nwhen I receive [startagain v]\ngo to x: (-220) y: (-70)\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Goal\n\nwhen I receive [initiate v]\nshow\nforever\n if <(level) = [1]> then\n go to x: (210) y: (-112)\n end\n if <(level) = [2]> then\n go to x: (210) y: (68)\n end\n if <(level) = [3]> then\n go to x: (210) y: (-112)\n end\n if <(level) = [4]> then\n go to x: (210) y: (-119)\n end\n if <(level) = [5]> then\n go to x: (210) y: (-129)\n end\n if <(level) = [6]> then\n go to x: (210) y: (76)\n end\n if <(level) = [7]> then\n go to x: (210) y: (129)\n end\n if <(level) = [8]> then\n go to x: (210) y: (158)\n end\n if <(level) = [9]> then\n go to x: (210) y: (31)\n end\n if <(level) = [10]> then\n go to x: (210) y: (79)\n end\n if <(level) = [11]> then\n go to x: (210) y: (139)\n end\n if <(level) = [12]> then\n go to x: (210) y: (-1)\n end\n if <(level) = [13]> then\n go to x: (0) y: (146)\n end\n if <(level) = [14]> then\n go to x: (0) y: (133)\n end\n if <(level) = [15]> then\n go to x: (0) y: (133)\n end\n if <(level) = [16]> then\n go to x: (0) y: (130)\n end\n if <(level) = [17]> then\n go to x: (15) y: (111)\n end\n if <(level) = [18]> then\n go to x: (-210) y: (164)\n end\n if <(level) = [19]> then\n go to x: (126) y: (-54)\n end\n if <(level) = [20]> then\n go to x: (210) y: (-134)\n end\n if <(level) = [21]> then\n go to x: (152) y: (52)\n end\n if <(level) = [22]> then\n go to x: (0) y: (147)\n end\n if <(level) = [23]> then\n go to x: (210) y: (144)\n end\n if <(level) = [24]> then\n go to x: (-40) y: (-129)\n end\n if <(level) = [25]> then\n go to x: (0) y: (175)\n end\n if <(level) = [26]> then\n go to x: (210) y: (-132)\n end\n if <(level) = [27]> then\n go to x: (44) y: (28)\n end\n if <(level) = [28]> then\n go to x: (-210) y: (88)\n end\n if <(level) = [29]> then\n go to x: (210) y: (-116)\n end\n if <(level) = [30]> then\n hide\n end\n if <(level) = [27]> then\n point in direction (0)\n else\n point in direction (90)\n end\nend\n\nwhen I receive [initiate v]\nforever\n if <touching (player 1 v)?> then\n switch costume to (touching 1-2 v)\n else\n if <touching (player 2 v)?> then\n switch costume to (touching 2-2 v)\n else\n switch costume to (regular 2 v)\n end\n end\nend\n\nwhen I receive [initiate v]\nforever\n if <<touching (player 1 v)?> and <touching (player 2 v)?>> then\n change [level v] by (1)\n broadcast (nextlevel v)\n end\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Switch 1\n\nwhen I receive [nextlevel v]\nset [brightness v] effect to (0)\nset size to (100) %\nset [2switch on v] to [0]\nset [30button v] to [0]\n\nwhen I receive [initiate v]\nhide\nset size to (100) %\nforever\n if <(level) < [5]> then\n hide\n end\n if <(level) = [5]> then\n go to x: (-132) y: (93)\n switch costume to (regular v)\n show\n end\n if <(level) = [6]> then\n go to x: (-177) y: (37)\n switch costume to (stay v)\n show\n end\n if <(level) = [7]> then\n go to x: (-195) y: (162)\n switch costume to (stay v)\n set size to (100) %\n show\n end\n if <(level) = [8]> then\n hide\n set size to (100) %\n end\n if <(level) = [9]> then\n go to x: (-205) y: (9)\n switch costume to (timer v)\n set [count v] to [3]\n show\n end\n if <(level) = [10]> then\n go to x: (-108) y: (-153)\n switch costume to (timer v)\n set [count v] to [2]\n show\n end\n if <(level) = [11]> then\n hide\n switch costume to (regular v)\n end\n if <(level) = [12]> then\n hide\n switch costume to (timer v)\n end\n if <(level) = [13]> then\n go to x: (218) y: (-68)\n switch costume to (stay v)\n set size to (100) %\n show\n end\n if <(level) = [14]> then\n go to x: (192) y: (-154)\n switch costume to (timer v)\n set [count v] to [2.5]\n set size to (100) %\n show\n end\n if <(level) = [15]> then\n go to x: (192) y: (-154)\n switch costume to (timer v)\n set [count v] to [2.5]\n show\n end\n if <<(level) > [15]> and <(level) < [21]>> then\n hide\n switch costume to (regular v)\n end\n if <(level) = [21]> then\n go to x: (-74) y: (-139)\n switch costume to (regular v)\n show\n end\n if <(level) = [22]> then\n hide\n end\n if <(level) = [23]> then\n go to x: (218) y: (-106)\n switch costume to (stay v)\n show\n end\n if <(level) = [24]> then\n go to x: (-45) y: (47)\n switch costume to (timer v)\n set [count v] to [1]\n show\n end\n if <(level) = [25]> then\n go to x: (72) y: (-149)\n switch costume to (stay v)\n show\n end\n if <(level) = [26]> then\n hide\n end\n if <(level) = [27]> then\n hide\n end\n if <(level) = [28]> then\n go to x: (-116) y: (64)\n switch costume to (stay v)\n show\n end\n if <(level) = [29]> then\n hide\n end\n if <(level) = [30]> then\n go to x: (-208) y: (152)\n switch costume to (boss v)\n show\n end\nend\n\nwhen I receive [initiate v]\nforever\n if <(costume [number v]) = [1]> then\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n set [switch on v] to [1]\n else\n set [switch on v] to [0]\n end\n end\n if <(costume [number v]) = [2]> then\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n set [switch on v] to [1]\n end\n end\n if <(costume [number v]) = [3]> then\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n set [switch on v] to [1]\n reset timer\n set [ghost v] effect to (100)\n else\n if <not <<touching (player 1 v)?> or <touching (player 2 v)?>>> then\n if <(switch on) = [1]> then\n repeat until <(timer) > (count)>\n set [ghost v] effect to ((100) - ((timer) * ((count) * (10))))\n end\n set [ghost v] effect to (0)\n end\n set [switch on v] to [0]\n end\n end\n end\n if <(costume [number v]) = [4]> then\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n if <(30button) = [0]> then\n set [30button v] to [1]\n wait until <<not <touching (player 1 v)?>> and <not <touching (player 2 v)?>>>\n set [30button v] to [0]\n end\n if <(30button) = [1]> then\n start sound [gong fx v]\n broadcast (ending v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [startagain v]\nset [switch on v] to [0]\nset [2switch on v] to [0]\nset [30button v] to [0]\n\nif <(level) = [19]> then\n hide\n switch costume to (timer v)\nend\nif <<(level) > [19]> and <(level) < [22]>> then\n hide\n switch costume to (regular v)\nend\n\n@Switch 2\n\nwhen I receive [nextlevel v]\nset [switch on v] to [0]\nset [brightness v] effect to (0)\nset size to (100) %\n\nwhen I receive [initiate v]\nhide\nset size to (100) %\nforever\n if <(level) < [5]> then\n hide\n end\n if <(level) = [5]> then\n go to x: (136) y: (94)\n switch costume to (regular v)\n show\n end\n if <(level) = [6]> then\n go to x: (143) y: (-53)\n switch costume to (stay v)\n show\n end\n if <(level) = [7]> then\n hide\n set size to (100) %\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n go to x: (-24) y: (57)\n switch costume to (stay v)\n show\n end\n if <(level) = [11]> then\n set size to (100) %\n hide\n end\n if <(level) = [12]> then\n go to x: (-90) y: (145)\n switch costume to (stay v)\n show\n end\n if <(level) = [13]> then\n go to x: (-70) y: (74)\n switch costume to (stay v)\n show\n end\n if <(level) = [14]> then\n hide\n set size to (100) %\n end\n if <<(level) > [14]> and <(level) < [21]>> then\n hide\n switch costume to (regular v)\n end\n if <(level) = [21]> then\n go to x: (69) y: (29)\n switch costume to (regular v)\n show\n end\n if <(level) = [22]> then\n hide\n end\n if <(level) = [23]> then\n go to x: (-218) y: (47)\n switch costume to (stay v)\n show\n end\n if <(level) = [24]> then\n go to x: (209) y: (-152)\n switch costume to (timer v)\n set [count v] to [1.5]\n show\n end\n if <(level) = [25]> then\n go to x: (-94) y: (152)\n switch costume to (stay v)\n show\n end\n if <(level) = [26]> then\n hide\n end\n if <(level) = [27]> then\n hide\n end\n if <(level) = [28]> then\n go to x: (206) y: (64)\n switch costume to (stay v)\n show\n end\n if <(level) = [29]> then\n hide\n end\n if <(level) = [30]> then\n go to x: (208) y: (152)\n switch costume to (boss v)\n show\n end\nend\n\nwhen I receive [initiate v]\nforever\n if <(costume [number v]) = [1]> then\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n set [2switch on v] to [1]\n else\n set [2switch on v] to [0]\n end\n end\n if <(costume [number v]) = [2]> then\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n if <(level) = [25]> then\n set [switch on v] to [0]\n else\n set [2switch on v] to [1]\n end\n end\n end\n if <(costume [number v]) = [3]> then\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n set [switch on v] to [1]\n reset timer\n set [ghost v] effect to (100)\n else\n if <not <<touching (player 1 v)?> or <touching (player 2 v)?>>> then\n if <(switch on) = [1]> then\n repeat until <(timer) > (count)>\n set [ghost v] effect to ((100) - ((timer) * ((count) * (10))))\n end\n set [ghost v] effect to (0)\n end\n set [switch on v] to [0]\n end\n end\n end\n if <(costume [number v]) = [4]> then\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n if <(30button) = [0]> then\n set [30button v] to [1]\n wait until <<not <touching (player 1 v)?>> and <not <touching (player 2 v)?>>>\n set [30button v] to [0]\n end\n if <(30button) = [1]> then\n start sound [gong fx v]\n broadcast (ending v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\nend\n\n@Block 1\n\nwhen I receive [initiate v]\nforever\n if <(level) < [5]> then\n hide\n end\n if <(level) = [5]> then\n switch costume to (long platform v)\n go to x: (0) y: (82)\n if <<(switch on) = [1]> or <(2switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [6]> then\n switch costume to (blocker v)\n go to x: (-20) y: (-28)\n if <not <(2switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [7]> then\n switch costume to (double square v)\n go to x: (44) y: (21)\n if <(switch on) = [1]> then\n show\n else\n hide\n end\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n switch costume to (red block v)\n go to x: (-3) y: (-77)\n if <not <(switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [10]> then\n switch costume to (10 blue v)\n go to x: (17) y: (-106)\n if <(switch on) = [1]> then\n show\n else\n hide\n end\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n switch costume to (13 orange v)\n go to x: (-181) y: (26)\n if <not <(switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [14]> then\n switch costume to (red block v)\n go to x: (69) y: (58)\n if <not <(switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [15]> then\n switch costume to (red block v)\n go to x: (69) y: (58)\n if <not <(switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <<(level) > [15]> and <(level) < [21]>> then\n hide\n end\n if <(level) = [21]> then\n go to x: (56) y: (-65)\n switch costume to (22 mass v)\n if <not <(2switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [22]> then\n hide\n end\n if <(level) = [23]> then\n go to x: (0) y: (0)\n switch costume to (23 slope v)\n if <(switch on) = [1]> then\n show\n else\n hide\n end\n end\n if <(level) = [24]> then\n switch costume to (24 wall v)\n go to x: (0) y: (0)\n if <not <(switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [25]> then\n go to x: (0) y: (0)\n switch costume to (25 thing v)\n if <(switch on) = [1]> then\n hide\n else\n show\n end\n end\n if <(level) = [26]> then\n hide\n end\n if <(level) = [27]> then\n hide\n end\n if <(level) = [28]> then\n go to x: (0) y: (0)\n switch costume to (28b v)\n if <(switch on) = [1]> then\n hide\n else\n show\n end\n end\n if <(level) = [29]> then\n hide\n end\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Block 2\n\nwhen I receive [initiate v]\nforever\n if <(level) < [6]> then\n hide\n end\n if <(level) = [6]> then\n switch costume to (blocker v)\n go to x: (-87) y: (-100)\n if <not <(switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [7]> then\n switch costume to (wall v)\n go to x: (42) y: (111)\n if <not <(switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n switch costume to (wall v)\n go to x: (27) y: (123)\n if <not <(2switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n switch costume to (12 block v)\n go to x: (137) y: (105)\n if <not <(2switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [13]> then\n switch costume to (13 blue v)\n go to x: (171) y: (22)\n if <not <(2switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <<(level) > [13]> and <(level) < [21]>> then\n hide\n end\n if <(level) = [21]> then\n go to x: (-83) y: (103)\n switch costume to (22 mass v)\n if <not <(switch on) = [1]>> then\n show\n else\n hide\n end\n end\n if <(level) = [22]> then\n hide\n end\n if <(level) = [23]> then\n go to x: (0) y: (0)\n switch costume to (23 slope v)\n if <(2switch on) = [1]> then\n show\n else\n hide\n end\n end\n if <(level) = [24]> then\n hide\n end\n if <(level) = [25]> then\n go to x: (0) y: (0)\n switch costume to (25 thing v)\n if <(switch on) = [1]> then\n show\n else\n hide\n end\n end\n if <(level) = [26]> then\n hide\n end\n if <(level) = [27]> then\n hide\n end\n if <(level) = [28]> then\n go to x: (0) y: (0)\n switch costume to (28y v)\n if <(2switch on) = [1]> then\n show\n else\n hide\n end\n end\n if <(level) = [29]> then\n hide\n end\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Pulse Block\n\nwhen I receive [initiate v]\nforever\n if <(level) = [12]> then\n switch costume to (12 wall v)\n go to x: (113) y: (79)\n show\n wait (1) seconds\n hide\n wait (1) seconds\n end\n if <(level) = [17]> then\n switch costume to (19 platform v)\n show\n go to x: (36) y: (-86)\n wait (1) seconds\n go to x: (177) y: (-1)\n wait (1) seconds\n end\nend\n\nwhen I receive [initiate v]\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [13]> then\n repeat (60)\n hide\n end\n end\n if <(level) = [18]> then\n repeat (60)\n hide\n end\n end\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Clone Block\n\nwhen I receive [nextlevel v]\nif <(level) = [30]> then\n BLOCK INVASION\nelse\n hide\nend\n\nwhen I start as a clone\nif <((cloneID) mod (3)) = [1]> then\n set y to (95)\nend\nif <((cloneID) mod (3)) = [2]> then\n set y to (35)\nend\nif <((cloneID) mod (3)) = [0]> then\n set y to (-25)\nend\nif <((cloneID) mod (8)) = [1]> then\n set x to (-210)\n set [clonex v] to [-210]\n switch costume to (blue v)\nend\nif <((cloneID) mod (8)) = [2]> then\n set x to (-150)\n set [clonex v] to [-150]\n switch costume to (orange v)\nend\nif <((cloneID) mod (8)) = [3]> then\n set x to (-90)\n set [clonex v] to [-90]\n switch costume to (blue v)\nend\nif <((cloneID) mod (8)) = [4]> then\n set x to (-30)\n set [clonex v] to [-30]\n switch costume to (orange v)\nend\nif <((cloneID) mod (8)) = [5]> then\n set x to (30)\n set [clonex v] to [30]\n switch costume to (blue v)\nend\nif <((cloneID) mod (8)) = [6]> then\n set x to (90)\n set [clonex v] to [90]\n switch costume to (orange v)\nend\nif <((cloneID) mod (8)) = [7]> then\n set x to (150)\n set [clonex v] to [150]\n switch costume to (blue v)\nend\nif <((cloneID) mod (8)) = [0]> then\n set x to (210)\n set [clonex v] to [210]\n switch costume to (orange v)\nend\nshow\nforever\n if <((cloneID) mod (3)) = [2]> then\n change x by (-3)\n change [clonex v] by (-3)\n if <(cloneX) = [-240]> then\n set x to (240)\n set [clonex v] to [240]\n end\n else\n change x by (3)\n change [clonex v] by (3)\n if <(cloneX) = [240]> then\n set x to (-240)\n set [clonex v] to [-240]\n end\n end\nend\n\ndefine BLOCK INVASION\nset [cloneid v] to [0]\nrepeat (24)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [initiate v]\nhide\n\n@Boss\n\nwhen I receive [initiate v]\nhide\n\nwhen I receive [nextlevel v]\nif <(level) = [30]> then\n forever\n wait (2.5) seconds\n set [target v] to [1]\n create clone of (_myself_ v)\n wait (2.5) seconds\n set [target v] to [2]\n create clone of (_myself_ v)\n end\nelse\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (150)\npoint towards (join [Player ] (target))\nshow\nrepeat until <touching (_edge_ v)?>\n move (5) steps\nend\ndelete this clone\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Ending\n\nwhen I receive [initiate v]\nhide\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [ending v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (white v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nwait (0.5) seconds\nswitch costume to (end screen v)\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nclear graphic effects\n\n@Particles\n\nwhen I receive [initiate v]\nforever\n if <<((Effects) mod (2)) = [1]> and <(level) < [30]>> then\n go to [front v] layer\n wait (0.3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(level) = [27]> then\n set x to (([x position v] of [goal v]) + (23))\n set y to (pick random (([y position v] of [goal v]) - (15)) to (([y position v] of [goal v]) + (15)))\nelse\n set x to (pick random (([x position v] of [goal v]) - (15)) to (([x position v] of [goal v]) + (15)))\n set y to (([y position v] of [goal v]) - (23))\nend\nset [ghost v] effect to (0)\nshow\nrepeat (25)\n if <(level) = [27]> then\n change x by (-2)\n else\n change y by (2)\n end\n change [ghost v] effect by (4)\n if <([costume # v] of [goal v]) = [2]> then\n switch costume to (green v)\n end\n if <([costume # v] of [goal v]) = [4]> then\n switch costume to (orange v)\n end\n if <([costume # v] of [goal v]) = [6]> then\n switch costume to (blue v)\n end\nend\ndelete this clone\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen I receive [initiate v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\nset volume to (50) %\nforever\n play sound [Jolly Jump part 1 v] until done\n play sound [Jolly Jump part 2 v] until done\nend\n\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide variable [level v]\nhide variable [fails v]\nset [effects v] to [1]\nshow\n\nwhen [m v] key pressed\nif <not <(volume) = [0]>> then\n set volume to (0) %\nelse\n set volume to (50) %\nend\nwait until <not <key (m v) pressed?>>\n\nwhen I receive [nextlevel v]\nif <(level) = [30]> then\n stop [other scripts in sprite v]\n forever\n play sound [2PP \(final level\) v] until done\n end\nend\n\n | Please check out Chromatic Platformer! Its better\nhttps://scratch.mit.edu/projects/1006017578\n - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\nAll your jelly friends have been captured and you need to save them! Use your W-A-S-D keys or the mobile controls to traverse and complete the levels!\n - - - - - - \nPart 1: https://scratch.mit.edu/projects/735114130/\nPart 2: https://scratch.mit.edu/projects/891169919/\nPart 3: https://scratch.mit.edu/projects/891248905/\nPart 4: https://scratch.mit.edu/projects/767402096/\nPart 5: https://scratch.mit.edu/projects/891918441\nBEFORE YOU SAY THERE ISNT SPIKES, PART 3 AND ABOVE HAVE SPIKES!\n\nOTHER GAMES:\nTangerine Triumph: https://scratch.mit.edu/projects/893629582/ |
Bjorne's Quest - A platformer | @Stage\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <([costume # v] of [stage v]) > [7]> then\n stop all sounds\n play sound [マリオカート 歴代ファイナルラップファンファーレ - from YouTube v] until done\n play sound [#マリオカート #BGM【マリオカート7】レインボーロード(ファイナルラップver) - from YouTube v] until done\n end\nend\n\nstart sound [マリオカート 歴代ファイナルラップファンファーレ - from YouTube v]\n\nwhen flag clicked\nforever\n if <([costume # v] of [stage v]) > [10]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [kakusu v]\nstart sound [マリオカート7 レインボーロードBGM - from YouTube \(1\) v]\n\n@軽量\n\nforever\n if <<(y position) = [-217]> or <(y position) = [-186]>> then\n broadcast (modoru\] v)\n end\nend\n\n@player2\n\nwhen flag clicked\nshow variable [かかった時間! v]\nshow variable [☁ 世界記録 v]\nshow\nset size to (70) %\ngo to x: (-170) y: (-40)\nset rotation style [left-right v]\nforever\n if <<(x position) < (mouse x)> and <mouse down?>> then\n point in direction (90)\n end\n if <<(mouse x) < (x position)> and <mouse down?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) = [-217]> or <(y position) = [-186]>> then\n broadcast (modoru\] v)\n end\nend\n\nstart sound [ニュッ v]\n\nwhen flag clicked\nset [変数1 x v] to [0]\nset [変数2 y v] to [0]\nforever\n if <(mobile?pc?) = [mobile]> then\n show\n if <<(x position) < (mouse x)> and <mouse down?>> then\n change [変数1 x v] by (1)\n end\n if <<(mouse x) < (x position)> and <mouse down?>> then\n change [変数1 x v] by (-1)\n end\n change x by (変数1 x)\n set [変数1 x v] to ((変数1 x) * (0.9))\n change [変数2 y v] by (-0.5)\n change y by (変数2 Y)\n if <<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> then\n set [変数2 y v] to ((変数2 Y) * (-0.25))\n change y by (変数2 Y)\n if <<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> then\n change y by (変数2 Y)\n if <<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> then\n change y by (変数2 Y)\n if <<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> then\n change y by (変数2 Y)\n end\n end\n end\n end\n change y by (-1)\n if <<<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> and <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n set [変数2 y v] to [12]\n end\n change y by (1)\n if <<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> then\n change y by (1)\n if <<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> then\n change y by (1)\n if <<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> then\n change y by (1)\n if <<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> then\n change y by (1)\n if <<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<(mouse y) < (y position)> and <mouse down?>>> then\n if <(変数1 x) > [0]> then\n set [変数1 x v] to [-10]\n else\n set [変数1 x v] to [10]\n end\n else\n set [変数1 x v] to ((変数1 x) * (-1.3))\n change x by (変数1 x)\n set [変数1 x v] to [0]\n change x by ((変数1 x) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow variable [かかった時間! v]\nshow variable [☁ 世界記録 v]\nshow\nset size to (70) %\ngo to x: (-170) y: (-40)\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset [変数1 x v] to [0]\nset [変数2 y v] to [0]\nforever\n if <(mobile?pc?) = [pc]> then\n show\n if <key (right arrow v) pressed?> then\n change [変数1 x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [変数1 x v] by (-1)\n end\n change x by (変数1 x)\n set [変数1 x v] to ((変数1 x) * (0.9))\n change [変数2 y v] by (-0.5)\n change y by (変数2 Y)\n if <<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> then\n set [変数2 y v] to ((変数2 Y) * (-0.25))\n change y by (変数2 Y)\n if <<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> then\n change y by (変数2 Y)\n if <<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> then\n change y by (変数2 Y)\n if <<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> then\n change y by (変数2 Y)\n end\n end\n end\n end\n change y by (-1)\n if <<<<<<<<<<touching color (#ff4f4f)?> or <touching color (#fff14f)?>> or <touching color (#7dff4f)?>> or <touching color (#4f58ff)?>> or <touching color (#f9a41e)?>> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#ff5050)?>> and <key (up arrow v) pressed?>> then\n start sound [ v]\n set [変数2 y v] to [12]\n end\n change y by (1)\n if <<<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> or <touching color (#7dff4f)?>> then\n change y by (1)\n if <<<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> or <touching color (#7dff4f)?>> then\n change y by (1)\n if <<<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> or <touching color (#7dff4f)?>> then\n change y by (1)\n if <<<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> or <touching color (#7dff4f)?>> then\n change y by (1)\n if <<<<<<touching color (#fff14f)?> or <touching color (#a44fff)?>> or <touching color (#f9a41e)?>> or <touching color (#ffa322)?>> or <touching color (#eb4d4f)?>> or <touching color (#7dff4f)?>> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(変数1 x) > [0]> then\n set [変数1 x v] to [-10]\n else\n set [変数1 x v] to [10]\n end\n else\n set [変数1 x v] to ((変数1 x) * (-1.3))\n change x by (変数1 x)\n set [変数1 x v] to [0]\n change x by ((変数1 x) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\nend\n\npoint in direction (-90)\n\nset x to (-210)\n\nwhen flag clicked\nforever\n if <[235] < (x position)> then\n broadcast (NEXT v)\n end\nend\n\nwhen I receive [next v]\nif <not <([costume # v] of [stage v]) = [13]>> then\n go to x: (-170) y: (-40)\n set [変数1 x v] to [0]\n set [変数2 y v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<<touching color (#000dff)?> or <touching color (#59b538)?>> or <touching color (#cfa1ff)?>> then\n broadcast (modoru\] v)\n end\nend\n\nwhen I receive [modoru\] v]\nset [変数1 x v] to [0]\nset [変数2 y v] to [0]\ngo to x: (-170) y: (-40)\n\nwhen flag clicked\nswitch costume to (player2 v)\n\nwhen flag clicked\nforever\n if <touching color (#ff9100)?> then\n set [変数2 y v] to [20]\n set [変数1 x v] to [40]\n end\nend\n\nbroadcast (modoru\] v)\n\nchange y by (変数2 Y)\n\nchange y by (変数2 Y)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(y position) = [-217]> or <(y position) = [-186]>> then\n broadcast (modoru\] v)\n end\nend\n\n@stage\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nif <not <(costume [number v]) = [11]>> then\n next costume\nend\n\nwhen flag clicked\nforever\n if <<(mobile?pc?) = [mobile]> or <(mobile?pc?) = [pc]>> then\n if <[11] > (costume [number v])> then\n change [かかった時間! v] by (1)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nchange [☁ 遊んでくれた回数です v] by (1)\nset [かかった時間! v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <(☁ 世界記録) > (かかった時間!)> then\n set [☁ 世界記録 v] to (かかった時間!)\n end\n end\nend\n\nchange [かかった時間! v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <([costume # v] of [stage v]) > [10]> then\n play sound [Mario Kart All Victory Themes \(1992-2021\) - from YouTube v] until done\n stop [this script v]\n end\nend\n\nstop all sounds\n\nwhen flag clicked\nhide\nhide variable [☁ 世界記録 v]\nhide variable [かかった時間! v]\n\nwhen I receive [kakusu v]\nshow\nshow variable [☁ 世界記録 v]\nshow variable [かかった時間! v]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen this sprite clicked\nset [mobile?pc? v] to [pc]\nbroadcast (kakusu v)\nhide\n\nwhen flag clicked\nshow\nset [mobile?pc? v] to []\n\nwhen I receive [kakusu v]\nhide\n\n@スプライト4\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nset [mobile?pc? v] to [mobile]\nbroadcast (kakusu v)\nhide\n\nwhen I receive [kakusu v]\nhide\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (11) y: (10)\nshow\n\nwhen I receive [kakusu v]\nhide\n\nwhen flag clicked\nrepeat until <<(mobile?pc?) = [mobile]> or <(mobile?pc?) = [pc]>>\n change y by ([cos v] of ((timer) * (150)) )\nend\n\n@スプライト3\n\n | After going through his childhood phase of biting faces off (don't we all?), Guy is now ready for a real adventure! Navigate terrain, collect pieces of the Pizzaforce and become a legend!\n\nControls:\nA or ← = Move left\nD or → = Move right\nW or ↑ = Jump\nSpacebar = Use Power & Advance during prologue\n\nHUD:\nThe hearts on the top left are your lives\nThe numbers on the top left counts your kills, get 5 for an extra life\nOn the right displays your power-up and how many pizza slices you have collected\n\nEnemies:\nRed enemies are resistant to ice\nBlue enemies are resistant to fire\nGreen enemies are resistant to lightning\nDefeat 5 enemies to gain an extra life\n\nPower-ups:\nFire - Releases a fireball that kills viruses\nIce - Releases an iceball that freezes viruses\nElectric - Shoots a lightning bolt that kills viruses |
Fortnite Laser Tag! - A Platformer #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (ネザー v)\nwait until <(すてじ) = [13]>\nswitch backdrop to (blue sky 2 v)\n\nwhen flag clicked\nstop all sounds\nforever\n play sound [Sunset\(instrumental\) v] until done\nend\n\n@Steve\n\nwhen flag clicked\nswitch costume to (普通 v)\n初期\nset [すてじ v] to [1]\nforever\n ブロック名 [1] [7] [14] [-1]\nend\n\ndefine 初期\ngo to x: (-208) y: (5)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [♥と★ v]\nswitch costume to (コスチューム1 v)\nforever\n change [color v] effect by (5)\nend\n\ndefine ブロック名 (x) (x) (y) (y)\nset rotation style [left-right v]\nif <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x v] by (x)\nend\nif <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by ((x) - ((x) + (x)))\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching (地面 v)?> then\n change y by ((() + (1)) * (5))\nend\nif <touching (地面 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(X) < [0]> then\n set [x v] to (x)\n else\n set [x v] to ((x) - ((x) + (x)))\n end\n set [y v] to (y)\n else\n set [x v] to [0]\n end\nend\nchange [y v] by (y)\nchange y by (Y)\nif <touching (地面 v)?> then\n change y by ((Y) * (y))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to (y)\n end\nend\n\nwhen flag clicked\nforever\n if then\n if <<(♥) = [1]> and <(★) = [1]>> then\n else\n switch costume to (スティーブ やられた v)\n wait () seconds\n switch costume to (普通 v)\n change [hp v] by (-1)\n broadcast (しんじゃった v)\n start sound [j v]\n 初期\n if <(HP) < [0]> then\n stop [all v]\n end\n end\n end\n if <touching (おけん v)?> then\n broadcast (uio v)\n end\n if <touching (おけん2 v)?> then\n broadcast (jふいhぬいjkふにjふい v)\n end\n if <touching (おけん3 v)?> then\n broadcast (hubyuhiuhiu v)\n end\n if <touching (おけん4 v)?> then\n broadcast (tipoko v)\n end\n if <not <<(すてじ) = [13]> or <<not <(ういざあHP) < [0]>> and <(すてじ) = [12]>>>> then\n if <[235] < (x position)> then\n 初期\n set [hp v] to [20]\n change [すてじ v] by (1)\n end\n end\nend\n\n@地面\n\nwhen flag clicked\nforever\n switch costume to (すてじ)\nend\n\n@HP\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n switch costume to ((HP) + (1))\nend\n\n@よーがん\n\nwhen flag clicked\nforever\n switch costume to (すてじ)\nend\n\n@ぞんび\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n wait until <(すてじ) = [3]>\n create clone of (_myself_ v)\n wait until <(すてじ) = [5]>\n create clone of (_myself_ v)\n wait until <(すてじ) = [7]>\n create clone of (_myself_ v)\n wait until <(すてじ) = [11]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (220) y: (0)\nset [ゾンビ hp v] to [10]\nshow\nset rotation style [left-right v]\nforever\n if <(x position) < ([x position v] of [steve v])> then\n if <touching (おみず v)?> then\n change [ゾンビx v] by (0.5)\n point in direction (90)\n else\n change [ゾンビx v] by (0.8)\n point in direction (90)\n end\n end\n if <([x position v] of [steve v]) < (x position)> then\n if <touching (おみず v)?> then\n change [ゾンビx v] by (-0.5)\n point in direction (-90)\n else\n change [ゾンビx v] by (-0.8)\n point in direction (-90)\n end\n end\n set [ゾンビx v] to ((ゾンビX) * (0.8))\n change x by (ゾンビX)\n if <touching (地面 v)?> then\n change y by ((() + (1)) * (5))\n if <touching (地面 v)?> then\n change x by ((ゾンビX) * (-1))\n change y by (-5)\n if <(y position) < ([y position v] of [steve v])> then\n set [ゾンビy v] to [11]\n if <(ゾンビX) < [0]> then\n set [ゾンビx v] to [6]\n else\n set [ゾンビx v] to [-6]\n end\n else\n set [ゾンビx v] to [0]\n end\n end\n end\n change [ゾンビy v] by (-1)\n change y by (ゾンビY)\n if <touching (地面 v)?> then\n change y by ((ゾンビY) * (-1))\n set [ゾンビy v] to [0]\n if <(y position) < ([y position v] of [steve v])> then\n set [ゾンビy v] to [14]\n end\n end\nend\n\nwhen I receive [しんじゃった v]\ngo to x: (220) y: (0)\n\nwhen I receive [こーげき v]\nif then\n change [ゾンビ hp v] by ([costume name v] of [ken4 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [12]\n else\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [12]\n end\n if <(ゾンビ HP) < [0]> then\n start sound [pigdeath v]\n switch costume to (ぞび v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (1) to (2))\n switch costume to (ぞび v)\n wait (0.1) seconds\n switch costume to (ぞんび v)\n end\nend\n\nwhen flag clicked\nswitch costume to (ぞんび v)\n\nwhen I receive [こーげき v]\nif then\n change [ゾンビ hp v] by ([costume name v] of [ken2 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [12]\n else\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [12]\n end\n if <(ゾンビ HP) < [0]> then\n start sound [pigdeath v]\n switch costume to (ぞび v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (1) to (2))\n switch costume to (ぞび v)\n wait (0.1) seconds\n switch costume to (ぞんび v)\n end\nend\n\nwhen I receive [こーげき v]\nif then\n change [ゾンビ hp v] by ([costume name v] of [ken3 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [12]\n else\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [12]\n end\n if <(ゾンビ HP) < [0]> then\n start sound [pigdeath v]\n switch costume to (ぞび v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (1) to (2))\n switch costume to (ぞび v)\n wait (0.1) seconds\n switch costume to (ぞんび v)\n end\nend\n\n\n\n@おけん2\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n if <<(すてじ) = [2]> or > then\n set size to (70) %\n show\n switch costume to (おいしのけん v)\n else\n hide\n end\nend\n\nwhen I receive [jふいhぬいjkふにjふい v]\nset [ghost v] effect to (100)\nbroadcast (うふふ v)\n\nwhen flag clicked\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@ken2\n\nwhen flag clicked\nhide\nforever\n if <([direction v] of [steve v]) = [90]> then\n switch costume to (-4.0 v)\n go to x: (([x position v] of [steve v]) + (30)) y: ([y position v] of [steve v])\n else\n switch costume to (-4 v)\n go to x: (([x position v] of [steve v]) - (30)) y: ([y position v] of [steve v])\n end\nend\n\nwhen I receive [うふふ v]\nshow\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 left (15) degrees\n end\n broadcast (こーげき v)\n repeat (3)\n turn right (15) degrees\n end\n end\n else\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (3)\n turn right (15) degrees\n end\n broadcast (こーげき v)\n repeat (3)\n turn left (15) degrees\n end\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [しsb v]\nforever\n hide\nend\n\n@すけさん\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n wait until <(すてじ) = [7]>\n create clone of (_myself_ v)\n wait until <(すてじ) = [8]>\n create clone of (_myself_ v)\n wait until <(すてじ) = [10]>\n create clone of (_myself_ v)\n \nend\n\nwhen I start as a clone\ngo to x: (220) y: (0)\nset [すけちゃんhp v] to [16]\nshow\nset rotation style [left-right v]\nforever\n if <(x position) < ([x position v] of [steve v])> then\n if <touching (おみず v)?> then\n change [すけさん x v] by (0.5)\n point in direction (90)\n else\n change [すけさん x v] by (0.6)\n point in direction (90)\n end\n end\n if <([x position v] of [steve v]) < (x position)> then\n if <touching (おみず v)?> then\n change [すけさん x v] by (-0.5)\n point in direction (-90)\n else\n change [すけさん x v] by (-0.6)\n point in direction (-90)\n end\n end\n set [すけさん x v] to ((すけさん X) * (0.8))\n change x by (すけさん X)\n if <touching (地面 v)?> then\n change y by ((() + (1)) * (5))\n if <touching (地面 v)?> then\n change x by ((すけさん X) * (-1))\n change y by (-5)\n if <(x position) < ([x position v] of [steve v])> then\n if <(すけさん X) < [0]> then\n set [すけさん x v] to [6]\n else\n set [すけさん x v] to [-6]\n end\n set [すけるy v] to [11]\n else\n set [すけさん x v] to [0]\n end\n end\n end\n change [すけるy v] by (-1)\n change y by (すけるy)\n if <touching (地面 v)?> then\n change y by ((すけるy) * (-1))\n set [すけるy v] to [0]\n if <(y position) < ([y position v] of [steve v])> then\n set [すけるy v] to [12]\n end\n end\nend\n\nwhen I receive [しんじゃった v]\ngo to x: (220) y: (0)\n\nwhen I receive [こーげき v]\nif then\n change [すけちゃんhp v] by ([costume name v] of [ken4 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [すけさん x v] to [-10]\n set [すけるy v] to [12]\n else\n set [すけさん x v] to [10]\n set [すけるy v] to [12]\n end\n if <(すけちゃんHP) < [0]> then\n start sound [Skeleton_death v]\n switch costume to (スケルトン2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (2) to (3))\n switch costume to (スケルトン2 v)\n wait (0.1) seconds\n switch costume to (スケルトン v)\n end\nend\n\nwhen flag clicked\nswitch costume to (スケルトン v)\n\nwhen I receive [こーげき v]\nif then\n change [すけちゃんhp v] by ([costume name v] of [ken2 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [すけさん x v] to [-10]\n set [すけるy v] to [12]\n else\n set [すけさん x v] to [10]\n set [すけるy v] to [12]\n end\n if <(すけちゃんHP) < [0]> then\n start sound [Skeleton_death v]\n switch costume to (スケルトン2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (2) to (3))\n switch costume to (スケルトン2 v)\n wait (0.1) seconds\n switch costume to (スケルトン v)\n end\nend\n\nwhen I receive [こーげき v]\nif then\n change [すけちゃんhp v] by ([costume name v] of [ken3 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [すけさん x v] to [-10]\n set [すけるy v] to [12]\n else\n set [すけさん x v] to [10]\n set [すけるy v] to [12]\n end\n if <(すけちゃんHP) < [0]> then\n start sound [Skeleton_death v]\n switch costume to (スケルトン2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (2) to (3))\n switch costume to (スケルトン2 v)\n wait (0.1) seconds\n switch costume to (スケルトン v)\n end\nend\n\n@おけん3\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n if <<(すてじ) = [6]> or > then\n set size to (70) %\n show\n if <(すてじ) = [6]> then\n switch costume to (おてつのけん v)\n end\n else\n hide\n end\nend\n\nwhen I receive [hubyuhiuhiu v]\nset [ghost v] effect to (100)\nbroadcast (しsb v)\n\nwhen flag clicked\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@ken3\n\nwhen flag clicked\nhide\nforever\n if <([direction v] of [steve v]) = [90]> then\n switch costume to (-5 v)\n go to x: (([x position v] of [steve v]) + (30)) y: ([y position v] of [steve v])\n else\n switch costume to (-5.0 v)\n go to x: (([x position v] of [steve v]) - (30)) y: ([y position v] of [steve v])\n end\nend\n\nwhen I receive [しsb v]\nshow\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 left (15) degrees\n end\n broadcast (こーげき v)\n repeat (3)\n turn right (15) degrees\n end\n end\n else\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (3)\n turn right (15) degrees\n end\n broadcast (こーげき v)\n repeat (3)\n turn left (15) degrees\n end\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [らんらんるー v]\nforever\n hide\nend\n\n@ウィザーすけさん\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n wait until <(すてじ) = [8]>\n create clone of (_myself_ v)\n wait until <(すてじ) = [90]>\nend\n\nwhen I start as a clone\ngo to x: (220) y: (0)\nset [hphp v] to [20]\nshow\nset rotation style [left-right v]\nforever\n if <(x position) < ([x position v] of [steve v])> then\n if <touching (おみず v)?> then\n change [すけさん x v] by (0.5)\n point in direction (90)\n else\n change [xx v] by (0.6)\n point in direction (90)\n end\n end\n if <([x position v] of [steve v]) < (x position)> then\n if <touching (おみず v)?> then\n change [すけさん x v] by (-0.5)\n point in direction (-90)\n else\n change [xx v] by (-0.6)\n point in direction (-90)\n end\n end\n set [xx v] to ((xx) * (0.8))\n change x by (xx)\n if <touching (地面 v)?> then\n change y by ((() + (1)) * (5))\n if <touching (地面 v)?> then\n change x by ((xx) * (-1))\n change y by (-5)\n if <(x position) < ([x position v] of [steve v])> then\n if <(xx) < [0]> then\n set [xx v] to [6]\n else\n set [xx v] to [-6]\n end\n set [すけるy v] to [11]\n else\n set [xx v] to [0]\n end\n end\n end\n change [yy v] by (-1)\n change y by (yy)\n if <touching (地面 v)?> then\n change y by ((yy) * (-1))\n set [yy v] to [0]\n if <(y position) < ([y position v] of [steve v])> then\n set [yy v] to [12]\n end\n end\nend\n\nwhen I receive [しんじゃった v]\ngo to x: (220) y: (0)\n\nwhen flag clicked\nswitch costume to (ウィザースケルトン v)\n\nwhen I receive [こーげき v]\nif then\n change [hphp v] by ([costume name v] of [ken3 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [xx v] to [-10]\n set [yy v] to [12]\n else\n set [xx v] to [10]\n set [yy v] to [12]\n end\n if <(hphp) < [0]> then\n start sound [撃破 v]\n switch costume to (ウィザースケルトン2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (2) to (3))\n switch costume to (ウィザースケルトン2 v)\n wait (0.1) seconds\n switch costume to (ウィザースケルトン v)\n end\nend\n\nstart sound [撃破 v]\n\nwhen I receive [こーげき v]\nif then\n change [hphp v] by ([costume name v] of [ken4 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [xx v] to [-10]\n set [yy v] to [12]\n else\n set [xx v] to [10]\n set [yy v] to [12]\n end\n if <(hphp) < [0]> then\n start sound [撃破 v]\n switch costume to (ウィザースケルトン2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (2) to (3))\n switch costume to (ウィザースケルトン2 v)\n wait (0.1) seconds\n switch costume to (ウィザースケルトン v)\n end\nend\n\n@エンダーマン先輩\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n wait until <(すてじ) = [10]>\n create clone of (_myself_ v)\n wait until <(すてじ) = [90]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (220) y: (0)\nset [えんだあああああああ いやあああああああああああああああああああ v] to [30]\nshow\nset rotation style [left-right v]\nforever\n if <(x position) < ([x position v] of [steve v])> then\n if <touching (おみず v)?> then\n change [すけさん x v] by (0.5)\n point in direction (90)\n else\n change [すけさん x v] by (0.6)\n point in direction (90)\n end\n end\n if <([x position v] of [steve v]) < (x position)> then\n if <touching (おみず v)?> then\n change [すけさん x v] by (-0.5)\n point in direction (-90)\n else\n change [すけさん x v] by (-0.6)\n point in direction (-90)\n end\n end\n set [すけさん x v] to ((すけさん X) * (0.8))\n change x by (すけさん X)\n if <touching (地面 v)?> then\n change y by ((() + (1)) * (5))\n if <touching (地面 v)?> then\n change x by ((すけさん X) * (-1))\n change y by (-5)\n if <(x position) < ([x position v] of [steve v])> then\n if <(すけさん X) < [0]> then\n set [すけさん x v] to [6]\n else\n set [すけさん x v] to [-6]\n end\n set [すけるy v] to [11]\n else\n set [すけさん x v] to [0]\n end\n end\n end\n change [すけるy v] by (-1)\n change y by (すけるy)\n if <touching (地面 v)?> then\n change y by ((すけるy) * (-1))\n set [すけるy v] to [0]\n if <(y position) < ([y position v] of [steve v])> then\n set [すけるy v] to [12]\n end\n end\nend\n\nwhen I receive [しんじゃった v]\ngo to x: (220) y: (0)\n\nwhen flag clicked\nswitch costume to (ウィザースケルトン v)\n\nwhen I receive [こーげき v]\nif then\n change [えんだあああああああ いやあああああああああああああああああああ v] by ([costume name v] of [ken4 v])\n if <(x position) < ([x position v] of [steve v])> then\n set [すけさん x v] to [-10]\n set [すけるy v] to [12]\n else\n set [すけさん x v] to [10]\n set [すけるy v] to [12]\n end\n if <(えんだあああああああ いやあああああああああああああああああああ) < [0]> then\n start sound [Enderman death v]\n switch costume to (エンダーマン2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n start sound (pick random (2) to (3))\n switch costume to (エンダーマン2 v)\n wait (0.1) seconds\n switch costume to (エンダーマン v)\n end\nend\n\n@おけん4\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n if <<(すてじ) = [9]> or > then\n set size to (70) %\n show\n if <(すてじ) = [9]> then\n switch costume to (おだいやですわ〜 v)\n end\n else\n hide\n end\nend\n\nwhen I receive [tipoko v]\nset [ghost v] effect to (100)\nbroadcast (らんらんるー v)\n\nwhen flag clicked\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@ken4\n\nwhen flag clicked\nhide\nforever\n if <([direction v] of [steve v]) = [90]> then\n switch costume to (-7 v)\n go to x: (([x position v] of [steve v]) + (30)) y: ([y position v] of [steve v])\n else\n switch costume to (-7.0 v)\n go to x: (([x position v] of [steve v]) - (30)) y: ([y position v] of [steve v])\n end\nend\n\nwhen I receive [らんらんるー v]\nshow\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 (こーげき v)\n repeat (3)\n turn left (15) degrees\n end\n end\n else\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (3)\n turn left (15) degrees\n end\n broadcast (こーげき v)\n repeat (3)\n turn right (15) degrees\n end\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [らんらんるー v]\nforever\nend\n\n@スプライト2\n\nwhen flag clicked\nset [ghost v] effect to (100)\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\n wait (pick random (1) to (10)) seconds\nend\nhide\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@wizaaaaaaaaa\n\nwhen flag clicked\nset [ういざあhp v] to [50]\nswitch costume to (コスチューム2 \(8\) v)\nforever\n if <<(すてじ) = [12]> and <not <(ういざあHP) < [0]>>> then\n wait (pick random (0.1) to (10)) seconds\n show\n repeat (15)\n change y by (-7)\n end\n wait (pick random (0.1) to (10)) seconds\n repeat (15)\n change y by (7)\n end\n else\n hide\n set y to (50)\n end\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [steve v]) < (x position)> then\n change [ういざぁx v] by (-0.8)\n end\n if <(x position) < ([x position v] of [steve v])> then\n change [ういざぁx v] by (0.8)\n end\n change x by (ういざぁX)\n set [ういざぁx v] to ((ういざぁX) * (0.8))\nend\n\nwhen flag clicked\nset [ういざぁx v] to [0]\n\nchange x by (10)\n\nchange [ういざぁx v] by (1)\n\nforever\n\ngo to x: (0) y: (0)\n\nwhen I receive [こーげき v]\nif <touching (ken4 v)?> then\n change [ういざあhp v] by (-5)\n if <(ういざあHP) < [0]> then\n start sound (pick random (1) to (10))\n repeat (5)\n change [ghost v] effect by (25)\n end\n hide\n else\n start sound (pick random (1) to (10))\n switch costume to (コスチューム2 \(8\)2 v)\n wait (0.05) seconds\n switch costume to (コスチューム2 \(8\) v)\n end\nend\n\nbroadcast (hi v)\n\nwhen flag clicked\nwait until <(すてじ) = [12]>\nforever\n if <(すてじ) = [12]> then\n wait (pick random (0.1) to (10)) seconds\n broadcast (うひ v)\n end\nend\n\n@爆発\n\nwhen flag clicked\nhide\n\nwhen I receive [が v]\ngo to x: (0) y: (0)\nshow\ngo to (スプライト1 v)\nswitch costume to (explosion_0 v)\nstart sound [get4 v]\nrepeat (7)\n wait () seconds\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (100)\n\nwhen I receive [うひ v]\nset [ういざああああああ y v] to [0]\nshow\ngo to x: ([x position v] of [wizaaaaaaaaa v]) y: ([y position v] of [wizaaaaaaaaa v])\nrepeat until <touching (地面 v)?>\n turn right (2) degrees\n change [ういざああああああ y v] by (-1)\n change y by (ういざああああああ y)\nend\nhide\nbroadcast (が v)\n\n | [Arrow Keys] or [Space] or [Click] to navigate\n\nIf you failed at coding the script on you own, go here: https://scratch.mit.edu/projects/680450480/ |
Entirely Generic Platformer (A Platformer) | @Stage\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n show variable [mouse v]\n else\n wait (1) seconds\n hide variable [mouse v]\n end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (ScrollX)) (join [,] ((mouse y) + (ScrollY))))\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [beginning v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [about v]\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\n\nhide\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (SetUp v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v)\n end\n if <(Exit) = [WIn]> then\n Win\n broadcast (Level Up v)\n change [level v] by (1)\n else\n Die\n end\nend\n\ndefine Game On\nset rotation style [left-right v]\nset size to (100) %\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\ncreate clone of (trail v)\nif <<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 [sx v] by (3)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n change [sx v] by (-3)\nend\nset [sx v] to ((SX) * (0.75))\nif <([abs v] of (SX) ) > [0.9]> then\n Change Player X By: (round (SX))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(SY) > [-15]> then\n change [sy v] by (-1.5)\nend\nChange Player Y By: (SY)\nDeath_Test\nchange [scrollx v] by (round (((X) - (ScrollX)) / (8)))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (round (((Y) - (ScrollY)) / (10)))\nif <(ScrollY) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(Y) < [-150]> then\n set [exit v] to [Die]\nend\n\ndefine Change Player Y By: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (ScrollX)) y: ((Y) - (ScrollY))\n\ndefine Change Player X By: (sx)\ngo to [front v] layer\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(SX) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Die\nset [collected v] to [0]\nset [exit v] to []\nswitch costume to (death v)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (10)\n wait (0.05) seconds\nend\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nswitch costume to (right v)\nwait (0.5) seconds\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Death_Test\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\npoint in direction (90)\nset [exit v] to []\n\nwhen I receive [ouch v]\nset [exit v] to [Die]\n\nwhen I receive [start v]\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen [space v] key pressed\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nwhen I receive [ouch v]\nset [exit v] to [Die]\n\nwhen flag clicked\nset [level v] to [1]\n\nif <(Exit) = [WIn]> then\n\nwhen I receive [game on v]\nbroadcast (Start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next_costume v]\nchange [color v] effect by (2.5)\n\nwhen I receive [previous_costume v]\nchange [color v] effect by (-2.5)\n\nwhen I receive [beginning v]\nset size to (100) %\npoint in direction (90)\nshow\ngo to x: (0) y: (-31)\nswitch costume to (up v)\n\nwhen I receive [bounce v]\nswitch costume to (up v)\nset [sy v] to [27.5]\n\nwhen I receive [about v]\nhide\n\nforever\n\nwhen I receive [start v]\nforever\n if <touching (trampoline v)?> then\n play sound [Boing v] until done\n end\nend\n\nwhen I receive [end v]\nshow\ngo to x: (-110) y: (-130)\nset size to (180) %\nswitch costume to (right v)\nforever\n go to [front v] layer\n show\n stop [all v]\nend\n\n@Platforms\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 1 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 1 3 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 1 4 v)\n Create Clone At X: [360] Y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 2 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 2 3 v)\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 3 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 3 3 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 3 4 v)\n Create Clone At X: [360] Y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 4 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 4 3 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 4 4 v)\n Create Clone At X: [360] Y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level 5 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 5 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 5 3 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 5 4 v)\n Create Clone At X: [360] Y: [0]\n else\n switch costume to (level 6 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 3 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 4 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 5 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 6 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 7 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 8 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 9 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 6 10 v)\n Create Clone At X: [360] Y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\n@Collectables\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <<touching (player v)?> and <(Level) < [7]>> then\n change [collected v] by (1)\n if <(Collected) = (Collected_Max)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (coin v)\n set [collected v] to [0]\n Create Clone At X: [178] Y: [63]\n Create Clone At X: [303] Y: [143]\n Create Clone At X: [725] Y: [-82.5]\n Create Clone At X: [1131] Y: [150]\nelse\n if <(Level) = [2]> then\n set [collected v] to [0]\n Create Clone At X: [269] Y: [188]\n Create Clone At X: [639] Y: [5]\n Create Clone At X: [775] Y: [78]\n Create Clone At X: [906] Y: [148]\n else\n if <(Level) = [3]> then\n set [collected v] to [0]\n Create Clone At X: [298] Y: [-84]\n Create Clone At X: [775] Y: [-84]\n Create Clone At X: [1140] Y: [-84]\n Create Clone At X: [1501] Y: [-84]\n else\n if <(Level) = [4]> then\n set [collected v] to [0]\n Create Clone At X: [298] Y: [-84]\n Create Clone At X: [545] Y: [-84]\n Create Clone At X: [798] Y: [32.5]\n Create Clone At X: [1131] Y: [-84]\n Create Clone At X: [1615] Y: [-84]\n else\n if <(Level) = [5]> then\n set [collected v] to [0]\n Create Clone At X: [219] Y: [-84]\n Create Clone At X: [349] Y: [-84]\n Create Clone At X: [477] Y: [-84]\n Create Clone At X: [612] Y: [-84]\n Create Clone At X: [840] Y: [-84]\n Create Clone At X: [1105] Y: [-84]\n else\n set [collected v] to [0]\n Create Clone At X: [435] Y: [-84]\n Create Clone At X: [700] Y: [-84]\n Create Clone At X: [1045] Y: [-84]\n Create Clone At X: [1917] Y: [-84]\n Create Clone At X: [2168] Y: [-3]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\ndefine Collected_Max (amount)\nset [collected_max v] to (amount)\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n Collected_Max [4]\nend\nif <(Level) = [2]> then\n Collected_Max [4]\nend\nif <(Level) = [3]> then\n Collected_Max [4]\nend\nif <(Level) = [4]> then\n Collected_Max [5]\nend\nif <(Level) = [5]> then\n Collected_Max [6]\nend\nif <(Level) = [6]> then\n Collected_Max [6]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\n\nrepeat (30)\n wait (0.5) seconds\n Create Clone At X: (pick random (2700) to (3173)) Y: (pick random (-84) to (210))\n set [active_coin? v] to [1]\n wait until <(Active_Coin?) = [0]>\n delete this clone\nend\n\nwhen I receive [boss v]\ndelete this clone\n\n@Trampoline\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <touching (player v)?> then\n broadcast (Bounce v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [993] Y: [-89]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [267] Y: [-89]\n else\n if <(Level) = [3]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [4]> then\n Create Clone At X: [795] Y: [-89]\n else\n if <(Level) = [5]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n Create Clone At X: [2893] Y: [-89]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\ndefine Player_Test\nif <touching (player v)?> then\n switch costume to (trampoline_in v)\nelse\n switch costume to (trampoline_dormant v)\nend\n\nwhen I start as a clone\nforever\n Player_Test\nend\n\n@Water\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <touching (player v)?> then\n broadcast (Ouch v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [724] Y: [41]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [85] Y: [41]\n Create Clone At X: [450] Y: [41]\n else\n if <(Level) = [3]> then\n Create Clone At X: [1000000000000000000] Y: [1000000000000000000]\n else\n if <(Level) = [4]> then\n Create Clone At X: [1128] Y: [41]\n else\n if <(Level) = [5]> then\n Create Clone At X: [1525] Y: [41]\n else\n Create Clone At X: [1000000000000000000] Y: [1000000000000000000]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nbroadcast (Swish v)\n\nwhen I receive [green flag v]\nhide\n\nswitch costume to (dot v)\nCreate Clone At X: [148] Y: [45]\nswitch costume to (apple v)\nCreate Clone At X: [411] Y: [-87]\n\nwhen I receive [swish v]\nif <(Level) = [1]> then\n forever\n switch costume to (none v)\n wait (pick random (5) to (9)) seconds\n switch costume to (rush1 v)\n wait (0.1) seconds\n switch costume to (rush2 v)\n wait (0.1) seconds\n repeat (16)\n Finalisation [0.1]\n end\n wait (0.1) seconds\n switch costume to (rush2 v)\n wait (0.1) seconds\n switch costume to (rush1 v)\n wait (0.1) seconds\n end\nend\n\ndefine Finalisation (wait)\nswitch costume to (final 1 v)\nwait (wait) seconds\nswitch costume to (final 2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [swish v]\nif <(Level) > [1]> then\n forever\n switch costume to (none v)\n wait (pick random (2) to (5)) seconds\n switch costume to (rush1 v)\n wait (0.1) seconds\n switch costume to (rush2 v)\n wait (0.1) seconds\n repeat (16)\n Finalisation [0.1]\n end\n wait (0.1) seconds\n switch costume to (rush2 v)\n wait (0.1) seconds\n switch costume to (rush1 v)\n wait (0.1) seconds\n end\nend\n\n@Danger\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 1 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 1 3 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 1 4 v)\n Create Clone At X: [360] Y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 2 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 2 3 v)\n Create Clone At X: [360] Y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 1 1 v)\n Create Clone At X: [1000000000000] Y: [1000000000000]\n else\n if <(Level) = [4]> then\n switch costume to (level 1 1 v)\n Create Clone At X: [1000000000000] Y: [1000000000000]\n else\n if <(Level) = [5]> then\n switch costume to (level 5 1 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 5 2 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 5 3 v)\n Create Clone At X: [360] Y: [0]\n switch costume to (level 5 4 v)\n Create Clone At X: [360] Y: [0]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [green flag v]\nhide\n\nCreate Clone At X: [360] Y: [0]\n\nwhen flag clicked\nhide\n\n@Trail\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nset size to (90) %\nshow\ngo to (player v)\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (7)\n Position ((X) - (ScrollX)) ((Y) - (ScrollY))\n change size by (-2)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [next_costume v]\nchange [color v] effect by (2.5)\n\nwhen I receive [previous_costume v]\nchange [color v] effect by (-2.5)\n\nwhen I start as a clone\nforever\n show\nend\n\n@Portal\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nswitch costume to (closed portal v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [1590] Y: [-41]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [1175] Y: [275]\n else\n if <(Level) = [3]> then\n Create Clone At X: [1800] Y: [-41]\n else\n if <(Level) = [4]> then\n Create Clone At X: [1800] Y: [-41]\n else\n if <(Level) = [5]> then\n Create Clone At X: [1800] Y: [-41]\n else\n hide\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [open portal v]\nswitch costume to (open portal v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (nope v)\n hide\n end\nend\n\n@Start\n\ndefine Animate (direction)\npoint in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (direction))\n\nwhen flag clicked\nhide\n\nwhen I receive [beginning v]\ngo to [front v] layer\nshow\ngo to x: (-110) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n broadcast (Game On v)\n hide\n end\n else\n set [ghost v] effect to (0)\n end\n Animate [90]\nend\n\nwhen I receive [about v]\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\n@About\n\nwhen I receive [about v]\nhide\n\ndefine Animate (direction)\npoint in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (direction))\n\nwhen flag clicked\nhide\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [beginning v]\ngo to [front v] layer\nshow\ngo to x: (110) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n broadcast (About v)\n hide\n end\n else\n set [ghost v] effect to (0)\n end\n Animate [90]\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\n@Level\n\ndefine Place (value) At X: (x) Y: (y)\nerase all\ngo to x: (x) y: (y)\nset [letter v] to [0]\nrepeat (length of (value))\n change [letter v] by (1)\n switch costume to (letter (Letter) of (value))\n repeat (2)\n stamp\n end\n change x by (10)\nend\n\nwhen I receive [level up v]\nerase all\n\nwhen flag clicked\nerase all\n\nwhen I receive [start v]\nforever\n Place (Level) At X: [190] Y: [163]\n hide\nend\n\n@Game Button\n\ndefine Animate (direction)\npoint in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (direction))\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (-142) y: (159)\ncreate clone of (_myself_ v)\ngo to x: (-182) y: (159)\ncreate clone of (_myself_ v)\ngo to x: (-220) y: (159)\n\nwhen I start as a clone\nshow\nforever\n if <(x position) = [-142]> then\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [exit v] to [Die]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n Animate [90]\n end\n if <(x position) = [-182]> then\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n set [exit v] to [Win]\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\n Animate [90]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [beginning v]\nforever\n Animate [90]\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [beginning v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<mouse down?> and <(costume [number v]) = [3]>> then\n switch costume to (costume4 v)\n set volume to (0) %\n wait until <not <mouse down?>>\n end\n if <<mouse down?> and <(costume [number v]) = [4]>> then\n switch costume to (costume3 v)\n set volume to (100) %\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [beginning v]\nshow\ngo to x: (-220) y: (159)\nswitch costume to (costume3 v)\nforever\n play sound [Patakas World v] until done\nend\n\nwhen I receive [end v]\nhide\n\nwhen [b v] key pressed\nbroadcast (Win!!! v)\n\n@Right\n\nwhen I receive [about v]\nhide\n\ndefine Animate (direction)\npoint in direction ((([cos v] of ((timer) * (250)) ) * (5)) + (direction))\n\nwhen flag clicked\nhide\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [beginning v]\ngo to [front v] layer\nshow\ngo to x: (46) y: (-25)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n set size to (125) %\n if <mouse down?> then\n broadcast (Next_Costume v)\n end\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\n Animate [90]\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\nset [ghost v] effect to (50)\n\n@Left\n\nwhen I receive [about v]\nhide\n\ndefine Animate (direction)\npoint in direction ((([cos v] of ((timer) * (250)) ) * (5)) + (direction))\n\nwhen flag clicked\nhide\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [beginning v]\ngo to [front v] layer\nshow\ngo to x: (-74) y: (-25)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n set size to (125) %\n if <mouse down?> then\n broadcast (Previous_Costume v)\n end\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\n Animate [90]\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\n@Heading\n\ndefine Direct (place)\nif <not <(direction) = (place)>> then\n point in direction (place)\nend\n\nwhen I receive [about v]\nhide\n\ndefine Animate\nDirect ((90) + (([sin v] of ((timer) * (200)) ) * (2)))\nset size to ((80) + (([sin v] of ((timer) * (100)) ) * (5))) %\n\nwhen flag clicked\nhide\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [beginning v]\nset size to (90) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (80)\nforever\n Animate\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\n@Crushers\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <touching (player v)?> then\n broadcast (Ouch v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [100000000000] Y: [100000000000]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [3]> then\n Create Clone At X: [300] Y: [3]\n else\n if <(Level) = [4]> then\n Create Clone At X: [300] Y: [3]\n Create Clone At X: [800] Y: [3]\n else\n if <(Level) = [5]> then\n Create Clone At X: [1100] Y: [3]\n else\n Create Clone At X: [1048] Y: [3]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nbroadcast (Crush v)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [crush v]\nforever\n point in direction (90)\n if <(Level) = [3]> then\n switch costume to (crusher_dormant v)\n wait (pick random (5) to (9)) seconds\n switch costume to (crusher_1 v)\n wait (0.1) seconds\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n switch costume to (crusher_final v)\n wait (0.5) seconds\n switch costume to (crusher_5 v)\n wait (0.1) seconds\n switch costume to (crusher_4 v)\n wait (0.1) seconds\n switch costume to (crusher_5 v)\n wait (0.1) seconds\n switch costume to (crusher_final v)\n wait (0.5) seconds\n switch costume to (crusher_5 v)\n wait (0.1) seconds\n switch costume to (crusher_4 v)\n wait (0.1) seconds\n switch costume to (crusher_3 v)\n wait (0.1) seconds\n switch costume to (crusher_2 v)\n wait (0.1) seconds\n switch costume to (crusher_1 v)\n wait (0.1) seconds\n end\n if <(Level) > [3]> then\n wait (pick random (4) to (7)) seconds\n switch costume to (crusher_1 v)\n wait (0.1) seconds\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n switch costume to (crusher_final v)\n wait (0.1) seconds\n switch costume to (crusher_5 v)\n wait (0.1) seconds\n switch costume to (crusher_4 v)\n wait (0.1) seconds\n switch costume to (crusher_5 v)\n wait (0.1) seconds\n switch costume to (crusher_final v)\n wait (0.1) seconds\n switch costume to (crusher_5 v)\n wait (0.1) seconds\n switch costume to (crusher_4 v)\n wait (0.1) seconds\n switch costume to (crusher_3 v)\n wait (0.1) seconds\n switch costume to (crusher_2 v)\n wait (0.1) seconds\n switch costume to (crusher_1 v)\n wait (0.1) seconds\n end\nend\n\n@Enemy\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <touching (player v)?> then\n broadcast (Ouch v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [100000000000] Y: [100000000000]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [3]> then\n Create Clone At X: [625] Y: [-81]\n Create Clone At X: [993] Y: [-81]\n Create Clone At X: [1351] Y: [-81]\n else\n if <(Level) = [4]> then\n Create Clone At X: [1488] Y: [-81]\n else\n if <(Level) = [5]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n Create Clone At X: [100000000000] Y: [100000000000]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nbroadcast (Enemy_Movement v)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [enemy_movement v]\nforever\n if <(Level) < [4]> then\n switch costume to (right2 v)\n repeat (pick random (9) to (10))\n change [x v] by (pick random (9) to (10))\n end\n wait (pick random (0.5) to (2)) seconds\n switch costume to (left v)\n repeat (pick random (9) to (10))\n change [x v] by (pick random (-9) to (-10))\n end\n wait (pick random (0.5) to (2)) seconds\n end\n if <(Level) = [4]> then\n switch costume to (right2 v)\n repeat (pick random (9) to (10))\n change [x v] by (pick random (9) to (10))\n end\n wait (pick random (0.5) to (1.5)) seconds\n switch costume to (left v)\n repeat (pick random (9) to (10))\n change [x v] by (pick random (-9) to (-10))\n end\n wait (pick random (0.5) to (2)) seconds\n end\nend\n\n@Back\n\nwhen I receive [about v]\nshow\n\ndefine Animate (direction)\npoint in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (direction))\n\nwhen I receive [game on v]\nhide\n\nwhen I receive [beginning v]\ngo to [front v] layer\ngo to x: (-172) y: (-140)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <mouse down?> then\n wait (1) seconds\n broadcast (Beginning v)\n switch backdrop to (backdrop4 v)\n hide\n end\n else\n set [ghost v] effect to (0)\n end\n Animate [90]\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\nwhen I receive [about v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nswitch backdrop to (backdrop4 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Scene v)\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Love and Fav Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\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@Enemy_Cutscene\n\ndefine Say (input)\nset [talk v] to []\nset [count v] to [1]\nrepeat (length of (input))\n set [talk v] to (join (talk) (letter (count) of (input)))\n say (talk)\n wait (0.01) seconds\n change [count v] by (1)\nend\nwait (2) seconds\nsay []\n\nwhen flag clicked\ngo to x: (125) y: (-94)\nhide\n\nwhen I receive [scene v]\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\nwhen I receive [enemy_talk-01 v]\nSay [You Will Never Escape!!!]\nset [click_for_next v] to [1]\nwait until <mouse down?>\nset [click_for_next v] to [0]\nbroadcast (Escape v)\nhide\n\nwhen I receive [beginning v]\ngo to [back v] layer\n\nwhen I receive [beginning v]\nhide\n\nwhen I receive [beginning v]\nhide\nstop [other scripts in sprite v]\n\n@Cutscene\n\nwhen flag clicked\nhide\nforever\n go to x: (-5) y: (2)\nend\n\nwhen I receive [scene v]\nAnimate\n\nwhen I receive [beginning v]\nhide\nforever\n set [click_for_next v] to [0]\nend\n\nwhen I receive [beginning v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [escape v]\nswitch costume to (costume21 v)\nrepeat (1)\n next costume\nend\nset [click_for_next v] to [1]\nwait until <mouse down?>\nset [click_for_next v] to [0]\nwait (0.5) seconds\nset [click_for_next v] to [1]\nwait until <mouse down?>\nset [click_for_next v] to [0]\nwait (0.5) seconds\nswitch costume to (costume2 v)\nset [click_for_next v] to [1]\nwait until <mouse down?>\nset [click_for_next v] to [0]\nwait (0.5) seconds\nbroadcast (Beginning v)\n\ndefine Animate\nswitch costume to (fade v)\ncreate clone of (_myself_ v)\nset [click_for_next v] to [0]\nset size to (150) %\nswitch costume to (costume14 v)\nshow\ngo to x: (-5) y: (2)\nrepeat (15)\n change size by (-1.5)\nend\nwait (0.5) seconds\nbroadcast (Text_01 v)\nset [click_for_next v] to [1]\nwait until <mouse down?>\nset [click_for_next v] to [0]\nswitch costume to (costume20 v)\nwait (0.5) seconds\nset [click_for_next v] to [1]\nwait until <mouse down?>\nset [click_for_next v] to [0]\nwait (0.1) seconds\nbroadcast (Enemy_Talk-01 v)\n\ngo [backward v] (1) layers\n\n@Click_For_Next\n\nwhen flag clicked\nset [click_for_next v] to [0]\npoint in direction (90)\ngo to [front v] layer\n\nwhen I receive [beginning v]\nset [click_for_next v] to [0]\ngo to [back v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(Click_For_Next) > [0]> then\n show\n else\n hide\n end\n go to x: (123) y: (-165)\nend\n\nwhen I receive [beginning v]\nhide\nstop [other scripts in sprite v]\n\n@Click_Here_To_Skip\n\nwhen flag clicked\nhide\nforever\n go to x: (-150) y: (-161)\n go to [front v] layer\nend\n\nwhen I receive [scene v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nwait (0.5) seconds\nbroadcast (Beginning v)\nhide\n\nwhen I receive [beginning v]\nhide\nstop [other scripts in sprite v]\n\n@Spinner\n\nwhen I receive [tick v]\nturn right (15) degrees\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <touching (player v)?> then\n broadcast (Ouch v)\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [100000000000] Y: [100000000000]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [3]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [4]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [5]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n Create Clone At X: [300] Y: [-115]\n Create Clone At X: [575] Y: [-115]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nbroadcast (Spin v)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nforever\nend\n\ngo [forward v] (1) layers\n\nwhen I receive [tick v]\ngo to [back v] layer\n\n@Faded_Edges\n\nwhen flag clicked\nhide\nforever\n go to x: (-5) y: (2)\nend\n\nwhen I receive [beginning v]\nhide\nforever\n set [click_for_next v] to [0]\nend\n\nwhen I receive [beginning v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [scene v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n if <([costume # v] of [cutscene v]) = [6]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen flag clicked\nhide\nforever\n go to x: (-5) y: (2)\nend\n\nwhen I receive [scene v]\ngo to [front v] layer\nshow\n\nwhen I receive [beginning v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [scene v]\ngo to [front v] layer\nforever\n if <([costume # v] of [cutscene v]) = [2]> then\n switch costume to (costume1 v)\n show\n else\n if <([costume # v] of [cutscene v]) = [3]> then\n switch costume to (costume2 v)\n show\n else\n if <([costume # v] of [cutscene v]) = [5]> then\n switch costume to (costume3 v)\n show\n else\n switch costume to (costume4 v)\n hide\n end\n end\n end\nend\n\n@Spinner_Moving\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <touching (player v)?> then\n broadcast (Ouch v)\nend\n\nturn right (15) degrees\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [100000000000] Y: [100000000000]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [3]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [4]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [5]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n Create Clone At X: [1500] Y: [-115]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nbroadcast (Spin & Move v)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\ngo [forward v] (1) layers\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen I receive [spin & move v]\nforever\n turn right (15) degrees\nend\n\nwhen I receive [spin & move v]\nforever\n repeat (30)\n change [x v] by (10)\n end\n wait (1) seconds\n repeat (30)\n change [x v] by (-10)\n end\n wait (1) seconds\nend\n\n@Start_Boss_Fight\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [100000000000] Y: [100000000000]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [3]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [4]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [5]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n Create Clone At X: [2501] Y: [-90]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [atomic bombs! v] to [0]\nforever\n if <touching (player v)?> then\n broadcast (Boss v)\n set [boss v] to [1]\n change [collected v] by (1)\n delete this clone\n end\nend\n\n@Boss\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <<touching (player v)?> and <(costume [number v]) < [2]>> then\n broadcast (Ouch v)\nend\n\nwhen I receive [setup v]\nswitch costume to (angry v)\nhide\nset [boss_health v] to [30]\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [100000000000] Y: [100000000000]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [3]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [4]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [5]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n set [boss_health v] to [30]\n Create Clone At X: [3278] Y: [-37]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (angry v)\nforever\n if <(Boss_Health) = [0]> then\n broadcast (Win!!! v)\n end\nend\n\nwhen I receive [win!!! v]\nset [stop v] to [1]\nswitch costume to (epic_death v)\nrepeat (15)\n change [ghost v] effect by (5)\n change size by (10)\n wait (0.5) seconds\nend\nbroadcast (End v)\n\nwhen flag clicked\nset [stop v] to [0]\n\n@Stop\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n if <(Level) > [6]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@End\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [end v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\n@Falling_Stars\n\nwhen I receive [tick v]\nPosition ((X) - (ScrollX)) ((Y) - (ScrollY))\nif <touching (player v)?> then\n broadcast (Ouch v)\nend\n\nwhen I receive [setup v]\nswitch costume to (spikes v)\nhide\nset [boss_health v] to [30]\nset [collected v] to [0]\nset [collected_max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Create Clone At X: [100000000000] Y: [100000000000]\nelse\n if <(Level) = [2]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [3]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [4]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n if <(Level) = [5]> then\n Create Clone At X: [100000000000] Y: [100000000000]\n else\n Create Clone At X: [3278] Y: [-37]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create Clone At X: (x) Y: (y)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [win!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [boss v]\n\nwhen I receive [win!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [falling spikes v]\nforever\n set size to (90) %\n set [ghost v] effect to (0)\n show\n set [x v] to (pick random (2700) to (3173))\n set [y v] to [537]\n repeat until <<touching (platforms v)?> or <touching (player v)?>>\n turn right (15) degrees\n change [y v] by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change [y v] by (1)\n end\n end\n if <touching (platforms v)?> then\n change [boss_health v] by (-1)\n wait (0.1) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (Falling Spikes v)\n end\n if <touching (player v)?> then\n broadcast (Ouch v)\n end\n end\nend\n\nwhen I receive [falling spikes v]\nforever\n show\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen I receive [boss v]\nbroadcast (Falling Spikes v)\n\n@Corner\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\ngo to x: (196) y: (-134)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to [back v] layer\nstop [other scripts in sprite v]\n\n | https://scratch.mit.edu/projects/760433341/ \nTROLL PLATFORMER 2 IS FINALLY OUT!\nSorry for the super long delay.\nWalk-Through: \nhttps://www.youtube.com/watch?v=IPAaaSTcc7s \nArrow keys to move. \nTry to get to the end press hint if you need it.\nPlease star and like if you enjoyed!\nIf you want more games then follow me or comment a game idea you want me to make! Also if you want to collab on a project I'm always open! |
Midnight || A Mobile Friendly Platformer | @Stage\n\n@Sprite1\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n 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 (#252118)?> then\n change y by (1)\n end\n if <touching color (#252118)?> then\n change y by (1)\n end\n if <touching color (#252118)?> then\n change y by (1)\n end\n if <touching color (#252118)?> then\n change y by (1)\n end\n if <touching color (#252118)?> 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 [15]\n if <[] = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#252118)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#252118)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff8383)?> then\n go to x: (-196) y: (-17)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [Jazzy Frenchy v] until done\nend\n\n | |
The Lost Creature || Multiplayer Platformer #games #art | @Stage\n\nwhen flag clicked\nset [ghost v] effect to (5)\nforever\n play sound [Elektronomia - Ibiza \[NomiaTunes Release\] v] until done\nend\n\n@Sprite1\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]\nswitch costume to (right v)\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n Game - Die\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <key (right arrow v) pressed?> then\n Change Player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nset [scroll x v] to (x)\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest - Die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest - Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nhide\nwait (0.5) seconds\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\nwhen I receive [reset level v]\nGame - Die\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nBuild level\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 Create part of level\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nswitch costume to (pick random (1) to (7))\n\ndefine Build level\nrepeat (21)\n Create part of level\nend\n\nnext costume\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@Reset\n\nwhen flag clicked\ngo to x: (-207) y: (-160)\nforever\n point in direction (((5) * ([cos v] of ((timer) * (100)) )) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Reset Level v)\n\n | YAY!! Top-Loved :)\nPLEASE LUV, FAV, AND FOLLOW!\n\n(loved by @CapTV, @xamuil2, @JWhandle)\n\nI made it like a BABY drew it lol XD\nMUSIC is fat-rat : unity\n\nEVERY LEVEL IS POSSIBLE\n=========================================\nYou'll know how to do dis :)\nMove with the arrows, and colors are pretty genertic :)\nPress [r] to restart / if you get stuck\nPress [s] to skip the level\n=========================================\nThanks to @AndrewDai for the inspiration\nThanks to the fat rat for the music |
Spray - A Platformer | @Stage\n\nwhen flag clicked\nbroadcast (lol v)\nforever\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n broadcast (stopp musikk v)\n else\n broadcast (lol v)\n set [sang v] to [yes]\n end\n end\n wait until <not <key (m v) pressed?>>\nend\n\nset volume to (0) %\n\nbroadcast (lol v)\nwait (0.000000000000001) seconds\nset volume to (100) %\n\nwhen I receive [lol v]\n\nrepeat until <(volume) = [0]>\n play sound [TheFatRat - Fly Away feat v] until done\nend\n\nwhen flag clicked\nforever\n if <(volume) = [0]> then\n stop all sounds\n end\nend\n\nwhen I receive [stopp musikk v]\nset [musikk på v] to [0]\nrepeat until <(musikk på) = (pick random (1) to (1))>\n set [volume v] to [0]\n stop all sounds\nend\nset [volume v] to [100]\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen flag clicked\nset [volume v] to [100]\n\nwhen I receive [lol v]\nset [musikk på v] to [1]\n\nwhen I receive [lol v]\nforever\n if <(sang) = [yes]> then\n stop all sounds\n play sound [Super Mario Bros v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (Reset v)\nforever\n set rotation style [left-right v]\n go to [back v] layer\n if <<(x position) > [230]> and <not <(Level) = [15]>>> then\n broadcast (Reset v)\n broadcast (Transition v)\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n platform physics (12.5) (-1) (0.7) (2)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [4]> then\n set [walk v] to [2]\n end\n wait (0.05) seconds\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbox v)\nchange y by (y vel)\nif <<touching (level v)?> or <touching (invis blocks v)?>> then\n repeat ([abs v] of (y vel) )\n if <<touching (level v)?> or <touching (invis blocks v)?>> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(y vel) > [0]>>> then\n set [y vel v] to ((jump height) * (1.1))\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (movement speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <<touching (level v)?> or <touching (invis blocks v)?>> then\n set [old y v] to (y position)\n repeat ([abs v] of (x vel) )\n if <<touching (level v)?> or <touching (invis blocks v)?>> then\n change y by (1)\n end\n end\n if <<touching (level v)?> or <touching (invis blocks v)?>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<touching (level v)?> or <touching (invis blocks v)?>> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n set [x vel v] to [0]\n end\nend\nset [x vel v] to ((x vel) * (friction))\nswitch costume to (costume1 v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(y vel) > [1]> then\n switch costume to (costume1 v)\nend\nif <(y vel) < [-3]> then\n switch costume to (costume1 v)\nend\nif <touching (trampoline v)?> then\n set [y vel v] to [20]\nend\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (-228) y: (-69)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nforever\n change [ghost v] effect by (4)\n change size by (10)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen [l v] key pressed\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n broadcast (Reset v)\n broadcast (Transition v)\n change [level v] by (1)\n end\nend\n\nbroadcast (Reset v)\nchange [level v] by (1)\nwait (0.3) seconds\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\nwhen flag clicked\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [transition v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [100]> then\n broadcast (invis block v)\n end\n if <not <(costume [number v]) = [100]>> then\n broadcast (hide invis block v)\n end\nend\n\n@invis blocks\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [invis block v]\nshow\n\nwhen I receive [hide invis block v]\nhide\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [transition v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [transition v]\nnext costume\n\n@text\n\nwhen I receive [transition v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\n@thumbmail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n if <touching (player v)?> then\n broadcast (Reset v)\n broadcast (Transition v)\n change [level v] by (1)\n hide\n end\n else\n hide\n end\nend\n\n@WHERE DO YOU THINK YOU ARE GOING?!\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n | Part 2: https://scratch.mit.edu/projects/342517054/\nFollow me or \nInvincibility\nFire doesn’t hurt\nCreepers don’t hurt\nDon’t touch lava\n4 in “what the community is loving” not bad\n24th in explore not bad\n\nLevel 1 has a tutorial to get you started.\n\nFirst 300 to love and comment win chance to be added to the credit crew!\n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #1 #animation #atomicmagicnumber #episode #mobile\n#Halloween #Platformer #Games #Cute #Scary #Trick #Or #Treat #Why #Are #You #Still #Reading? #Just #Love #And #Favorite #art #music #stories #tutorials # |
Archery Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [C418 - Aria Math \(Minecraft Volume Beta\)3 v] until done\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-10)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n next costume\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n next costume\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n switch costume to (idle/jump v)\n if <[0] < (Xv)> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (sprite2 v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n switch costume to (idle/jump v)\n set [yv v] to [7]\n end\n change y by (1)\n if <touching (sprite7 v)?> then\n set [ghost v] effect to (0)\n start sound (pick random (1) to (3))\n broadcast (oof v)\n wait (0.1) seconds\n go to x: (-193) y: (-10)\n set [ghost v] effect to (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (sprite12 v)?> then\n set [touching ground? v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n else\n set [yv v] to [-2.5]\n end\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [x v] by (0.5)\n\nchange [x v] by (-0.5)\n\nif <(Xv) > [0]> then\n set [xv v] to [-5]\nelse\n set [xv v] to [5]\nend\nset [yv v] to [12]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nswitch costume to (costume15 v)\n\nshow\n\nwhen I receive [next v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [restart v]\ngo to x: (-193) y: (-10)\n\nchange [yv v] by (0.5)\n\nchange [yv v] by (-0.01)\n\nstart sound [recording1 v]\n\nwhen I receive [end end v]\nstop [other scripts in sprite v]\n\nturn right (15) degrees\n\n@Sprite9\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (25)\ncreate clone of (_myself_ v)\ngo to x: (135) y: (120)\nforever\n change x by (-0.6)\n if <(x position) = [-277]> then\n go to x: (180) y: (120)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (25)\ngo to x: (232) y: (140)\nforever\n change x by (-0.5)\n if <(x position) = [-268]> then\n go to x: (232) y: (140)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(touching ground?) = [1]>> then\n wait until <(touching ground?) = [0]>\n play sound [recording1 v] until done\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nforever\n play sound [C418 - Sweden \(Caution & Crisis Remix\) v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite8 v)?> then\n broadcast (next v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite10\n\ndefine Movement\n\nwhen flag clicked\nforever\n go to (sprite8 v)\n if <not <key (any v) pressed?>> then\n switch costume to (arm4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <(costume [name v]) = [extra]> then\n switch costume to (arm4 v)\n end\n if <<key (down arrow v) pressed?> and <not <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (costume16 v)\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen flag clicked\nshow\nforever\n if then\n point in direction (-90)\n next costume\n end\n if then\n point in direction (90)\n next costume\n end\n if <touching (sprite2 v)?> then\n set [touching ground? v] to [1]\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [xv v] by (-1)\n\nchange [xv v] by (1)\n\n\n\nstart sound (pick random (1) to (3))\n\nhide\nwait (0.1) seconds\nshow\n\nwhen I receive [oof v]\nswitch costume to (costume8 v)\nhide\nwait (0.2) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite8 v)?> then\n say [Welcome! Arrow keys to move, try not to touch lava or cacti! Good luck!]\n else\n say []\n end\nend\n\nwhen I receive [next v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@Sprite12\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nswitch costume to (costume8 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite14\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point towards (sprite8 v)\n if <touching (sprite8 v)?> then\n say [Good job! The chest behind me contains your prize! You deserve it for traveling this far!]\n else\n say []\n end\nend\n\nwhen I receive [end v]\nshow\n\nwhen I receive [end end v]\nsay []\nstop [other scripts in sprite v]\n\n@Sprite15\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite8 v)?> then\n broadcast (end end v)\n end\nend\n\nwhen I receive [end v]\nshow\n\n@Sprite17\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end end v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n | 神イラスト⤵︎\nhttps://scratch.mit.edu/projects/944269649/\nスクサバイバー(神ゲー)⤵︎\nhttps://scratch.mit.edu/projects/882976590/\nSKY MOONプロコン⤵︎\nhttps://scratch.mit.edu/projects/938899949/\n日本語は下\n~English~\n{Game description}\nYou are Santa Claus, and the purpose is to deliver gifts to the house on the stage. There are 5 houses, and if you deliver gifts to all the houses, it's clear.\nBy pressing hearts and stars, you will be able to use rainbow costumes.\n{How to operate}\nOperate with arrow keys or taps.\n\n~日本語~\n{ゲームの説明}\nあなたはサンタクロースで、目的はステージ上の家にプレゼントを届けることです。5軒の家があり、すべての家に贈り物を届ければクリアです\nハートと星を押すことで、虹のスキンを使うことができます。\n{操作方法}\n矢印キーまたはタップで操作します。 |
Platformer | @Stage\n\nwhen I receive [スタート v]\nset [start v] to [1]\nwait until <(hidden) = [3]>\nnext costume\nwait (0.5) seconds\nFade (3)\nnext costume\nwait (0.5) seconds\nbroadcast (Show Settings v)\nFade (4)\nwait until <(level) = [2]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [3]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [4]>\nnext costume\nwait (0.5) seconds\nFade (2)\nwait until <(level) = [5]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [6]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [7]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [8]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@3D Engine\n\nwhen flag clicked\nset [level v] to [1]\nset [start v] to [0]\nset [pause v] to [0]\nset [mouse? v] to [0]\nset [playerview? v] to [0]\nerase all\nreset\nwait until <(start) = [1]>\nforever\n if <(pause) = [0]> then\n erase all\n ReadKeys\n Decay (0.93)\n set cam (0) (lookX) (0)\n change [gravity v] by (-10)\n move (xz) (gravity) (zz)\n LoopThroughCubesAndCollide\n moveObjects\n Interact\n teleportPlayer\n change [lookx v] by (horAcc)\n change [looky v] by (vertAcc)\n change [lookz v] by (rollAcc)\n if <([abs v] of (lookY) ) > [80]> then\n change [looky v] by ((0) - (vertAcc))\n set [vertacc v] to [0]\n end\n set cam (lookY) (lookX) (0)\n render (length of [pointx v]) points\n ConnectPoints\n if <(PlayerView?) = [1]> then\n Set Pen Color to R: (0) G: (220) B: (0)\n connect point ((length of [pointscreenx v]) - (1)) to point (length of [pointscreenx v])\n Set Pen Color to R: (0) G: (200) B: (0)\n go to x: (item ((length of [pointscreenx v]) - (1)) of [pointscreenx v]) y: (item ((length of [pointscreenx v]) - (1)) of [pointscreeny v])\n set pen size to ((item ((length of [pointscreenx v]) - (1)) of [pointscreensize v]) * (3))\n pen down\n pen up\n end\n end\nend\n\ndefine None\nadd (x) to [pointx v]\nadd (y) to [pointy v]\nadd (z) to [pointz v]\n\ndefine reset\nresetLists\nAdd Objects\nresetPosAndMove\nresetCamAngles\n\ndefine None\nset [vertacc v] to ((vertAcc) * ((rate) / (1.1)))\nset [horacc v] to ((horAcc) * ((rate) / (1.1)))\nset [rollacc v] to ((rollAcc) * (rate))\nset [moveacc v] to ((moveAcc) * (rate))\nset [sideacc v] to ((SideAcc) * (rate))\n\ndefine None\nset [cosvert v] to ([cos v] of (vert) )\nset [sinvert v] to ([sin v] of (vert) )\nset [coshor v] to ([cos v] of (hor) )\nset [sinhor v] to ([sin v] of (hor) )\nset [cosroll v] to ([cos v] of (roll) )\nset [sinroll v] to ([sin v] of (roll) )\nset [transformx v] to (((CosRoll) * (xx)) + ((SinRoll) * (xy)))\nset [transformy v] to (((CosRoll) * (xy)) - ((SinRoll) * (xx)))\nset [xx v] to (((CosHor) * (transformX)) + ((SinHor) * (xz)))\nset [transformz v] to (((CosHor) * (xz)) - ((SinHor) * (transformX)))\nset [xy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [xz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\nset [transformx v] to (((CosRoll) * (yx)) + ((SinRoll) * (yy)))\nset [transformy v] to (((CosRoll) * (yy)) - ((SinRoll) * (yx)))\nset [yx v] to (((CosHor) * (transformX)) + ((SinHor) * (yz)))\nset [transformz v] to (((CosHor) * (yz)) - ((SinHor) * (transformX)))\nset [yy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [yz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\nset [transformx v] to (((CosRoll) * (zx)) + ((SinRoll) * (zy)))\nset [transformy v] to (((CosRoll) * (zy)) - ((SinRoll) * (zx)))\nset [zx v] to (((CosHor) * (transformX)) + ((SinHor) * (zz)))\nset [transformz v] to (((CosHor) * (zz)) - ((SinHor) * (transformX)))\nset [zy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [zz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\n\ndefine None\ndelete (all) of [pointscreenx v]\ndelete (all) of [pointscreeny v]\ndelete (all) of [pointscreenz v]\ndelete (all) of [pointscreensize v]\nset [loop# v] to [1]\nrepeat until <(loop#) > (number)>\n set [transformx v] to (item (loop#) of [pointx v])\n set [transformy v] to (item (loop#) of [pointy v])\n set [transformz v] to (item (loop#) of [pointz v])\n if <(PlayerView?) = [0]> then\n set [camx v] to (posX)\n set [camy v] to (posY)\n set [camz v] to (posZ)\n else\n set [camx v] to ((posX) + ((xz) * (-5000)))\n set [camz v] to ((posZ) + ((zz) * (-5000)))\n set [camy v] to ((posY) + ((yz) * (-5000)))\n end\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5)) to [pointscreensize v]\n change [loop# v] by (1)\nend\nif <(PlayerView?) = [1]> then\n set [transformx v] to (posX)\n set [transformy v] to (posY)\n set [transformz v] to (posZ)\n set [camx v] to ((posX) + ((xz) * (-5000)))\n set [camz v] to ((posZ) + ((zz) * (-5000)))\n set [camy v] to ((posY) + ((yz) * (-5000)))\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (((round (((540) * (100)) / (transformZ))) * (0.5)) + (0.5)) to [pointscreensize v]\n set [transformx v] to (posX)\n set [transformy v] to ((posY) - (1000))\n set [transformz v] to (posZ)\n set [camx v] to ((posX) + ((xz) * (-5000)))\n set [camz v] to ((posZ) + ((zz) * (-5000)))\n set [camy v] to ((posY) + ((yz) * (-5000)))\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (((round (((540) * (100)) / (transformZ))) * (0.5)) + (0.5)) to [pointscreensize v]\nend\n\ndefine ReadKeys\nif <(Mouse?) = [0]> then\n if <key (up arrow v) pressed?> then\n change [vertacc v] by (-0.8)\n end\n if <key (down arrow v) pressed?> then\n change [vertacc v] by (0.8)\n end\n if <key (right arrow v) pressed?> then\n change [horacc v] by (-0.8)\n end\n if <key (left arrow v) pressed?> then\n change [horacc v] by (0.8)\n end\nelse\n set [vertacc v] to (((mouse y) - (PrevY)) / (-1))\n if <([abs v] of (mouse x) ) > [235]> then\n set [horacc v] to ((mouse x) / (-38))\n else\n set [horacc v] to (((mouse x) - (prevX)) / (-1))\n end\n set [prevx v] to (mouse x)\n set [prevy v] to (mouse y)\nend\nif <key (d v) pressed?> then\n change [sideacc v] by (-10)\nend\nif <key (a v) pressed?> then\n change [sideacc v] by (10)\nend\nif <key (w v) pressed?> then\n change [moveacc v] by (10)\nend\nif <key (s v) pressed?> then\n change [moveacc v] by (-10)\nend\nif <key (space v) pressed?> then\n if <(Collided?) = [1 ]> then\n set [gravity v] to [200]\n end\nend\n\ndefine None\nrepeat (number)\n Add Point at (pick random ((0) - (range)) to (range)) (pick random ((0) - (range)) to (range)) (pick random ((0) - (range)) to (range))\nend\n\ndefine ConnectPoints\nset [object# v] to [1]\nset [loop# v] to [1]\nrepeat until <(object#) > (length of [objects v])>\n if <[deleted v] contains (object#)?> then\n change [object# v] by (1)\n change [loop# v] by (8)\n end\n if <(item (object#) of [objects v]) = [Cube]> then\n if <(item (object#) of [objecttype v]) = [1]> then\n if <<[interactiveobjects v] contains (object#)?> and <not <[interacted? v] contains (object#)?>>> then\n Set Pen Color to R: (255) G: (128) B: (0)\n else\n Set Pen Color to R: (0) G: (0) B: (255)\n end\n else\n if <(item (object#) of [objecttype v]) = [2]> then\n Set Pen Color to R: (255) G: (0) B: (0)\n else\n if <(item (object#) of [objecttype v]) = [3]> then\n Set Pen Color to R: (0) G: (255) B: (0)\n else\n if <(item (object#) of [objecttype v]) = [4]> then\n Set Pen Color to R: (255) G: (255) B: (0)\n else\n Set Pen Color to R: (127) G: (0) B: (255)\n end\n end\n end\n end\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point ((loop#) + (4)) to point ((loop#) + (5))\n connect point ((loop#) + (5)) to point ((loop#) + (6))\n connect point ((loop#) + (6)) to point ((loop#) + (7))\n connect point ((loop#) + (7)) to point ((loop#) + (4))\n connect point ((loop#) + (7)) to point (loop#)\n connect point ((loop#) + (6)) to point ((loop#) + (1))\n connect point ((loop#) + (5)) to point ((loop#) + (2))\n connect point ((loop#) + (4)) to point ((loop#) + (3))\n change [loop# v] by (8)\n else\n if <(item (object#) of [objects v]) = [Pyramid]> then\n Set Pen Color to R: (255) G: (0) B: (0)\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point (loop#) to point ((loop#) + (4))\n connect point ((loop#) + (1)) to point ((loop#) + (4))\n connect point ((loop#) + (2)) to point ((loop#) + (4))\n connect point ((loop#) + (3)) to point ((loop#) + (4))\n change [loop# v] by (5)\n else\n end\n end\n change [object# v] by (1)\nend\n\ndefine None\npen up\nif <not <<(item (1) of [pointscreenz v]) < [10]> and <(item (2) of [pointscreenz v]) < [10]>>> then\n if <not <<(item (1) of [pointscreenz v]) > [50000]> and <(item (2) of [pointscreenz v]) > [50000]>>> then\n set [x1 v] to (item (1) of [pointscreenx v])\n set [y1 v] to (item (1) of [pointscreeny v])\n set [x2 v] to (item (2) of [pointscreenx v])\n set [y2 v] to (item (2) of [pointscreeny v])\n set [size1 v] to (item (1) of [pointscreensize v])\n set [size2 v] to (item (2) of [pointscreensize v])\n set [z1 v] to (item (1) of [pointscreenz v])\n set [z2 v] to (item (2) of [pointscreenz v])\n set [pointdistzz v] to ((z2) - (z1))\n if <(z2) < [10]> then\n set [transformx v] to ((item (1) of [pointx v]) + (((item (2) of [pointx v]) - (item (1) of [pointx v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformy v] to ((item (1) of [pointy v]) + (((item (2) of [pointy v]) - (item (1) of [pointy v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformz v] to ((item (1) of [pointz v]) + (((item (2) of [pointz v]) - (item (1) of [pointz v])) * (((10) - (z1)) / (pointDistZZ))))\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n set [x2 v] to (transformX)\n set [y2 v] to (transformY)\n set [size2 v] to (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5))\n else\n if <(z1) < [10]> then\n set [transformx v] to ((item (2) of [pointx v]) - (((item (2) of [pointx v]) - (item (1) of [pointx v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformy v] to ((item (2) of [pointy v]) - (((item (2) of [pointy v]) - (item (1) of [pointy v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformz v] to ((item (2) of [pointz v]) - (((item (2) of [pointz v]) - (item (1) of [pointz v])) * (((z2) - (10)) / (pointDistZZ))))\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n set [x1 v] to (transformX)\n set [y1 v] to (transformY)\n set [size1 v] to (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5))\n end\n end\n set [pointdistx v] to ((x2) - (x1))\n set [pointdisty v] to ((y2) - (y1))\n set [pointdistz v] to ((size2) - (size1))\n if <not <<(x1) > [240]> and <(x2) > [240]>>> then\n if <not <<(x1) < [-240]> and <(x2) < [-240]>>> then\n if <not <<(y1) > [180]> and <(y2) > [180]>>> then\n if <not <<(y1) < [-180]> and <(y2) < [-180]>>> then\n Draw to Edge:\n set [pointdistx v] to ((x2) - (x1))\n set [pointdisty v] to ((y2) - (y1))\n set [pointdistz v] to ((size2) - (size1))\n go to x: (x1) y: (y1)\n set pen size to (size1)\n if <([floor v] of ([abs v] of (pointDistZ) ) ) = [0]> then\n pen down\n go to x: (x2) y: (y2)\n else\n repeat ([floor v] of ([abs v] of (pointDistZ) ) )\n pen down\n go to x: ((x position) + ((pointDistX) / ([floor v] of ([abs v] of (pointDistZ) ) ))) y: ((y position) + ((pointDistY) / ([floor v] of ([abs v] of (pointDistZ) ) )))\n change pen size by ((pointDistZ) / ([floor v] of ([abs v] of (pointDistZ) ) ))\n end\n end\n end\n end\n end\n end\n end\nend\npen up\n\ndefine Draw to Edge:\nif <(x1) < [-240]> then\n set [x1 v] to [-240]\n set [y1 v] to ((y2) - ((((x2) - (-240)) / (pointDistX)) * (pointDistY)))\n set [size1 v] to ((size2) - ((((x2) - (-240)) / (pointDistX)) * (pointDistZ)))\nelse\n if <(x1) > [240]> then\n set [x1 v] to [240]\n set [y1 v] to ((y2) - ((((x2) - (240)) / (pointDistX)) * (pointDistY)))\n set [size1 v] to ((size2) - ((((x2) - (240)) / (pointDistX)) * (pointDistZ)))\n end\nend\nif <(x2) < [-240]> then\n set [x2 v] to [-240]\n set [y2 v] to ((y1) + ((((-240) - (x1)) / (pointDistX)) * (pointDistY)))\n set [size2 v] to ((size1) + ((((-240) - (x1)) / (pointDistX)) * (pointDistZ)))\nelse\n if <(x2) > [240]> then\n set [x2 v] to [240]\n set [y2 v] to ((y1) + ((((240) - (x1)) / (pointDistX)) * (pointDistY)))\n set [size2 v] to ((size1) + ((((240) - (x1)) / (pointDistX)) * (pointDistZ)))\n end\nend\nif <(y1) < [-180]> then\n set [y1 v] to [-180]\n set [x1 v] to ((x2) - ((((y2) - (-180)) / (pointDistY)) * (pointDistX)))\n set [size1 v] to ((size2) - ((((y2) - (-180)) / (pointDistY)) * (pointDistZ)))\nelse\n if <(y1) > [180]> then\n set [y1 v] to [180]\n set [x1 v] to ((x2) - ((((y2) - (180)) / (pointDistY)) * (pointDistX)))\n set [size1 v] to ((size2) - ((((y2) - (180)) / (pointDistY)) * (pointDistZ)))\n end\nend\nif <(y2) < [-180]> then\n set [y2 v] to [-180]\n set [x2 v] to ((x1) + ((((-180) - (y1)) / (pointDistY)) * (pointDistX)))\n set [size2 v] to ((size1) + ((((-180) - (y1)) / (pointDistY)) * (pointDistZ)))\nelse\n if <(y2) > [180]> then\n set [y2 v] to [180]\n set [x2 v] to ((x1) + ((((180) - (y1)) / (pointDistY)) * (pointDistX)))\n set [size2 v] to ((size1) + ((((180) - (y1)) / (pointDistY)) * (pointDistZ)))\n end\nend\n\ndefine None\nchange [posx v] by ((x) * (moveAcc))\nchange [posz v] by ((z) * (moveAcc))\nchange [posx v] by (((0) - (z)) * (SideAcc))\nchange [posz v] by ((x) * (SideAcc))\nchange [posy v] by (y)\nif <(posY) < [-20000]> then\n reset\n change [attempts v] by (1)\nend\n\ndefine Add Points\n\ndefine resetCamAngles\nset [xx v] to [1]\nset [xy v] to [0]\nset [xz v] to [0]\nset [yy v] to [1]\nset [yx v] to [0]\nset [yz v] to [0]\nset [zz v] to [1]\nset [zx v] to [0]\nset [zy v] to [0]\n\ndefine None\nresetCamAngles\nrot (vert) (hor) (roll)\n\ndefine None\nset pen color to (((r) * (65536)) + (((g) * (256)) + ((b) * (8))))\n\ndefine None\nadd (x) to [cubex v]\nadd (y) to [cubey v]\nadd (z) to [cubez v]\nadd (h) to [cubeh v]\nadd (l) to [cubew v]\nadd (l) to [cubel v]\nadd [Pyramid] to [objects v]\nadd [2] to [objecttype v]\nAdd Point at (x) (y) (z)\nAdd Point at ((x) + (l)) (y) (z)\nAdd Point at ((x) + (l)) (y) ((z) + (l))\nAdd Point at (x) (y) ((z) + (l))\nAdd Point at ((x) + ((l) / (2))) ((y) + (h)) ((z) + ((l) / (2)))\n\ndefine None\nadd (x) to [cubex v]\nadd (y) to [cubey v]\nadd (z) to [cubez v]\nadd (h) to [cubeh v]\nadd (w) to [cubew v]\nadd (l) to [cubel v]\nadd [Cube] to [objects v]\nadd (type) to [objecttype v]\nadd [1] to [movedir v]\nadd [0] to [touchingobject v]\nAdd Point at (x) (y) (z)\nAdd Point at ((x) + (w)) (y) (z)\nAdd Point at ((x) + (w)) (y) ((z) + (l))\nAdd Point at (x) (y) ((z) + (l))\nAdd Point at (x) ((y) + (h)) ((z) + (l))\nAdd Point at ((x) + (w)) ((y) + (h)) ((z) + (l))\nAdd Point at ((x) + (w)) ((y) + (h)) (z)\nAdd Point at (x) ((y) + (h)) (z)\n\ndefine resetLists\ndelete (all) of [pointx v]\ndelete (all) of [pointy v]\ndelete (all) of [pointz v]\ndelete (all) of [objects v]\ndelete (all) of [objecttype v]\ndelete (all) of [cubex v]\ndelete (all) of [cubey v]\ndelete (all) of [cubez v]\ndelete (all) of [cubeh v]\ndelete (all) of [cubew v]\ndelete (all) of [cubel v]\ndelete (all) of [movedir v]\ndelete (all) of [interactiveobjects v]\ndelete (all) of [interacted? v]\ndelete (all) of [deleted v]\ndelete (all) of [touchingobject v]\n\ndefine resetPosAndMove\nset [gravity v] to [0]\nset [vertacc v] to [0]\nset [horacc v] to [0]\nset [rollacc v] to [0]\nset [sideacc v] to [0]\nset [moveacc v] to [0]\nset [posx v] to [0]\nset [posy v] to [6000]\nset [posz v] to [0]\nset [lookx v] to [0]\nset [looky v] to [0]\nset [lookz v] to [0]\n\ndefine LoopThroughCubesAndCollide\nset [loop# v] to [1]\nset [collided? v] to [0]\nrepeat until <(loop#) > (length of [cubex v])>\n if <[deleted v] contains (loop#)?> then\n change [loop# v] by (1)\n end\n if <<not <(posX) < (item (loop#) of [cubex v])>> and <not <(posX) > ((item (loop#) of [cubex v]) + (item (loop#) of [cubew v]))>>> then\n if <<not <(posZ) < (item (loop#) of [cubez v])>> and <not <(posZ) > ((item (loop#) of [cubez v]) + (item (loop#) of [cubel v]))>>> then\n if <<<((posY) - (1000)) > (item (loop#) of [cubey v])> and <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>> or <<(posY) > (item (loop#) of [cubey v])> and <(posY) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>>> then\n if <(item (loop#) of [objecttype v]) = [1]> then\n if <<((posY) - (1000)) > (item (loop#) of [cubey v])> and <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>> then\n set [collided? v] to [1]\n else\n set [collided? v] to [-1]\n end\n set [oldy v] to (posY)\n change [posy v] by ((0) - (gravity))\n if <(Collided?) = [1]> then\n if <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))> then\n set [posy v] to (((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v])) + (1000))\n end\n if <((posY) - (1500)) > (oldY)> then\n change [posx v] by ((0) - ((xz) * (moveAcc)))\n change [posz v] by ((0) - ((zz) * (moveAcc)))\n change [posx v] by ((0) - (((0) - (zz)) * (SideAcc)))\n change [posz v] by ((0) - ((xz) * (SideAcc)))\n set [posy v] to ((oldY) + (10))\n set [moveacc v] to [0]\n set [sideacc v] to [0]\n set [collided? v] to [0]\n end\n else\n if <(posY) > (item (loop#) of [cubey v])> then\n set [posy v] to (item (loop#) of [cubey v])\n end\n end\n set [gravity v] to [0]\n else\n if <(item (loop#) of [objecttype v]) = [3]> then\n change [score v] by ([ceiling v] of (((1000) * (level)) / (attempts)) )\n change [level v] by (1)\n set [attempts v] to [1]\n reset\n else\n if <(item (loop#) of [objecttype v]) = [2]> then\n change [attempts v] by (1)\n reset\n else\n if <(item (loop#) of [objecttype v]) = [4]> then\n set [gravity v] to [400]\n else\n end\n end\n end\n end\n end\n end\n end\n change [loop# v] by (1)\nend\n\ndefine Add Objects\nif <(level) = [1]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-2000) Y: (-300) Z: (7500) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (600) Z: (14500) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-14000) Y: (-2200) Z: (15000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (-500) Z: (15000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (-500) Z: (22000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-25000) Y: (1250) Z: (23000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (2750) Z: (23000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (4000) Z: (29000) H: (500) W: (4000) L: (4000) type: (3)\nelse\n if <(level) = [2]> then\n Create Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (-2000) H: (1000) W: (4000) L: (5750) type: (1)\n Create Cube Left Bottom Corner- X: (-3000) Y: (-2000) Z: (4000) H: (2000) W: (6000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (5250) H: (1000) W: (4000) L: (5000) type: (1)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (11500) H: (2000) W: (9000) L: (1500) type: (2)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (13250) H: (1000) W: (8000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (13250) H: (1000) W: (2000) L: (4000) type: (2)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (17250) H: (2000) W: (11000) L: (4000) type: (2)\n Create Cube Left Bottom Corner- X: (-11000) Y: (-5000) Z: (13250) H: (1000) W: (2000) L: (6000) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (19500) H: (2000) W: (4000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-11000) Y: (-5000) Z: (20750) H: (1000) W: (2000) L: (1750) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (22750) H: (2000) W: (4000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (24000) H: (1000) W: (4000) L: (1000) type: (3)\n else\n if <(level) = [3]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-8000) Y: (-1000) Z: (-500) H: (1000) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-10500) Y: (500) Z: (0) H: (1000) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-10500) Y: (2750) Z: (2500) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-17000) Y: (6000) Z: (6000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-13000) Y: (8000) Z: (13000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-5000) Y: (10000) Z: (18000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (5500) Y: (10000) Z: (18000) H: (500) W: (2000) L: (2000) type: (3)\n else\n if <(level) = [4]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (8000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (9000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (0) Z: (11000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (2000) Y: (0) Z: (12000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (13000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (14000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (17500) H: (1000) W: (1000) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-10000) Y: (15000) Z: (17500) H: (1000) W: (20000) L: (20000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (8000) Z: (22500) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1000) Y: (8000) Z: (23500) H: (1000) W: (1000) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-1000) Y: (9000) Z: (25500) H: (500) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [5]> then\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (-500) H: (1000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (500) H: (1500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (1500) H: (2000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (2500) H: (2500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (3500) H: (3000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (4500) H: (3500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1250) Y: (-2000) Z: (5000) H: (4000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-2250) Y: (-2000) Z: (5000) H: (4500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-3250) Y: (-2000) Z: (5000) H: (5000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-4250) Y: (-2000) Z: (5000) H: (5500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-5250) Y: (-2000) Z: (5000) H: (6000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (5000) H: (6500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (2000) H: (8000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (1000) H: (10500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (0) H: (13000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (11500) Z: (-3000) H: (500) W: (500) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-6250) Y: (12500) Z: (-8000) H: (1000) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [6]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (7000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-10000) Y: (-2000) Z: (23000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-16000) Y: (-2000) Z: (23000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-25000) Y: (-1000) Z: (22000) H: (1250) W: (500) L: (5000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (22000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (2000) H: (1000) W: (1000) L: (20000) type: (1)\n Create Cube Left Bottom Corner- X: (-45500) Y: (1000) Z: (2000) H: (1000) W: (2000) L: (20000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (1000) Z: (15000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (10000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (0) Z: (5000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (0) H: (3000) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [7]> then\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (5000) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (10000000) Y: (-1000) Z: (6500) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (8000) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-2000) H: (1000) W: (10000) L: (15000) type: (1)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (9500) H: (2000) W: (1000) L: (500) type: (3)\n Create Cube Left Bottom Corner- X: (750) Y: (-1000) Z: (5000) H: (2250) W: (500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (-1250) Y: (-1000) Z: (5000) H: (2220) W: (500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (10500) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-1250) Y: (1250) Z: (5000) H: (500) W: (2500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (7500) Y: (0) Z: (2000) H: (500) W: (11000) L: (7000) type: (1)\n Create Cube Left Bottom Corner- X: (9000) Y: (2000) Z: (2000) H: (500) W: (8000) L: (7000) type: (2)\n Create Cube Left Bottom Corner- X: (10000) Y: (500) Z: (2000) H: (2000) W: (500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (10000) Y: (500) Z: (8500) H: (2000) W: (500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (21500) Y: (0) Z: (4500) H: (500) W: (2000) L: (2000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-500) Z: (4500) H: (500) W: (1000) L: (1500) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (0) Z: (1500) H: (500) W: (1000) L: (1500) type: (1)\n Create Cube Left Bottom Corner- X: (-15000) Y: (500) Z: (3000) H: (500) W: (1000) L: (1000) type: (1)\n else\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-2000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-1000) Z: (3000) H: (2500) W: (10000) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (-1000) Z: (7500) H: (2000) W: (1000) L: (500) type: (5)\n Create Cube Left Bottom Corner- X: (2000) Y: (-2000) Z: (20000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (4500) Y: (-1000) Z: (20000) H: (2000) W: (500) L: (1000) type: (5)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (20000) H: (1000) W: (3500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (20000) H: (2750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-2000) Z: (20000) H: (4750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-15000) Y: (-2000) Z: (20000) H: (6750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-21000) Y: (4750) Z: (19000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (5750) Z: (13000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (6750) Z: (7000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (7750) Z: (1000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-21000) Y: (4500) Z: (19000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-22000) Y: (5500) Z: (13000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-22000) Y: (6500) Z: (7000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-3000) Y: (-1000) Z: (7500) H: (2000) W: (1000) L: (500) type: (5)\n Create Cube Left Bottom Corner- X: (-3500) Y: (-1000) Z: (7000) H: (2500) W: (2000) L: (1500) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (-2000) Z: (-20000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (2500) Y: (-1000) Z: (-20000) H: (2000) W: (500) L: (1000) type: (5)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-25000) H: (1000) W: (3000) L: (3000) type: (4)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-37000) H: (1000) W: (3000) L: (3000) type: (4)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-71000) H: (8000) W: (7000) L: (30000) type: (2)\n Create Cube Left Bottom Corner- X: (10500) Y: (-7000) Z: (-71000) H: (8000) W: (7000) L: (30000) type: (2)\n Create Cube Left Bottom Corner- X: (9500) Y: (-7000) Z: (-49500) H: (1000) W: (1000) L: (7000) type: (1)\n Create Cube Left Bottom Corner- X: (9500) Y: (-6500) Z: (-56500) H: (1000) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (9500) Y: (-6500) Z: (1000000000000000) H: (1500) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (10000) Y: (-6500) Z: (1000000000000) H: (2500) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (10000) Y: (-6500) Z: (-62000) H: (1000) W: (500) L: (3000) type: (3)\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nset [loop# v] to ((((number) - (1)) * (8)) + (1))\nreplace item (number) of [cubex v] with ((item (number) of [cubex v]) + ((x) * (item (number) of [movedir v])))\nreplace item (number) of [cubey v] with ((item (number) of [cubey v]) + ((y) * (item (number) of [movedir v])))\nreplace item (number) of [cubez v] with ((item (number) of [cubez v]) + ((z) * (item (number) of [movedir v])))\nrepeat (8)\n replace item (loop#) of [pointx v] with ((item (loop#) of [pointx v]) + ((x) * (item (number) of [movedir v])))\n replace item (loop#) of [pointy v] with ((item (loop#) of [pointy v]) + ((y) * (item (number) of [movedir v])))\n replace item (loop#) of [pointz v] with ((item (loop#) of [pointz v]) + ((z) * (item (number) of [movedir v])))\n change [loop# v] by (1)\nend\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [objecttype v]) = [1]> then\n change [posx v] by ((x) * (item (number) of [movedir v]))\n change [posy v] by ((y) * (item (number) of [movedir v]))\n change [posz v] by ((z) * (item (number) of [movedir v]))\n end\n end\n end\nend\nif <<<(item (number) of [cubex v]) > (mx)> or <(item (number) of [cubey v]) > (my)>> or <(item (number) of [cubez v]) > (mz)>> then\n replace item (number) of [movedir v] with [-1]\nend\nif <<<(item (number) of [cubex v]) < (mx)> or <(item (number) of [cubey v]) < (my)>> or <(item (number) of [cubez v]) < (mz)>> then\n replace item (number) of [movedir v] with [1]\nend\n\ndefine moveObjects\nif <(level) = [6]> then\n move object (2) by (0) (0) (100) max (0) (0) (20000) min (-7000) (-7000) (7000)\n move object (4) by (100) (0) (0) max (-15000) (50000) (50000) min (-35000) (-10000) (0)\n move object (9) by (0) (100) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\n move object (10) by (0) (75) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\n move object (11) by (0) (100) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\nelse\n if <(level) = [7]> then\n move object (12) by (200) (0) (200) max (50000) (50000) (8500) min (-50000) (-50000) (2000)\n move object (13) by (-200) (0) (200) max (50000) (50000) (8500) min (-50000) (-50000) (2000)\n move object (15) by (0) (0) (40) max (50000) (50000) (4500) min (-50000) (-50000) (1500)\n move object (16) by (0) (0) (40) max (50000) (50000) (4500) min (-50000) (-50000) (1500)\n else\n if <(level) = [8]> then\n move object (14) by (0) (10) (0) max (50000) (5750) (50000) min (-50000) (4000) (-50000)\n move object (15) by (0) (10) (0) max (50000) (6750) (50000) min (-50000) (5000) (-50000)\n move object (16) by (0) (10) (0) max (50000) (7750) (50000) min (-50000) (6000) (-50000)\n end\n end\nend\n\ndefine Interact\nif <(level) = [7]> then\n if touching object (14) then delete object (1)\n if touching object (17) then delete object (3)\nend\nif <(level) = [8]> then\n if touching object (13) then delete object (18)\nend\n\ndefine None\nif <not <[interactiveobjects v] contains (number)?>> then\n add (number) to [interactiveobjects v]\nend\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <not <[interacted? v] contains (number)?>> then\n add (number) to [interacted? v]\n add (number2) to [deleted v]\n end\n end\n end\nend\n\ndefine None\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [touchingobject v]) = [0]> then\n replace item (number) of [touchingobject v] with [0]\n set [posx v] to ((item (number2) of [cubex v]) + ((item (number2) of [cubew v]) / (2)))\n set [posy v] to ((item (number2) of [cubey v]) + ((item (number2) of [cubeh v]) / (2)))\n set [posz v] to ((item (number2) of [cubez v]) + ((item (number2) of [cubel v]) / (2)))\n replace item (number2) of [touchingobject v] with [1]\n end\n else\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\n end\n else\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\n end\nelse\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\nend\n\ndefine teleportPlayer\nif <(level) = [8]> then\n teleport from object (3) to object (5)\n teleport from object (17) to object (20)\nend\n\ndefine None\nif touching object (number) then teleport to (number2)\nif touching object (number2) then teleport to (number)\n\n@Paused\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (30)\nforever\n if <(pause) = [0]> then\n hide\n else\n set [ghost v] effect to (30)\n show\n end\nend\n\nwhen flag clicked\n\n@Cloud\n\ndefine None\ndelete (all) of [usercloudlist v]\ndelete (all) of [users v]\nset [textmarker v] to [1]\nrepeat until <(textMarker) > (length of (text))>\n set [decodedtext v] to []\n set [length v] to []\n repeat (3)\n set [length v] to (join (length) (letter (textMarker) of (text)))\n add (letter (textMarker) of (text)) to [usercloudlist v]\n change [textmarker v] by (1)\n end\n repeat (length)\n add (letter (textMarker) of (text)) to [usercloudlist v]\n add (letter ((textMarker) + (1)) of (text)) to [usercloudlist v]\n set [letter# v] to (join (letter (textMarker) of (text)) (letter ((textMarker) + (1)) of (text)))\n set [decodedtext v] to (join (DecodedText) (letter (letter#) of (char)))\n change [textmarker v] by (2)\n end\n add (DecodedText) to [users v]\nend\n\ndefine encodeUser []\nset [encodedtext v] to []\nset [text# v] to [1]\nset [char# v] to (length of (text))\nset [char1 v] to (letter (1) of (char#))\nset [char2 v] to (letter (2) of (char#))\nset [char3 v] to (letter (3) of (char#))\nif <(length of (char#)) = [1]> then\n add [0] to [usercloudlist v]\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\nelse\n if <(length of (char#)) = [2]> then\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n else\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n add (char3) to [usercloudlist v]\n end\nend\nrepeat (length of (text))\n set [char# v] to [1]\n repeat until <<(letter (char#) of (char)) = (letter (text#) of (text))> or <(char#) > (length of (char))>>\n change [char# v] by (1)\n end\n if <(char#) > (length of (char))> then\n set [char# v] to [1]\n end\n if <<(char#) > [1]> and <(char#) < [28]>> then\n switch costume to (cloud v)\n switch costume to (letter (text#) of (text))\n if <(costume [number v]) = [27]> then\n set [char# v] to ((char#) + (26))\n end\n end\n set [char1 v] to (letter (1) of (char#))\n set [char2 v] to (letter (2) of (char#))\n if <(length of (char#)) = [1]> then\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\n else\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n end\n change [text# v] by (1)\nend\n\nwhen flag clicked\nset [score v] to [0]\nset [attempts v] to [1]\nset [mypos v] to []\nhide\nswitch costume to (cloud v)\ndelete (all) of [usercloudlist v]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [users v]\ndelete (all) of [scores v]\nset [char v] to [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890~`!@#$%^&*\(\)-_+={}\[\].,?/:;"'|\<>]\nencode Username (username)\ndecodeUsers (☁ UserStorage)\ndecodeScores (☁ ScoreStorage)\nMake Leaderboard\nif <[users v] contains (username)?> then\n set [mypos v] to [1]\n repeat until <(item (myPos) of [users v]) = (username)>\n change [mypos v] by (1)\n end\nelse\n wait until <(Score) > (item (item (last) of [ranks v]) of [scores v])>\n repeat until <not <(myPos) = []>>\n wait until <(☁ loading) = []>\n if <(☁ loading) = []> then\n set [☁ loading v] to (userCode)\n end\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n if <(Score) > (item (item (last) of [ranks v]) of [scores v])> then\n wait (0.1) seconds\n if <(☁ loading) = (userCode)> then\n delete (item (last) of [ranks v]) of [scores v]\n delete (item (last) of [ranks v]) of [users v]\n Encode All Users\n Encode All Scores\n if <(☁ loading) = (userCode)> then\n encodeUser (username)\n encodeScore (Score)\n set [☁ userstorage v] to (UserCloudList)\n set [☁ scorestorage v] to (ScoreCloudList)\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n set [mypos v] to (length of [users v])\n set [☁ loading v] to []\n end\n end\n end\n end\nend\nMake Leaderboard\nforever\n if <(Score) > (item (myPos) of [scores v])> then\n if <(item (myPos) of [users v]) = (username)> then\n wait until <(☁ loading) = []>\n if <(☁ loading) = []> then\n set [☁ loading v] to (userCode)\n end\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n if <(item (myPos) of [users v]) = (username)> then\n if <(Score) > (item (item (last) of [ranks v]) of [scores v])> then\n wait (0.1) seconds\n if <(☁ loading) = (userCode)> then\n replace item (myPos) of [scores v] with (Score)\n Encode All Scores\n if <(☁ loading) = (userCode)> then\n set [☁ scorestorage v] to (ScoreCloudList)\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n Make Leaderboard\n set [☁ loading v] to []\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timedout? v] to (☁ loading)\nforever\n if <(☁ loading) = []> then\n reset timer\n else\n if <not <(☁ loading) = (TimedOut?)>> then\n set [timedout? v] to (☁ loading)\n reset timer\n else\n if <(timer) > [12]> then\n if <not <(☁ loading) = (userCode)>> then\n set [☁ loading v] to []\n reset timer\n end\n end\n end\n end\nend\n\ndefine encode Username []\nset [text# v] to [1]\nset [usercode v] to []\nrepeat (length of (text))\n set [char# v] to [1]\n repeat until <<(letter (char#) of (char)) = (letter (text#) of (text))> or <(char#) > (length of (char))>>\n change [char# v] by (1)\n end\n if <(char#) > (length of (char))> then\n set [char# v] to [1]\n end\n if <<(char#) > [1]> and <(char#) < [28]>> then\n switch costume to (cloud v)\n switch costume to (letter (text#) of (text))\n if <(costume [number v]) = [27]> then\n set [char# v] to ((char#) + (26))\n end\n end\n set [char1 v] to (letter (1) of (char#))\n set [char2 v] to (letter (2) of (char#))\n if <(length of (char#)) = [1]> then\n set [usercode v] to (join (userCode) (join [0] (char1)))\n else\n set [usercode v] to (join (userCode) (char#))\n end\n change [text# v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(☁ loading) = (userCode)> then\n show\n else\n hide\n end\nend\n\ndefine None\nset [nummarker v] to [1]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [scores v]\nrepeat until <(numMarker) > (length of (number))>\n set [decodednum v] to []\n set [numlength v] to (letter (numMarker) of (number))\n add (NumLength) to [scorecloudlist v]\n change [nummarker v] by (1)\n repeat (NumLength)\n set [decodednum v] to (join (decodedNum) (letter (numMarker) of (number)))\n add (letter (numMarker) of (number)) to [scorecloudlist v]\n change [nummarker v] by (1)\n end\n add (decodedNum) to [scores v]\nend\n\ndefine None\nset [num v] to (length of (number))\nset [num# v] to (letter (1) of (num))\nadd (num#) to [scorecloudlist v]\nset [num# v] to [1]\nrepeat (length of (number))\n set [num v] to (letter (num#) of (number))\n add (num) to [scorecloudlist v]\n change [num# v] by (1)\nend\n\ndefine reset\nset [☁ userstorage v] to []\nset [☁ scorestorage v] to []\ndelete (all) of [scores v]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [users v]\ndelete (all) of [usercloudlist v]\n\ndefine Encode All Scores\ndelete (all) of [scorecloudlist v]\nset [encode# v] to [1]\nrepeat (length of [scores v])\n encodeScore (item (encode#) of [scores v])\n change [encode# v] by (1)\nend\n\ndefine Make Leaderboard\ndelete (all) of [ranks v]\nrepeat until <(length of [ranks v]) = (length of [scores v])>\n set [rank# v] to [1]\n set [greatest# v] to [0]\n repeat until <(rank#) > (length of [scores v])>\n if <<not <[ranks v] contains (rank#)?>> and <(item (rank#) of [scores v]) > (item (greatest#) of [scores v])>> then\n set [greatest# v] to (rank#)\n end\n change [rank# v] by (1)\n end\n add (greatest#) to [ranks v]\nend\nset [rank# v] to [1]\ndelete (all) of [leaderboard v]\nrepeat until <(rank#) > (length of [ranks v])>\n add (join (join (join (item (item (rank#) of [ranks v]) of [users v]) [:]) [ ]) (item (item (rank#) of [ranks v]) of [scores v])) to [leaderboard v]\n change [rank# v] by (1)\nend\nset [position# v] to [1]\nrepeat until <<(item (position#) of [ranks v]) = (myPos)> or <(position#) > (length of [ranks v])>>\n change [position# v] by (1)\nend\n\nwhen flag clicked\nforever\n set [scoredisplay v] to (join [Your Current Score is: ] (Score))\n set [highest score display v] to (join [Your Highest Score is: ] (item (myPos) of [scores v]))\n set [leaderboardpos v] to (join [Your Leaderboard Position is: ] (position#))\n if <(pause) = [0]> then\n hide variable [scoredisplay v]\n hide variable [highest score display v]\n hide variable [leaderboardpos v]\n show list [leaderboard v]\n else\n hide list [leaderboard v]\n show variable [scoredisplay v]\n if <[users v] contains (username)?> then\n show variable [highest score display v]\n show variable [leaderboardpos v]\n else\n hide variable [highest score display v]\n hide variable [leaderboardpos v]\n end\n end\nend\n\nset [level v] to [8]\n\ndefine Upload to Backup\nset [backupscores v] to (☁ ScoreStorage)\nset [backupusers v] to (☁ UserStorage)\n\ndefine download from backup\nset [☁ userstorage v] to (backupUsers)\nset [☁ scorestorage v] to (backupScores)\n\ndefine Encode All Users\ndelete (all) of [usercloudlist v]\nset [encode# v] to [1]\nrepeat (length of [users v])\n encodeUser (item (encode#) of [users v])\n change [encode# v] by (1)\nend\n\n@Leaderboard\n\nwhen flag clicked\nhide\nset size to (30) %\ngo to x: (214) y: (147)\nset [ghost v] effect to (100)\n\nwhen I receive [show settings v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n go to [front v] layer\n if <(distance to [mouse-pointer v]) < [25]> then\n set size to (35) %\n else\n set size to (30) %\n end\nend\n\nwhen this sprite clicked\nif <(pause) = [0]> then\n set [pause v] to [1]\nelse\n set [pause v] to [0]\nend\nwait (0.5) seconds\n\nwhen flag clicked\nset [level v] to [1]\nset [pause v] to [0]\nforever\n if <(level) > [8]> then\n erase all\n set [pause v] to [1]\n hide\n end\nend\n\n@Player\n\ndefine start position\nset size to (70) %\ngo to x: (-204) y: (-55)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen flag clicked\nset [stage v] to [1]\nstart position\nhide\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [じゃんぷ v]\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n change [x v] by (1)\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 (stage v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [じゃんぷ v]\n change [y v] by (16)\n end\n change y by (1)\n if <not <(STAGE) = [16]>> then\n if <(x position) > [200]> then\n change [stage v] by (1)\n wait (0.05) seconds\n start position\n end\n end\n if <<touching (とげ・まぐま v)?> or <(y position) < [-160]>> then\n start sound [死 v]\n wait (0.05) seconds\n start position\n end\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (7)\n change size by (-5)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching (バネ v)?> then\n change [x v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n hide variable [☁ 世界記録/world record v]\nend\n\nwhen I receive [プラフォ v]\nforever\n show\nend\n\n@とげ・まぐま\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\ngo [backward v] (1) layers\nforever\n switch costume to (STAGE)\nend\n\nwhen I receive [プラフォ v]\nshow\n\n@Stage\n\nwhen flag clicked\nset [stage v] to [1]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nforever\n set [ghost v] effect to (0)\n switch costume to (STAGE)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\n\n\nwhen flag clicked\nforever\n hide variable [☁ 世界記録/world record v]\n hide variable [time v]\nend\n\nwhen I receive [プラフォ v]\nshow\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (-100) y: (-25)\nshow\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (プラフォ v)\nhide\n\nwhen I receive [プラフォ v]\nhide\n\nwhen I receive [3d v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to x: (100) y: (-25)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [プラフォ v]\nhide\n\nwhen this sprite clicked\nbroadcast (3d v)\n\nwhen I receive [3d v]\nhide\n\nwhen I receive [3d v]\nset [start v] to [1]\n\n@スプライト3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [3d v]\nhide\n\nwhen I receive [プラフォ v]\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\n | ~FEATUERD AS WHAT THE COMMUNITY IS LOVING~ TYSM (Feb 15th 2024)\n\nMovement: WASD or Arrow Keys\nmy score is: 68 secs BEAT THAT >:)\nCheck out my new project: \nhttps://scratch.mit.edu/projects/1013705415\nNEW STUDIO: https://scratch.mit.edu/studios/34620431\n\n5 views: ✔\n10 views: ✔\n15 views: ✔\n20 views: ✔\n50 views: ✔\n100 VIEWS (also my followers goal): ✔\n2000 views?:HOW✔\n3k views: impossible without any of you :)✔\n5k?!: ✔\n6k: seriously?!✔\n24k:✔ |
Pen Platformer by Hinoki_D | @Stage\n\nwhen flag clicked\nforever\n play sound [Elektronomia - Ibiza \[NomiaTunes Release\] v] until done\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n if <([x position v] of [player v]) > [225]> then\n next costume\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat until <(costume [number v]) = [15]>\n if <key (n v) pressed?> then\n next costume\n wait (0.5) seconds\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (ball-a v)\nset [y spawn v] to [-70]\nset [x spawn v] to [-200]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nif on edge, bounce\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n change [x v] by (1)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <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 (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [3]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (level v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>>> then\n set [y v] to [8]\nend\nchange y by (0.5)\nif <<touching (spikes v)?> or <<touching (saws v)?> or <touching (lava v)?>>> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching (bounce v)?> then\n set [y v] to [12]\nend\nif <(x position) > [225]> then\n wait (0.01) seconds\n go to x: (X Spawn) y: (Y Spawn)\nend\n\nwhen flag clicked\nforever\n\nplay sound [the good the bad and the ugly.mp3 v] until done\n\nwhen [r v] key pressed\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen flag clicked\nwait (1) seconds\nrepeat until <(costume [number v]) = [15]>\n if <key (n v) pressed?> then\n go to x: (X Spawn) y: (Y Spawn)\n wait (0.5) seconds\n end\nend\n\n@Trail\n\nwhen flag clicked\nforever\n hide\n go to (player v)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [back v] layer\ngo [forward v] (1) layers\nrepeat (10)\n change [x v] by (-0.01)\n change x by (-4)\n change [ghost v] effect by (10)\n change x by (-3)\n change size by (-5)\nend\ndelete this clone\n\n@Particles\n\nwhen flag clicked\nforever\n hide\n go to x: (240) y: (pick random (-100) to (180))\n set [ghost v] effect to (pick random (30) to (60))\n set size to (pick random (80) to (120)) %\n create clone of (_myself_ v)\n wait (0.05) seconds\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\nrepeat until <(x position) < [-230]>\n change x by (-10)\nend\ndelete this clone\n\n@Bounce\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [3]>\nset [last bounce v] to [3]\ngo to x: (-84) y: (-85)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [10]>\nset [last bounce v] to [10]\ngo to x: (-105) y: (-85)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [11]>\nwait (0.01) seconds\nset [last bounce v] to [11]\ngo to x: (-105) y: (-85)\ncreate clone of (_myself_ v)\ngo to x: (3) y: (-85)\ncreate clone of (_myself_ v)\ngo to x: (127) y: (-85)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n switch costume to (costume1 v)\n if <touching (player v)?> then\n repeat (4)\n next costume\n end\n switch costume to (costume4 v)\n switch costume to (costume3 v)\n switch costume to (costume2 v)\n end\nend\n\nwhen I start as a clone\nwait until <not <([costume # v] of [level v]) = (last bounce)>>\ndelete this clone\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Saws\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [2]>\nset [last saw v] to [2]\ngo to x: (-68) y: (-102)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [4]>\nset [last saw v] to [4]\ngo to x: (-76) y: (-102)\ncreate clone of (_myself_ v)\ngo to x: (103) y: (-102)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [6]>\nset [last saw v] to [6]\ngo to x: (113) y: (11)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [7]>\nwait (0.01) seconds\nset [last saw v] to [7]\ngo to x: (-115) y: (-102)\ncreate clone of (_myself_ v)\ngo to x: (42) y: (-102)\ncreate clone of (_myself_ v)\ngo to x: (196) y: (-102)\ncreate clone of (_myself_ v)\ngo to x: (-35) y: (37)\ncreate clone of (_myself_ v)\ngo to x: (123) y: (37)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [11]>\nset [last saw v] to [11]\ngo to x: (-155) y: (51)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (51)\ncreate clone of (_myself_ v)\ngo to x: (57) y: (51)\ncreate clone of (_myself_ v)\ngo to x: (168) y: (51)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [13]>\nset [last saw v] to [13]\ngo to x: (184) y: (124)\ncreate clone of (_myself_ v)\ngo to x: (246) y: (46)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <not <([costume # v] of [level v]) = (last saw)>>\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (3) degrees\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Decorations\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Overall\n\nwhen flag clicked\nforever\n hide\nend\n\n | ---------------------------------------------------------------------\nUse arrows to move (↑ to jump, ← & →)\n---------------------------------------------------------------------\nTouch the right wall to get to the next level\n--------------------------------------------------------------------- |
TROLLING platformer | @Stage\n\nwhen flag clicked\nplay sound [Summertime v] until done\n\nwhen [m v] key pressed\nstop all sounds\n\nwhen [c v] key pressed\nswitch backdrop to (backdrop11 v)\nstop [all v]\n\n@player\n\nwhen I receive [start level v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [jumping v] to [false]\n\ndefine move vertical\nchange y by (y velocity)\nif <touching color (#000000)?> then\n if <(y velocity) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n set [jumping v] to [false]\n end\n set [y velocity v] to [0]\nend\n\nwhen [up arrow v] key pressed\nif <(jumping) = [false]> then\n set [y velocity v] to [15]\n set [jumping v] to [true]\nend\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (start level v)\nforever\n change [y velocity v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(x velocity) > [-10]> then\n change [x velocity v] by (-2)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(x velocity) < [10]> then\n change [x velocity v] by (2)\n end\n end\n if <(x velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n if <(x velocity) < [0]> then\n change [x velocity v] by (1)\n end\n change x by (x velocity)\n move vertical\n move horizontal\n if <touching color (#003aff)?> then\n broadcast (next level v)\n end\n if <<(y position) < [-179]> or <touching color (#ff0000)?>> then\n broadcast (start level v)\n end\nend\n\ndefine move horizontal\nif <touching color (#003bff)?> then\n if <(x velocity) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (-2)\n end\n else\n repeat until <not <touching color (#000000)?>>\n change x by (2)\n end\n end\n set [x velocity v] to [0]\nend\n\nwhen I receive [start level v]\nif <(level) = [1]> then\n go to x: (-151) y: (-107)\n switch backdrop to (backdrop2 v)\nend\nif <(level) = [2]> then\n go to x: (-143) y: (128)\n switch backdrop to (backdrop3 v)\nend\nif <(level) = [3]> then\n go to x: (-158) y: (143)\n switch backdrop to (backdrop4 v)\nend\nif <(level) = [4]> then\n go to x: (-189) y: (-25)\n switch backdrop to (backdrop5 v)\nend\nif <(level) = [5]> then\n go to x: (-189) y: (-25)\n switch backdrop to (backdrop6 v)\nend\nif <(level) = [6]> then\n go to x: (-189) y: (-25)\n switch backdrop to (backdrop7 v)\nend\nif <(level) = [7]> then\n go to x: (-189) y: (-25)\n switch backdrop to (backdrop8 v)\nend\nif <(level) = [8]> then\n go to x: (-162) y: (-50)\n switch backdrop to (backdrop9 v)\nend\nif <(level) = [9]> then\n go to x: (-206) y: (-109)\n switch backdrop to (backdrop10 v)\nend\nif <(level) = [10]> then\n go to x: (-151) y: (-110)\n switch backdrop to (backdrop12 v)\nend\nif <(level) = [11]> then\n go to x: (-187) y: (-109)\n switch backdrop to (backdrop13 v)\nend\nif <(level) = [11]> then\n go to x: (-187) y: (-109)\n switch backdrop to (backdrop13 v)\nend\nif <(level) = [12]> then\n go to x: (-186) y: (-123)\n switch backdrop to (backdrop1 v)\nend\nif <(level) = [13]> then\n go to x: (-170) y: (-122)\n switch backdrop to (backdrop14 v)\nend\nif <(level) = [14]> then\n go to x: (-168) y: (153)\n switch backdrop to (backdrop15 v)\nend\nif <(level) = [15]> then\n go to x: (-178) y: (-105)\n switch backdrop to (backdrop16 v)\nend\nif <(level) = [16]> then\n go to x: (-181) y: (-126)\n switch backdrop to (backdrop17 v)\nend\nif <(level) = [17]> then\n hide\n switch backdrop to (backdrop11 v)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nbroadcast (start level v)\n\nwhen flag clicked\nhide\nif <(level) = [1]> then\n show\nend\n\nwhen [c v] key pressed\nhide\n\nwhen [space v] key pressed\nask [Enter game code:] and wait\nif <(answer) = [Black skin]> then\n switch costume to (black skin code v)\nend\nif <(answer) = [Red skin]> then\n switch costume to (red skin code v)\nend\nif <(answer) = [WinterGifts2020Day4]> then\n switch costume to (winter gifts 2020 v)\nend\nif <(answer) = [NOTTHEEND]> then\n broadcast (Easter v)\nend\n\nwhen [i v] key pressed\nset [ghost v] effect to (100)\n\nwhen flag clicked\nswitch costume to (normal v)\n\nwhen [r v] key pressed\nswitch costume to (normal v)\n\nwhen [r v] key pressed\nswitch backdrop to (easter-egg-decorating-washi-tape-1280x960 v)\nstop [all v]\n\nwhen I receive [easter v]\nswitch backdrop to (easter-egg-decorating-washi-tape-1280x960 v)\nstop [all v]\n\nwhen backdrop switches to [easter-egg-decorating-washi-tape-1280x960 v]\nhide\n\nwhen [w v] key pressed\nif <(jumping) = [false]> then\n set [y velocity v] to [15]\n set [jumping v] to [true]\nend\n\n@moving platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <(level) = [2]> then\n show\nelse\n hide\nend\nmove platform\n\ndefine move platform\ngo to x: (-27) y: (-137)\nforever\n glide (1) secs to x: (-33) y: (54)\n glide (1) secs to x: (-27) y: (-137)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | Happy Pride everyone!\nThis platformer includes 14 different levels, each one telling a story about different problems LGBT+ youth can face.\nInstructions are in the game, all levels are completable, you don't need to do the levels in order\n\nBug Warning - Characters with large props (like Quinn and Indigo) will bug if you stand up against the wall and turn right. |
Ice | A Platformer | _ItsHaven_ | @Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@武器\n\nwhen I receive [スタート v]\nset [剣ある? v] to [0]\nwait until <(ステージ) = [11]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [17]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [21]>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [10]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [16]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (ステージ)\n if <touching (プレイヤー2 v)?> then\n set [持ち物 v] to (costume [name v])\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n change size by ([cos v] of (た) )\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [16]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset size to (100) %\nclear graphic effects\nshow\n\n@プレイヤー2\n\nwhen I receive [スタート v]\nset [ライフ v] to [20]\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [重力 v] to [0.9]\nset [ステージ v] to [1]\nset [スピード v] to [0.7]\nset [ジャンプ力 v] to [13]\nset [命はあるんか v] to [1]\nset [地面の摩擦 v] to [0.9]\nset [壁キックの跳ね返り v] to [5]\nset [壁キックのジャンプ力 v] to [10]\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\ngo to [front v] layer\nset [x2 v] to [0]\nset [y2 v] to [0]\nclear graphic effects\ngo to x: (-200) y: (-80)\nshow\nforever\n if <<not <(ライフ) = [0]>> and <(命はあるんか) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> then\n point in direction (-90)\n if <<touching (マグマ v)?> or <touching (ソウルサンド v)?>> then\n change [x2 v] by ((0) - ((スピード) / (2.5)))\n else\n change [x2 v] by ((0) - (スピード))\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>> then\n point in direction (90)\n if <<touching (マグマ v)?> or <touching (ソウルサンド v)?>> then\n change [x2 v] by ((スピード) / (2.5))\n else\n change [x2 v] by (スピード)\n end\n end\n set [x2 v] to ((x2) * (地面の摩擦))\n change x by (x2)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change x by ((0) - (x2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n if <not <touching (マグマ v)?>> then\n if <(x2) > [0]> then\n set [x2 v] to ((0) - (壁キックの跳ね返り))\n else\n set [x2 v] to (壁キックの跳ね返り)\n end\n set [y2 v] to (壁キックのジャンプ力)\n end\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by ((0) - (重力))\n if <<touching (マグマ v)?> and <(y2) < [-2]>> then\n set [y2 v] to [-2]\n end\n change y by (y2)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by ((0) - (y2))\n set [y2 v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>>> then\n set [y2 v] to [4]\n else\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n set [y2 v] to (ジャンプ力)\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [スタート v]\nwait (0.3) seconds\nforever\n if <<[225] < (x position)> and <not <(ステージ) = [22]>>> then\n NEXT\n end\n if <<(ステージ) = [22]> and <touching color (#4200b2)?>> then\n NEXT\n end\nend\n\ndefine NEXT\nbroadcast (next v)\nset [x2 v] to [0]\nset [y2 v] to [100]\nset [命はあるんか v] to [0]\nwait (0.4) seconds\nchange [ステージ v] by (1)\nwait (0.1) seconds\nset [x2 v] to [0]\nset [y2 v] to [0]\ngo to x: (-200) y: (0)\nwait (2) seconds\nset [命はあるんか v] to [1]\n\nwhen I receive [スタート v]\nforever\n if <touching (マグマ v)?> then\n repeat until <not <touching (マグマ v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-9)\n broadcast (ダメージ v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) < [0.01]> then\n broadcast (やられた v)\n set [ライフ v] to [0]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) = [0]> then\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n set [ghost v] effect to (0)\n point in direction (90)\n wait (0.5) seconds\n set [ライフ v] to [20]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ゾンビ v)?> then\n start sound [う v]\n change [ライフ v] by (-8)\n broadcast (ダメージ v)\n if <(x position) < (ゾンビ位置x)> then\n set [x2 v] to [-10]\n set [y2 v] to [10]\n else\n set [x2 v] to [10]\n set [y2 v] to [10]\n end\n wait (0.35) seconds\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n switch costume to (スティーブ やられた v)\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < [-180]> then\n repeat until <(ライフ) < [0.01]>\n change [ライフ v] by (-20)\n start sound [う v]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (サボテン v)?> then\n repeat until <not <touching (サボテン v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-7)\n broadcast (ダメージ v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (炎 v)?> then\n repeat until <not <touching (炎 v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-8)\n broadcast (ダメージ v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (炎 v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (マグマブロック v)?> then\n repeat until <not <touching (マグマブロック v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-5)\n broadcast (ダメージ v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマブロック v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\n@ステージ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((ライフ) + (1))\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\ngo to [front v] layer\n\n@武器2\n\nwhen I receive [next v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [プレイヤー2 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー2 v]) + (23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (-100)\n end\n else\n set [右左 v] to [左]\n go to x: (([x position v] of [プレイヤー2 v]) + (-23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [持ち物 v] to [1]\nforever\n if <(右左) = [右]> then\n switch costume to ((持ち物) + (1))\n else\n switch costume to (持ち物)\n end\nend\n\nwhen I receive [attack v]\nset [攻撃 v] to [1]\nif <(右左) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\nelse\n repeat (4)\n turn left (15) degrees\n end\nend\nset [攻撃 v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (attack v)\n end\n wait until <not <key (space v) pressed?>>\nend\n\n@Next!\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\ngo to [front v] layer\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [move v] to [OK]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nclear graphic effects\nforever\n switch costume to (ステージ)\nend\n\nset [color v] effect to (80)\n\n@地面2\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@太陽\n\nwhen flag clicked\nset [た v] to [0]\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n change [た v] by (10)\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (た) )\nend\n\n@Glow\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [武器 v]) y: (([y position v] of [武器 v]) + (-5))\n point in direction ((timer) * (8))\n set size to (500) %\n go to [back v] layer\n if <(剣ある?) = [1]> then\n show\n clear graphic effects\n else\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\n@(๑•̀ㅂ•́)و✧\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [100]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [スタート v]\nset [φ\(* ̄0 ̄\) v] to [0]\nforever\n change [φ\(* ̄0 ̄\) v] by (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nwait until <(ステージ) = [24]>\nwait (0.01) seconds\nforever\n if <<(time) < (☁ World Record)> and <(ステージ) = [24]>> then\n wait (0.1) seconds\n if <(ステージ) = [24]> then\n wait (0.1) seconds\n if <(time) < (☁ World Record)> then\n wait (0.1) seconds\n broadcast (マジ? v)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nhide variable [☁ world record v]\nhide variable [time v]\nhide\nforever\n if <not <(ステージ) = [24]>> then\n set [time v] to ((round ((timer) * (10))) / (10))\n end\n if <(ステージ) = [24]> then\n wait (2.5) seconds\n show variable [☁ world record v]\n show variable [time v]\n end\nend\n\nwhen I receive [マジ? v]\nif <(ステージ) = [24]> then\n if <(time) < (☁ World Record)> then\n wait (0.01) seconds\n if <(time) < (☁ World Record)> then\n wait (0.01) seconds\n set [☁ world record v] to (time)\n end\n end\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Slime Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [slime death v]\nrepeat (2)\n Particles\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (4)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(複製対策) = [1]> then\n delete this clone\nend\nset [複製対策 v] to [1]\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [攻撃状態 v] to [1]\n set [ghost v] effect to (10)\n if <mouse down?> then\n broadcast (attack v)\n wait (0.1) seconds\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (70)\n set [攻撃状態 v] to [0]\n end\nend\n\nwhen [space v] key pressed\nhide\n\n@スプライト2\n\n@ソウルサンド\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@ゾンビ\n\nwhen I start as a clone\nset [hp v] to [20]\nforever\n if <<touching (武器2 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\n end\n change [hp v] by ([costume name v] of [武器2 v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [pigdeath v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (3)) = [1]> then\n start sound [pig1 v]\n switch costume to (player2 v)\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [pig2 v]\n switch costume to (player2 v)\n else\n start sound [pig3 v]\n switch costume to (player2 v)\n end\n end\n wait until <(攻撃) = [0]>\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [y2 v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(ライフ) = [0]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n point in direction (-90)\n if <touching (マグマ v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー2 v])> then\n point in direction (90)\n if <touching (マグマ v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.2)\n end\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (マグマ v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (マグマ v)?> and <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n if <((y position) + (10)) < ([y position v] of [プレイヤー2 v])> then\n set [ゾンビy v] to [12]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [5]> then\n go to x: (300) y: (0)\nend\nif <(ステージ) = [7]> then\n go to x: (300) y: (0)\nend\n\nwhen I start as a clone\nswitch costume to (player v)\nforever\n set [ゾンビ位置x v] to (x position)\n set [ゾンビ位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\nrepeat (10)\n delete this clone\nend\nif <(ステージ) = [5]> then\n create clone of (_myself_ v)\nend\nif <(ステージ) = [7]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [14]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [17]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [21]> then\n repeat (3)\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.5)) seconds\n end\nend\nif <(ステージ) = [21]> then\n repeat (12)\n go to x: (250) y: (150)\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n wait (pick random (0.8) to (0.9)) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait until <(ステージ) = [5]>\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [7]>\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [14]>\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [17]>\ngo to x: (250) y: (150)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [21]>\nwait (0.5) seconds\ngo to x: (250) y: (150)\nif <(ステージ) = [21]> then\n repeat (3)\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.5)) seconds\n end\nend\nrepeat (12)\n go to x: (250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(攻撃) = [0]> then\n switch costume to (player v)\n end\nend\n\n@炎\n\nwhen I receive [スタート v]\nclear graphic effects\nforever\n switch costume to (ステージ)\nend\n\n@マグマブロック\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@ステージ2\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n | Minecraft Platformer 2 - Episode 2\n\n➊ Use ARROW keys, WASD keys or touchscreen.\n➋ SPACEBAR or ACTION to chop, hit or craft.\n\nLevel 1 has a tutorial and keeps items to get you going. TONS of awesome new gameplay!\n\nFirst 100 to love and comment win chance to be added to the credit crew!\nYes, you CAN post a walk-through in the comments! \n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #2 #animation #atomicmagicnumber #episode #mobile\n---------------------------------------------------------------\nPro tip - to thank you for reading this stuff:\n\nHUGE BONUS CHESTS for completing levels FAST!\nMAX of 5 CHEST per level for ULTRA FAST players!\nYes, it is possible to get all the chests... but it is hard - getting even one chest a level is a huge achievement. |
Pac-Man Platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nwait (0.1) seconds\nswitch backdrop to (背景1 v)\nstart sound [machine-hit2 v]\nwait (0.5) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nwait (0.5) seconds\nbroadcast (fff v)\n\nwhen I receive [the end v]\nclear graphic effects\nswitch backdrop to (galaxy v)\nforever\n if <(ステージ) = [10]> then\n switch backdrop to (galaxy2 v)\n end\nend\n\nwhen I receive [the end v]\nforever\n play sound [Inferno v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\n\ndefine 初期設定プログラム\nshow\nset size to (100) %\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (ぷれいやあ v)\ngo to x: (-200) y: (-50)\n\nwhen I receive [the end v]\n初期設定プログラム\ngo to x: (-200) y: (300)\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> then\n if <(x) < [0]> then\n set [x v] to [9]\n else\n set [x v] to [-9]\n end\n set [y v] to [6]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n set [y v] to [8.4]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [y v] by (-0.333)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[240] < (x position)> then\n 初期設定プログラム\n broadcast (メッセージ1 v)\n wait (1.8) seconds\n end\n if <<touching (トゲ v)?> or <<(y position) < [-180]> or <touching (マグマ v)?>>> then\n switch costume to (ぷれいやあ v)\n set [x v] to [0]\n set [y v] to [0]\n set [brightness v] effect to (-50)\n broadcast (です v)\n glide (0.6) secs to x: (-200) y: (-50)\n clear graphic effects\n end\n if <(ステージ) = [10]> then\n wait (0.9) seconds\n switch costume to (ぷれいやあ3 v)\n glide (1) secs to x: (0) y: (0)\n repeat (40)\n change [ghost v] effect by (2.8)\n end\n wait (0.3) seconds\n broadcast (cccc v)\n end\nend\n\nwhen I receive [the end v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (ぷれいやあ2 v)\ngo to [back v] layer\nrepeat (6)\n change size by (-5)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\n@地面\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\nhide variable [time v]\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\nwhen I receive [the end v]\nshow\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [the end v]\nset [time v] to [0]\nwait (1.4) seconds\nrepeat until <(ステージ) = [10]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [the end v]\nforever\n if <(ステージ) = [10]> then\n wait (1) seconds\n show variable [time v]\n end\nend\n\n@トゲ\n\nwhen flag clicked\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\n if <(ステージ) = [6]> then\n repeat (10)\n change y by (8)\n end\n wait (1) seconds\n repeat (10)\n change y by (-8)\n end\n end\n if <(ステージ) = [7]> then\n go to x: (0) y: (0)\n switch costume to (7 v)\n repeat (10)\n change y by (8)\n end\n wait (1) seconds\n repeat (10)\n change y by (-8)\n end\n end\n if <(ステージ) = [8]> then\n go to x: (0) y: (0)\n end\nend\n\nchange y by (-10)\n\n@Rocketship\n\nwhen flag clicked\nhide\n\nwhen I receive [爆発 v]\nrepeat (50)\n turn right (9) degrees\n change x by (-9)\n change y by (-11)\nend\nhide\n\nwhen I receive [fff v]\nshow\npoint in direction (90)\nset size to (220) %\ngo to x: (-443) y: (-10)\nglide (1) secs to x: (50) y: (-10)\nbroadcast (爆発 v)\n\n@Sprite75\n\nwhen flag clicked\ngo to [front v] layer\nset size to (200) %\nhide\n\nwhen I receive [爆発 v]\nset size to (100) %\ngo to [front v] layer\ngo to x: (-10) y: (0)\nswitch costume to (explode-05-june\[2 v)\nshow\nstart sound [attack v]\nrepeat (5)\n next costume\n change size by (20)\nend\nrepeat (20)\n next costume\n change size by (10)\n wait (0.02) seconds\nend\nhide\nwait (0.2) seconds\nbroadcast (d v)\n\n@えんしゅつ\n\nwhen flag clicked\nhide\n\nwhen I receive [d v]\nshow\npoint in direction (90)\ngo to x: (0) y: (200)\nrepeat (40)\n turn right (15) degrees\n change y by (-13)\nend\nhide\nbroadcast (THE END v)\n\n@Next\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nshow\ngo to [front v] layer\ngo to x: (500) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nwait (0.7) seconds\nglide (0.6) secs to x: (-500) y: (0)\nhide\n\n@死んだ\n\nwhen flag clicked\nhide\n\nwhen I receive [です v]\nshow\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nset [ghost v] effect to (50)\nwait (0.71) seconds\nhide\n\nwhen I receive [cccc v]\nshow\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nstop [all v]\n\n@サムネ\n\nwhen flag clicked\nhide\n\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n | ENGLISH⬇︎\n\n《日本語》\n\nペンプラットフォーマー!\n\nこのプラットフォーマーはペンで足場を書いて進む\nプラットフォーマーです\n\n【操作方法】\nWASDキー タップ\n\n【ペンの使い方】\n左上のペンメークをタップすると\nペイントモードになって\n画面をに足場を書けるようになります\n\n上のゲージが0になるまで書けます\n消しゴムマークをタップすると足場をクリアできます\n\nスタートボタンを押すと初期位置から\n再スタート出来ます\n\n\n《English》\n\nPen Platformer!\n\nThis platformer uses a pen to draw a scaffold to advance.\n\n【How to operate】\nWASD keys\n\n【How to use the pen】\nTap the pen make in the upper left corner.\nTap the pen make in the upper left corner to enter paint mode.\nYou can write scaffolding on the screen.\n\nYou can paint until the upper gauge reaches 0.\nTap the eraser mark to clear the scaffold.\n\nTap the Start button to restart from the initial position\nYou can start again from the initial position by tapping the Start button.\n |
platformer!in the sky! | @Stage\n\nchange [color v] effect by (5)\n\nchange [brightness v] effect by (-5)\n\nwhen I receive [next level v]\nif <(LEVEL) = [7]> then\n set [color v] effect to (100)\nend\nif <(LEVEL) = [8]> then\n clear graphic effects\n switch backdrop to (night sky v)\nend\nif <(LEVEL) = [14]> then\n switch backdrop to (terreria back v)\nend\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (terreria back v)\n\n@Player\n\ndefine Touch Ground\nif <(Yv) > [0]> then\n repeat until <not <touching (levels v)?>>\n change y by (-1)\n set [yv v] to [0]\n end\nelse\n repeat until <not <touching (levels v)?>>\n change y by (1)\n set [yv v] to [0]\n set [in air v] to [0]\n set [jump v] to [0]\n end\n set [wall jumping? v] to [0]\nend\nif <<<(in air) > [0]> and <(in air) < [10]>> and <(Yv) < [0]>> then\n set [jump v] to [1]\nend\nControls - Up And Down\n\ndefine Controls - Up And Down\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> and <touching (levels v)?>> then\n broadcast (up v)\n set [yv v] to [15]\n set [jump v] to [1]\nend\nchange y by (1)\n\ndefine Reset\ngo to x: (-180) y: (0)\nset size to (175) %\nset [xv v] to [0]\nset [yv v] to [0]\nset [jump v] to [0]\nset [in air v] to [0]\nset [yv v] to [0]\n\ndefine Touch Wall\nrepeat (10)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\nif <touching (levels v)?> then\n change x by ((round (xv)) * (-1))\n change y by (-10)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [wall jumping? v] to [1]\n set [xv v] to [-13]\n set [key x v] to [1]\n else\n set [wall jumping? v] to [1]\n set [xv v] to [13]\n set [key x v] to [-1]\n end\n set [yv v] to [10]\n else\n set [wall jumping? v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nReset\nforever\n Detect hitbox\n Controls - Left And Right\n broadcast (Game On v)\n Touch Wall\n change [yv v] by (-1)\n change [in air v] by (1)\n change y by (Yv)\n Touch Ground\n Detect\n Set Costume\nend\n\nwhen I receive [time v]\nsay (join [Your score is: ] (join (Timer) [ seconds.])) for (3) seconds\nforever\n if <key (space v) pressed?> then\n say (join [Your score is: ] (join (Timer) [ seconds.])) for (3) seconds\n wait until <not <key (space v) pressed?>>\n end\nend\n\ndefine Detect\nif <touching (danger v)?> then\n Death Sound\n Reset\n broadcast (reset slimes v)\n broadcast (reset v)\nend\nif <touching (zombies v)?> then\n Death Sound\n Reset\n broadcast (reset v)\nend\nif <touching (slimes v)?> then\n Death Sound\n Reset\n broadcast (reset slimes v)\nend\nif <(x position) > [240]> then\n start sound [Coin v]\n Reset\n broadcast (Next Level v)\n change [level v] by (1)\nend\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall jumping?) > [0]> then\n switch costume to (img_1397 v)\n stop [this script v]\nend\nif <(jump) > [0]> then\n if <(Yv) > [-6]> then\n switch costume to (img_1397 v)\n else\n switch costume to ((1) + ([floor v] of ((frame) mod (14)) ))\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (14)) ))\nelse\n switch costume to (stand v)\nend\n\ndefine Death Sound\nstart sound [Crunch v]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n Death Sound\n Reset\n wait until <not <key (r v) pressed?>>\n end\nend\n\ndefine Controls - Left And Right\nif <(wall jumping?) > [0]> then\n change x by ((xv) * (0.5))\n point in direction (((KEY X) * (90)) * (-1))\n change [frame v] by (0.5)\n stop [this script v]\nend\nset [key x v] to (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [0]> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<[0] > (mouse x)> and <mouse down?>>>)\nif <(KEY X) = [0]> then\n if <([abs v] of (xv) ) < [1]> then\n set [frame v] to [0]\n set [xv v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [xv v] by ((KEY X) * (5))\n point in direction ((KEY X) * (90))\n change [frame v] by (0.5)\nend\nset [xv v] to ((xv) * (0.5))\nchange x by (round (xv))\n\nset rotation style [don't rotate v]\n\ndefine Detect hitbox\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\n\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [0]> and <mouse down?>>> then\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<[0] > (mouse x)> and <mouse down?>>> then\n change [xv v] by (-3)\n point in direction (-90)\n change [frame v] by (0.5)\nend\n\nswitch costume to (stand v)\n\ngo to [front v] layer\n\nturn right (15) degrees\n\nset [death sound v] to [0]\n\n\n\nDetect hitbox\n\npoint in direction (90)\n\nchange [xv v] by (3)\n\nchange [xv v] by (1)\n\nchange [yv v] by (-1)\nchange [in air v] by (1)\nchange y by (Yv)\n\nwhen I receive [reset v]\nReset\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Zombies\n\nwhen flag clicked\nset [enemy clone? v] to [0]\nhide\n\ndefine Touch ground <something above>\nchange [enemy in air v] by (1)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n if <something above> then\n change y by (-1)\n else\n change y by (1)\n set [enemy in air v] to [0]\n end\n set [enemy yv v] to [0]\n end\nend\n\ndefine Wall detection, movement, friction (value)\nchange [enemy xv v] by (value)\nset [enemy xv v] to ((enemy xv) * (0.88))\nchange x by (enemy xv)\nif <touching (levels v)?> then\n change x by ((0) - (enemy xv))\n if <(enemy in air) < [4]> then\n set [enemy yv v] to [8]\n set [enemy xv v] to [0]\n end\nend\n\nwhen I receive [up v]\nwait (pick random (0.6) to (1)) seconds\nif <(enemy in air) < [4]> then\n set [enemy yv v] to [10]\nend\n\nwhen I receive [reset v]\nif <(enemy clone?) = [1]> then\n show\n go to x: (enemy spawn x) y: (enemy spawn y)\n set [enemy frame v] to [0]\n set [enemy in air v] to [0]\n set [enemy xv v] to [0]\n set [enemy yv v] to [0]\nend\n\nwhen I receive [\(un\)pause v]\n\nwhen I receive [die you stoopid enemy!!!! v]\nhide\nwait (2) seconds\nbroadcast (reset v)\n\nwhen I receive [reset v]\nif <(enemy clone?) = [1]> then\n broadcast (Enemy costumes v)\n forever\n hitbox\n change [enemy yv v] by (-1)\n change y by (enemy yv)\n Touch ground <(enemy yv) > [0]>\n if <([x position v] of [player v]) > (x position)> then\n Wall detection, movement, friction [0.5]\n point in direction (-90)\n else\n Wall detection, movement, friction [-0.5]\n point in direction (90)\n end\n set costume\n end\nend\n\nwhen I receive [enemy costumes v]\nforever\n\nwhen I start as a clone\nset [enemy spawn x v] to (x position)\nset [enemy spawn y v] to (y position)\nset [enemy clone? v] to [1]\nbroadcast (reset v)\n\nClone at [50] [0]\n\nwhen I receive [next level v]\nif <(enemy clone?) = [0]> then\n if <(LEVEL) = [9]> then\n broadcast (reboot v)\n Clone at [100] [0]\n else\n if <(LEVEL) = [10]> then\n broadcast (reboot v)\n Clone at [121] [115]\n else\n if <(LEVEL) = [11]> then\n broadcast (reboot v)\n Clone at [0] [0]\n Clone at [200] [0]\n else\n if <(LEVEL) = [12]> then\n broadcast (reboot v)\n Clone at [100] [0]\n Clone at [75] [0]\n Clone at [50] [0]\n else\n if <(LEVEL) = [13]> then\n broadcast (reboot v)\n Clone at [144] [-46]\n end\n end\n end\n end\n end\nelse\n delete this clone\nend\n\n\n\n\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reboot v]\ndelete this clone\n\ndefine hitbox\nset rotation style [don't rotate v]\nswitch costume to (costume3 v)\n\ndefine set costume\nset rotation style [left-right v]\nchange [enemy frame v] by (0.2)\nswitch costume to ((1) + ([floor v] of ((enemy frame) mod (4)) ))\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [brightness v] effect to (100)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Music\n\nwhen flag clicked\n\nwhen flag clicked\nbroadcast (Song v)\nset volume to (100) %\nwait until <(LEVEL) > [7]>\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Song v)\nrepeat (10)\n change volume by (10)\nend\nwait until <(LEVEL) > [13]>\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Song v)\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [song v]\nforever\n if <(LEVEL) > [7]> then\n if <(LEVEL) < [14]> then\n play sound [07 - Overworld Night v] until done\n else\n play sound [04 - Overworld Day v] until done\n end\n else\n play sound [04 - Overworld Day v] until done\n end\nend\n\n@Slimes\n\nwhen flag clicked\nset [enemy clone? v] to [0]\nhide\n\ndefine Touch ground <something above>\nchange [enemy in air v] by (1)\nset [enemy touching ground? v] to [0]\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n if <something above> then\n change y by (-1)\n else\n change y by (1)\n set [enemy in air v] to [0]\n change [enemy frame v] by (0.2)\n set [enemy touching ground? v] to [1]\n end\n set [enemy yv v] to [0]\n end\nend\n\ndefine Wall detection, movement, friction (value)\nchange [enemy frame v] by (0.2)\nchange [enemy xv v] by (value)\nset [enemy xv v] to ((enemy xv) * (0.88))\nchange x by (enemy xv)\nif <touching (levels v)?> then\n change x by ((0) - (enemy xv))\n if <(enemy in air) < [4]> then\n set [enemy yv v] to [10]\n set [enemy xv v] to [0]\n end\nend\n\nwhen I receive [reset slimes v]\nif <(enemy clone?) = [1]> then\n show\n go to x: (enemy spawn x) y: (enemy spawn y)\n switch costume to (slime-green-2 v)\n set [enemy touching ground? v] to [1]\n set [enemy frame v] to [0]\n set [enemy in air v] to [0]\n set [enemy xv v] to [0]\n set [enemy yv v] to [0]\nend\n\nwhen I receive [\(un\)pause v]\n\nwhen I receive [die you stoopid enemy!!!! v]\nhide\nwait (2) seconds\nbroadcast (reset v)\n\nwhen I receive [reset slimes v]\nif <(enemy clone?) = [1]> then\n broadcast (Enemy costumes v)\n forever\n if <([x position v] of [player v]) > (x position)> then\n wait until <(enemy touching ground?) = [1]>\n point in direction (90)\n wait (pick random (1) to (2)) seconds\n set [enemy yv v] to (pick random (10) to (15))\n wait until <(enemy touching ground?) = [0]>\n set [enemy xv v] to [0]\n repeat until <(enemy touching ground?) = [1]>\n hitbox\n Wall detection, movement, friction [1]\n set costume\n end\n else\n wait until <(enemy touching ground?) = [1]>\n point in direction (-90)\n wait (pick random (1) to (2)) seconds\n set [enemy yv v] to (pick random (10) to (15))\n wait until <(enemy touching ground?) = [0]>\n set [enemy xv v] to [0]\n repeat until <(enemy touching ground?) = [1]>\n hitbox\n Wall detection, movement, friction [-1]\n set costume\n end\n end\n end\nend\n\nwhen I receive [enemy costumes v]\nforever\n\nwhen I start as a clone\nset [enemy spawn x v] to (x position)\nset [enemy spawn y v] to (y position)\nset [enemy clone? v] to [1]\nbroadcast (reset slimes v)\n\nwhen I receive [next level v]\nif <(enemy clone?) = [0]> then\n if <(LEVEL) = [3]> then\n broadcast (reboot v)\n Clone at [100] [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (reboot v)\n Clone at [19] [-48]\n Clone at [129] [-9]\n else\n if <(LEVEL) = [5]> then\n broadcast (reboot v)\n Clone at [-21] [-25]\n else\n if <(LEVEL) = [6]> then\n broadcast (reboot v)\n Clone at [174] [111]\n else\n if <(LEVEL) = [7]> then\n broadcast (reboot v)\n Clone at [41] [91]\n else\n if <(LEVEL) = [14]> then\n broadcast (reboot v)\n Clone at [80] [0]\n Clone at [90] [0]\n Clone at [100] [0]\n end\n end\n end\n end\n end\n end\nelse\n delete this clone\nend\n\n\n\n\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reboot v]\ndelete this clone\n\ndefine hitbox\nset rotation style [don't rotate v]\nswitch costume to (costume3 v)\n\ndefine set costume\nset rotation style [left-right v]\nswitch costume to ((1) + ([floor v] of ((enemy frame) mod (2)) ))\n\nwhen I start as a clone\nforever\n hitbox\n change [enemy yv v] by (-1)\n change y by (enemy yv)\n Touch ground <(enemy yv) > [0]>\n set costume\nend\n\nset costume\n\nset costume\n\nset costume\n\n@Skip \n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nif <(LEVEL) < [15]> then\n change [level v] by (1)\n broadcast (Next Level v)\n broadcast (reboot v)\n broadcast (reset v)\n broadcast (reset slimes v)\n wait until <not <mouse down?>>\nend\n\n@end icons\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(LEVEL) > [14]> then\n show\nend\n\n | \nArrow keys or WASD to move.\nCan you win with no deaths?\nFollow if you enjoyed!\nYou can advertise after you follow me!\nLike and Fav please!\nI might add some more levels |
Pixel -A Platformer- | @Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-229) y: (-73)\ngo to x: (-229) y: (-80)\n\nwhen flag clicked\nshow\nset [yv v] to [0]\ngo to x: (-229) y: (-73)\nset [xv v] to [0]\nforever\n if <touching color (#ff1d1d)?> then\n set [yv v] to [0]\n go to x: (-177) y: (94)\n set [xv v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> 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 [9]\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 (#050052)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#050052)?> 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 flag clicked\nforever\n if <touching color (#77f6ff)?> then\n go to x: (150) y: (49)\n end\n if <touching color (#ff5469)?> then\n go to x: (167) y: (167)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#92ffa0)?> then\n go to x: (206) y: (-63)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<(x position) = [240]> or <(x position) > [240]>> then\n set x to (-229)\n set y to (-73)\n broadcast (New Level v)\n end\n if <touching color (#ff1d1d)?> then\n go to x: (-229) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Staring At The Sun v] until done\nend\n\n@Username\n\nwhen flag clicked\nset [ghost v] effect to (90)\nhide\nforever\n set [player: v] to (username)\nend\n\n@Thunbnail\n\nwhen flag clicked\nforever\n hide\nend\n\n@Levels\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\n@2nd Levels (In Progress)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nforever\n hide\n switch costume to (costume3 v)\nend\n\n | ⚠︎旗は二回押してください\n\nどうもramen84です‼︎\n日本語は下にあります。↓ How to operate Move with left/right key Jump with the up key How to use Just proceed! If you hit the needle, start over from the beginning of the stage You can generally understand smartphones... 操作方法 左右キーで動かす 上キーでジャンプ スマホはタップです。 使い方は進むだけです! \n@50heaven |
3D Platformer Creator | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [, ] (mouse y)))\nshow variable [mouse v]\n\nwhen [c v] key pressed\nhide variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start v]\nswitch backdrop to (sky v)\n\nwhen I receive [find ninjas v]\nforever\n if <(Level Set 3) = [6]> then\n switch backdrop to (cave entrance v)\n else\n if <<(Level Set 3) > [6]> and <(Level Set 3) < [10]>> then\n switch backdrop to (cave v)\n else\n switch backdrop to (sky v)\n end\n end\nend\n\n@Ninja\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (blocker v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <touching (blocker v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [5]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(falling?) < [3]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [play v]\nshow\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nforever\n if <(In Cutscene) = [0]> then\n switch costume to (hitbox v)\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\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 (-2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk [-90] (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk [90] (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<(speed y) < [4]> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n change [speed y v] by (-.5)\n else\n change [speed y v] by (-1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n end\n if <(x position) > [237]> then\n change [level set 1 v] by (1)\n go to x: (-251) y: (y position)\n end\n if <<touching (spikes v)?> or <(y position) < [-193]>> then\n broadcast (Die v)\n end\n switch costume to (stand_1 v)\n Set Costume\n end\nend\n\nwhen flag clicked\nset [level set 1 v] to [1]\nset [level set 2 v] to [1]\nset [level set 3 v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [wall jump v] to [0]\nhide\n\nwhen I receive [begin search v]\nstop [other scripts in sprite v]\nset [level set 2 v] to [1]\nshow\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (50)\nforever\n if <(In Cutscene) = [0]> then\n switch costume to (hitbox v)\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\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 (-2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk [-90] (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk [90] (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<(speed y) < [4]> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n change [speed y v] by (-.5)\n else\n change [speed y v] by (-1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n end\n if <(x position) > [237]> then\n change [level set 2 v] by (1)\n go to x: (-251) y: (y position)\n end\n if <<touching (spikes v)?> or <(y position) < [-193]>> then\n broadcast (Die v)\n end\n if <touching (trigger plane v)?> then\n set [in cutscene v] to [1]\n broadcast (Flight to LoH v)\n end\n switch costume to (stand_1 v)\n Set Costume\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Ninja Music v] until done\nend\n\nwhen I receive [start flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [beat flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [find ninjas v]\nstop [other scripts in sprite v]\nwait until <(Start Finding) = [yes]>\nset [level set 3 v] to [1]\nbroadcast (Next v)\nshow\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (50)\nforever\n if <(In Cutscene) = [0]> then\n switch costume to (hitbox v)\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\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 (-2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk [-90] (speed x)\n set [star dir v] to [-90]\n else\n if <(speed x) > [0.5]> then\n Walk [90] (speed x)\n set [star dir v] to [90]\n else\n set [frame v] to [0]\n end\n end\n if <<(speed y) < [4]> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n change [speed y v] by (-.5)\n else\n change [speed y v] by (-1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n end\n if <(x position) > [237]> then\n change [level set 3 v] by (1)\n go to x: (-251) y: (y position)\n broadcast (Next v)\n end\n if <<<touching (spikes v)?> or <touching (boss v)?>> or <<(y position) < [-193]> or <touching color (#ff7474)?>>> then\n broadcast (Die v)\n end\n if <key (r v) pressed?> then\n if <(in boss fight?) = [1]> then\n broadcast (Start Boss Fight v)\n set [enemies killed v] to [0]\n end\n end\n if <(Level Set 3) > [2]> then\n if <(throw in progress) = [0]> then\n if <key (space v) pressed?> then\n broadcast (Throw Star v)\n end\n end\n end\n switch costume to (stand_1 v)\n Set Costume\n end\nend\n\nwhen I receive [die v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [wall jump v] to [0]\nset [slope v] to [0]\nswitch costume to (stand_1 v)\ngo to x: (-200) y: (50)\n\nwhen I receive [boss fight v]\ngo to x: (-250) y: (-48)\nswitch costume to (move_1 v)\nrepeat (35)\n next costume\n if <(costume [number v]) > [11]> then\n switch costume to (move_1 v)\n end\n move (3) steps\nend\nswitch costume to (stand_1 v)\n\nwhen I receive [boss death v]\ngo to x: (-100) y: (-47)\nswitch costume to (stand_1 v)\n\n@Ground\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (Level Set 1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin search v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to ((Level Set 2) + (5))\nend\n\nwhen I receive [start flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [beat flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [find ninjas v]\nhide\nstop [other scripts in sprite v]\nwait until <(Start Finding) = [yes]>\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to ((Level Set 3) + (11))\nend\n\n@Spikes\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level Set 1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin search v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to ((Level Set 2) + (5))\nend\n\nwhen I receive [start flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [beat flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [find ninjas v]\nhide\nstop [other scripts in sprite v]\nwait until <(Start Finding) = [yes]>\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to ((Level Set 3) + (11))\nend\n\n@Words\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n switch costume to (Level Set 1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin search v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n switch costume to ((Level Set 2) + (5))\nend\n\nwhen I receive [start flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [beat flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [find ninjas v]\nhide\nstop [other scripts in sprite v]\nwait until <(Start Finding) = [yes]>\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n switch costume to ((Level Set 3) + (11))\nend\n\n@Enemies\n\nwhen flag clicked\nhide\nset [enemies killed v] to [0]\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif <(in boss fight?) = [0]> then\n if <(Start Finding) = [yes]> then\n broadcast (Delete Clones v) and wait\n if <(Level Set 3) = [4]> then\n Clone at [0] [0]\n else\n if <(Level Set 3) = [5]> then\n Clone at [0] [150]\n else\n if <(Level Set 3) = [8]> then\n Clone at [120] [70]\n end\n end\n end\n end\nend\n\nwhen I receive [die v]\nif <(in boss fight?) = [0]> then\n if <(Start Finding) = [yes]> then\n broadcast (Delete Clones v) and wait\n if <(Level Set 3) = [4]> then\n Clone at [0] [0]\n else\n if <(Level Set 3) = [5]> then\n Clone at [0] [150]\n else\n if <(Level Set 3) = [8]> then\n Clone at [120] [70]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nrepeat until <<touching (ninja star v)?> or <(y position) < [-184]>>\n change [y v] by (-1)\n if <([x position v] of [ninja v]) < (x position)> then\n change [x v] by (-.6)\n point in direction (90)\n else\n change [x v] by (.6)\n point in direction (-90)\n end\n set [x v] to ((x) * (.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 (-4)\n change x by ((x) * (-1))\n if <([x position v] of [ninja v]) > ((y position) + (5))> then\n set [y v] to [8]\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 end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<([x position v] of [ninja v]) > ((y position) + (5))> and <touching (ground v)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <touching (ninja v)?> then\n broadcast (Die v)\n end\nend\nif <(in boss fight?) = [1]> then\n change [enemies killed v] by (1)\nend\nbroadcast (Slime Die v)\ndelete this clone\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [start boss fight v]\nbroadcast (Delete Clones v) and wait\nwait (1) seconds\nrepeat (10)\n Clone at [20] [0]\n wait (1) seconds\nend\nwait until <(forcefield down?) = [1]>\nwait until <(forcefield down?) = [0]>\nwait (1) seconds\nset [enemies killed v] to [ 0]\nrepeat (15)\n Clone at [20] [0]\n wait (1) seconds\nend\n\n@Boss\n\ndefine Talk (input) (wait...)\nset [number v] to [0]\nset [hold v] to []\nrepeat (length of (input))\n set [hold v] to (join (Hold) (letter (Number) of (input)))\n say (Hold)\n change [number v] by (1)\nend\nsay (input) for (wait...) seconds\n\nwhen flag clicked\nhide\ngo to x: (130) y: (9)\nset [in boss fight? v] to [0]\nset [forcefield down? v] to [0]\n\nwhen I receive [find ninjas v]\nwait (1) seconds\nwait until <(Level Set 3) = [10]>\nbroadcast (Boss Fight v)\n\nwhen I receive [boss fight v]\nswitch costume to (boss good v)\nset [in cutscene v] to [1]\ngo to x: (130) y: (9)\nshow\nwait (2) seconds\nTalk [I am the slime boss!!] [2]\nTalk [I captured the survivors!!] [2]\nTalk [You will never get them back, unless...] [2]\nTalk [YOU FIGHT ME TO THE DEATH!!] [2]\nbroadcast (Start Boss Fight v)\n\nwhen I receive [start boss fight v]\nshow\ngo to [front v] layer\nswitch costume to (boss good v)\nset [boss health v] to [8]\nset [in cutscene v] to [0]\nset [in boss fight? v] to [1]\nwait (0.7) seconds\nTalk [Face this!!] [2]\nwait until <(enemies killed) = [10]>\nswitch costume to (boss bad v)\nTalk [OW!!!] [2]\nset [forcefield down? v] to [1]\nrepeat (4)\n wait until <touching (ninja star v)?>\n change [boss health v] by (-1)\n wait until <not <touching (ninja star v)?>>\nend\nswitch costume to (boss good v)\nset [forcefield down? v] to [0]\nwait until <(enemies killed) = [15]>\nswitch costume to (boss bad v)\nTalk [NO, YOU CAN'T BEAT ME...] [2]\nset [forcefield down? v] to [1]\nrepeat (2)\n wait until <touching (ninja star v)?>\n change [boss health v] by (-1)\n wait until <not <touching (ninja star v)?>>\nend\nswitch costume to (boss good v)\nwait (1) seconds\nglide (1) secs to x: (-100) y: (100)\nwait (0.3) seconds\nglide (0.6) secs to x: (-100) y: (-53)\nglide (0.6) secs to x: (-10) y: (100)\nglide (0.6) secs to x: (-10) y: (-53)\nglide (0.6) secs to x: (-135) y: (100)\nglide (0.6) secs to x: (-135) y: (-53)\nglide (0.6) secs to x: (-75) y: (100)\nglide (0.6) secs to x: (-75) y: (-53)\nswitch costume to (boss bad v)\nTalk [HOW!!] [2]\nrepeat (1)\n wait until <touching (ninja star v)?>\n change [boss health v] by (-1)\n wait until <not <touching (ninja star v)?>>\nend\nswitch costume to (boss good v)\nglide (1) secs to x: (130) y: (9)\nset [forcefield down? v] to [0]\nwait (1) seconds\nswitch costume to (boss plane v)\nglide (1) secs to x: (-30) y: (120)\nwait (0.7) seconds\nbroadcast (Final Phase v)\n\ndefine Drop Bomb\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nswitch costume to (bomb v)\nrepeat until <touching (ground v)?>\n change [y v] by (-0.2)\n change y by (y)\nend\nset [bomb x v] to (x position)\nset [bomb y v] to ((y position) + (25))\nbroadcast (Bomb Explode v)\ndelete this clone\n\nwhen I receive [final phase v]\nshow\ngo to x: (-30) y: (120)\nset [boss health v] to [1]\nset [in cutscene v] to [0]\nswitch costume to (boss plane v)\nrepeat (9)\n Drop Bomb\n wait (0.8) seconds\nend\nwait (0.7) seconds\nswitch costume to (boss bad v)\nTalk [This is it for me...] [2]\nglide (1) secs to x: (130) y: (9)\nset [forcefield down? v] to [1]\nwait until <touching (ninja star v)?>\nchange [boss health v] by (-1)\nset [in cutscene v] to [1]\nbroadcast (Boss Death v)\n\nwhen I receive [final phase v]\nglide (0.7) secs to x: (-120) y: (120)\nglide (1.2) secs to x: (120) y: (120)\nglide (0.7) secs to x: (-80) y: (120)\nglide (0.5) secs to x: (-40) y: (120)\nglide (0.5) secs to x: (-100) y: (120)\nglide (0.5) secs to x: (-120) y: (120)\nglide (1.2) secs to x: (120) y: (120)\nglide (0.7) secs to x: (-80) y: (120)\nglide (0.5) secs to x: (-40) y: (120)\nglide (0.5) secs to x: (-100) y: (120)\n\nwhen I receive [boss death v]\nset [in boss fight? v] to [0]\nwait (2) seconds\nTalk [Uh, I have been defeated, you've won :\(] [2]\nTalk [The survivors are just up ahead...] [2]\nTalk [NO!!] [2]\nset [in cutscene v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-2222222222222) y: (-222222222222222222222)\n\n@Boss Healthbar\n\nwhen flag clicked\nhide\n\nwhen I receive [start boss fight v]\nshow\nforever\n switch costume to (boss health)\nend\n\nwhen I receive [final phase v]\nshow\nforever\n switch costume to (boss health)\nend\n\nwhen I receive [boss death v]\nhide\n\n@Forcefield\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [start boss fight v]\nshow\ngo to x: (130) y: (28)\nswitch costume to (forcefield v)\nrepeat (10)\n set [ghost v] effect to (-10)\nend\nwait until <(forcefield down?) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait until <(forcefield down?) = [0]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(forcefield down?) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait until <(forcefield down?) = [0]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(forcefield down?) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [boss death v]\nhide\n\n@Blocker\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\nshow\ngo to [front v] layer\n\nwhen I receive [boss death v]\nhide\n\n@Restart Message\n\nwhen flag clicked\nhide\n\nwhen I receive [boss death v]\nhide\n\nwhen I receive [start boss fight v]\nshow\ngo to [front v] layer\n\n@Ninja Star\n\nwhen flag clicked\nhide\nset [throw in progress v] to [0]\n\nwhen I receive [throw star v]\nshow\nset [throw in progress v] to [1]\ngo to (ninja v)\nif <(star dir) = [90]> then\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <touching color (#ff7474)?>>\n change x by (10)\n turn right (15) degrees\n end\nelse\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <touching color (#ff7474)?>>\n change x by (-10)\n turn right (-15) degrees\n end\nend\nwait (0.1) seconds\nset [throw in progress v] to [0]\nhide\n\nwhen I receive [slime die v]\nhide\nset [throw in progress v] to [0]\n\nwhen I receive [throw star v]\nforever\n if <touching (boss v)?> then\n wait (0.1) seconds\n hide\n set [throw in progress v] to [0]\n end\nend\n\n@Throw Button\n\nwhen flag clicked\nhide\n\nwhen I receive [find ninjas v]\nwait until <(Start Finding) = [yes]>\nwait (0.1) seconds\nwait until <(Level Set 3) > [2]>\nshow\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(throw in progress) = [0]> then\n broadcast (Throw Star v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Title\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (100)\nforever\n point in direction ((([sin v] of ((timer) * (400)) ) * (3)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\n@Image\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\n\n@Menu Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (-100)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Play v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [flight to loh v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nhide\n\nwhen I receive [find ninjas v]\nforever\n play sound [Ninja Music v] until done\nend\n\nwhen I receive [start v]\nforever\n play sound [Ninja Music v] until done\nend\n\n@Backstory\n\nwhen I receive [backstory v]\nshow\ngo to [front v] layer\nswitch costume to (black v)\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nswitch costume to (backstory1 v)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (1) seconds\nhide\nbroadcast (Begin Search v)\n\nwhen I receive [begin search v]\nset [in cutscene v] to [0]\n\nwhen I receive [play v]\nset [in cutscene v] to [0]\nhide\nwait (1) seconds\nwait until <(Level Set 1) = [5]>\nset [in cutscene v] to [1]\nbroadcast (Backstory v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen [h v] key pressed\nhide\n\n@Trigger Plane\n\nwhen flag clicked\nhide\n\nwhen I receive [begin search v]\nwait (0.00001) seconds\nwait until <(Level Set 2) = [6]>\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [start flight v]\nstop [other scripts in sprite v]\nhide\n\n@Transition\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n show\n set [ghost v] effect to (0)\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (circle v)\n end\n change [done? v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [start finding v] to [no]\n\nwhen I receive [flight to loh v]\nset [done? v] to [0]\nset [clone id v] to [0]\nwait (0) seconds\nset [brightness v] effect to (20)\nhide\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (circle v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait until <(Done?) = [6]>\nbroadcast (Start Flight v)\n\nwhen flag clicked\nswitch costume to (circle v)\n\nwhen I receive [find ninjas v]\nset [done? v] to [0]\nset [clone id v] to [0]\nwait (0) seconds\nset [brightness v] effect to (20)\nhide\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (circle v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait until <(Done?) = [6]>\nset [in cutscene v] to [0]\nset [start finding v] to [yes]\n\nwhen I receive [boss death v]\nset [done? v] to [0]\nset [clone id v] to [0]\nwait (0) seconds\nset [brightness v] effect to (20)\nhide\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (circle v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait until <(Done?) = [6]>\n\n@Plane\n\nwhen flag clicked\nhide\nset size to (20) %\ngo to x: (0) y: (-20)\nhide variable [plane health v]\nset [ghost v] effect to (100)\n\nwhen I receive [start flight v]\npoint in direction (0)\nset [plane health v] to [5]\nshow\nset [x v] to [0]\nset [y v] to [0]\nwait until <(Allowed to fly?) = [yes]>\nshow variable [plane health v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n if <touching color (#000000)?> then\n broadcast (Hit v)\n change [plane health v] by (-1)\n wait until <not <touching color (#000000)?>>\n end\n if <(Plane Health) < [1]> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [beat flight v]\nhide variable [plane health v]\nstop [other scripts in sprite v]\nhide\n\n@Flight Instructions\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset [allowed to fly? v] to [no]\n\nwhen I receive [start flight v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <mouse down?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [allowed to fly? v] to [yes]\n\nwhen I receive [beat flight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start flight v]\nforever\n play sound [Plane Music v] until done\nend\n\n@Clouds And Bombs\n\nwhen flag clicked\nhide\n\nwhen I receive [start flight v]\nwait until <(Allowed to fly?) = [yes]>\nrepeat (5)\n Clone (pick random (-255) to (255)) (pick random (-185) to (185))\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (pick random (1) to (2)))\nforever\n change y by (-7)\n change x by (([x v] of [plane v]) * (-1))\n if <(y position) < [-187]> then\n switch costume to (pick random (1) to (pick random (1) to (2)))\n go to x: (pick random (-255) to (255)) y: (188)\n end\n if <(x position) > [245]> then\n switch costume to (pick random (1) to (pick random (1) to (2)))\n go to x: (-245) y: (pick random (-185) to (185))\n end\n if <(x position) < [-245]> then\n switch costume to (pick random (1) to (pick random (1) to (2)))\n go to x: (245) y: (pick random (-185) to (185))\n end\n if <<touching (plane v)?> and <(costume [number v]) = [2]>> then\n wait (0.0001) seconds\n New Clone After Hit\n delete this clone\n end\nend\n\ndefine New Clone After Hit\ngo to x: (245) y: (pick random (-185) to (185))\ncreate clone of (_myself_ v)\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [beat flight v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@Explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [hit v]\nstart sound [BOOM!!!!! v]\nswitch costume to (exploding a v)\ngo to (plane v)\nshow\nset size to (500) %\nrepeat (13)\n next costume\n wait (0.00000001) seconds\nend\nhide\nstop [this script v]\n\nwhen I receive [bomb explode v]\ngo to x: (bomb x) y: (bomb y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nstart sound [BOOM!!!!! v]\nswitch costume to (exploding a v)\nshow\nset size to (500) %\nrepeat (13)\n next costume\n wait (0.00000001) seconds\nend\nhide\ndelete this clone\n\n@Retry Flight Button\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nset [allowed to fly? v] to [no]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-100)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Start Flight v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Retry Image\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (50)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start flight v]\nhide\n\n@Time\n\nwhen I receive [start flight v]\nwait (0.0001) seconds\nset [time v] to [30]\nwait until <(Allowed to fly?) = [yes]>\nshow variable [time v]\nrepeat (60)\n wait (0.9) seconds\n change [time v] by (-1)\nend\nstop [this script v]\n\nwhen I receive [start flight v]\nwait (0.0001) seconds\nwait until <(Allowed to fly?) = [yes]>\nforever\n if <(Time) < [1]> then\n broadcast (Beat Flight v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide variable [time v]\n\n@Beat Flight\n\nwhen flag clicked\nhide\n\nwhen I receive [beat flight v]\nstop all sounds\nhide variable [time v]\nwait (0.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <mouse down?>\nhide\nbroadcast (Find Ninjas v)\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (particle v)\n set size to (100) %\n show\n set [x v] to (pick random (-15) to (15))\n set [y v] to (pick random (20) to (30))\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n end\n delete this clone\nend\n\ndefine Clone Sprite ID (id) # (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nClone Sprite ID [Back] # [1]\nwait (0.7) seconds\nClone Sprite ID [Dot] # [1]\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n show\n go to [back v] layer\n switch costume to (back v)\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (15)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Dot]> then\n go to x: (0) y: (200)\n show\n go to [front v] layer\n switch costume to (dot v)\n set [i v] to [-1]\n repeat (20)\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n change y by ((I) / (2.5))\n end\n repeat (5)\n switch costume to (nothing v)\n change size by (((10000) - (size)) / (16))\n switch costume to (dot v)\n end\n wait (0.5) seconds\n Clone Sprite ID [JC] # [1]\nend\n\nwhen I start as a clone\nif <(Clone) = [JC]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (jc v)\n set size to (2) %\n Grow to size [100]\n wait (0.7) seconds\n switch costume to (spin1 v)\n repeat (30)\n switch costume to ((costume [number v]) + (2))\n if <(costume [number v]) > [12]> then\n switch costume to (spin1 v)\n end\n end\n broadcast (Name v)\nend\n\ndefine Grow to size (size)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((size) - (size)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((size) - (size)) / (8)))\n change size by (Bounce)\nend\n\nwhen I start as a clone\nif <(Clone) = [J]> then\n go to x: (-135) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter1 v)\n Jump to y [-120]\nend\n\ndefine Jump to y (y)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((y) - (y position)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((y) - (y position)) / (8)))\n change y by (Bounce)\nend\n\nwhen I receive [name v]\nrepeat (1)\n delete this clone\nend\nClone Sprite ID [Ninja] # [1]\nwait (0) seconds\nClone Sprite ID [J] # [1]\nwait (0) seconds\nClone Sprite ID [C] # [1]\nwait (0) seconds\nClone Sprite ID [_] # [1]\nwait (0) seconds\nClone Sprite ID [P] # [1]\nwait (0) seconds\nClone Sprite ID [r] # [1]\nwait (0) seconds\nClone Sprite ID [o1] # [1]\nwait (0) seconds\nClone Sprite ID [G] # [1]\nwait (0) seconds\nClone Sprite ID [o2] # [1]\nwait (0) seconds\nClone Sprite ID [l] # [1]\nwait (0) seconds\nClone Sprite ID [d] # [1]\nwait (1.5) seconds\nClone Sprite ID [Square] # [1]\nwait (0.7) seconds\nClone Sprite ID [Logo] # [1]\n\nwhen I start as a clone\nif <(Clone) = [C]> then\n go to x: (-105) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter2 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [_]> then\n go to x: (-75) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter3 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [P]> then\n go to x: (-45) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter4 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [r]> then\n go to x: (-15) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter5 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [o1]> then\n go to x: (15) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter6 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [G]> then\n go to x: (45) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter7 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [o2]> then\n go to x: (75) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter8 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [l]> then\n go to x: (105) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter9 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [d]> then\n go to x: (135) y: (-130)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (letter10 v)\n Jump to y [-120]\nend\n\nwhen I start as a clone\nif <(Clone) = [Ninja]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (ninja v)\n set size to (2) %\n Grow to size [100]\nend\n\ndefine Smooth (x) (y) (s) (d) (g)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (s)> and <(round (direction)) = (d)>>>>\n change x by (((x) - (x position)) / (5))\n change y by (((y) - (y position)) / (5))\n change size by (((s) - (size)) / (5))\n turn right (((d) - (direction)) / (5)) degrees\n change [ghost v] effect by (g)\nend\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n show\n go to [front v] layer\n go to x: (0) y: (1000)\n switch costume to (square v)\n Smooth [0] [-370] [100] [90] [0]\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (logo v)\n set size to (2) %\n Grow to size [100]\n wait (0.7) seconds\n Clone Sprite ID [Particles] # [15]\n glide (0.1) secs to x: (226) y: (-100)\n hide\n wait (1.5) seconds\n broadcast (Start v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n Clone Sprite ID [Particles] # [15]\n repeat (18)\n turn right (20) degrees\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro v]\nwait (10) seconds\nrepeat (50)\n change volume by (-2)\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n broadcast (Start v)\n stop [this script v]\n end\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | 日本語は下です!! サムネを変えてみたよ!!!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nThis is a desert! ??\nThe wind is blowing! !! !!\n\n▼ How to play\nYou can operate it with the arrow keys or tap !!\nIt is mobile compatible.\n\nWhen it hits the wind, it slows down.\n\n▼ Goal\nTrend 1P\n⭐ and ❤ 300\nNumber of references 10000\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nここは砂漠!?\n風が吹いてきます!!!\n\n▼遊び方\n矢印キー、またはタップで操作できます!!\nモバイル対応です。\n\n風にあたると動きが遅くなります。\n\n▼目標\n傾向1P⇨達成!\n⭐と❤ 300⇨達成!\n参照数10000⇨達成!\n\n▼フォロー推奨\n@idontknow0315様\n@SUKEKOSU3様\n@kako-ken様\n@TNTend様\n@maluyuu様 |
Seasons- A Platformer | @Stage\n\n@Duszek1\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\nswitch costume to (kostium1 v)\nset [wysokość skoku v] to [55]\ngo to x: (-200) y: (-100)\nbroadcast (wiadomość1 v)\npoint in direction (90)\nforever\n if <<touching color (#2b2b2b)?> or <<touching color (#5d9d3e)?> or <touching color (#bf885c)?>>> then\n set [skok v] to [1]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n set [skok v] to ((wysokość skoku) / (5))\n end\n else\n change [skok v] by (-0.5)\n end\n change y by (skok)\nend\n\nwhen I receive [wiadomość1 v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (10)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-10)\n end\n if <<touching color (#000000)?> or <touching color (#ff0000)?>> then\n go to x: (-200) y: (-100)\n end\n if <touching (duszek2 v)?> then\n go to x: (-200) y: (-100)\n next backdrop\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (kostium3 v)\n else\n switch costume to (kostuim1 v)\n end\n if <touching color (#a1dc93)?> then\n set [skok v] to [18]\n end\nend\n\nwhen I receive [start music v]\nset [audio v] to [50]\nforever\n set volume to (Audio) %\n if <(Audio) = [0]> then\n set volume to (0) %\n set [audio v] to [Off]\n end\nend\n\nwhen I receive [skip v]\ngo to x: (-200) y: (-100)\n\nwhen I receive [start music v]\nforever\n play sound [Volume Alpha - 03 - Subwoofer Lullaby v] until done\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-100)\nbroadcast (restart v)\n\n@Duszek2\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [name v]) = [tło9]> then\n hide\n end\nend\n\n@Duszek3\n\nwhen flag clicked\nhide\n\nshow\n\n@Duszek4\n\nwhen flag clicked\nshow\nswitch costume to (medicallonelycatbird-size_restricted260 v)\nrepeat (40)\n next costume\n wait (0.07) seconds\nend\nhide\n\nwhen flag clicked\nhide variable [audio v]\nplay sound [Grizzy And Lemmings Cartoon - Theme Song \(1\) v] until done\nbroadcast (start music v)\nshow variable [audio v]\n\n@Duszek5\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (skip v)\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [name v]) = [tło9]> then\n hide\n end\nend\n\n@Duszek6\n\nwhen flag clicked\nhide\n\nwhen I receive [start music v]\nshow\nwait (2) seconds\nhide\n\n@Duszek7\n\nwhen flag clicked\nset [restart v] to [0]\ngo to [back v] layer\nhide\nswitch costume to (kostium3 v)\nforever\n if <(backdrop [name v]) = [tło12]> then\n show\n if <not <(costume [number v]) = [4]>> then\n wait (0.5) seconds\n next costume\n end\n end\n if <(backdrop [name v]) = [tło9]> then\n hide\n end\nend\n\nwhen I receive [restart v]\nswitch costume to (kostium3 v)\n\n | - - - - - - - - - - - - - - - D e s i g n - - - - - - - - - - - - - - - \n !!! Please Read All !!!\nHey everyone! Welcome to... my first Official Platformer!! I'm super proud of this, and it took so much work!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\nI know it's not very exciting, but I just wanted this to be a fun, easy, game that you all can enjoy! Please, leave a heart and star to support me, and maybe a follow too :)\nIf you have any feedback that you would like to give me, just tell me in the comments, and ill take it all on board!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nInstructions:\nArrow keys to move \nUp to jump\nPress H to hide mouse trail and S to show\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nThis game was inspired by @kriblo's game: Art Run! Its a super fun game, go check it out here! https://scratch.mit.edu/projects/321921540/\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nCredits:\nGoogle for some the images (I redid them all in SVE)\n@hcps-kaura1 for some of the intro code and the shapes in the background\n@griffpatch for his platformer tutorial!\n@--REsiDue-- for part of the mouse trail\n@FUNUT for part of the character designs\nYoutube for the music :)\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nFeatured......?\nhttps://scratch.mit.edu/studios/4228481/\n- - - - - - - - - - - - - - - - - MISSION - - - - - - - - - - - - - - - \nTo get Top-Loved! Can we do it? :D\nYes! Thank you all!! :D\nOooh Top Remixed now! :)\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n• Update Log •\n15/3:\n•Shared!\n• @-BoyMcBoy- Loved\n• @noodlebot743 loved\n• @CapAnimation loved\n• @--Sidewinder-- loved \n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n16/3:\n• 200+ loves\n• @kriblo loved\n• #32 on trending :D\n• 1k views!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n17/3:\n• 510+ loves!\n• @04tmoody loved!\n• #14 on trending! - Jumped up to #5 !!! Woah!\n• 4k views!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n19/3:\n• 1600+ loves!\n• #2 on trending!!!!!!!\n• 14k views!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n22/3:\n• 2300+ loves!\n• #8 on trending!\n• 23k views!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n24/3:\n• 2500+ loves and 2k favs!!\n• #14th on trending!\n• 29k views!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n22/11:\n• 3259+ loves and 2525k favs!!\n• 32.2k views!\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n10/08/21:\n• 3509+ loves and 2725k favs\n• 34.4k views dang\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n#graphic #design #platformer #unique #play #love #favourite #-lilwolfy- #confusing #detailed #platforms #fun #easy #game #modern #art #weird #please #get #this #top #loved #trending #toploved #thanks |
Words - a platformer #games #all | @Stage\n\nwhen flag clicked\nset [clonecount v] to [0]\nif <<(debug) = [1]> and <key (s v) pressed?>> then\n set [title v] to [0]\nelse\n set [title v] to [1]\nend\nbroadcast (greenFlag v)\n\nwhen I receive [music v]\nif <not <<(music) = [16]> and <<(current) = [43]> and <(gameHalf) < [2]>>>> then\n stop all sounds\nend\nset volume to (musicVol) %\nif <not <(music) = [0]>> then\n play sound ([floor v] of (music) ) until done\n forever\n if <(music) = [0]> then\n stop [this script v]\n end\n play sound ([ceiling v] of (music) ) until done\n end\nend\n\nwhen I receive [loadlevel v]\nif <[introlevels v] contains ((current) + (1))?> then\n if <(current) = [42]> then\n switch backdrop to (full-stars v)\n else\n switch backdrop to ((item # of ((current) + (1)) in [introlevels v]) - (1))\n end\n repeat (10)\n change volume by ((0) - ((musicVol) / (10)))\n end\n set [music v] to [0]\n stop all sounds\n broadcast (music v)\n set volume to (musicVol) %\nend\nif <[introlevels v] contains (current)?> then\n switch backdrop to (item # of (current) in [introlevels v])\n if <(died) = [0]> then\n set [music v] to (item (item # of (current) in [introlevels v]) of [muslist v])\n broadcast (music v)\n end\nend\n\nwhen I receive [changevol v]\nset volume to (musicVol) %\n\nset [musicvol v] to [100]\nbroadcast (changeVol v)\n\nset [musicvol v] to [50]\nbroadcast (changeVol v)\n\nwhen I receive [musicfade v]\nrepeat (10)\n change volume by ((0) - ((musicVol) / (10)))\nend\nset [music v] to [0]\nstop all sounds\nbroadcast (music v)\nwait (0) seconds\nset volume to (musicVol) %\n\nset [music v] to (item (14) of [muslist v])\nbroadcast (music v)\n\nset [music v] to [16]\nbroadcast (music v)\nwait (1) seconds\nset [music v] to [0]\n\nset [music v] to [1]\nbroadcast (music v)\n\nwhen I receive [greenflag v]\nif <(title) = [1]> then\n set [debug v] to [0]\n if <<key (any v) pressed?> or <(mobileActive) > [0]>> then\n set [music v] to [17]\n broadcast (music v)\n broadcast (titleStart v)\n broadcast (menuLoop v)\n else\n if <(read) = [0]> then\n erase all\n set [read v] to [1]\n set [brightness v] effect to (-100)\n switch backdrop to (read v)\n repeat (15)\n change [brightness v] effect by ((100) / (15))\n end\n clear graphic effects\n wait (1.8) seconds\n repeat (15)\n change [brightness v] effect by ((0) - ((100) / (15)))\n end\n clear graphic effects\n set [brightness v] effect to (-100)\n end\n if <(username) = [TriforceMayhem]> then\n set [read v] to [0]\n end\n set [music v] to [17]\n broadcast (music v)\n broadcast (titleStart v)\n switch backdrop to (dark v)\n wait (3.6) seconds\n set [brightness v] effect to (-100)\n switch backdrop to ((17) + <<(current) = [43]> and <(gameHalf) = [1]>>)\n repeat (15)\n change [brightness v] effect by ((100) / (15))\n end\n clear graphic effects\n wait (1.8) seconds\n repeat (15)\n change [brightness v] effect by ((0) - ((100) / (15)))\n end\n clear graphic effects\n set [brightness v] effect to (-100)\n wait (0.6) seconds\n switch backdrop to (full-stars-clouds v)\n repeat (15)\n change [brightness v] effect by ((100) / (15))\n end\n clear graphic effects\n end\nend\n\nwhen backdrop switches to [mtn-brown-night v]\nif <(visualBgLite) = [on]> then\n switch backdrop to (mtn-brown-nightacc v)\nend\n\nwhen backdrop switches to [plateau v]\nif <(visualBgLite) = [on]> then\n switch backdrop to (plateauacc v)\nend\n\nwhen backdrop switches to [tower v]\nif <(visualBgLite) = [on]> then\n switch backdrop to (toweracc v)\nend\n\nwhen backdrop switches to [full-stars v]\nif <(visualBgLite) = [on]> then\n switch backdrop to (full-starsacc v)\nend\n\nwhen backdrop switches to [halftime v]\nif <(visualBgLite) = [on]> then\n switch backdrop to (halftimeacc v)\nend\n\nwhen backdrop switches to [mtn-brown-nightrees-tall v]\nif <(visualBgLite) = [on]> then\n switch backdrop to (mtn-brown-nightrees-tallacc v)\nend\n\nwhen backdrop switches to [full-stars-clouds v]\nif <(visualBgLite) = [on]> then\n switch backdrop to (full-stars-cloudsacc v)\nend\n\nwhen backdrop switches to [full-stars-clouds-flare v]\nif <(visualBgLite) = [on]> then\n switch backdrop to (full-stars-clouds-flareacc v)\nend\n\n@hitbox\n\ndefine VarReset\nset [xv v] to [0]\nset [yv v] to [0]\nset [ycol v] to [2]\nset [hitpoints v] to [3]\nbroadcast (hurtDisp v)\npoint in direction (90)\nif <(current) = [50]> then\n go to x: (0) y: (0)\nelse\n go to x: (-216) y: (-172)\n if <<<(current) = [4]> or <(current) = [8]>> or <<(current) = [12]> or <(current) = [47]>>> then\n change y by (128)\n end\n if <(current) = [5]> then\n change x by (48)\n change y by (180)\n end\n if <(current) = [13]> then\n change x by (-16)\n end\n if <(current) = [21]> then\n change x by (16)\n end\nend\nif <<(current) = [35]> or <(current) = [42]>> then\n change x by (32)\nend\nif <<(current) = [38]> or <(current) = [39]>> then\n set x to (-176)\nend\nif <(current) = [41]> then\n set x to (0)\nend\nrepeat until <not <touching (_edge_ v)?>>\n change y by (1)\nend\nrepeat until <touching (ground v)?>\n change y by (16)\n if <touching (_edge_ v)?> then\n stop [this script v]\n end\nend\nif <(current) = [37]> then\n set x to (176)\nend\nrepeat until <not <touching (ground v)?>>\n change y by (16)\nend\nif <(current) = [17]> then\n set y to (-91)\nend\nif <(current) = [37]> then\n go to x: (200) y: (-172)\n point in direction (-90)\n set [yv v] to [70]\n start sound [Jump2 v]\nend\nif <(current) = [38]> then\n go to x: (-200) y: (-172)\n point in direction (90)\n set [yv v] to [86]\n start sound [Jump2 v]\nend\nif <(current) = [39]> then\n go to x: (-200) y: (-172)\n point in direction (90)\n set [yv v] to [70]\n start sound [Jump2 v]\nend\nif <(current) = [40]> then\n go to x: (200) y: (-172)\n point in direction (-90)\n set [yv v] to [6]\n start sound [Jump2 v]\nend\nif <(current) = [41]> then\n go to x: (200) y: (-172)\n point in direction (-90)\n set [yv v] to [22]\n start sound [Jump2 v]\nend\n\nwhen I receive [levelstart v]\nset [color v] to [1]\nshow\nVarReset\nif <(current) = [42]> then\n set [enabled v] to [1]\n hide\n start sound [Jump2 v]\n broadcast (finalJumpUp v) and wait\n show\n set [enabled v] to [0]\nend\nbroadcast (render v)\nforever\n if <(gameHalf) > [0]> then\n change [color v] by (colorSpeed)\n if <(color) > [7.999]> then\n set [color v] to [1]\n end\n end\n broadcast (updateObj v)\n if <(enabled) = [0]> then\n Inputs\n else\n if <(enabled) = [2]> then\n Function <> <> <>\n end\n end\n if <not <(enabled) = [1]>> then\n if <<touching (water v)?> or <touching (risingswamp v)?>> then\n create clone of (_myself_ v)\n set [died v] to [1]\n set [ghost v] effect to (100)\n start sound ((4) + <(current) = [46]>)\n set [hitpoints v] to [0]\n broadcast (hurtDisp v)\n set [retimer v] to [30]\n set [repressed v] to [1]\n repeat until <<(reTimer) < [1]> or <<<key (any v) pressed?> or <mouse down?>> and <(rePressed) = [0]>>>\n broadcast (updateObj v)\n change [retimer v] by (-1)\n if <not <<key (any v) pressed?> or <mouse down?>>> then\n set [repressed v] to [0]\n end\n end\n broadcast (transitionLoad v)\n set [enabled v] to [1]\n end\n if <(y position) < [-178]> then\n set [died v] to [1]\n set [ghost v] effect to (100)\n set [hitpoints v] to [0]\n broadcast (hurtDisp v)\n broadcast (transitionLoad v)\n set [enabled v] to [1]\n end\n end\n if <<(died) = [1]> or <(hitInvul) > [0]>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n if <<(jumpColor) = [1]> and <(current) = [42]>> then\n set [enabled v] to [2]\n change [yv v] by (1.4)\n change y by ((0) - (yV))\n set [xv v] to [0]\n point towards (boss6 v)\n move (yV) steps\n end\nend\n\nwhen I receive [varreset v]\nVarReset\n\ndefine Floor\nset [ycol v] to [3]\nif <(yV) < [-1.6]> then\n if <(gameHalf) = [0]> then\n start sound [smalljump v]\n else\n start sound [quietding2 v]\n end\nend\nset [yv v] to [0]\nset [p v] to [0]\nrepeat until <<not <[collidabes v] contains [true]?>> or <(p) > [24]>>\n change y by (1)\n change [p v] by (1)\n updateTouch\nend\nif <<(jumpColor) = [1]> or <(jumpLights) > [0]>> then\n set [jumpcolor v] to [0]\n set [jumplights v] to [0]\nend\n\ndefine Wall\nset [p v] to [3]\nset x to (round (x position))\nchange y by (p)\nupdateTouch\nif <<[collidabes v] contains [true]?> or <(yV) > [0]>> then\n if <touching (lightpanel v)?> then\n set [jumpcolor v] to [0.2]\n end\n change y by ((0) - (p))\n updateTouch\n set [p v] to [0]\n if <(x position) > (lastx)> then\n repeat until <<not <[collidabes v] contains [true]?>> or <(p) > [15]>>\n change x by (-1)\n change [p v] by (1)\n updateTouch\n end\n else\n repeat until <<not <[collidabes v] contains [true]?>> or <(p) > [15]>>\n change x by (1)\n change [p v] by (1)\n updateTouch\n end\n end\n if <(jumpColor) = [0]> then\n set [xv v] to [0]\n else\n if <([abs v] of (xV) ) > [3]> then\n set [xv v] to ((([abs v] of (xV) ) / (xV)) * (3))\n end\n end\nend\n\ndefine Ceiling\nset [yv v] to [0]\nset [p v] to [0]\nrepeat until <<not <[collidabes v] contains [true]?>> or <(p) > [15]>>\n change y by (-1)\n change [p v] by (1)\n updateTouch\nend\n\ndefine Function <left> <right> <jump>\nset [animate? v] to [0]\nif <(yCol) > [0]> then\n set [jumpcolor v] to [0]\nend\nif <<<left> and <right>> and <(yCol) > [0]>> then\n if <(xV) > [0]> then\n change [xv v] by (-0.8)\n if <[0] > (xV)> then\n set [xv v] to [0]\n end\n else\n change [xv v] by (0.8)\n if <(xV) > [0]> then\n set [xv v] to [0]\n end\n end\nelse\n if <<left> or <right>> then\n if <left> then\n point in direction (-90)\n change [xv v] by (-0.5)\n set [animate? v] to [1]\n if <[-4] > (xV)> then\n set [xv v] to [-4]\n end\n end\n if <right> then\n point in direction (90)\n change [xv v] by (0.5)\n set [animate? v] to [1]\n if <(xV) > [4]> then\n set [xv v] to [4]\n end\n end\n else\n if <[25] > (hitInvul)> then\n if <(xV) > [0]> then\n change [xv v] by (-0.8)\n if <[0] > (xV)> then\n set [xv v] to [0]\n end\n else\n change [xv v] by (0.8)\n if <(xV) > [0]> then\n set [xv v] to [0]\n end\n end\n end\n end\nend\nchange x by (xV)\nif <([abs v] of (xV) ) > [1.5]> then\n set [animate? v] to [1]\nend\nif <(x position) > [232]> then\n set x to (232)\n set [xv v] to [0]\nend\nif <[-232] > (x position)> then\n set x to (-232)\n set [xv v] to [0]\nend\nif <touching (lift v)?> then\n change x by (-16)\n if <touching (lift v)?> then\n change x by (16)\n LiftSide [1]\n else\n change x by (32)\n if <touching (lift v)?> then\n change x by (-16)\n LiftSide [-1]\n else\n change x by (-16)\n end\n end\nend\nupdateTouch\nif <[collidabes v] contains [true]?> then\n Wall\nend\nset [lastx v] to (x position)\nmove (1) steps\nif <<touching (lightpanel v)?> or <(jumpLights) > [0]>> then\n if <[0.1] > (jumpColor)> then\n set [jumpcolor v] to [0.1]\n end\nend\nmove (-1) steps\nupdateTouch\nif <not <[collidabes v] contains [true]?>> then\n change [yv v] by (-0.8)\n if <[-16] > (yV)> then\n set [yv v] to [-16]\n end\n change [ycol v] by (-1)\nend\nif <<key (g v) pressed?> and <(debug) = [1]>> then\n set [yv v] to [0]\nend\nchange x by (([abs v] of (xV) ) / (xV))\nif <<touching (lightpanel v)?> and <<(yCol) < [1]> and <(jumpColor) > [0.1]>>> then\n if <(yV) < [-1.5]> then\n set [yv v] to [-1.5]\n end\n set [jumpcolor v] to [0.3]\nend\nchange x by ((0) - (([abs v] of (xV) ) / (xV)))\nif <<(jumpLights) > [0]> or <(jumpColor) = [0.3]>> then\n set [jumppotential v] to [1]\nelse\n set [jumppotential v] to [0]\nend\nchange y by (yV)\nupdateTouch\nif <(yV) > [0]> then\n if <[collidabes v] contains [true]?> then\n Ceiling\n end\nelse\n change y by (-1)\n updateTouch\n if (item (2) of [collidabes v]) then\n change x by (liftSend)\n if <touching (ground v)?> then\n change x by ((0) - (([abs v] of (liftSend) ) / (liftSend)))\n if <touching (ground v)?> then\n change x by ((0) - (([abs v] of (liftSend) ) / (liftSend)))\n end\n end\n end\n set [liftsend v] to [0]\n if <[collidabes v] contains [true]?> then\n Floor\n else\n change y by (1)\n end\nend\nif <<(jumpPotential) = [0]> and <(j) = [16]>> then\n set [j v] to [0]\nend\nif <(yCol) > [0]> then\n set [j v] to [16]\n set [jumppotential v] to [0]\nend\nif <<jump> and <<(jumpBuffer) = [-1]> and <(jumpPotential) < [0.1]>>> then\n set [jumpbuffer v] to [3]\nend\nif <<(j) > [0]> and <<jump> or <<(jumpBuffer) > [0]> and <(yCol) < [1]>>>> then\n if <(j) = [16]> then\n start sound [Jump2 v]\n set [yv v] to [9.5]\n set [ycol v] to [0]\n set [jumpbuffer v] to [0]\n replace item (10) of [collidabes v] with [1]\n if <(jumpColor) = [0.3]> then\n set [xv v] to (((0) - (([abs v] of (xV) ) / (xV))) * (5))\n set [jumpcolor v] to [1]\n if <[1] > (jumpLights)> then\n set [jumppotential v] to [0]\n end\n set [ycol v] to [-1]\n else\n if <(jumpLights) > [0]> then\n set [jumpcolor v] to [1]\n if <(current) = [42]> then\n start sound [Randomize8 v]\n end\n change [jumplights v] by (-1)\n if <[1] > (jumpLights)> then\n set [jumppotential v] to [0]\n end\n set [ycol v] to [-1]\n end\n end\n end\n change [yv v] by (0.2)\n change [j v] by (-1)\nelse\n set [j v] to [0]\n if <<(yV) > [6]> and <not <<(jumpColor) = [1]> and <(current) = [42]>>>> then\n set [yv v] to [6]\n end\nend\nif <<(jumpPotential) > [0]> and <<not <[collidabes v] contains [1]?>> or <(jumpBuffer) > [0]>>> then\n set [j v] to [16]\nend\nif <(jumpBuffer) > [-1]> then\n if <not <<(jumpBuffer) = [0]> and <jump>>> then\n change [jumpbuffer v] by (-1)\n end\nend\nif <jump> then\n replace item (10) of [collidabes v] with [1]\nelse\n replace item (10) of [collidabes v] with [0]\nend\nif <(y position) > [186]> then\n set y to (186)\nend\nbroadcast (render v)\n\ndefine updateTouch\nreplace item (1) of [collidabes v] with <touching (ground v)?>\nreplace item (2) of [collidabes v] with <touching (lift v)?>\nreplace item (3) of [collidabes v] with <touching (semisolid v)?>\nreplace item (4) of [collidabes v] with <touching (ice v)?>\nreplace item (5) of [collidabes v] with <touching (chonkstalactite v)?>\nif <(blocks1) = [0]> then\n replace item (6) of [collidabes v] with <touching (blocks1 v)?>\nelse\n replace item (6) of [collidabes v] with [false]\nend\nif <(blocks2) = [0]> then\n replace item (7) of [collidabes v] with <touching (blocks2 v)?>\nelse\n replace item (7) of [collidabes v] with [false]\nend\nreplace item (8) of [collidabes v] with <touching (blocks3 v)?>\nreplace item (9) of [collidabes v] with <touching (castlegate v)?>\n\ndefine LiftSide (number)\nset [p v] to [0]\nset x to (round (x position))\nrepeat until <not <touching (lift v)?>>\n change x by (number)\n if <touching (ground v)?> then\n change [p v] by (1)\n if <(p) > [3]> then\n say [crash] for (0.1) seconds\n VarReset\n end\n end\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nswitch costume to (splash v)\nif <<(current) = [19]> or <(current) = [46]>> then\n hide\n set size to (1000) %\n set y to ([y position v] of [risingswamp v])\n set size to (100) %\n show\n water2\nelse\n water\nend\nwait (0) seconds\ngo to [front v] layer\nrepeat (6)\n next costume\n wait (0) seconds\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\ndefine water\nrepeat until <not <touching (water v)?>>\n change y by (1)\nend\nrepeat until <touching (water v)?>\n change y by (-0.1)\nend\n\ndefine Inputs\nFunction <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(mobileLeft) = [1]>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(mobileRight) = [1]>> <<<<key (up arrow v) pressed?> or <key (z v) pressed?>> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<key (x v) pressed?> or <(mobileUp) = [1]>>>\n\nwhen I receive [zswampsnap v]\nif <(costume [number v]) > [3]> then\n hide\n set size to (1000) %\n set y to ([y position v] of [risingswamp v])\n set size to (100) %\n show\n water2\nend\n\nwhen I receive [sceneb v]\nstop [other scripts in sprite v]\nhide\n\ndefine water2\nrepeat until <not <touching (risingswamp v)?>>\n change y by (16)\nend\nrepeat until <touching (risingswamp v)?>\n change y by (-4)\nend\nrepeat until <not <touching (risingswamp v)?>>\n change y by (1)\nend\nrepeat until <touching (risingswamp v)?>\n change y by (-0.1)\nend\n\nwhen I receive [scenec v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nset [debug v] to [0]\n\nwhen I receive [scened v]\nset [enabled v] to [1]\nrepeat (20)\n Function <> <[] = []> <[] = []>\n broadcast (updateObj v)\nend\nrepeat (21)\n Function <> <[] = []> <>\n broadcast (updateObj v)\nend\nrepeat (5)\n Function <> <> <>\n broadcast (updateObj v)\nend\nFunction <[] = []> <> <>\nrepeat (5)\n Function <> <> <>\n broadcast (updateObj v)\nend\n\nwhen I receive [returntomonke v]\nset [enabled v] to [1]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [greenflag v]\nset [enabled v] to [1]\nstop [other scripts in sprite v]\nhide\n\n@spriteBody\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [render v]\nif <(isClone) = [0]> then\n if <(died) = [1]> then\n hide\n else\n show\n end\n point in direction ([direction v] of [hitbox v])\n go to (hitbox v)\n if <(yCol) > [3]> then\n if <(round (((round (y position)) + (-4)) / (16))) = (((round (y position)) + (-4)) / (16))> then\n end\n if <<(yCol) > [0]> and <(animate?) = [1]>> then\n set [animspeed v] to (([abs v] of (xV) ) / (12))\n if <(animspeed) < [0.2]> then\n set [animspeed v] to [0.2]\n end\n change [animsprite v] by (animspeed)\n if <[3.99] < (animsprite)> then\n set [animsprite v] to [0]\n end\n switch costume to ((9) + ([floor v] of (animsprite) ))\n else\n if <(yV) > [0.9]> then\n switch costume to (cstoneup v)\n else\n if <[-0.9] > (yV)> then\n if <(jumpColor) = [0.3]> then\n switch costume to (cstonewall v)\n else\n switch costume to (cstonedown v)\n end\n else\n switch costume to (cstoneidle v)\n end\n end\n end\n if <(gameHalf) > [0]> then\n if <(jumpColor) > [0]> then\n switch costume to ([floor v] of (color) )\n if <<[1] > (yCol)> and <(jumpColor) > [0.99]>> then\n set [isclone v] to [1]\n change [clonecount v] by (1)\n create clone of (_myself_ v)\n set [isclone v] to [0]\n end\n else\n switch costume to ((8) + ((12) * (shield)))\n end\n end\n if <(hitInvul) > [0]> then\n if <(visualHitFlash) = [1]> then\n if <((hitInvul) mod (2)) = [0]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (30)\n end\n if <<(hitInvul) > [26]> and <((hitInvul) mod (2)) = [0]>> then\n switch costume to (splash v)\n end\n change [hitinvul v] by (-1)\n if <(yCol) > [2]> then\n set [enabled v] to [0]\n end\n else\n clear graphic effects\n end\n go to [front v] layer\n go [backward v] (7) layers\n broadcast (renderEyes v)\nend\n\nwhen I receive [sceneb v]\nstop [other scripts in sprite v]\nhide\n\nset [visualtrail v] to [1]\n\nset [visualtrail v] to [2]\n\nset [visualtrail v] to [3]\n\nset [colorspeed v] to [0.25]\n\nwhen I receive [updateobj v]\nif <(isClone) > [0]> then\n if <(visualTrail) = [2]> then\n switch costume to ([floor v] of (color) )\n else\n if <(visualTrail) = [1]> then\n next costume\n if <(costume [number v]) > [7]> then\n switch costume to (corange v)\n end\n end\n end\n if <not <<key (n v) pressed?> and <(debug) = [1]>>> then\n change [ghost v] effect by (8)\n change [isclone v] by (1)\n if <(isClone) > [20]> then\n change [clonecount v] by (-1)\n delete this clone\n end\n end\nend\n\nwhen I receive [finaljumpup v]\nshow\npoint in direction (90)\nset [yv v] to [12.4]\nset [ycol v] to [0]\ngo to x: (-184) y: (-172)\nrepeat (20)\n broadcast (updateObj v)\n change [yv v] by (-0.8)\n change y by (yV)\n broadcast (renderEyes v)\nend\n\nwhen I receive [scenec v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [returntomonke v]\nstop [other scripts in sprite v]\nhide\n\n@spriteEyes\n\nwhen I receive [rendereyes v]\ngo to (spritebody v)\nif <(died) = [1]> then\n hide\nelse\n show\nend\nif <<(yCol) > [0]> and <(animate?) = [1]>> then\n switch costume to (([floor v] of (animsprite) ) + (1))\nelse\n if <(yV) > [0.9]> then\n switch costume to (up v)\n else\n if <[-0.9] > (yV)> then\n switch costume to (down v)\n else\n switch costume to (cidle v)\n if <(yCol) > [0]> then\n change [blink v] by (1)\n if <(blink) > (blinktime)> then\n switch costume to (cblink v)\n if <<(blink) > ((blinktime) + (1))> or <<(enabled) = [2]> and <(hitInvul) > [0]>>> then\n set [blink v] to [0]\n set [blinktime v] to (pick random (40) to (120))\n end\n end\n else\n set [blink v] to [0]\n end\n end\n end\n if <<(jumpColor) = [0.3]> and <(yV) < [0]>> then\n point in direction ((([abs v] of (xV) ) / (xV)) * (90))\n switch costume to (cwall v)\n end\nend\nif <(hitInvul) > [0]> then\n if <(visualHitFlash) = [1]> then\n if <((hitInvul) mod (2)) = [0]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n else\n set [ghost v] effect to (30)\n end\n if <(hitInvul) > [25]> then\n switch costume to (cdamage v)\n end\nelse\n clear graphic effects\nend\ngo to [front v] layer\ngo [backward v] (5) layers\nif <(distance to [secret v]) < [0.040]> then\n point towards (secret v)\n move (1) steps\nend\nif <not <(jumpColor) = [0.3]>> then\n point in direction ([direction v] of [spritebody v])\nend\nif <[1] > (jumpColor)> then\n set [jumpcolor v] to [0]\nend\n\nwhen I receive [sceneb v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scenec v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [returntomonke v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@ground\n\nwhen I receive [loadlevel v]\ngo [backward v] (100) layers\nswitch costume to (current)\ngo to x: (0) y: (-4)\nset size to (1600) %\nshow\nif <<(current) = [30]> or <(current) = [37]>> then\n set [ghost v] effect to (100)\nelse\n clear graphic effects\nend\n\nwhen I receive [sceneb v]\ngo to x: (0) y: (-4)\nset size to (1600) %\nshow\nswitch costume to (midway v)\n\nwhen I receive [scenebunload v]\nhide\n\nwhen [c v] key pressed\n\nset [ghost v] effect to (100)\n\nwhen I receive [scenecpedistal v]\ngo to x: (0) y: (-4)\nset size to (1600) %\nshow\nswitch costume to (midway v)\n\nwhen I receive [scenec v]\ngo to x: (0) y: (-4)\nset size to (1600) %\nshow\nswitch costume to (42 v)\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [returntomonke v]\nhide\n\nwhen I receive [scenea v]\ngo to x: (0) y: (-4)\nset size to (1600) %\nshow\nswitch costume to (beginning v)\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@foreGround\n\nwhen I receive [loadlevel v]\nswitch costume to (current)\ngo to x: (0) y: (0)\nshow\nbroadcast (levelstart v)\n\nwhen I receive [sceneb v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (midway v)\nswitch backdrop to (mtn-brown-noontrees-tall v)\n\nwhen I receive [scenebmedalsplode v]\nstart sound [bigdie2 v]\nset [blocks1 v] to [1]\nrepeat (10)\n go to x: (0) y: (0)\n change x by (pick random (-2) to (2))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [scenebunload v]\nhide\n\nwhen I receive [scenecpedistal v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (midway v)\nswitch backdrop to (mtn-brown-morning-tall v)\n\nwhen I receive [scenec v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (42 v)\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [returntomonke v]\nhide\n\nwhen I receive [scenea v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (beginning v)\n\nwhen I receive [sceneaspike v]\nstart sound [quake v]\nrepeat (30)\n go to x: (0) y: (0)\n change x by (pick random (-1) to (1))\nend\nrepeat (97)\n go to x: (0) y: (0)\n change x by (pick random (-2) to (2))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\n@goal\n\nwhen I receive [levelstart v]\nchange [clonecount v] by (-1)\nhide\ndelete this clone\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nif <(goalAnim) = [-1]> then\n switch costume to ((10) + (((gameHalf) - (([floor v] of ((current) / (43)) ) * (2))) * (5)))\n set [isblock v] to [1]\n change y by (-16)\n show\n go to [front v] layer\n go [backward v] (6) layers\nelse\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n switch costume to (particle v)\n set size to (pick random (50) to (100)) %\n repeat (5)\n change size by (15)\n end\n repeat (5)\n change size by (-15)\n end\n change [clonecount v] by (-1)\n delete this clone\nend\n\nwhen I receive [levelstart v]\nclear graphic effects\nwait (0) seconds\nchange [clonecount v] by (1)\ngoto (item (current) of [goals v])\nset [goalanim v] to [-1]\nif <<(gameHalf) = [0]> or <(current) > [41]>> then\n switch costume to (base v)\nelse\n switch costume to (spin v)\nend\nif <<[introlevels v] contains ((current) + (1))?> or <<(item # of (current) in [medallionfragments v]) > [0]> and <((item # of (current) in [medallionfragments v]) mod (2)) = [0]>>> then\n if <[introlevels v] contains ((current) + (1))?> then\nelse\n set volume to (100) %\n if <(current) = [49]> then\n broadcast (musicFade v)\n else\n create clone of (_myself_ v)\n end\n animate\nend\n\ndefine animate\nshow\nset size to (100) %\nif <<(gameHalf) = [0]> or <(current) > [41]>> then\n set [goalanim v] to [0]\n if <(backdrop [number v]) = [2]> then\n switch costume to (backing v)\n stamp\n end\n switch costume to (base v)\n forever\n change [goalanim v] by (1)\n create clone of (_myself_ v)\n if <(goalAnim) > ((eyeWait) - (3))> then\n next costume\n end\n if <(goalAnim) > (eyeWait)> then\n set [goalanim v] to [0]\n set [eyewait v] to (pick random (6) to (42))\n switch costume to (base v)\n end\n if <touching (hitbox v)?> then\n hide\n set [enabled v] to [2]\n if <<[introlevels v] contains ((current) + (1))?> or <(current) = [49]>> then\n set volume to ([volume v] of [_stage_ v]) %\n start sound [Interesting Find v]\n repeat (75)\n else\n start sound [Paralyze v]\n end\n repeat (30)\n if <(current) = [49]> then\n broadcast (sceneD v)\n else\n change [current v] by (1)\n broadcast (transitionLoad v)\n if <(debug) = [2]> then\n set [debug v] to [-2]\n end\n end\n stop [this script v]\n end\n end\nelse\n set [goalanim v] to [1]\n forever\n change [goalanim v] by (1)\n if <(goalAnim) > [8]> then\n set [goalanim v] to [1]\n end\n switch costume to ((round ((goalAnim) / (2))) + (5))\n if <touching (hitbox v)?> then\n hide\n set [enabled v] to [1]\n if <[introlevels v] contains ((current) + (1))?> then\n start sound [Interesting Find v]\n repeat (90)\n else\n start sound [Pickup_Coin v]\n end\n repeat (15)\n change [current v] by (1)\n broadcast (transitionLoad v)\n if <(debug) = [2]> then\n set [debug v] to [-2]\n end\n stop [this script v]\n end\n end\nend\n\nset [gamehalf v] to [0]\n\nset [gamehalf v] to [1]\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I receive [updateobj v]\nif <(isblock) > [0]> then\n change [isblock v] by (1)\n if <(isblock) > [83]> then\n if <((isblock) mod (2)) = [0]> then\n next costume\n end\n if <(isblock) > [91]> then\n switch costume to ((10) + (((gameHalf) - (([floor v] of ((current) / (43)) ) * (2))) * (5)))\n set [isblock v] to [1]\n end\n end\nend\n\nwhen I receive [goalshow v]\nif <[1] > (isblock)> then\n show\n animate\nend\n\nwhen I receive [sceneb v]\nhide\n\nwhen I receive [transitionload v]\nstop [other scripts in sprite v]\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sceneacollect v]\nset [ghost v] effect to (100)\nrepeat (30)\n change x by (1)\n change x by (-1)\nend\nchange [current v] by (1)\nbroadcast (transitionLoad v)\nclear graphic effects\nhide\nstop [this script v]\n\nwhen I receive [sceneadarkeye v]\nshow\ngo to x: (232) y: (-124)\nanimate\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@lift\n\nwhen I receive [updateobj v]\nif <[3] > (costume [number v])> then\n switch costume to ((costume [number v]) + (2))\nend\nset send\nif <(isClone) > [0]> then\n change [clock v] by ((0) - ((clock) / ([abs v] of (clock) )))\n if <([abs v] of (clock) ) = [0]> then\n if <(costume [number v]) = [3]> then\n set [clock v] to [-90]\n else\n set [clock v] to [90]\n end\n else\n if <([abs v] of (clock) ) = [16]> then\n if <(costume [number v]) = [3]> then\n switch costume to (^2 v)\n else\n switch costume to (%2 v)\n end\n end\n if <[32] < ([abs v] of (clock) )> then\n change x by (send)\n end\n change y by (2)\n if <touching (hitbox v)?> then\n set [liftsend v] to (send)\n broadcast (liftSend v)\n end\n change y by (-2)\n end\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nset [isclone v] to [1]\nif <(costume [number v]) = [3]> then\n set [clock v] to [-61]\n change x by (1)\nelse\n set [clock v] to [61]\nend\n\ndefine create\ngo [backward v] (100) layers\nshow\nset [i v] to [0]\nset [clock v] to []\nrepeat until <(i) > (length of (item (current) of [lifts v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [lifts v])) = [;]> then\n goto (clock)\n set [clock v] to []\n change [i v] by (2)\n switch costume to (letter ((i) - (1)) of (item (current) of [lifts v]))\n create clone of (_myself_ v)\n else\n set [clock v] to (join (clock) (letter (i) of (item (current) of [lifts v])))\n end\nend\nset [clock v] to [0]\ngo to x: (0) y: (0)\nset [clock v] to [0]\nhide\n\nadd [192;3;288;4;] to [lifts v]\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\ncreate\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\ndefine set send\nif <[80] < ([abs v] of (clock) )> then\n set [send v] to (((clock) / ([abs v] of (clock) )) * (1))\nelse\n if <[40] < ([abs v] of (clock) )> then\n set [send v] to (((clock) / ([abs v] of (clock) )) * (2))\n else\n if <[32] < ([abs v] of (clock) )> then\n set [send v] to (((clock) / ([abs v] of (clock) )) * (1))\n else\n set [send v] to [0]\n end\n end\nend\n\nchange [clock v] by (-2)\nset send\nchange [clock v] by (2)\n\n@water\n\nwhen I start as a clone\nwaterfill\n\nwhen I receive [updateobj v]\nif <(water) > [0]> then\n if <[5] > (water)> then\n change [water v] by (0.1666666666666667)\n if <(water) > [4.99]> then\n set [water v] to [1]\n end\n else\n if <[10] > (water)> then\n change [water v] by (0.1666666666666667)\n if <(water) > [9.99]> then\n set [water v] to [6]\n end\n else\n change [water v] by (0.6666666666666667)\n if <(water) > [15.99]> then\n set [water v] to [12]\n end\n end\n end\n switch costume to ([floor v] of (water) )\n if <(costume [number v]) > [11]> then\n show\n stamp\n hide\n end\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nshow\nchange [clonecount v] by (1)\ncreate\nif <(current) = [4]> then\n go to x: (0) y: (-60)\n switch costume to (waterfall5 v)\n create clone of (_myself_ v)\nend\nif <<(current) = [3]> or <(current) = [5]>> then\n erase all\nend\nswitch costume to (water v)\nhide\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\ndefine create\nif <(backdrop [number v]) = [3]> then\n switch costume to (swamp5 v)\nelse\n switch costume to (water5 v)\nend\nset [water v] to [0]\nset [i v] to [0]\nset [n v] to []\nrepeat until <(i) > (length of (item (current) of [waters v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [waters v])) = [;]> then\n goto (n)\n set [n v] to []\n change [i v] by (2)\n repeat (letter ((i) - (1)) of (item (current) of [waters v]))\n create clone of (_myself_ v)\n change x by (16)\n end\n else\n set [n v] to (join (n) (letter (i) of (item (current) of [waters v])))\n end\nend\n\ndefine waterfill\nchange [clonecount v] by (1)\nset [n v] to (costume [number v])\nshow\nif <not <(costume [number v]) = [16]>> then\n set [water v] to (y position)\n change y by (-16)\n switch costume to (detect v)\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n switch costume to (n)\n stamp\n change y by (-16)\n switch costume to (detect v)\n end\n switch costume to (n)\n stamp\n set y to (water)\nelse\n go [backward v] (1000) layers\nend\nset [water v] to ((n) - (4))\nswitch costume to ([floor v] of (water) )\n\nwhen I receive [sceneb v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [sceneb v]\nwait (0) seconds\nchange [clonecount v] by (1)\n\n@text\n\ndefine Display (txt) at x: (x) y: (y) C: (c)\nif <(c) = [1]> then\n go to x: (((letter (1) of (size)) * (4)) - ((length of (txt)) * ((letter (1) of (size)) * (4)))) y: (y)\nelse\n go to x: (x) y: (y)\nend\nset [ltr v] to [0]\nshow\nrepeat (length of (txt))\n change [ltr v] by (1)\n switch costume to (letter (ltr) of (txt))\n stamp\n move ((letter (1) of (size)) * (8)) steps\nend\nhide\nswitch costume to (ō v)\n\nDisplay [yakō] at x: (0) y: (5) C: (1)\nDisplay [yami] at x: (0) y: (-5) C: (1)\n\nwhen I receive [scenebpressj v]\nset [ghost v] effect to (100)\nerase all\nrepeat (25)\n erase all\n change [ghost v] effect by (-4)\n Display [press jump] at x: (0) y: (-156) C: (1)\nend\nwait until <<<<key (up arrow v) pressed?> or <key (z v) pressed?>> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<key (x v) pressed?> or <mouse down?>>>\nbroadcast (musicFade v)\nrepeat (25)\n erase all\n change [ghost v] effect by (4)\n Display [press jump] at x: (0) y: (-156) C: (1)\nend\nrepeat (5)\n wait (0) seconds\nend\nset [gamehalf v] to [1]\nbroadcast (transitionLoad v)\n\ndefine music menu <l> <r> <u> <d>\nif <(pressed) = [0]> then\n if <u> then\n change [select v] by (-1)\n if <(select) < [1]> then\n set [select v] to (length of [musnames v])\n end\n set [pressed v] to [1]\n end\n if <d> then\n change [select v] by (1)\n if <(select) > (length of [musnames v])> then\n set [select v] to [1]\n end\n set [pressed v] to [1]\n end\nend\nif <(other) = [0]> then\n if <r> then\n if <(music) = (item (select) of [muslist v])> then\n set [music v] to [0]\n broadcast (music v)\n set [pressed v] to [1]\n else\n set [music v] to (item (select) of [muslist v])\n stop all sounds\n broadcast (music v)\n set [pressed v] to [1]\n end\n end\n if <l> then\n start sound [back v]\n set [menu v] to [-1]\n broadcast (menuSwitch v)\n set [select v] to [4]\n end\nend\nif <(menu) = [4]> then\n erase all\n go to x: (0) y: (120)\n switch costume to (soundtrack v)\n show\n stamp\n hide\n set [modif v] to [16]\n set [other v] to (([floor v] of (((modif) * ((length of [musnames v]) / (2))) + ((modif) / (2))) ) - (36))\n set y to (other)\n repeat (length of [musnames v])\n change y by ((0) - (modif))\n Display (item ([abs v] of (((y position) - (other)) / (modif)) ) of [musnames v]) at x: (-80) y: (y position) C: (0)\n if <[0] = [1]> then\n Display ([abs v] of (((y position) - (other)) / (modif)) ) at x: (104) y: (y position) C: (0)\n Display (item ([abs v] of (((y position) - (other)) / (modif)) ) of [muslist v]) at x: (136) y: (y position) C: (0)\n end\n end\n if <(music) = (item (select) of [muslist v])> then\n Display [back ↔ stop] at x: (-80) y: (-174) C: (0)\n else\n Display [back ↔ play] at x: (-80) y: (-174) C: (0)\n end\n Display [∇ 2021] at x: (162) y: (-174) C: (0)\n Display [>] at x: (-96) y: ((other) - ((select) * (modif))) C: (0)\nend\nif <<u> or <d>> then\n set [pressed v] to [1]\nelse\n set [pressed v] to [0]\nend\nif <<l> or <r>> then\n set [other v] to [1]\nelse\n set [other v] to [0]\nend\n\ndefine menus <left> <right> <up> <down>\nif <(menu) = [1]> then\n main menu <left> <right> <up> <down>\n switch backdrop to (full-stars-clouds v)\nend\nif <(menu) = [2]> then\n challenge menu <left> <right>\n switch backdrop to (full-stars-clouds-flare v)\nend\nif <(menu) = [3]> then\n settings menu <left> <right> <up> <down>\n switch backdrop to (mtn-brown-night v)\nend\nif <(menu) = [4]> then\n music menu <left> <right> <up> <down>\n switch backdrop to (plateau v)\nend\n\ndefine main menu <l> <r> <u> <d>\nif <(pressed) = [0]> then\n if <u> then\n change [select v] by (-1)\n if <(select) < [1]> then\n set [select v] to [4]\n end\n set [pressed v] to [1]\n start sound [move v]\n end\n if <d> then\n change [select v] by (1)\n if <(select) > [4]> then\n set [select v] to [1]\n end\n set [pressed v] to [1]\n start sound [move v]\n end\nend\nif <r> then\n if <(select) > [1]> then\n start sound [select v]\n set [menu v] to ((0) - ((select) - (0)))\n broadcast (menuSwitch v)\n set [other v] to [1]\n set [select v] to [1]\n else\n set [music v] to [0]\n stop all sounds\n start sound [Pickup_Coin2 v]\n set [died v] to [0]\n set [gamehalf v] to [0]\n set [current v] to [1]\n if <(select) = [2]> then\n set [current v] to [43]\n set [gamehalf v] to [2]\n else\n if <not <(debug) = [1]>> then\n if <key (6 v) pressed?> then\n set [current v] to [36]\n set [gamehalf v] to [1]\n else\n if <key (5 v) pressed?> then\n set [current v] to [29]\n set [gamehalf v] to [1]\n else\n if <key (4 v) pressed?> then\n set [current v] to [22]\n set [gamehalf v] to [1]\n else\n if <key (3 v) pressed?> then\n set [current v] to [15]\n else\n if <key (2 v) pressed?> then\n set [current v] to [8]\n end\n end\n end\n end\n end\n end\n end\n stop [other scripts in sprite v]\n set [menu v] to [0]\n if <<not <key (1 v) pressed?>> and <(current) = [1]>> then\n set [current v] to [0]\n wait (0.8) seconds\n broadcast (transitionLoad v)\n else\n set [clonecount v] to [0]\n wait (0.8) seconds\n broadcast (transitionLoad v)\n end\n stop [this script v]\n end\nend\nif <<u> or <d>> then\n set [pressed v] to [1]\nelse\n set [pressed v] to [0]\nend\nif <(menu) = [1]> then\n erase all\n go to x: (0) y: (120)\n switch costume to (starlight v)\n show\n stamp\n hide\n if <(mobileActive) > [0]> then\n Display [mobile mode is on! press any key to turn it back off] at x: (0) y: (72) C: (1)\n Display [tap a quadrant of the screen to move the circle pad] at x: (0) y: (56) C: (1)\n end\n set [other v] to [-40]\n set y to (other)\n set [modif v] to [24]\n Display [start] at x: (-60) y: (y position) C: (0)\n change y by ((0) - (modif))\n Display [challenge levels] at x: (-60) y: (y position) C: (0)\n change y by ((0) - (modif))\n Display [settings] at x: (-60) y: (y position) C: (0)\n change y by ((0) - (modif))\n Display [soundtrack] at x: (-60) y: (y position) C: (0)\n change y by ((0) - (modif))\n Display [→ select] at x: (-60) y: (-174) C: (0)\n Display [∇ 2021] at x: (162) y: (-174) C: (0)\n set y to ((other) - (((select) - (1)) * (modif)))\n Display [>] at x: (-76) y: (y position) C: (0)\nend\n\nwhen I receive [menuswitched v]\nset [menu v] to ([abs v] of (menu) )\nif <(menu) = [2]> then\n set [record v] to [0]\n decompile\nend\n\ndefine settings menu <l> <r> <u> <d>\nif <([floor v] of (select) ) = (select)> then\n if <(pressed) = [0]> then\n if <u> then\n change [select v] by (-1)\n if <(select) < [1]> then\n set [select v] to [5]\n end\n set [pressed v] to [1]\n start sound [move v]\n end\n if <d> then\n change [select v] by (1)\n if <(select) > [5]> then\n set [select v] to [1]\n end\n set [pressed v] to [1]\n start sound [move v]\n end\n end\nelse\n tune <u> <d>\nend\nif <(other) = [0]> then\n if <r> then\n if <([floor v] of (select) ) = (select)> then\n change [select v] by (0.1)\n start sound [select v]\n else\n set [select v] to ([floor v] of (select) )\n start sound [select v]\n end\n end\n if <l> then\n if <([floor v] of (select) ) = (select)> then\n start sound [back v]\n set [menu v] to [-1]\n broadcast (menuSwitch v)\n set [select v] to [3]\n else\n set [select v] to ([floor v] of (select) )\n start sound [select v]\n end\n end\nend\nif <(menu) = [3]> then\n erase all\n go to x: (0) y: (120)\n switch costume to (settings v)\n show\n stamp\n hide\n set [other v] to [-16]\n set y to (other)\n set [modif v] to [24]\n if <(select) = [1.1]> then\n Display (musicVol) at x: (-36) y: (y position) C: (0)\n else\n Display [music volume] at x: (-52) y: (y position) C: (0)\n end\n change y by ((0) - (modif))\n if <(select) = [2.1]> then\n Display (visualTrail) at x: (-36) y: (y position) C: (0)\n else\n Display [trail effect] at x: (-52) y: (y position) C: (0)\n end\n change y by ((0) - (modif))\n if <(select) = [3.1]> then\n Display (visualLightsUI) at x: (-36) y: (y position) C: (0)\n else\n Display [jump lights ui] at x: (-52) y: (y position) C: (0)\n end\n change y by ((0) - (modif))\n if <(select) = [4.1]> then\n Display (visualLumens) at x: (-36) y: (y position) C: (0)\n else\n Display [block style] at x: (-52) y: (y position) C: (0)\n end\n change y by ((0) - (modif))\n if <(select) = [5.1]> then\n Display (visualBgLite) at x: (-36) y: (y position) C: (0)\n else\n Display [lite backgrounds] at x: (-52) y: (y position) C: (0)\n end\n change y by ((0) - (modif))\n if <([floor v] of (select) ) = (select)> then\n Display [back ↔ select] at x: (-52) y: (-174) C: (0)\n else\n Display [↔ confirm] at x: (-52) y: (-174) C: (0)\n end\n if <not <(select) = [3.1]>> then\n Display [∇ 2021] at x: (162) y: (-174) C: (0)\n end\n set y to ((other) - ((([floor v] of (select) ) - (1)) * (modif)))\n if <([floor v] of (select) ) = (select)> then\n Display [>] at x: (-68) y: (y position) C: (0)\n else\n Display [↕] at x: (-52) y: (y position) C: (0)\n end\nend\nif <<u> or <d>> then\n set [pressed v] to [1]\nelse\n set [pressed v] to [0]\nend\nif <<l> or <r>> then\n set [other v] to [1]\nelse\n set [other v] to [0]\nend\n\nwhen I receive [titlestart v]\nset size to (100) %\nif <not <<key (any v) pressed?> or <(mobileActive) > [0]>>> then\n set [menu v] to [0]\n set [select v] to [1]\n erase all\n wait (6.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (140)\n repeat (20)\n change y by (-1)\n change [ghost v] effect by (-5)\n erase all\n switch costume to (starlight v)\n show\n stamp\n hide\n end\n set [ghost v] effect to (100)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n set [other v] to [-40]\n set y to (other)\n set [modif v] to [24]\n Display [start] at x: (-60) y: (y position) C: (0)\n change y by ((0) - (modif))\n Display [challenge levels] at x: (-60) y: (y position) C: (0)\n change y by ((0) - (modif))\n Display [settings] at x: (-60) y: (y position) C: (0)\n change y by ((0) - (modif))\n Display [soundtrack] at x: (-60) y: (y position) C: (0)\n change y by ((0) - (modif))\n Display [→ select] at x: (-60) y: (-174) C: (0)\n Display [∇ 2021] at x: (162) y: (-174) C: (0)\n set y to ((other) - (((select) - (1)) * (modif)))\n end\n wait (0.15) seconds\n set [menu v] to [1]\n set [select v] to [1]\n broadcast (menuLoop v)\nelse\n set [mobileactive v] to [0]\nend\n\nwhen I receive [menuloop v]\nforever\n menus <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(last key pressed) = [escape]> and <key (any v) pressed?>>> or <<<(last key pressed) = [backspace]> and <key (any v) pressed?>> or <(mobileLeft) = [1]>>> <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(last key pressed) = [enter]> and <key (any v) pressed?>>> or <<<key (z v) pressed?> or <key (space v) pressed?>> or <(mobileRight) = [1]>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(mobileUp) = [1]>> <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(mobileDown) = [1]>>\n if <(menu) = [0]> then\n stop [this script v]\n end\nend\n\ndefine tune <u> <d>\nif <(select) = [1.1]> then\n if <d> then\n change [musicvol v] by (-1)\n if <(musicVol) < [0]> then\n set [musicvol v] to [0]\n else\n start sound [move v]\n end\n broadcast (changeVol v)\n end\n if <u> then\n change [musicvol v] by (1)\n if <(musicVol) > [100]> then\n set [musicvol v] to [100]\n else\n start sound [move v]\n end\n broadcast (changeVol v)\n end\nelse\n if <(pressed) = [0]> then\n if <(select) = [2.1]> then\n if <d> then\n change [visualtrail v] by (-1)\n if <(visualTrail) < [1]> then\n set [visualtrail v] to [1]\n else\n start sound [move v]\n end\n end\n if <u> then\n change [visualtrail v] by (1)\n if <(visualTrail) > [3]> then\n set [visualtrail v] to [3]\n else\n start sound [move v]\n end\n end\n else\n if <(select) = [3.1]> then\n if <d> then\n change [visuallightsui v] by (-1)\n if <(visualLightsUI) < [1]> then\n set [visuallightsui v] to [1]\n else\n start sound [move v]\n end\n end\n if <u> then\n change [visuallightsui v] by (1)\n if <(visualLightsUI) > [3]> then\n set [visuallightsui v] to [3]\n else\n start sound [move v]\n end\n end\n else\n if <(select) = [4.1]> then\n if <d> then\n change [visuallumens v] by (-1)\n if <(visualLumens) < [1]> then\n set [visuallumens v] to [1]\n else\n start sound [move v]\n end\n end\n if <u> then\n change [visuallumens v] by (1)\n if <(visualLumens) > [3]> then\n set [visuallumens v] to [3]\n else\n start sound [move v]\n end\n end\n else\n if <(select) = [5.1]> then\n if <d> then\n if <(visualBgLite) = [off]> then\n end\n if <u> then\n if <(visualBgLite) = [off]> then\n set [visualbglite v] to [on]\n start sound [move v]\n end\n end\n end\n end\n end\n end\n end\n broadcast (menuEffects v)\nend\n\ndefine draw credits\nset [menu v] to [0]\nrepeat (length of [credits v])\n change [menu v] by (1)\n if <<(menu) = (length of [credits v])> or <<(menu) = [1]> or <(menu) = [18]>>> then\n set size to (200) %\n else\n set size to (100) %\n end\n if <<((select) - ((menu) * (modif))) > [-180]> and <((select) - ((menu) * (modif))) < [180]>> then\n set [ghost v] effect to (([floor v] of (([abs v] of ((select) - ((menu) * (modif))) ) / (170)) ) * ((([abs v] of ((select) - ((menu) * (modif))) ) - (170)) * (10)))\n Display (item (menu) of [credits v]) at x: ((-200) + (((size) - (100)) / (25))) y: ((select) - ((menu) * (modif))) C: <(menu) = (length of [credits v])>\n end\nend\n\nwhen I receive [credits v]\nwait (0.2) seconds\nset [modif v] to [24]\nset [select v] to [-180]\nrepeat ((180) + ((length of [credits v]) * (modif)))\n change [select v] by (1)\n erase all\n draw credits\nend\nwait (2.4) seconds\nclear graphic effects\nrepeat (20)\n erase all\n change [ghost v] effect by (5)\n Display [thank you for playing] at x: (0) y: (0) C: (1)\nend\nwait (0.2) seconds\nset size to (100) %\nset [other v] to [156]\nset [modif v] to [12]\nset [ghost v] effect to (100)\nrepeat (22)\n erase all\n change [ghost v] effect by (-5)\n draw footnote\nend\nset [ghost v] effect to (100)\nwait (1.6) seconds\nrepeat (22)\n change [ghost v] effect by (-1.5)\n Display [press any key to return to the title screen] at x: (-200) y: ((other) - ((modif) * (26))) C: (0)\nend\nwait until <<key (any v) pressed?> or <mouse down?>>\nbroadcast (musicFade v)\nbroadcast (reset v)\nclear graphic effects\n\nwhen I receive [scenec v]\nstop [other scripts in sprite v]\nerase all\n\ninsert [] at (40) of [credits v] \n\ndefine draw footnote\nDisplay [this game has been through a lot.] at x: (-200) y: ((other) - ((modif) * (0))) C: (0)\nDisplay [initially starting in late 2018, it was soon dropped] at x: (-200) y: ((other) - ((modif) * (2))) C: (0)\nDisplay [because of scratch 3's initial bugginess.] at x: (-200) y: ((other) - ((modif) * (3))) C: (0)\nDisplay [this in turn sucked all motivation out of me for] at x: (-200) y: ((other) - ((modif) * (4))) C: (0)\nDisplay [the rest of 2019.] at x: (-200) y: ((other) - ((modif) * (5))) C: (0)\nDisplay [during this downtime i acquainted myself much] at x: (-200) y: ((other) - ((modif) * (7))) C: (0)\nDisplay [better with platformer game and boss design, which] at x: (-200) y: ((other) - ((modif) * (8))) C: (0)\nDisplay [was an incredibly great thing looking back.] at x: (-200) y: ((other) - ((modif) * (9))) C: (0)\nDisplay [fast forward around 2020 and i start experimenting with] at x: (-200) y: ((other) - ((modif) * (11))) C: (0)\nDisplay [making pixel platformers work in scratch 3.] at x: (-200) y: ((other) - ((modif) * (12))) C: (0)\nDisplay [nightlight for scratch 3 gets its surface collision] at x: (-200) y: ((other) - ((modif) * (13))) C: (0)\nDisplay [fixed, and after the gmtk jam concluded,] at x: (-200) y: ((other) - ((modif) * (14))) C: (0)\nDisplay [i restarted starlight.] at x: (-200) y: ((other) - ((modif) * (15))) C: (0)\nDisplay [once moving platforms were in working condition again,] at x: (-200) y: ((other) - ((modif) * (17))) C: (0)\nDisplay [i had consistent motivation all the way up to the last] at x: (-200) y: ((other) - ((modif) * (18))) C: (0)\nDisplay [few levels, where i worked on other things for a month.] at x: (-200) y: ((other) - ((modif) * (19))) C: (0)\nDisplay [but after, i was able to resume and finish the game.] at x: (-200) y: ((other) - ((modif) * (20))) C: (0)\nDisplay [starlight was a rollercoaster to develop, but] at x: (-200) y: ((other) - ((modif) * (22))) C: (0)\nDisplay [rollercoasters in the end are fun and exhilerating.] at x: (-200) y: ((other) - ((modif) * (23))) C: (0)\nDisplay [i sincerely hope you enjoyed playing starlight.] at x: (-200) y: ((other) - ((modif) * (24))) C: (0)\n\nwhen I receive [updateobj v]\nif <<(current) > [42]> and <(gameHalf) = [2]>> then\n if <<(enabled) = [0]> and <(timer) < [108000]>> then\n change [timer v] by (1)\n end\n set [tmin v] to ([floor v] of ((timer) / (1800)) )\n set [tsec v] to (([floor v] of ((timer) / (30)) ) - (([floor v] of ((timer) / (1800)) ) * (60)))\n set [tsmil v] to (([floor v] of ((timer) * ((100) / (30))) ) - (([floor v] of ((timer) / (30)) ) * (100)))\n erase all\n set [tmin v] to (join (letter ((1) - (([floor v] of ((tmin) / (10)) ) / ([floor v] of ((tmin) / (10)) ))) of [0]) (tmin))\n set [tsec v] to (join (letter ((1) - (([floor v] of ((tsec) / (10)) ) / ([floor v] of ((tsec) / (10)) ))) of [0]) (tsec))\n set [tsmil v] to (join (letter ((1) - (([floor v] of ((tsmil) / (10)) ) / ([floor v] of ((tsmil) / (10)) ))) of [0]) (tsmil))\n set size to (200) %\n clear graphic effects\n if <<not <(enabled) = [0]>> and <(current) = [49]>> then\n if <(record) < [0]> then\n change [record v] by (0.5)\n change [select v] by (record)\n end\n change [other v] by (1)\n if <<(other) > [5]> and <(modif) < [8]>> then\n Display (join (join (tmin) [:]) (join (join (tsec) [:]) (tsmil))) at x: (0) y: (select) C: (1)\n if <(other) > [10]> then\n set [other v] to [0]\n change [modif v] by (1)\n end\n end\n else\n Display (join (join (tmin) [:]) (join (join (tsec) [:]) (tsmil))) at x: (0) y: (166) C: (1)\n set [record v] to [0]\n set [select v] to [166]\n set [other v] to [0]\n set [modif v] to [0]\n end\n set size to (100) %\nend\n\ndefine challenge menu <l> <r>\nif <(other) = [0]> then\n if <r> then\n set [music v] to [0]\n stop all sounds\n start sound [Pickup_Coin2 v]\n set [died v] to [0]\n set [current v] to [43]\n set [gamehalf v] to [2]\n stop [other scripts in sprite v]\n set [menu v] to [0]\n set [clonecount v] to [0]\n wait (0.8) seconds\n broadcast (transitionLoad v)\n stop [this script v]\n end\n if <l> then\n start sound [back v]\n set [menu v] to [-1]\n broadcast (menuSwitch v)\n set [select v] to [2]\n end\nend\nif <(menu) = [2]> then\n draw timeattack\nend\nif <<l> or <r>> then\n set [other v] to [1]\nelse\n set [other v] to [0]\nend\n\ndefine draw timeattack\nerase all\ngo to x: (0) y: (120)\nif <(record) > [0]> then\n switch costume to (new record! v)\nelse\n switch costume to (challenge v)\nend\nshow\nstamp\nhide\nset [modif v] to [22]\nset [other v] to (([floor v] of (((modif) * ((length of [topuser v]) / (2))) + ((modif) / (2))) ) - (36))\nset y to (other)\nrepeat (length of [topuser v])\n change y by ((0) - (modif))\n Display (item ([abs v] of (((y position) - (other)) / (modif)) ) of [topuser v]) at x: ((-8) - ((length of (item ([abs v] of (((y position) - (other)) / (modif)) ) of [topuser v])) * (8))) y: (y position) C: (0)\n if <<([abs v] of (((y position) - (other)) / (modif)) ) = ((record) + (1))> and <(record) > [0]>> then\n Display [>] at x: ((-24) - ((length of (item ([abs v] of (((y position) - (other)) / (modif)) ) of [topuser v])) * (8))) y: (y position) C: (0)\n end\nend\nset y to (other)\nrepeat (length of [toptime v])\n change y by ((0) - (modif))\n Display (item ([abs v] of (((y position) - (other)) / (modif)) ) of [toptime v]) at x: (8) y: (y position) C: (0)\nend\nDisplay [back ↔ start] at x: (-44) y: (-174) C: (0)\nDisplay [∇ 2021] at x: (162) y: (-174) C: (0)\nDisplay [note: for unknown reasons, times won't save at the moment] at x: (1) y: (162) C: (1)\n\ndefine compile\nset [select v] to [1]\nreplace item (1) of [topuser v] with []\nrepeat (10)\n change [select v] by (1)\n set [other v] to [0]\n repeat (length of (item (select) of [topuser v]))\n change [other v] by (1)\n switch costume to (letter (other) of (item (select) of [topuser v]))\n set [modif v] to (costume [number v])\n if <(modif) < [10]> then\n set [modif v] to (join [0] (modif))\n end\n replace item (1) of [topuser v] with (join (item (1) of [topuser v]) (modif))\n end\n replace item (1) of [topuser v] with (join (item (1) of [topuser v]) [00])\nend\nset [☁ topuser v] to (item (1) of [topuser v])\nset [select v] to [0]\nset [modif v] to []\nrepeat (10)\n change [select v] by (1)\n if <(item (select) of [topdata v]) = [------]> then\n replace item (select) of [topdata v] with [000000]\n end\n set [modif v] to (join (modif) (item (select) of [topdata v]))\nend\nset [☁ toptime v] to (modif)\n\ndefine decompile\nset [select v] to [0]\nset [modif v] to []\ndelete all of [topuser v]\nadd [user] to [topuser v]\nrepeat ((length of (☁ TOPUSER)) / (2))\n change [select v] by (2)\n set [other v] to (join (letter ((select) - (1)) of (☁ TOPUSER)) (letter (select) of (☁ TOPUSER)))\n if <(other) = [00]> then\n add (modif) to [topuser v]\n set [modif v] to []\n else\n switch costume to (other)\n set [modif v] to (join (modif) (costume [name v]))\n end\nend\nset [select v] to [0]\nset [modif v] to []\ndelete all of [topdata v]\ndelete all of [toptime v]\nadd [time] to [toptime v]\nrepeat ((length of (☁ TOPTIME)) / (6))\n repeat (6)\n change [select v] by (1)\n set [modif v] to (join (modif) (letter (select) of (☁ TOPTIME)))\n end\n if <(modif) = [000000]> then\n add [------] to [topdata v]\n else\n add (modif) to [topdata v]\n end\n set [modif v] to []\n change [select v] by (-6)\n repeat (6)\n change [select v] by (1)\n set [modif v] to (join (modif) (letter (select) of (☁ TOPTIME)))\n if <<((select) mod (2)) = [0]> and <not <((select) mod (6)) = [0]>>> then\n set [modif v] to (join (modif) [:])\n end\n end\n if <(modif) = [00:00:00]> then\n add [--:--:--] to [toptime v]\n else\n add (modif) to [toptime v]\n end\n set [modif v] to []\nend\n\ndefine insert\nset [tjoin v] to (join (tmin) (join (tsec) (tsmil)))\nset [record v] to [-1]\nset [select v] to [0]\nrepeat (10)\n change [select v] by (1)\n if <<(tjoin) < (item (select) of [topdata v])> or <(item (select) of [topdata v]) = [------]>> then\n set [record v] to (select)\n set [select v] to [0]\n set [modif v] to []\n set [other v] to (username)\n if <(username) = []> then\n set [other v] to [time not saved!]\n end\n repeat (length of (other))\n change [select v] by (1)\n if <[lowerlist v] contains (letter (select) of (other))?> then\n set [modif v] to (join (modif) (item (item # of (letter (select) of (other)) in [lowerlist v]) of [lowerlist v]))\n else\n set [modif v] to (join (modif) (letter (select) of (other)))\n end\n end\n insert (modif) at ((record) + (1)) of [topuser v] \n insert (tjoin) at (record) of [topdata v] \n insert (join (tmin) (join [:] (join (tsec) (join [:] (tsmil))))) at ((record) + (1)) of [toptime v] \n delete (length of [toptime v]) of [toptime v]\n delete (length of [topuser v]) of [topuser v]\n delete (length of [topdata v]) of [topdata v]\n stop [this script v]\n end\nend\n\ndefine reset lists\ndelete all of [topuser v]\ndelete all of [topdata v]\nadd [] to [topuser v]\nrepeat (10)\n add [--] to [topuser v]\n add [------] to [topdata v]\nend\n\nreset lists\ncompile\ndecompile\nset [record v] to [0]\n\ninsert\ncompile\ndecompile\n\nwhen I receive [scened v]\nset [record v] to [-6.5]\n\nwhen I receive [returntomonke v]\nset [menu v] to [-2]\nbroadcast (menuSwitch v)\nset [music v] to [17]\nbroadcast (music v)\nrepeat (40)\n menus <> <> <> <>\nend\ninsert\ncompile\ndecompile\nstart sound ((3) - <(record) > [0]>)\nrepeat (20)\n menus <> <> <> <>\nend\nbroadcast (menuLoop v)\n\nwhen I receive [greenflag v]\nset [menu v] to [1]\nset [select v] to [1]\n\n@Trianull\n\nwhen I start as a clone\nshow\nset [vel v] to [8]\nrepeat (17)\n change [vel v] by (-0.7)\n change y by (vel)\nend\nrepeat until <(timer) > [3.2]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [titlestart v]\nif <not <<key (any v) pressed?> or <(mobileActive) > [0]>>> then\n reset timer\n clear graphic effects\n hide\n go to x: (0) y: (-16)\n set size to (300) %\n switch costume to (costume1 v)\n clone [3]\n wait (0.8) seconds\n clone [1]\n wait (0.8) seconds\n clone [4]\n wait (0.8) seconds\n set size to (200) %\n change y by (-28)\n clone [1]\n switch costume to (costume1 v)\nend\n\ndefine clone (#)\nrepeat (#)\n next costume\n create clone of (_myself_ v)\nend\n\n@zone1\n\nwhen I receive [zoneintro v]\ngo to x: (-65) y: (0)\nset [vel v] to [13.5]\nshow\nrepeat (7)\n go to [front v] layer\n change x by (vel)\n change [vel v] by (-1.5)\nend\nset x to (0)\nwait (2.4) seconds\nset [vel v] to [0]\nrepeat (8)\n change x by (vel)\n change [vel v] by (-2.5)\nend\nset [enabled v] to [0]\nhide\n\nwhen I receive [zoneintro v]\nswitch costume to (zoneblue1 v)\nrepeat (144)\n switch costume to ((costume [number v]) - (3))\nend\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [titlestart v]\nhide\n\n@zone2\n\nwhen I receive [zoneintro v]\nswitch costume to (zCount)\nset [palette v] to (costume [number v])\ngo to [front v] layer\ngo to x: (0) y: (-65)\nshow\nset [vel v] to [13.5]\nrepeat (7)\n change y by (vel)\n change [vel v] by (-1.5)\nend\nset y to (0)\nwait (1.9) seconds\nset [vel v] to [0]\nrepeat (8)\n change y by (vel)\n change [vel v] by (-2.5)\nend\nhide\nset [zonedelay v] to [0]\n\nwhen I receive [greenflag v]\ndelete (all) of [introlevels v]\nadd [1] to [introlevels v]\nadd [8] to [introlevels v]\nadd [15] to [introlevels v]\nadd [22] to [introlevels v]\nadd [29] to [introlevels v]\nadd [36] to [introlevels v]\nadd [43] to [introlevels v]\nhide\n\ndefine findLevel\nset [zcount v] to [0]\nrepeat (length of [introlevels v])\n change [zcount v] by (1)\n if <(item (zCount) of [introlevels v]) = (current)> then\n broadcast (zoneIntro v)\n end\nend\n\nwhen I receive [levelstart v]\nset [zonedelay v] to [1]\nif <<[introlevels v] contains (current)?> and <(died) = [0]>> then\n set [timer v] to [0]\n set [enabled v] to [2]\n repeat (5)\n findLevel\nelse\n set [zonedelay v] to [0]\n set [animate? v] to [0]\n set [enabled v] to [0]\n set [died v] to [0]\nend\n\nwhen I receive [titlestart v]\nhide\n\n@secret\n\nsay (((((y position) + (172)) / (16)) * (30)) + ((((x position) + (232)) / (16)) + (1))) for (2) seconds\n\nchange y by (16)\n\nwhen I receive [updateobj v]\nif <(costume [number v]) < [4]> then\n if <<(((round (distance to [spritebody v])) * (9)) - (272)) < [100]> and <(costume [number v]) = [3]>> then\n set [ghost v] effect to (((round (distance to [spritebody v])) * (9)) - (272))\n show\n if <(distance to [spritebody v]) < [12]> then\n broadcast (playSecret v)\n hide\n switch costume to (unit v)\n replace item (item # of (current) in [showin v]) of [showin v] with [0]\n end\n else\n if <(costume [number v]) = [3]> then\n hide\n clear graphic effects\n end\n end\nend\n\ngoto [572]\n\ngoto [92]\n\nwhen I receive [loadlevel v]\nif <[showin v] contains (current)?> then\n goto (item (item # of (current) in [showin v]) of [secrets v])\n change y by (8)\nend\nswitch costume to ((1) + ((2) * ((item # of (current) in [showin v]) / (item # of (current) in [showin v]))))\n\nchange x by (16)\n\nchange x by (-16)\n\nchange y by (-16)\n\nclear graphic effects\nshow\n\nwhen I receive [playsecret v]\nset [musicvol v] to ((musicVol) / (2))\nbroadcast (changeVol v)\ncalcspin\nstart sound ((6) - (spin))\nif <(spin) = [0]> then\n set [enabled v] to [2]\n wait until <(yCol) > [0]>\n clone\n repeat until <(radius) < [0.001]>\n change [radius v] by (-2)\n end\n start sound [secret7 v]\n set [shield v] to [1]\n broadcast (hurtDisp v)\n set [enabled v] to [0]\nend\nwait (5.25) seconds\nset [musicvol v] to ((musicVol) * (2))\nbroadcast (changeVol v)\n\ngoto [225]\n\ngoto [599]\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I receive [titlestart v]\nhide\n\nwhen I start as a clone\nclear graphic effects\nshow\nrepeat until <(radius) < [0.001]>\n go to (hitbox v)\n change x by ((radius) * ([sin v] of ((sequence) + (spin)) ))\n change y by ((radius) * ([cos v] of ((sequence) + (spin)) ))\n change [spin v] by (16)\n change [radius v] by (-2)\n switch costume to ((4) + (([floor v] of ((radius) / (10)) ) mod (2)))\nend\ndelete this clone\n\ndefine clone\nswitch costume to (unit v)\nset [radius v] to [120]\nset [spin v] to [0]\nset [sequence v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [sequence v] by (60)\nend\n\ndefine calcspin\nset [spin v] to [0]\nset [radius v] to [0]\nrepeat (6)\n change [radius v] by (1)\n if <(item (radius) of [showin v]) > [0]> then\n change [spin v] by (1)\n end\nend\n\nchange y by (-8)\nstart sound (item # of (((((y position) + (172)) / (16)) * (30)) + ((((x position) + (232)) / (16)) + (1))) in [secrets v])\n\ndelete all of [showin v]\nadd [0] to [showin v]\nadd [0] to [showin v]\nadd [0] to [showin v]\nadd [0] to [showin v]\nadd [0] to [showin v]\nadd [38] to [showin v]\nset [shield v] to [0]\nbroadcast (hurtDisp v)\nbroadcast (transitionLoad v)\n\nset [shield v] to [0]\ndelete all of [showin v]\nadd [4] to [showin v]\nadd [8] to [showin v]\nadd [18] to [showin v]\nadd [25] to [showin v]\nadd [34] to [showin v]\nadd [38] to [showin v]\n\nwhen I receive [greenflag v]\nhide\n\n@transition\n\nwhen I receive [transitionload v]\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (transition v)\nshow\nrepeat (9)\n next costume\n go to [front v] layer\nend\nerase all\nif <<(gameHalf) = [0]> and <(current) = [0]>> then\n broadcast (sceneA v)\nelse\n if <<(gameHalf) = [0]> and <(current) = [22]>> then\n broadcast (sceneB v)\n else\n if <<(gameHalf) = [1]> and <(current) = [43]>> then\n broadcast (sceneC v)\n else\n broadcast (loadLevel v)\n end\n end\nend\nerase all\nwait (0) seconds\nrepeat (9)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\nend\nhide\nif <<<(gameHalf) = [0]> and <(current) = [0]>> or <<<(gameHalf) = [0]> and <(current) = [22]>> or <<(gameHalf) = [1]> and <(current) = [43]>>>> then\n show\n switch costume to (transitionb v)\n repeat (15)\n next costume\n go to [front v] layer\n end\nelse\n if <(username) = [TriforceMayhem]> then\n set [debug v] to [1]\n else\n set [debug v] to [2]\n end\nend\n\nwhen [p v] key pressed\nif <<<(debug) > [0]> and <(current) < [43]>> or <(debug) = [1]>> then\n if <<key (left arrow v) pressed?> and <(current) > [1]>> then\n change [current v] by (-1)\n set [died v] to [1]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\n if <(debug) = [2]> then\n set [debug v] to [-2]\n end\n else\n if <<key (right arrow v) pressed?> and <not <<(current) = [42]> or <(current) = [49]>>>> then\n change [current v] by (1)\n if <not <(debug) = [2]>> then\n set [died v] to [1]\n end\n set [enabled v] to [1]\n broadcast (transitionLoad v)\n if <(debug) = [2]> then\n set [debug v] to [-2]\n end\n else\n if <key (down arrow v) pressed?> then\n set [died v] to [1]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\n if <(debug) = [2]> then\n set [debug v] to [-2]\n end\n else\n if <key (up arrow v) pressed?> then\n set [enabled v] to [1]\n broadcast (transitionLoad v)\n if <(debug) = [2]> then\n set [debug v] to [-2]\n end\n end\n end\n end\n end\nend\n\nswitch costume to (_starlight3 v)\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen [1 v] key pressed\nif <(debug) = [1]> then\n set [gamehalf v] to [0]\n set [current v] to [1]\n set [died v] to [0]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\nend\n\nwhen [2 v] key pressed\nif <(debug) = [1]> then\n set [gamehalf v] to [0]\n set [current v] to [8]\n set [died v] to [0]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\nend\n\nwhen [3 v] key pressed\nif <(debug) = [1]> then\n set [gamehalf v] to [0]\n set [current v] to [15]\n set [died v] to [0]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\nend\n\nwhen [4 v] key pressed\nif <(debug) = [1]> then\n set [gamehalf v] to [1]\n set [current v] to [22]\n set [died v] to [0]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\nend\n\nwhen [5 v] key pressed\nset [gamehalf v] to [1]\nif <(debug) = [1]> then\n set [current v] to [29]\n set [died v] to [0]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\nend\n\nwhen [6 v] key pressed\nif <(debug) = [1]> then\n set [gamehalf v] to [1]\n set [current v] to [36]\n set [died v] to [0]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\nend\n\nwhen [7 v] key pressed\nif <(debug) = [1]> then\n set [gamehalf v] to [2]\n set [current v] to [43]\n set [died v] to [0]\n set [enabled v] to [1]\n broadcast (transitionLoad v)\nend\n\nshow\nswitch costume to (transitionb v)\nrepeat (15)\n next costume\n go to [front v] layer\nend\n\nwhen I receive [scenebunload v]\nif <<(gameHalf) = [0]> and <(current) = [22]>> then\n show\n switch costume to (transitionb16 v)\n repeat (15)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\n end\n hide\nend\n\nset [gamehalf v] to [0]\n\nset [gamehalf v] to [1]\n\nshow\nswitch costume to (transitionb16 v)\nrepeat (15)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\nend\nhide\n\nwhen I receive [scenectransition v]\nshow\nswitch costume to (transitionb16 v)\nrepeat (15)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\nend\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (transition v)\nshow\nrepeat (9)\n next costume\n go to [front v] layer\nend\nerase all\nswitch backdrop to (mtn-brown-nightrees-tall v)\nbroadcast (sceneCpedistal v)\nerase all\nwait (0) seconds\nrepeat (9)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\nend\nhide\nshow\nswitch costume to (transitionb v)\nrepeat (15)\n next costume\n go to [front v] layer\nend\n\nwhen I receive [menuswitch v]\nclear graphic effects\nchange [brightness v] effect by (19)\nset [color v] effect to (-8)\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (transition v)\nshow\nrepeat (9)\n next costume\n go to [front v] layer\nend\nerase all\nbroadcast (menuSwitched v)\nwait (0) seconds\nrepeat (9)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\nend\nhide\nclear graphic effects\n\nwhen I receive [titlestart v]\nclear graphic effects\nhide\n\nwhen I receive [sceneccredtransition v]\nshow\nswitch costume to (transitionb16 v)\nrepeat (15)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\nend\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (transition v)\nshow\nrepeat (9)\n next costume\n go to [front v] layer\nend\nerase all\nswitch backdrop to (sun-in-sky v)\nbroadcast (credits v)\nerase all\nwait (0) seconds\nrepeat (9)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\nend\nhide\n\nwhen I receive [scened v]\nshow\nswitch costume to (transitionb v)\nrepeat (15)\n next costume\n go to [front v] layer\nend\n\nwhen I receive [sceneacollect v]\nrepeat (15)\n change y by (1)\n change y by (-1)\nend\nshow\nswitch costume to (transitionb16 v)\nrepeat (15)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\nend\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@semisolid\n\ndefine create\nshow\nset [i v] to [0]\nset [n v] to []\nset [semisolid v] to [1]\nset [ghost v] effect to (100)\nrepeat until <(i) > (length of (item (current) of [semisolids v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [semisolids v])) = [;]> then\n goto (n)\n set [n v] to []\n change [i v] by (2)\n switch costume to (letter ((i) - (1)) of (item (current) of [semisolids v]))\n change [clonecount v] by (1)\n if <(y position) > ([y position v] of [hitbox v])> then\n set [solidmode v] to [1]\n else\n set [solidmode v] to [0]\n hide\n end\n create clone of (_myself_ v)\n else\n set [n v] to (join (n) (letter (i) of (item (current) of [semisolids v])))\n end\nend\nset [ghost v] effect to (0)\nset [semisolid v] to [0]\nhide\n\nwhen I receive [updateobj v]\nif <(semisolid) = [1]> then\n if <(solidMode) = [0]> then\n if <(([y position v] of [hitbox v]) - (8)) > ((y position) + (7.999))> then\n set [solidmode v] to [1]\n show\n end\n else\n if <(y position) > ([y position v] of [hitbox v])> then\n set [solidmode v] to [0]\n hide\n end\n end\nend\nif <(current) > [42]> then\n clear graphic effects\nend\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\ncreate\n\n@boss1\n\ndefine charge\nset [charge v] to [1]\nset [brightness v] effect to (0)\nswitch costume to (charge v)\nstart sound [darkness v]\nrepeat (12)\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n switch costume to (particle v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n switch costume to (charge v)\nend\nrepeat (8)\nset [brightness v] effect to (50)\nrepeat ((boss1: hits) * (18))\n if <<touching (hitbox v)?> and <(yV) < [-1.6]>> then\n set [brightness v] effect to (0)\n set [yv v] to [8]\n change [boss1: hits v] by (-1)\n if <(boss1: hits) = [0]> then\n set [boss1: stunned v] to [1]\n set [music v] to [0]\n stop all sounds\n start sound [biggerdie v]\n stop [this script v]\n else\n start sound [ouch v]\n set [boss1: stunned v] to [1]\n stop [this script v]\n end\n end\nend\nset [brightness v] effect to (0)\nset [bdash v] to [1]\nset [boss1: ycol v] to [0]\nif <(pick random (1) to (3)) = [3]> then\n set [boss1: yv v] to [10]\n start sound [QuietJump v]\n repeat until <(boss1: yV) < [1]>\n if <<touching (hitbox v)?> and <(hitInvul) = [0]>> then\n set [hitamount v] to [2]\n broadcast (hurt v)\n end\n end\nend\nset [boss1: xv v] to (((direction) / (90)) * (9))\nstart sound [evil2 v]\n\ndefine physics\nswitch costume to (hitbox v)\nif <(boss1: moving) = [0]> then\n if <(boss1: xV) > [0]> then\n change [boss1: xv v] by (-0.3)\n if <[0] > (boss1: xV)> then\n set [boss1: xv v] to [0]\n end\n else\n change [boss1: xv v] by (0.3)\n if <(boss1: xV) > [0]> then\n set [boss1: xv v] to [0]\n end\n end\nelse\n if <(boss1: moving) = [-1]> then\n point in direction (-90)\n change [boss1: xv v] by (-0.5)\n if <(boss1: hits) > [0]> then\n if <(boss1: xV) < [-3.75]> then\n set [boss1: xv v] to [-3.75]\n end\n else\n if <(boss1: xV) < [-4.25]> then\n set [boss1: xv v] to [-4.25]\n end\n end\n else\n point in direction (90)\n change [boss1: xv v] by (0.5)\n if <(boss1: hits) > [0]> then\n if <(boss1: xV) > [3.75]> then\n set [boss1: xv v] to [3.75]\n end\n else\n if <(boss1: xV) > [4.25]> then\n set [boss1: xv v] to [4.25]\n end\n end\n end\nend\nif <[0] < (boss1: hits)> then\n if <(x position) > [232]> then\n set x to (232)\n set [boss1: xv v] to [0]\n end\n if <[-232] > (x position)> then\n set x to (-232)\n set [boss1: xv v] to [0]\n end\nend\nchange [boss1: yv v] by (-0.8)\nchange y by (boss1: yV)\nif <touching (ground v)?> then\n surface (boss1: yV)\n set [boss1: yv v] to [0]\nend\nchange y by (-2)\nif <touching (ground v)?> then\n set [boss1: ycol v] to [1]\nelse\n set [boss1: ycol v] to [0]\nend\nchange y by (2)\nchange x by (boss1: xV)\nif <touching (ground v)?> then\n wall (boss1: xV)\n set [boss1: xv v] to [0]\n if <(boss1: yCol) = [1]> then\n set [boss1: yv v] to [9]\n start sound [QuietJump v]\n end\nend\nif <(bDash) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nswitch costume to (particle v)\nchange x by (pick random (4) to (-4))\nchange y by (pick random (4) to (-4))\nset size to (pick random (75) to (125)) %\nrepeat (5)\n change size by (15)\nend\nrepeat (5)\n change size by (-15)\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\ndefine wall (xv)\nwhile <touching (ground v)?>\n change x by ((0) - ((xv) / ([abs v] of (xv) )))\nend\n\nwhen I receive [levelstart v]\nwait (0) seconds\nchange [clonecount v] by (1)\nstop [other scripts in sprite v]\nif <(current) = [7]> then\n go to x: (216) y: (-60)\n point in direction (90)\n set size to (100) %\n switch costume to (idle v)\n clear graphic effects\n show\n set [boss1: hits v] to [-1]\n set [bdash v] to [0]\n set [charge v] to [0]\n set [boss1: xv v] to [0]\n set [boss1: yv v] to [0]\n set [boss1: stunned v] to [0]\n set [boss1: animsprite v] to [0]\n set [boss1: moving v] to [-1]\n set [clock v] to [0]\n set [enabled v] to [1]\n repeat (30)\n switch costume to (run4 v)\n set [music v] to [4.5]\n broadcast (music v)\n repeat (1)\n point in direction (-90)\n repeat (1)\n switch costume to (mad v)\n repeat (18)\n set [enabled v] to [0]\n set [boss1: hits v] to [3]\nelse\n switch costume to (particle v)\nend\n\ndefine surface (yv)\nwhile <touching (ground v)?>\n change y by (1)\nend\n\nwhen I receive [updateobj v]\nif <not <(costume [number v]) = [18]>> then\n if <[0] < (boss1: hits)> then\n if <(boss1: stunned) = [0]> then\n physics\n if <(charge) = [0]> then\n change [clock v] by (1)\n if <([x position v] of [hitbox v]) > (x position)> then\n set [boss1: moving v] to [1]\n else\n set [boss1: moving v] to [-1]\n end\n if <<(distance to [hitbox v]) < [13]> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n anim\n else\n switch costume to (charge v)\n set [boss1: moving v] to [0]\n if <(bDash) = [1]> then\n switch costume to (lunge v)\n if <<([abs v] of (boss1: xV) ) < [0.1]> and <(boss1: yCol) = [1]>> then\n set [charge v] to [0]\n set [bdash v] to [0]\n end\n if <<(distance to [hitbox v]) < [13]> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [2]\n broadcast (hurtme v)\n end\n end\n end\n if <<(clock) > ((150) / (boss1: hits))> and <(charge) = [0]>> then\n set [clock v] to [0]\n broadcast (zboss1charge v)\n end\n else\n change [boss1: stunned v] by (1)\n if <((boss1: stunned) mod (2)) = [0]> then\n switch costume to (hurt v)\n else\n switch costume to (idle v)\n end\n if <(boss1: stunned) > [24]> then\n set [boss1: stunned v] to [0]\n set [charge v] to [0]\n end\n end\n else\n if <(boss1: hits) = [0]> then\n if <(boss1: stunned) = [0]> then\n if <not <(x position) > [239]>> then\n set [bdash v] to [1]\n physics\n set [boss1: moving v] to [1]\n anim\n else\n broadcast (goalShow v)\n switch costume to (particle v)\n hide\n end\n else\n change [boss1: stunned v] by (1)\n if <[64] > (boss1: stunned)> then\n if <((boss1: stunned) mod (2)) = [0]> then\n switch costume to (endhurt v)\n else\n switch costume to (end2 v)\n end\n else\n if <[70] > (boss1: stunned)> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n switch costume to ((boss1: stunned) - (54))\n else\n if <[98] > (boss1: stunned)> then\n switch costume to (end6 v)\n else\n if <[100] > (boss1: stunned)> then\n switch costume to (end7 v)\n else\n if <[106] > (boss1: stunned)> then\n switch costume to (mad v)\n else\n set [boss1: stunned v] to [0]\n set [charge v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine anim\nif <<(boss1: yCol) > [0]> and <not <(boss1: moving) = [0]>>> then\n set [boss1: animspeed v] to ([abs v] of ((boss1: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [boss1: animspeed v] to [0.2]\n end\n change [boss1: animsprite v] by (boss1: animspeed)\n if <[3.99] < (boss1: animsprite)> then\n set [boss1: animsprite v] to [0]\n end\n switch costume to (([floor v] of (boss1: animsprite) ) + (1))\nelse\n if <(boss1: yV) > [0.9]> then\n switch costume to (madup v)\n else\n if <[-0.9] > (boss1: yV)> then\n switch costume to (maddown v)\n else\n switch costume to (mad v)\n end\n end\nend\n\nwhen I receive [zboss1charge v]\ncharge\n\nwhen I receive [levelstart v]\nchange [clonecount v] by (-1)\nhide\ndelete this clone\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@ice\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nclear graphic effects\nif <[5] > (costume [number v])> then\n set [clock v] to [-1]\nelse\n if <<(costume [number v]) = [6]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [11]>>> then\n set [clock v] to [1]\n else\n set [clock v] to (pick random (0) to (-5))\n end\nend\n\nwhen I receive [updateobj v]\nif <<(clock) = [0]> or <<(costume [number v]) > [4]> and <[24] > (costume [number v])>>> then\n if <(costume [number v]) > [4]> then\n change [clock v] by (-0.7)\n if <(clock) > [14]> then\n set [clock v] to [14]\n end\n change y by (clock)\n if <touching (_edge_ v)?> then\n if <<touching (water v)?> and <<(costume [number v]) = [11]> or <(costume [number v]) = [6]>>> then\n start sound [splash v]\n set [clock v] to [-1]\n up\n end\n change [clonecount v] by (-1)\n delete this clone\n end\n end\nelse\n if <[24] > (costume [number v])> then\n if <(costume [number v]) > [2]> then\n change y by (1.5)\n if <touching (hitbox v)?> then\n if <(clock) = [-1]> then\n set [clock v] to [1]\n next costume\n start sound [Laser_Shoot2 v]\n end\n if <(clock) = [2]> then\n set [clock v] to [3]\n end\n else\n if <(clock) = [1]> then\n set [clock v] to [2]\n end\n end\n change y by (-1.5)\n if <(clock) > [2]> then\n change [clock v] by (1)\n if <(clock) > [8]> then\n switch costume to (bshard1 v)\n shatter [13]\n start sound [Explosion2 v]\n change [clonecount v] by (-1)\n delete this clone\n end\n end\n else\n change y by (1.5)\n if <<([charges v] of [candle v]) = (([floor v] of ([charges v] of [candle v]) ) + (0.1))> and <<<(distance to [candle v]) < [18]> or <<(distance to [hitbox v]) < [18]> and <((y position) + (2)) > ([y position v] of [hitbox v])>>> and <<[5] > (costume [number v])> and <<[1] > (clock)> and <([charges v] of [candle v]) > [0.5]>>>>> then\n change [hitamount v] by (1)\n broadcast (zcandleDischarge v)\n set [clock v] to [-1]\n start sound [melt v]\n switch costume to (&m v)\n else\n if <<touching (hitbox v)?> and <[1] > (clock)>> then\n set [clock v] to [1]\n next costume\n start sound [Laser_Shoot v]\n end\n end\n change y by (-1.5)\n if <(clock) > [0]> then\n change [clock v] by (1)\n if <(clock) > [20]> then\n switch costume to (sshard1 v)\n shatter [5]\n start sound [Explosion v]\n change [clonecount v] by (-1)\n delete this clone\n end\n end\n end\n else\n if <[32] > (costume [number v])> then\n switch costume to (([abs v] of ([floor v] of ((clock) / (2)) ) ) + (23))\n change [clock v] by (-1)\n if <[-16] > (clock)> then\n change [clonecount v] by (-1)\n delete this clone\n end\n else\n change [clock v] by (-1)\n change [ghost v] effect by (5)\n if <[-20] > (clock)> then\n change [clonecount v] by (-1)\n delete this clone\n end\n end\n end\nend\n\nset [color v] effect to (88)\n\ndefine shatter (number)\nrepeat (number)\n create clone of (_myself_ v)\n next costume\nend\n\nswitch costume to (& v)\nset [clock v] to [0]\nshow\ngo to x: (-72) y: (-76)\nrepeat (10)\n create clone of (_myself_ v)\n change x by (16)\nend\nchange y by (64)\nrepeat (10)\n create clone of (_myself_ v)\n change x by (16)\nend\nhide\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nshow\nchange [clonecount v] by (1)\ncreate\nhide\ngo to x: (232) y: (-172)\n\nswitch costume to (bigice v)\nshow\ngo to x: (-72) y: (-76)\ncreate clone of (_myself_ v)\nhide\n\nswitch costume to (& v)\n\ndefine create\nshow\nset [i v] to [0]\nset [n v] to []\nset [ghost v] effect to (100)\nrepeat until <(i) > (length of (item (current) of [ices v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [ices v])) = [;]> then\n goto (n)\n set [n v] to []\n change [i v] by (2)\n switch costume to (letter ((i) - (1)) of (item (current) of [ices v]))\n change [i v] by (2)\n repeat (letter ((i) - (1)) of (item (current) of [ices v]))\n create clone of (_myself_ v)\n if <(costume [number v]) = [3]> then\n change x by (32)\n else\n change x by (16)\n end\n end\n else\n set [n v] to (join (n) (letter (i) of (item (current) of [ices v])))\n end\nend\nset [ghost v] effect to (0)\nhide\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nset [clock v] to [0]\nshow\ngo to x: (-136) y: (36)\nrepeat (5)\n create clone of (_myself_ v)\n change x by (16)\nend\nchange y by (64)\nhide\n\ndefine up\nswitch costume to (splash v)\nrepeat until <not <touching (water v)?>>\n change y by (1)\nend\nchange y by (-1)\n\n@hp/flash\n\nwhen I receive [hurtme v]\nif <(shield) = [1]> then\n if <(hitAmount) = [0.5]> then\n set [hitamount v] to [0]\n else\n set [hitamount v] to ((round (hitAmount)) / (2))\n end\nend\nchange [hitpoints v] by ((0) - (hitAmount))\nif <(hitAmount) > [0.33]> then\nif <(hitPoints) > [3]> then\n set [hitpoints v] to [3]\nend\nif <[0.1] > (hitPoints)> then\n start sound [bigdie2 v]\n set [hitpoints v] to [0]\n set [died v] to [1]\n set [enabled v] to [1]\n broadcast (render v)\n broadcast (hurtDisp v)\n explode\n set [retimer v] to [60]\n set [repressed v] to [1]\n repeat until <<(reTimer) < [1]> or <<<key (any v) pressed?> or <mouse down?>> and <(rePressed) = [0]>>>\n broadcast (updateObj v)\n change [retimer v] by (-1)\n if <not <<key (any v) pressed?> or <mouse down?>>> then\n set [repressed v] to [0]\n end\n end\n broadcast (transitionLoad v)\n stop [this script v]\nend\nbroadcast (hurtDisp v)\nif <(hitAmount) < [0]> then\n start sound [upgrade v]\nelse\n if <(hitAmount) > [0.33]> then\n start sound [Chk v]\n set [hitinvul v] to [30]\n set [yv v] to [3]\n set [xv v] to ((0) - (([direction v] of [hitbox v]) / (25)))\n repeat (10)\n set [enabled v] to [0]\n end\n set [enabled v] to [0]\n else\n start sound [Pickup_Coin4 v]\n end\nend\n\nset [hitamount v] to [1]\ngo to x: (-226) y: (-166)\n\nwhen I receive [hurtdisp v]\nswitch costume to (join (hitPoints) [])\nif <(shield) = [1]> then\n switch costume to (join [s] (costume [name v]))\nend\n\nset [hitamount v] to [0]\n\nset [hitamount v] to [-1]\n\nwhen I receive [updateobj v]\nif <(isClone) > [0]> then\n change [isclone v] by (-0.03)\n move (isClone) steps\n if <(isClone) < [0.1]> then\n change [clonecount v] by (-1)\n delete this clone\n end\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n change [clonecount v] by (-1)\n delete this clone\n end\n next costume\n if <(costume [number v]) > [8]> then\n switch costume to (explode1 v)\n end\nelse\n if <([costume # v] of [transition v]) < [11]> then\n if <touching (spritebody v)?> then\n if <(isClone) > [-5]> then\n change [isclone v] by (-1)\n change [ghost v] effect by (10)\n end\n else\n if <(isClone) < [0]> then\n change [isclone v] by (1)\n change [ghost v] effect by (-10)\n else\n clear graphic effects\n end\n end\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [loadlevel v]\nset [isclone v] to [0]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nset [isclone v] to [6]\nset size to (100) %\nset rotation style [don't rotate v]\n\ndefine explode\ngo to (hitbox v)\nrepeat ((360) / (22.5))\n turn right (22.5) degrees\n create clone of (_myself_ v)\nend\ngo to x: (-226) y: (-166)\nswitch costume to (join (hitPoints) [])\nif <(shield) = [1]> then\n switch costume to (join [s] (costume [name v]))\nend\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\ngo to x: (-226) y: (-166)\nset size to (200) %\nshow\n\nwhen I receive [sceneb v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scenebnight v]\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nswitch costume to (white v)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (2)\n switch backdrop to (mtn-brown-nightrees-tall v)\n wait (0) seconds\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [scenebwhitefade v]\nset [music v] to [0]\nbroadcast (music v)\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nswitch costume to (white v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (sceneBunload v)\nrepeat (60)\n wait (0) seconds\nend\nrepeat (9)\n next costume\nend\nset [music v] to [9]\nbroadcast (music v)\nrepeat (48)\n wait (0) seconds\nend\nswitch backdrop to (halftime v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nset [ghost v] effect to (0)\nhide\n\nbroadcast (hurtme v)\n\nwhen I receive [scenec v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scenecday v]\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nswitch costume to (white v)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat (2)\n switch backdrop to (sunrise v)\n wait (0) seconds\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (0)\nhide\nset [music v] to [16]\nbroadcast (music v)\nwait (1) seconds\nset [music v] to [0]\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [reset v]\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\nset [brightness v] effect to (-100)\nshow\nswitch costume to (white v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nswitch backdrop to (dark v)\nerase all\nwait (0.5) seconds\nhide\nbroadcast (greenFlag v)\n\nwhen I receive [scenedfade v]\ngo to [front v] layer\ngo [backward v] (1) layers\nset [music v] to [0]\nbroadcast (music v)\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nswitch costume to (white v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstart sound [bigdie v]\nwait (1.75) seconds\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nwait (1.75) seconds\nbroadcast (returnToMonke v)\n\nwhen I receive [menuswitched v]\nhide\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@spike\n\ndefine create\nset [isclone v] to [0]\nshow\nset [i v] to [0]\nset [n v] to []\nrepeat until <(i) > (length of (item (current) of [spikes v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [spikes v])) = [;]> then\n goto (n)\n set [n v] to []\n change [i v] by (2)\n point in direction (((90) * (letter ((i) - (1)) of (item (current) of [spikes v]))) + (90))\n change [i v] by (2)\n repeat (letter ((i) - (1)) of (item (current) of [spikes v]))\n create clone of (_myself_ v)\n move ((([abs v] of ((direction) - (1)) ) / ((direction) - (1))) * (16)) steps\n end\n else\n set [n v] to (join (n) (letter (i) of (item (current) of [spikes v])))\n end\nend\nset [ghost v] effect to (0)\nhide\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I start as a clone\nset [costume v] to ((costume [number v]) - (1))\nset [isclone v] to [1]\nchange [clonecount v] by (1)\ngo [backward v] (1000) layers\n\nwhen I receive [updateobj v]\nif <(isClone) > [0]> then\n change [isclone v] by ((2) / (9))\n if <(isClone) > [4.99]> then\n set [isclone v] to [1]\n end\n switch costume to ((costume) + ([floor v] of (isClone) ))\n if <<touching (hitbox v)?> and <(died) = [0]>> then\n set [hitamount v] to [3]\n broadcast (hurtme v)\n end\nend\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nif <[introlevels v] contains ((current) + (1))?> then\n switch costume to ((((item # of ((current) + (1)) in [introlevels v]) - (1)) * (4)) - (3))\nend\nif <[introlevels v] contains (current)?> then\n switch costume to (((item # of (current) in [introlevels v]) * (4)) - (3))\nend\ncreate\n\n@candle\n\ndefine setup\nset [i v] to [0]\nset [charges v] to []\nset [hitamount v] to [0]\nrepeat until <(i) > (length of (item (current) of [candles v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [candles v])) = [;]> then\n goto (charges)\n change [i v] by (2)\n set [charges v] to (letter ((i) - (1)) of (item (current) of [candles v]))\n if <not <(letter (i) of (item (current) of [candles v])) = [;]>> then\n set [charges v] to (join (charges) (letter (i) of (item (current) of [candles v])))\n change [i v] by (1)\n end\n set [hitpoints v] to [0]\n set [candim v] to [0]\n point in direction (90)\n clear graphic effects\n show\n else\n set [charges v] to (join (charges) (letter (i) of (item (current) of [candles v])))\n end\nend\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I receive [loadlevel v]\nhide\nset [charges v] to []\nsetup\n\nwhen I receive [updateobj v]\nif <(charges) = []> then\n\nwhen I receive [zcandledischarge v]\nchange [charges v] by ((0) - (hitAmount))\nset [hitamount v] to [0]\nwait (0) seconds\nif <not <([floor v] of (charges) ) = (([floor v] of (charges) ) + (0.1))>> then\n set [charges v] to (([floor v] of (charges) ) + (0.1))\nend\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@chonkstalactite\n\nwhen I receive [loadlevel v]\nif <(current) = [12]> then\n switch costume to (chonkstalactite2 v)\n set [velactite v] to [1]\n go to x: (160) y: (127)\n show\n go to [back v] layer\nelse\n set [velactite v] to [2]\n hide\nend\n\nwhen I receive [updateobj v]\nif <(velactite) < [2]> then\n if <<(cloneCount) < [11.5]> and <(velactite) > [0]>> then\n if <(tiltdir) = [0]> then\n turn right (1) degrees\n else\n turn left (1) degrees\n end\n if <(direction) = [93]> then\n set [tiltdir v] to [1]\n end\n if <(direction) = [87]> then\n set [tiltdir v] to [0]\n end\n change [velactite v] by (-0.0333333333333333)\n if <(velactite) < [0.01]> then\n start sound [Explosion3 v]\n point in direction (90)\n end\n else\n if <not <(cloneCount) = (cloneCountPrev)>> then\n set [clonecountprev v] to (cloneCount)\n set [melttilt v] to [10]\n end\n if <(meltTilt) > [0]> then\n change [melttilt v] by (-1)\n if <<(meltTilt) = [0]> or <(cloneCount) < [12.5]>> then\n point in direction (90)\n else\n if <(tiltdir) = [0]> then\n turn right (1) degrees\n else\n turn left (1) degrees\n end\n if <(direction) = [93]> then\n set [tiltdir v] to [1]\n end\n if <(direction) = [87]> then\n set [tiltdir v] to [0]\n end\n end\n end\n end\n if <(velactite) < [0.01]> then\n change [velactite v] by (-0.4)\n change y by (velactite)\n switch costume to (chonkstalactite3 v)\n if <<touching (hitbox v)?> and <(hitPoints) > [0]>> then\n set [hitamount v] to [3]\n broadcast (hurtme v)\n end\n if <<touching (ground v)?> and <(y position) < [120]>> then\n switch costume to (chonkstalactite v)\n start sound [Explosion2 v]\n set [velactite v] to [2]\n set y to (-23)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (chonkstalactite2 v)\n end\n end\nend\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@boss2\n\ndefine charge\nif <not <(costume [number v]) = [18]>> then\n set [charge v] to [1]\n set [boss2: edgetime v] to [0]\n set [brightness v] effect to (50)\n switch costume to (charge v)\n start sound [darkness v]\n repeat (12)\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n switch costume to (particle v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n switch costume to (charge v)\n if <<touching (hitbox v)?> and <(yV) < [-1.6]>> then\n set [yv v] to [8]\n change [boss2: hits v] by (-1)\n set [brightness v] effect to (0)\n if <(boss2: hits) = [0]> then\n set [boss2: stunned v] to [1]\n set [music v] to [0]\n stop all sounds\n start sound [biggerdie v]\n stop [this script v]\n else\n start sound [ouch v]\n set [boss2: stunned v] to [1]\n stop [this script v]\n end\n end\n end\n repeat (((2) * (boss2: hits)) + (24))\n if <<touching (hitbox v)?> and <(yV) < [-1.6]>> then\n set [yv v] to [8]\n change [boss2: hits v] by (-1)\n set [brightness v] effect to (0)\n if <(boss2: hits) = [0]> then\n set [boss2: stunned v] to [1]\n set [music v] to [0]\n stop all sounds\n start sound [biggerdie v]\n stop [this script v]\n else\n start sound [ouch v]\n set [boss2: stunned v] to [1]\n set [charge v] to [0]\n stop [this script v]\n end\n end\n end\n set [brightness v] effect to (0)\n set [boss2: dash v] to [1]\n set [boss2: ycol v] to [0]\n if <(pick random (1) to (3)) = [3]> then\n set [boss2: yv v] to [10]\n start sound [QuietJump v]\n repeat until <(boss2: yV) < [1]>\n if <<touching (hitbox v)?> and <(hitInvul) = [0]>> then\n set [hitamount v] to [2]\n broadcast (hurt v)\n end\n end\n end\n set [boss2: xv v] to (((direction) / (90)) * (9))\n start sound [evil2 v]\nend\n\ndefine physics\nif <not <(costume [number v]) = [18]>> then\n switch costume to (hitbox v)\n if <(boss2: moving) = [0]> then\n if <(boss2: xV) > [0]> then\n change [boss2: xv v] by (-0.3)\n if <[0] > (boss2: xV)> then\n set [boss2: xv v] to [0]\n end\n else\n change [boss2: xv v] by (0.3)\n if <(boss2: xV) > [0]> then\n set [boss2: xv v] to [0]\n end\n end\n else\n if <(boss2: moving) = [-1]> then\n point in direction (-90)\n change [boss2: xv v] by (-0.5)\n if <(boss2: hits) > [0]> then\n if <(boss2: xV) < [-3.75]> then\n set [boss2: xv v] to [-3.75]\n end\n else\n if <(boss2: xV) < [-4.5]> then\n set [boss2: xv v] to [-4.5]\n end\n end\n else\n point in direction (90)\n change [boss2: xv v] by (0.5)\n if <(boss2: hits) > [0]> then\n if <(boss2: xV) > [3.75]> then\n set [boss2: xv v] to [3.75]\n end\n else\n if <(boss2: xV) > [4.5]> then\n set [boss2: xv v] to [4.5]\n end\n end\n end\n end\n if <[0] < (boss2: hits)> then\n if <(x position) > [232]> then\n set x to (232)\n set [boss2: xv v] to [0]\n end\n if <[-232] > (x position)> then\n set x to (-232)\n set [boss2: xv v] to [0]\n end\n end\n change [boss2: yv v] by (-0.8)\n change y by (boss2: yV)\n if <touching (ground v)?> then\n surface (boss2: yV)\n set [boss2: yv v] to [0]\n end\n change y by (-2)\n if <touching (ground v)?> then\n set [boss2: ycol v] to [1]\n else\n set [boss2: ycol v] to [0]\n end\n change y by (2)\n change x by (boss2: xV)\n if <touching (ground v)?> then\n wall (boss2: xV)\n set [boss2: xv v] to [0]\n if <(boss2: yCol) = [1]> then\n set [boss2: yv v] to [9]\n start sound [QuietJump v]\n end\n end\n if <(boss2: dash) = [1]> then\n set [oldspr v] to (costume [number v])\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (oldspr)\n end\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nswitch costume to (particle v)\nchange x by (pick random (4) to (-4))\nchange y by (pick random (4) to (-4))\nset size to (pick random (75) to (125)) %\nrepeat (5)\n change size by (15)\n switch costume to (particle v)\nend\nrepeat (5)\n change size by (-15)\n switch costume to (particle v)\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\ndefine wall (xv)\nwhile <touching (ground v)?>\n change x by ((0) - ((xv) / ([abs v] of (xv) )))\nend\n\nwhen I receive [levelstart v]\nwait (0) seconds\nchange [clonecount v] by (1)\nstop [other scripts in sprite v]\nif <(current) = [14]> then\n if <<(current) = [14]> and <not <(debug) = [1]>>> then\n change [clonecount v] by (-1)\n delete this clone\n end\n go to x: (0) y: (-44)\n point in direction (90)\n set size to (100) %\n switch costume to (idle v)\n clear graphic effects\n show\n set [boss2: hits v] to [-1]\n set [boss2: dash v] to [0]\n set [charge v] to [0]\n set [boss2: xv v] to [0]\n set [boss2: yv v] to [0]\n set [boss2: stunned v] to [0]\n set [boss2: animsprite v] to [0]\n set [boss2: moving v] to [-1]\n set [boss2: edgetime v] to [0]\n set [clock v] to [0]\n set [enabled v] to [1]\n repeat (30)\n switch costume to (run4 v)\n set [music v] to [4.5]\n broadcast (music v)\n repeat (1)\n point in direction (-90)\n repeat (1)\n switch costume to (end7 v)\n repeat (18)\n set [enabled v] to [0]\n set [boss2: hits v] to [3]\nelse\n switch costume to (particle v)\nend\n\ndefine surface (yv)\nwhile <touching (ground v)?>\n change y by (1)\nend\n\nwhen I receive [updateobj v]\nif <not <(costume [number v]) = [18]>> then\n if <[0] < (boss2: hits)> then\n if <(boss2: stunned) = [0]> then\n physics\n if <(charge) = [0]> then\n change [clock v] by (1)\n if <<(distance to [hitbox v]) < [13]> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n if <(x position) > ([x position v] of [hitbox v])> then\n if <((([x position v] of [hitbox v]) + ((300) / (boss2: hits))) - (32)) > (x position)> then\n set [boss2: moving v] to [1]\n if <<([x position v] of [hitbox v]) > ((x position) - (32))> and <([abs v] of (boss2: edgetime) ) < [1]>> then\n set [boss2: edgetime v] to [10]\n end\n else\n if <(x position) > (([x position v] of [hitbox v]) + ((300) / (boss2: hits)))> then\n set [boss2: moving v] to [-1]\n else\n set [boss2: moving v] to [0]\n end\n end\n else\n if <([x position v] of [hitbox v]) > (x position)> then\n if <(([x position v] of [hitbox v]) - ((300) / (boss2: hits))) > (x position)> then\n set [boss2: moving v] to [1]\n if <<((x position) + ((88) - ((boss2: hits) * (24)))) > ([x position v] of [hitbox v])> and <([abs v] of (boss2: edgetime) ) < [1]>> then\n set [boss2: edgetime v] to [-10]\n end\n else\n if <(x position) > ((([x position v] of [hitbox v]) - ((300) / (boss2: hits))) + ((88) - ((boss2: hits) * (24))))> then\n set [boss2: moving v] to [-1]\n else\n set [boss2: moving v] to [0]\n end\n end\n end\n end\n if <<<(x position) > [230]> or <(x position) < [-230]>> and <(boss2: yCol) > [0]>> then\n if <(x position) > ([x position v] of [hitbox v])> then\n set [boss2: edgetime v] to [30]\n else\n set [boss2: edgetime v] to [-30]\n end\n set [boss2: yv v] to [10]\n start sound [QuietJump v]\n end\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n if <not <(boss2: edgetime) = [0]>> then\n change [boss2: edgetime v] by ((0) - ((boss2: edgetime) / ([abs v] of (boss2: edgetime) )))\n set [boss2: moving v] to ((0) - ((boss2: edgetime) / ([abs v] of (boss2: edgetime) )))\n if <[1] > (boss2: yCol)> then\n point in direction ((90) * ((0) - ((boss2: edgetime) / ([abs v] of (boss2: edgetime) ))))\n end\n end\n anim\n else\n switch costume to (charge v)\n set [boss2: moving v] to [0]\n if <(boss2: dash) = [1]> then\n switch costume to (lunge v)\n if <<([abs v] of (boss2: xV) ) < [0.1]> and <(boss2: yCol) = [1]>> then\n set [charge v] to [0]\n set [boss2: dash v] to [0]\n end\n if <<(distance to [hitbox v]) < [13]> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [2]\n broadcast (hurtme v)\n end\n end\n end\n if <<(clock) > ((150) / (boss2: hits))> and <(charge) = [0]>> then\n set [clock v] to [0]\n broadcast (zboss2charge v)\n end\n else\n change [boss2: stunned v] by (1)\n if <((boss2: stunned) mod (2)) = [0]> then\n switch costume to (hurt v)\n else\n switch costume to (idle v)\n end\n if <(boss2: stunned) > [24]> then\n set [boss2: stunned v] to [0]\n set [charge v] to [0]\n end\n end\n else\n if <(boss2: hits) = [0]> then\n if <(boss2: stunned) = [0]> then\n if <not <(x position) > [239]>> then\n set [boss2: dash v] to [1]\n physics\n set [boss2: moving v] to [1]\n anim\n else\n broadcast (goalShow v)\n switch costume to (particle v)\n hide\n end\n else\n change [boss2: stunned v] by (1)\n if <[64] > (boss2: stunned)> then\n if <((boss2: stunned) mod (2)) = [0]> then\n switch costume to (endhurt v)\n else\n switch costume to (end2 v)\n end\n else\n if <[70] > (boss2: stunned)> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n switch costume to ((boss2: stunned) - (54))\n else\n if <[98] > (boss2: stunned)> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (end6 v)\n else\n if <[100] > (boss2: stunned)> then\n switch costume to (end7 v)\n else\n if <[106] > (boss2: stunned)> then\n switch costume to (mad v)\n else\n set [boss2: stunned v] to [0]\n set [charge v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine anim\nif <not <(costume [number v]) = [18]>> then\n if <<(boss2: yCol) > [0]> and <not <(boss2: moving) = [0]>>> then\n set [boss2: animspeed v] to ([abs v] of ((boss2: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [boss2: animspeed v] to [0.2]\n end\n change [boss2: animsprite v] by (boss2: animspeed)\n if <[3.99] < (boss2: animsprite)> then\n set [boss2: animsprite v] to [0]\n end\n switch costume to (([floor v] of (boss2: animsprite) ) + (1))\n else\n if <(boss2: yV) > [0.9]> then\n switch costume to (madup v)\n else\n if <[-0.9] > (boss2: yV)> then\n switch costume to (maddown v)\n else\n switch costume to (mad v)\n end\n end\n end\nend\n\nwhen I receive [zboss2charge v]\nif <not <(costume [number v]) = [18]>> then\n charge\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\nhide\ndelete this clone\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@button\n\ndefine create\nshow\nset [i v] to [0]\nset [clock v] to []\nrepeat until <(i) > (length of (item (current) of [buttons v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [buttons v])) = [;]> then\n goto (clock)\n set [clock v] to []\n change [i v] by (2)\n switch costume to (letter ((i) - (1)) of (item (current) of [buttons v]))\n create clone of (_myself_ v)\n else\n set [clock v] to (join (clock) (letter (i) of (item (current) of [buttons v])))\n end\nend\nhide\nset [clock v] to [0]\n\nwhen I receive [updateobj v]\nif <(clock) > [0]> then\n if <(clock) = [1]> then\n stamp\n set [clock v] to [2]\n end\n if <(costume [number v]) > [6]> then\n if <(clock) = [2]> then\n if <touching (hitbox v)?> then\n start sound (costume [number v])\n next costume\n stamp\n set [clock v] to [3]\n if <(blocks3) = [1]> then\n set [blocks3 v] to [0]\n else\n set [blocks3 v] to [1]\n end\n end\n else\n if <touching (hitbox v)?> then\n end\n else\n if <touching (hitbox v)?> then\n start sound (costume [number v])\n next costume\n stamp\n set [clock v] to [0]\n end\n if <(costume [number v]) = [2]> then\n set [blocks1 v] to [1]\n end\n if <(costume [number v]) = [4]> then\n set [blocks2 v] to [1]\n end\n if <(costume [number v]) = [6]> then\n if <(blocks3) = [1]> then\n set [blocks3 v] to [0]\n else\n set [blocks3 v] to [1]\n end\n end\n end\nend\nif <(life) < [10]> then\n change [life v] by (1)\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset [blocks1 v] to [0]\nset [blocks2 v] to [0]\nset [blocks3 v] to [0]\ncreate\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I start as a clone\nset [life v] to [0]\nchange [clonecount v] by (1)\nif <[9] > (costume [number v])> then\n set [clock v] to [1]\nelse\n set [clock v] to [0]\n go to [front v] layer\n go [backward v] (1) layers\nend\nshow\n\ndefine stamp\nswitch costume to ((costume [number v]) - (8))\nchange y by (-16)\ncreate clone of (_myself_ v)\nswitch costume to ((costume [number v]) + (8))\nchange y by (16)\nbroadcast (zbuttonStamp v)\n\nwhen I receive [zbuttonstamp v]\nif <(costume [number v]) > [8]> then\n change y by (-4)\n set size to (80) %\n if <<touching (button v)?> and <[1] < (life)>> then\n change [clonecount v] by (-1)\n delete this clone\n end\n set size to (100) %\n change y by (4)\nend\n\n@blocks1\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\ndefine create\nswitch costume to (blockstatic v)\nset [i v] to [0]\nset [block v] to []\nrepeat until <(i) > (length of (item (current) of [blocks1 v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [blocks1 v])) = [;]> then\n goto (block)\n if <<(block) = [100]> and <(current) = [18]>> then\n set [ghost v] effect to (100)\n set [block v] to []\n set [blockcollide v] to [1]\n create clone of (_myself_ v)\n change y by (16)\n create clone of (_myself_ v)\n clear graphic effects\n change [i v] by (2)\n else\n if <<(block) = [42]> and <(current) = [34]>> then\n set [ghost v] effect to (100)\n set [block v] to []\n set [blockcollide v] to [1]\n create clone of (_myself_ v)\n clear graphic effects\n change [i v] by (2)\n else\n set [block v] to []\n change [i v] by (2)\n if <(letter ((i) - (1)) of (item (current) of [blocks1 v])) < [4]> then\n point in direction ((90) * (letter ((i) - (1)) of (item (current) of [blocks1 v])))\n change [i v] by (2)\n set [blockcollide v] to [0]\n repeat (letter ((i) - (1)) of (item (current) of [blocks1 v]))\n change [blockcollide v] by (1)\n if <(blockCollide) = ([floor v] of ((0.4) + ([sqrt v] of (letter ((i) - (1)) of (item (current) of [blocks1 v])) )) )> then\n set [blockcollide v] to [0]\n end\n create clone of (_myself_ v)\n move (16) steps\n end\n else\n set [blockcollide v] to [0]\n create clone of (_myself_ v)\n end\n end\n end\n else\n set [block v] to (join (block) (letter (i) of (item (current) of [blocks1 v])))\n end\nend\npoint in direction (90)\nhide\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nif <(blockCollide) > [0]> then\n set [blockcollide v] to [1]\nend\nset [isclone v] to [1]\npoint in direction (90)\nshow\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset [isclone v] to [0]\ncreate\n\nwhen I receive [updateobj v]\nif <<(isClone) > [0]> and <(blocks1) = [1]>> then\n set rotation style [don't rotate v]\n switch costume to (hitbox2 v)\n go to [front v] layer\n change [block v] by (-0.4)\n change y by (block)\n if <(blockCollide) = [0]> then\n change [block v] by (pick random (0) to (-0.2))\n if <<(isClone) = [1]> and <touching (ground v)?>> then\n set [isclone v] to ((([abs v] of (block) ) / (5)) + (1))\n up\n start sound (pick random (1) to (2))\n set [block v] to [3]\n turn left ((direction) - (90)) degrees\n end\n else\n change [block v] by (pick random (0) to (-0.4))\n if <touching (ground v)?> then\n change [ghost v] effect by (25)\n change [blockcollide v] by (1)\n if <(blockCollide) > [5]> then\n change [clonecount v] by (-1)\n delete this clone\n end\n end\n end\n if <(isClone) > [1]> then\n change x by ((isClone) - (1))\n turn right (((isClone) - (1)) * (4)) degrees\n else\n turn left (0.5) degrees\n end\n if <<touching (water v)?> and <[2] > (blockCollide)>> then\n set [block v] to [3]\n set [isclone v] to [-1]\n switch costume to (splash v)\n start sound [splash v]\n water\n else\n if <<touching (risingswamp v)?> and <[2] > (blockCollide)>> then\n set [block v] to [3]\n set [isclone v] to [-1]\n switch costume to (splash v)\n start sound [splash v]\n water2\n else\n if <(y position) < [-179.5]> then\n change [clonecount v] by (-1)\n delete this clone\n end\n end\n end\n if <(costume [number v]) = [2]> then\n set rotation style [all around v]\n switch costume to (block v)\n end\nend\nif <(isClone) < [0]> then\n switch costume to ([floor v] of (block) )\n change [block v] by (0.5)\n if <([floor v] of (block) ) > [10]> then\n change [clonecount v] by (-1)\n delete this clone\n end\nend\n\ndefine up\nset [block v] to [0]\nrepeat until <<not <touching (ground v)?>> or <[15] < (block)>>\n change y by (1)\n change [block v] by (1)\nend\nif <[15] < (block)> then\n change y by (-16)\nend\n\ndefine water\nrepeat until <not <touching (water v)?>>\n change y by (1)\nend\nrepeat until <touching (water v)?>\n change y by (-0.1)\nend\n\nwhen I receive [zswampsnap v]\nif <<(costume [number v]) > [2]> and <[11] > (costume [number v])>> then\n hide\n set size to (1000) %\n set y to ([y position v] of [risingswamp v])\n set size to (100) %\n show\n water2\nend\n\ndefine water2\nrepeat until <not <touching (risingswamp v)?>>\n change y by (16)\nend\nrepeat until <touching (risingswamp v)?>\n change y by (-4)\nend\nrepeat until <not <touching (risingswamp v)?>>\n change y by (1)\nend\nrepeat until <touching (risingswamp v)?>\n change y by (-0.1)\nend\n\nwhen I receive [sceneb v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [sceneb v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset [isclone v] to [0]\n\n@blocks2\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\ndefine create\nswitch costume to (block2static v)\nset [i v] to [0]\nset [block v] to []\nrepeat until <(i) > (length of (item (current) of [blocks2 v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [blocks2 v])) = [;]> then\n goto (block)\n if <<(block) = [100]> and <(current) = [18]>> then\n set [ghost v] effect to (100)\n set [block v] to []\n set [blockcollide v] to [1]\n create clone of (_myself_ v)\n change y by (16)\n create clone of (_myself_ v)\n clear graphic effects\n change [i v] by (2)\n else\n if <<(block) = [42]> and <(current) = [34]>> then\n set [ghost v] effect to (100)\n set [block v] to []\n set [blockcollide v] to [1]\n create clone of (_myself_ v)\n clear graphic effects\n change [i v] by (2)\n else\n set [block v] to []\n change [i v] by (2)\n if <(letter ((i) - (1)) of (item (current) of [blocks2 v])) < [4]> then\n point in direction ((90) * (letter ((i) - (1)) of (item (current) of [blocks2 v])))\n change [i v] by (2)\n set [blockcollide v] to [0]\n repeat (letter ((i) - (1)) of (item (current) of [blocks2 v]))\n change [blockcollide v] by (1)\n if <(blockCollide) = ([floor v] of ((0.4) + ([sqrt v] of (letter ((i) - (1)) of (item (current) of [blocks2 v])) )) )> then\n set [blockcollide v] to [0]\n end\n create clone of (_myself_ v)\n move (16) steps\n end\n else\n set [blockcollide v] to [0]\n create clone of (_myself_ v)\n end\n end\n end\n else\n set [block v] to (join (block) (letter (i) of (item (current) of [blocks2 v])))\n end\nend\npoint in direction (90)\nhide\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nset [isclone v] to [1]\npoint in direction (90)\nshow\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset [isclone v] to [0]\ncreate\n\ndefine up\nset [block v] to [0]\nrepeat until <<not <touching (ground v)?>> or <[31] < (block)>>\n change y by (1)\n change [block v] by (1)\nend\nif <[31] < (block)> then\n change y by (-32)\nend\n\nwhen I receive [updateobj v]\nif <<(isClone) > [0]> and <(blocks2) = [1]>> then\n set rotation style [don't rotate v]\n switch costume to (hitbox2 v)\n go to [front v] layer\n change [block v] by (-0.4)\n change y by (block)\n if <(blockCollide) = [0]> then\n change [block v] by (pick random (0) to (-0.2))\n if <<(isClone) = [1]> and <touching (ground v)?>> then\n set [isclone v] to ((([abs v] of (block) ) / (5)) + (1))\n up\n start sound (pick random (1) to (2))\n set [block v] to [3]\n turn right ((90) - (direction)) degrees\n end\n else\n change [block v] by (pick random (0) to (-0.4))\n if <touching (ground v)?> then\n change [ghost v] effect by (25)\n end\n end\n if <(isClone) > [1]> then\n change x by ((0) - ((isClone) - (1)))\n turn left ((isClone) - (1)) degrees\n else\n turn right (0.5) degrees\n end\n if <<touching (water v)?> and <(blockCollide) < [2]>> then\n set [block v] to [3]\n set [isclone v] to [-1]\n switch costume to (splash v)\n start sound [splash v]\n water\n else\n if <<touching (risingswamp v)?> and <(blockCollide) < [2]>> then\n switch costume to (splash v)\n set [block v] to (y position)\n water2\n if <((y position) - (16)) > (block)> then\n start sound [splash2 v]\n change [clonecount v] by (-1)\n delete this clone\n else\n set [block v] to [3]\n set [isclone v] to [-1]\n start sound [splash v]\n end\n else\n if <(y position) < [-179.5]> then\n change [clonecount v] by (-1)\n delete this clone\n end\n end\n end\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n set rotation style [all around v]\n switch costume to (block2 v)\n end\nend\nif <(isClone) < [0]> then\n switch costume to ([floor v] of (block) )\n change [block v] by (0.5)\n if <([floor v] of (block) ) > [10]> then\n change [clonecount v] by (-1)\n delete this clone\n end\nend\n\ndefine water\nrepeat until <not <touching (water v)?>>\n change y by (1)\nend\nrepeat until <touching (water v)?>\n change y by (-0.1)\nend\n\ndefine water2\nrepeat until <not <touching (risingswamp v)?>>\n change y by (16)\nend\nrepeat until <touching (risingswamp v)?>\n change y by (-4)\nend\nrepeat until <not <touching (risingswamp v)?>>\n change y by (1)\nend\nrepeat until <touching (risingswamp v)?>\n change y by (-0.1)\nend\n\nwhen I receive [zswampsnap v]\nif <<(costume [number v]) > [2]> and <[11] > (costume [number v])>> then\n hide\n set size to (1000) %\n set y to ([y position v] of [risingswamp v])\n set size to (100) %\n show\n water2\nend\n\nwhen I receive [sceneb v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [sceneb v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset [isclone v] to [0]\n\n@blocks3\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I start as a clone\nif <(visualLumens) = [1]> then\n switch costume to (block3backlight v)\n set [ghost v] effect to (70)\n stamp\nend\nswitch costume to ((visualLumens) * (2))\nclear graphic effects\nstamp\nnext costume\nchange [clonecount v] by (1)\nif <(mode) > [0]> then\n set [luminescence v] to [15]\n clear graphic effects\n show\nelse\n set [luminescence v] to [0]\n set [ghost v] effect to (100)\nend\n\nwhen I receive [updateobj v]\nif <<(blocks3) = [0]> and <[0] > (mode)>> then\n set [mode v] to ((([abs v] of (mode) ) / (mode)) * (3))\nelse\n if <<(blocks3) = [1]> and <(mode) > [0]>> then\n set [mode v] to ((([abs v] of (mode) ) / (mode)) * (3))\n end\nend\nif <([abs v] of (mode) ) = [1]> then\n change [ghost v] effect by (-5)\n change [luminescence v] by (1)\n if <(luminescence) = [30]> then\n set [mode v] to ((([abs v] of (mode) ) / (mode)) * (2))\n set [luminescence v] to [20]\n end\nelse\n if <(luminescence) > [0]> then\n if <<(y position) = [-156]> and <(current) = [34]>> then\n if <([abs v] of (mode) ) = [3]> then\n set [luminescence v] to [0]\n set [mode v] to (([abs v] of (mode) ) / (mode))\n else\n set [luminescence v] to [1]\n end\n else\n if <([abs v] of (mode) ) = [3]> then\n if <(([abs v] of (luminescence) ) mod (4)) = [0]> then\n change [ghost v] effect by (20)\n change [luminescence v] by (-4)\n else\n if <(([abs v] of (luminescence) ) mod (2)) = [0]> then\n change [ghost v] effect by (10)\n change [luminescence v] by (-2)\n else\n change [ghost v] effect by (5)\n change [luminescence v] by (-1)\n end\n end\n else\n change [ghost v] effect by (5)\n change [luminescence v] by (-1)\n end\n end\n else\n hide\n end\n if <<(luminescence) = [0]> and <<<(blocks3) = [0]> and <(mode) > [0]>> or <<(blocks3) = [1]> and <[0] > (mode)>>>> then\n show\n set [mode v] to (([abs v] of (mode) ) / (mode))\n end\nend\nif <<(y position) = [-156]> and <(current) = [34]>> then\n set [ghost v] effect to (100)\nend\n\ndefine create\nset [i v] to [0]\nset [n v] to []\nrepeat until <(i) > (length of (item (current) of [blocks3 v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [blocks3 v])) = [;]> then\n goto (n)\n set [n v] to []\n change [i v] by (2)\n set [mode v] to ((3) - ((letter ((i) - (1)) of (item (current) of [blocks3 v])) * (2)))\n change [i v] by (2)\n repeat (letter ((i) - (1)) of (item (current) of [blocks3 v]))\n create clone of (_myself_ v)\n change x by (16)\n end\n else\n set [n v] to (join (n) (letter (i) of (item (current) of [blocks3 v])))\n end\nend\nset [mode v] to [0]\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\ncreate\nswitch costume to (block3on2 v)\n\nset [visuallumens v] to [1]\n\nset [visuallumens v] to [2]\n\nset [visuallumens v] to [3]\n\n@risingSwamp\n\nwhen I receive [updateobj v]\nif <<(current) = [19]> or <(current) = [46]>> then\n if <(enabled) < [2]> then\n change [swampspeed v] by (0.05)\n if <(swampSpeed) > [2.4]> then\n set [swampspeed v] to [2.4]\n end\n if <(swampRise) > [0]> then\n if <(swampTop) > (y position)> then\n hide\n set size to (1000) %\n change y by (swampSpeed)\n set size to (100) %\n show\n if <(y position) > (swampTop)> then\n hide\n set size to (1000) %\n set y to (swampTop)\n set size to (100) %\n show\n end\n else\n change [swamprise v] by (1)\n if <(swampRise) > (swampRiseMax)> then\n set [swampspeed v] to [0]\n set [swamprise v] to [-1]\n set [swamprisemax v] to [-63]\n end\n end\n else\n if <(y position) > [-344]> then\n hide\n set size to (1000) %\n change y by ((0) - (swampSpeed))\n set size to (100) %\n show\n if <[-344] > (y position)> then\n hide\n set size to (1000) %\n set y to (-344)\n set size to (100) %\n show\n end\n else\n change [swamprise v] by (-1)\n if <(swampRiseMax) > (swampRise)> then\n set [swamprise v] to [1]\n set [swampspeed v] to [0]\n set [swamprisemax v] to [31]\n end\n end\n end\n end\n change [swampanim v] by (1)\n if <(swampAnim) > ((4) - <(current) = [46]>)> then\n next costume\n set [swampanim v] to [0]\n if <(costume [number v]) > ((<(current) = [46]> * (5)) + (4))> then\n switch costume to ((<(current) = [46]> * (5)) + (1))\n end\n end\n go to [front v] layer\n go [backward v] (6) layers\n broadcast (zswampSnap v)\nend\n\nwhen I receive [loadlevel v]\nswitch costume to ((<(current) = [46]> * (5)) + (1))\nset [swamprise v] to [0]\nhide\nset size to (1000) %\ngo to x: (0) y: (-344)\nset size to (100) %\nif <<(current) = [19]> or <(current) = [46]>> then\n show\n set [swamprise v] to [-1]\n set [swamprisemax v] to [-59]\n set [swamptop v] to [-120]\n if <(current) = [46]> then\n set [swamptop v] to [-24]\n end\nend\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@pillars\n\nwhen I receive [loadlevel v]\nif <(current) = [21]> then\n switch costume to (pillars v)\n go to x: (0) y: (0)\n show\n stamp\n go to x: (-152) y: (68)\n switch costume to (pillarbuttonoff v)\n stamp\n go to x: (104) y: (164)\n switch costume to (pillarbuttonoff2 v)\n stamp\n hide\n switch costume to (pillars v)\nend\n\nwhen I receive [zpillarbutton v]\nif <(blocks1) = [0]> then\n start sound [nlp8button v]\n set [blocks1 v] to [1]\n go to x: (-152) y: (68)\n show\n switch costume to (restamp v)\n stamp\n switch costume to (pillarbuttonon v)\n stamp\n hide\nelse\n start sound [nlp8button v]\n set [blocks2 v] to [1]\n go to x: (104) y: (164)\n show\n switch costume to (restamp2 v)\n stamp\n switch costume to (pillarbuttonon2 v)\n stamp\n hide\nend\nswitch costume to (pillars v)\n\nwhen I receive [sceneb v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (pillars2 v)\nstamp\nhide\nswitch costume to (pillars v)\n\nwhen I receive [scenebunload v]\nerase all\n\nwhen I receive [scenecpedistal v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (pillars2 v)\nstamp\nhide\nswitch costume to (pillars v)\n\n@boss3\n\ndefine charge\nset [charge v] to [1]\nset [boss3: edgetime v] to [0]\nswitch costume to (charge v)\nstart sound [darkness v]\nrepeat ((boss3: hits) * (5))\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n switch costume to (particle v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n switch costume to (charge v)\n change y by (1)\n if <touching (ground v)?> then\n change x by (1)\n if <touching (ground v)?> then\n change x by (-2)\n end\n end\n change y by (-1)\nend\nbroadcast (zsummonBossBomb v)\nrepeat (32)\nrepeat (16)\nset [brightness v] effect to (50)\nrepeat (((boss3: hits) * (9)) + (9))\n if <<touching (hitbox v)?> and <(yV) < [-1.6]>> then\n set [yv v] to [8]\n change [boss3: hits v] by (-1)\n set [brightness v] effect to (0)\n if <(boss3: hits) = [0]> then\n set [boss3: stunned v] to [1]\n set [music v] to [0]\n stop all sounds\n start sound [biggerdie v]\n stop [this script v]\n else\n start sound [ouch v]\n set [boss3: stunned v] to [1]\n stop [this script v]\n end\n end\nend\nchange y by (1)\nif <touching (ground v)?> then\n change x by (1)\n if <touching (ground v)?> then\n change x by (-2)\n end\nend\nchange y by (-1)\nset [brightness v] effect to (0)\nset [boss3: ycol v] to [0]\nset [charge v] to [0]\n\ndefine physics\nswitch costume to (hitbox v)\nif <(boss3: moving) = [0]> then\n if <(boss3: xV) > [0]> then\n change [boss3: xv v] by (-0.3)\n if <[0] > (boss3: xV)> then\n set [boss3: xv v] to [0]\n end\n else\n change [boss3: xv v] by (0.3)\n if <(boss3: xV) > [0]> then\n set [boss3: xv v] to [0]\n end\n end\nelse\n if <(boss3: moving) = [-1]> then\n point in direction (-90)\n change [boss3: xv v] by (-0.5)\n if <(boss3: hits) > [0]> then\n if <(boss3: xV) < [-4]> then\n set [boss3: xv v] to [-4]\n end\n else\n if <(boss3: xV) < [-4.5]> then\n set [boss3: xv v] to [-4.5]\n end\n end\n else\n point in direction (90)\n change [boss3: xv v] by (0.5)\n if <(boss3: hits) > [0]> then\n if <(boss3: xV) > [4]> then\n set [boss3: xv v] to [4]\n end\n else\n if <(boss3: xV) > [4.5]> then\n set [boss3: xv v] to [4.5]\n end\n end\n end\nend\nif <[0] < (boss3: hits)> then\n if <(x position) > [232]> then\n set x to (232)\n set [boss3: xv v] to [0]\n end\n if <[-232] > (x position)> then\n set x to (-232)\n set [boss3: xv v] to [0]\n end\nend\nchange [boss3: yv v] by (-0.8)\nchange y by (boss3: yV)\ncollide\nif <[boss3: collidables v] contains [true]?> then\n surface (boss3: yV)\n set [boss3: yv v] to [0]\nend\nchange y by (-2)\ncollide\nif <[boss3: collidables v] contains [true]?> then\n set [boss3: ycol v] to [1]\nelse\n set [boss3: ycol v] to [0]\nend\nchange y by (2)\nchange x by (boss3: xV)\ncollide\nif <[boss3: collidables v] contains [true]?> then\n wall (boss3: xV)\n set [boss3: xv v] to [0]\n if <<(boss3: yCol) = [1]> and <(charge) = [0]>> then\n set [boss3: yv v] to [9]\n start sound [QuietJump v]\n end\nend\nif <(boss3: dash) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nswitch costume to (particle v)\nchange x by (pick random (4) to (-4))\nchange y by (pick random (4) to (-4))\nset size to (pick random (75) to (125)) %\nrepeat (5)\n change size by (15)\nend\nrepeat (5)\n change size by (-15)\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\ndefine wall (xv)\nwhile <[boss3: collidables v] contains [true]?>\n change x by ((0) - ((xv) / ([abs v] of (xv) )))\n collide\nend\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nstop [other scripts in sprite v]\nif <(current) = [21]> then\n go to x: (200) y: (-60)\n point in direction (90)\n set size to (100) %\n switch costume to (mad v)\n clear graphic effects\n show\n set [boss3: hits v] to [-1]\n set [boss3: dash v] to [0]\n set [charge v] to [0]\n set [boss3: xv v] to [0]\n set [boss3: yv v] to [0]\n set [boss3: stunned v] to [0]\n set [boss3: animsprite v] to [0]\n set [boss3: moving v] to [0]\n set [boss3: edgetime v] to [0]\n set [clock v] to [151]\n set [enabled v] to [1]\n repeat (30)\n switch costume to (run4 v)\n set [music v] to [4.5]\n broadcast (music v)\n repeat (1)\n point in direction (-90)\n repeat (1)\n switch costume to (end5 v)\n repeat (18)\n set [enabled v] to [0]\n set [boss3: hits v] to [3]\nelse\n switch costume to (particle v)\nend\n\ndefine surface (yv)\nwhile <[boss3: collidables v] contains [true]?>\n change y by (1)\n collide\nend\n\nwhen I receive [updateobj v]\nif <not <(costume [number v]) = [18]>> then\n if <[0] < (boss3: hits)> then\n if <(boss3: stunned) = [0]> then\n if <touching (water v)?> then\n start sound [splash v]\n set [boss3: yv v] to [14]\n if <(boss3: moving) < [0]> then\n set [boss3: edgetime v] to [10]\n else\n set [boss3: edgetime v] to [-10]\n end\n end\n physics\n if <(blocks2) = [1]> then\n checkjump\n end\n if <(charge) = [0]> then\n change [clock v] by (1)\n if <<(distance to [hitbox v]) < [13]> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n if <(x position) > ([x position v] of [hitbox v])> then\n if <((([x position v] of [hitbox v]) + (200)) - (32)) > (x position)> then\n set [boss3: moving v] to [1]\n if <<([x position v] of [hitbox v]) > ((x position) - (8))> and <([abs v] of (boss3: edgetime) ) < [1]>> then\n set [boss3: edgetime v] to [10]\n end\n else\n if <(x position) > (([x position v] of [hitbox v]) + (200))> then\n set [boss3: moving v] to [-1]\n else\n set [boss3: moving v] to [0]\n end\n end\n else\n if <([x position v] of [hitbox v]) > (x position)> then\n if <(([x position v] of [hitbox v]) - (200)) > (x position)> then\n set [boss3: moving v] to [1]\n if <<((x position) + (8)) > ([x position v] of [hitbox v])> and <([abs v] of (boss3: edgetime) ) < [1]>> then\n set [boss3: edgetime v] to [-10]\n end\n else\n if <(x position) > ((([x position v] of [hitbox v]) - (200)) + (32))> then\n set [boss3: moving v] to [-1]\n else\n set [boss3: moving v] to [0]\n end\n end\n end\n end\n if <<<(x position) > [216]> or <(x position) < [-216]>> and <(boss3: yCol) > [0]>> then\n if <(x position) > ([x position v] of [hitbox v])> then\n set [boss3: edgetime v] to [28]\n set [boss3: xv v] to [0]\n else\n set [boss3: edgetime v] to [-28]\n set [boss3: xv v] to [0]\n end\n if <(blocks2) = [1]> then\n set [boss3: edgetime v] to ((boss3: edgetime) * (1.5))\n end\n set [boss3: yv v] to [10]\n start sound [QuietJump v]\n end\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n if <not <(boss3: edgetime) = [0]>> then\n change [boss3: edgetime v] by ((0) - ((boss3: edgetime) / ([abs v] of (boss3: edgetime) )))\n set [boss3: moving v] to ((0) - ((boss3: edgetime) / ([abs v] of (boss3: edgetime) )))\n if <[0] > (boss3: yCol)> then\n point in direction ((90) * ((0) - ((boss3: edgetime) / ([abs v] of (boss3: edgetime) ))))\n end\n end\n collide\n if <[boss3: collidables v] contains [true]?> then\n wall (boss3: moving)\n set [boss3: xv v] to [0]\n end\n anim\n else\n if <<(x position) = ([x position v] of [bossbomb v])> or <(distance to [bossbomb v]) < [25]>> then\n switch costume to (charge v)\n else\n switch costume to (lunge v)\n end\n set [boss3: moving v] to [0]\n end\n if <<(clock) > ((150) / (boss3: hits))> and <(charge) = [0]>> then\n if <(blocks2) = [1]> then\n set [boss3: ysave v] to (y position)\n change y by (-4)\n if <touching (ground v)?> then\n change x by ((boss3: moving) * (7))\n if <touching (ground v)?> then\n set [clock v] to [0]\n broadcast (zboss3charge v)\n set [boss3: xv v] to ((boss3: xV) / (6))\n end\n change x by (((0) - (boss3: moving)) * (7))\n end\n set y to (boss3: ySave)\n else\n set [clock v] to [0]\n broadcast (zboss3charge v)\n end\n end\n else\n change [boss3: stunned v] by (1)\n if <(boss3: stunned) = [25]> then\n broadcast (zbuttonBomb v)\n end\n if <(boss3: stunned) > [24]> then\n switch costume to (madup v)\n else\n if <((boss3: stunned) mod (2)) = [0]> then\n switch costume to (hurt v)\n else\n switch costume to (idle v)\n end\n end\n if <(boss3: stunned) > [32]> then\n set [boss3: stunned v] to [0]\n set [charge v] to [0]\n if <(blocks1) = [1]> then\n set [boss3: ysave v] to (y position)\n change y by (-360)\n if <touching (ground v)?> then\n set y to (boss3: ySave)\n end\n end\n end\n else\n if <(boss3: hits) = [0]> then\n if <(boss3: stunned) = [0]> then\n if <not <(x position) > [236]>> then\n set [boss3: dash v] to [1]\n physics\n set [boss3: moving v] to [1]\n anim\n set [boss3: ysave v] to (y position)\n change y by (-360)\n change x by (3)\n if <touching (ground v)?> then\n set y to (boss3: ySave)\n change x by (-3)\n else\n broadcast (goalShow v)\n switch costume to (particle v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n else\n change [boss3: stunned v] by (1)\n if <[64] > (boss3: stunned)> then\n if <((boss3: stunned) mod (2)) = [0]> then\n switch costume to (endhurt v)\n else\n switch costume to (end2 v)\n end\n else\n if <[70] > (boss3: stunned)> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n switch costume to ((boss3: stunned) - (54))\n start sound [breath v]\n else\n if <[98] > (boss3: stunned)> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n if <((boss3: stunned) mod (2)) = [0]> then\n switch costume to (end6 v)\n else\n switch costume to (end8 v)\n end\n else\n if <[100] > (boss3: stunned)> then\n switch costume to (end7 v)\n else\n if <[106] > (boss3: stunned)> then\n switch costume to (mad v)\n else\n set [boss3: stunned v] to [0]\n set [charge v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine anim\nif <<(boss3: yCol) > [0]> and <not <(boss3: moving) = [0]>>> then\n set [boss3: animspeed v] to ([abs v] of ((boss3: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [boss3: animspeed v] to [0.2]\n end\n change [boss3: animsprite v] by (boss3: animspeed)\n if <[3.99] < (boss3: animsprite)> then\n set [boss3: animsprite v] to [0]\n end\n switch costume to (([floor v] of (boss3: animsprite) ) + (1))\nelse\n if <(boss3: yV) > [0.9]> then\n switch costume to (madup v)\n else\n if <[-0.9] > (boss3: yV)> then\n switch costume to (maddown v)\n else\n switch costume to (mad v)\n end\n end\nend\n\nwhen I receive [zboss3charge v]\nif <([abs v] of (x position) ) > [200]> then\n set [boss3: xv v] to ((boss3: xV) / (2))\nend\ncharge\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\nhide\ndelete this clone\n\ndefine collide\nreplace item (1) of [boss3: collidables v] with <touching (ground v)?>\nreplace item (2) of [boss3: collidables v] with [false]\nreplace item (3) of [boss3: collidables v] with [false]\nif <(blocks1) = [0]> then\n replace item (2) of [boss3: collidables v] with <touching (blocks1 v)?>\nend\nif <(blocks2) = [0]> then\n replace item (3) of [boss3: collidables v] with <touching (blocks2 v)?>\nend\n\ndefine checkjump\nset [boss3: ysave v] to (y position)\nchange y by (-360)\nchange x by (3)\nrepeat (2)\n if <touching (ground v)?> then\n change x by (-6)\nend\nset y to (boss3: ySave)\nchange x by (9)\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [sceneb v]\nchange [clonecount v] by (-1)\nhide\ndelete this clone\n\nwhen I receive [sceneb v]\nwait (0) seconds\nchange [clonecount v] by (1)\nstop [other scripts in sprite v]\n\nwhen I receive [greenflag v]\nhide\n\n@bossBomb\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nswitch costume to ((costume [number v]) + (2))\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nset size to ((size) + (pick random (-25) to (25))) %\nrepeat (5)\n change size by (15)\nend\nrepeat (5)\n change size by ((0) - ((size) * (0.15)))\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nhide\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nstop [other scripts in sprite v]\n\nwhen I receive [zbossbombflash v]\nnext costume\nif <(costume [number v]) = [3]> then\n switch costume to (bomb v)\nend\nif <(costume [number v]) = [5]> then\n switch costume to (particle v)\nend\n\nwhen I receive [zsummonbossbomb v]\nset size to (100) %\nshow\nswitch costume to (bomb v)\nset rotation style [don't rotate v]\npoint in direction (90)\nset [bombvel v] to [0]\nstart sound [Powerup v]\nrepeat (16)\n change [bombvel v] by (1.5)\n go to (boss3 v)\n change y by (bombVel)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n change size by (2)\nend\nrepeat (6)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n change size by (3)\nend\nrepeat (6)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n broadcast (zbossBombFlash v)\n change size by (4)\nend\nstart sound [Randomize7 v]\npoint towards (hitbox v)\nset [bombvel v] to [0]\nrepeat until <touching (_edge_ v)?>\n change [bombvel v] by (0.8)\n move (bombVel) steps\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n broadcast (zbossBombFlash v)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [2]\n broadcast (hurtme v)\n end\nend\nhide\nrepeat (11)\n broadcast (zbossBombFlash v)\nend\n\nwhen I receive [zboss3charge v]\nrepeat (([boss3: hits v] of [boss3 v]) * (5))\n go to (boss3 v)\nend\n\ngo to x: (-152) y: (68)\nset size to (100) %\nset [bombvel v] to [4]\ngo to x: (104) y: (-124)\ngo to x: (-152) y: (-60)\n\nwhen I receive [zbuttonbomb v]\nswitch costume to (bomb v)\ngo to (boss3 v)\nif <(blocks1) = [0]> then\n set [bombx v] to ((-152) - (x position))\nelse\n set [bombx v] to ((104) - (x position))\nend\nstart sound [Randomize9 v]\nshow\nset size to (100) %\nif <(blocks1) = [0]> then\n set [bombvel v] to [15.2]\nelse\n if <(y position) = [-60]> then\n set [bombvel v] to [19.2]\n else\n if <(y position) = [-92]> then\n set [bombvel v] to [20.8]\n else\n set [bombvel v] to [22]\n end\n end\nend\nrepeat (23)\n change size by (-1.3)\n change [bombvel v] by (-0.8)\n change y by (bombVel)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n change x by ((bombX) / (23))\nend\nbroadcast (zpillarButton v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [scenebbomb v]\nset size to (100) %\nshow\nswitch costume to (bomb v)\nset rotation style [don't rotate v]\npoint in direction (90)\nset [bombvel v] to [0]\nstart sound [Powerup v]\nrepeat (16)\n change [bombvel v] by (1.5)\n go to (cutyami v)\n change y by (bombVel)\n create clone of (_myself_ v)\n change size by (2)\nend\nrepeat (6)\n create clone of (_myself_ v)\n change size by (3)\nend\nrepeat (6)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n broadcast (zbossBombFlash v)\n change size by (4)\nend\nstart sound [Randomize7 v]\npoint in direction (105)\nset [bombvel v] to [0]\nrepeat (11)\n change [bombvel v] by (0.8)\n move (bombVel) steps\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n broadcast (zbossBombFlash v)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [2]\n broadcast (hurtme v)\n end\nend\nbroadcast (sceneBmedalsplode v)\nhide\nrepeat (11)\n broadcast (zbossBombFlash v)\nend\n\nwhen I receive [sceneb v]\nhide\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@parallaxClouds\n\nwhen I receive [updateobj v]\nif <<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [23]>> then\n go [backward v] (42069) layers\n change [cloudscroll v] by (-2)\n if <[-479] > (cloudScroll)> then\n set [cloudscroll v] to [0]\n end\n set size to (1000) %\n go to x: (cloudScroll) y: (-48)\n if <(theClone) = [1]> then\n change x by (480)\n end\n set size to (100) %\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\nhide\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nset [theclone v] to [0]\nchange [clonecount v] by (1)\nstop [other scripts in sprite v]\nif <<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [23]>> then\n go to x: (0) y: (-48)\n set [cloudscroll v] to [0]\n show\n switch costume to ((1) + <(visualLumens) = [3]>)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I start as a clone\nset [theclone v] to [1]\n\nwhen I receive [scenecday v]\nwait until <(backdrop [number v]) = [9]>\nhide\n\nwhen I receive [scenec v]\nshow\n\nwhen I receive [titlestart v]\nhide\ndelete this clone\n\nwhen I receive [greenflag v]\nhide\ndelete this clone\n\n@cutSword\n\nwhen I receive [sceneb v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset size to (100) %\nswitch costume to (swordp v)\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (24)\nshow\ngo to [front v] layer\nset [music v] to [7]\nbroadcast (music v)\ngo to [front v] layer\nrepeat (42)\n go to [back v] layer\nend\n\nwhen I receive [loadlevel v]\nhide\n\nwhen I receive [scenebswordpull v]\nif <(costume [number v]) = [1]> then\n if <<([clock v] of [cutyami v]) > [310]> and <[336] > ([clock v] of [cutyami v])>> then\n turn right (11.25) degrees\n end\n if <<([clock v] of [cutyami v]) > [470]> and <[476] > ([clock v] of [cutyami v])>> then\n turn right (9) degrees\n go to [front v] layer\n go [backward v] (12) layers\n end\n if <<([clock v] of [cutyami v]) > [523]> and <[528] > ([clock v] of [cutyami v])>> then\n cloneSpin [-45]\n if <(direction) = [-135]> then\n broadcast (sceneBo_O v)\n end\n if <(direction) = [180]> then\n broadcast (sceneBsplit v)\n end\n end\n if <<([clock v] of [cutyami v]) > [542]> and <[547] > ([clock v] of [cutyami v])>> then\n turn right (45) degrees\n end\n go to (cutyami v)\n turn right (90) degrees\n set size to (1000) %\n move (11) steps\n set size to (100) %\n turn left (90) degrees\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\ngo [backward v] (1) layers\nclear graphic effects\nswitch costume to (swordw v)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\ndefine cloneSpin (degrees)\nrepeat (8)\n create clone of (_myself_ v)\n turn right ((degrees) / (8)) degrees\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [sceneb v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [zboss5cutsword v]\nswitch costume to (swordp v)\nshow\ngo to (boss5 v)\nset size to (1000) %\nset y to (190)\npoint in direction (-90)\nset size to (100) %\nrepeat (80)\n set size to (1000) %\n change y by (-3)\n set size to (100) %\nend\nrepeat (10)\n set size to (1000) %\n set size to (100) %\nend\nrepeat (50)\n set size to (1000) %\n change y by ((([boss5: stunned v] of [boss5 v]) - (189)) / (2))\n set size to (100) %\nend\n\nwhen I receive [scenec v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset size to (100) %\nswitch costume to (swordp v)\nclear graphic effects\npoint in direction (90)\ngo to (boss6-2 v)\nset y to (-32)\nset [boss4: slicex v] to (x position)\nshow\ngo to [back v] layer\n\nwhen I receive [scenec v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [scenecswordpull v]\nif <(costume [number v]) = [1]> then\n if <<([clock v] of [cutyakō v]) > [280]> and <[297] > ([clock v] of [cutyakō v])>> then\n if <(boss4: sliceX) > [0]> then\n turn right (11.25) degrees\n else\n turn right (-11.25) degrees\n end\n end\n if <(backdrop [number v]) = [13]> then\n create clone of (_myself_ v)\n end\n set size to (1000) %\n go to (cutyakō v)\n turn right (90) degrees\n move (11) steps\n set size to (100) %\n turn left (90) degrees\nend\n\nbroadcast (sceneC v)\n\nwhen I receive [scenecpedistal v]\nwait (0) seconds\nset size to (1000) %\nswitch costume to (swordp v)\nclear graphic effects\npoint in direction (90)\ngo to (cutyakō v)\nchange y by (32)\nset size to (100) %\nshow\ngo to [back v] layer\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [scened v]\n\ngo to [front v] layer\ngo [backward v] (20) layers\nset size to (1000) %\ngo to x: (0) y: (256)\nset size to (100) %\nhide\nwait (1) seconds\nshow\nrepeat (20)\n point in direction (90)\n create clone of (_myself_ v)\n turn right (90) degrees\n set size to (1000) %\n move (11) steps\n set size to (100) %\n turn left (90) degrees\nend\n\nwhen I receive [scenea v]\nwait (1.5) seconds\nbroadcast (sceneAspike v)\nrepeat (30)\n move (-1) steps\n move (1) steps\nend\nshow\nswitch costume to (sceneaspike2 v)\ngo to x: (-160) y: (-20)\nrepeat (48)\n point in direction (9)\n move (1) steps\n point in direction (90)\nend\nchange x by (1)\nnext costume\nrepeat (49)\n point in direction (9)\n move (1) steps\n point in direction (90)\nend\nrepeat (20)\n move (-1) steps\n move (1) steps\nend\nbroadcast (sceneAyami v)\n\nwhen I receive [greenflag v]\nhide\n\n@medallion\n\ndefine objects i've\nshow\nswitch costume to (medallion5 v)\ngo to x: (-10) y: (-42)\ncreate clone of (_myself_ v)\nrepeat (2)\n change x by (-5)\n change y by (-5)\n create clone of (_myself_ v)\nend\nchange y by (-10)\ncreate clone of (_myself_ v)\nrepeat (3)\n change x by (5)\n change y by (5)\n create clone of (_myself_ v)\nend\nchange y by (-10)\ncreate clone of (_myself_ v)\nchange x by (-5)\nchange y by (-5)\ncreate clone of (_myself_ v)\nswitch costume to (medallion v)\nchange x by (10)\ncreate clone of (_myself_ v)\nchange y by (10)\ncreate clone of (_myself_ v)\nswitch costume to (medallion9 v)\nchange x by (10)\nchange y by (10)\ncreate clone of (_myself_ v)\nrepeat (2)\n change x by (5)\n change y by (-5)\n create clone of (_myself_ v)\nend\nchange y by (-10)\ncreate clone of (_myself_ v)\nrepeat (3)\n change x by (-5)\n change y by (5)\n create clone of (_myself_ v)\nend\nchange y by (-10)\ncreate clone of (_myself_ v)\nchange x by (5)\nchange y by (-5)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [sceneb v]\ndelete this clone\n\nwhen I receive [sceneb v]\nset [blocks1 v] to [0]\nset [medalvel v] to [100]\nwait (0) seconds\nobjects i've\n\nwhen I start as a clone\nset [medalx v] to ((x position) / (1))\nset [medalvel v] to ((y position) + (66))\n\nwhen I receive [updateobj v]\nif <(blocks1) = [1]> then\n if <(medalVel) < [100]> then\n change x by (medalX)\n change y by (medalVel)\n change [medalvel v] by (-0.8)\n next costume\n if <(((costume [number v]) - (1)) mod (4)) = [0]> then\n switch costume to ((costume [number v]) - (4))\n end\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nstart sound [pop v]\nchange [blocks1 v] by (1)\nrepeat (44)\n broadcast (updateObj v)\nend\n\nwhen I receive [zboss4goalshow v]\nshow\nset [medalvel v] to [0]\ngo to x: (216) y: (134)\nrepeat (21)\n change [medalvel v] by (-0.8)\n change y by (medalVel)\n next costume\n if <(costume [number v]) > [4]> then\n switch costume to (medallion v)\n end\nend\nset [medalvel v] to [8]\nstart sound [Pickup_Coin4 v]\nrepeat (17)\n change [medalvel v] by (-0.8)\n change y by (medalVel)\n next costume\n if <(costume [number v]) > [4]> then\n switch costume to (medallion v)\n end\nend\nbroadcast (goalShow v)\nhide\n\nwhen I receive [zboss5goalshow v]\nshow\nswitch costume to (medallion3 v)\nset [medalvel v] to [0]\ngo to x: (224) y: (-4)\nrepeat (12)\n change [medalvel v] by (-0.8)\n change y by (medalVel)\n next costume\n if <(costume [number v]) > [4]> then\n switch costume to (medallion v)\n end\nend\nset [medalvel v] to [6]\nstart sound [Pickup_Coin4 v]\nrepeat (13)\n change [medalvel v] by (-0.8)\n change y by (medalVel)\n next costume\n if <(costume [number v]) > [4]> then\n switch costume to (medallion v)\n end\nend\nbroadcast (goalShow v)\nhide\n\nwhen I receive [scenecmedallions v]\nobjects i've\n\nwhen I receive [scenec v]\ndelete this clone\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [credits v]\ndelete this clone\n\nwhen I receive [greenflag v]\nhide\n\n@cutYami\n\nwhen I receive [sceneb v]\nchange [clonecount v] by (1)\nset [cutyami: jumping v] to [0]\nset [cutyami: yv v] to [0]\nset [cutyami: xv v] to [4]\nset [clock v] to [0]\nwait (0) seconds\nset size to (1000) %\ngo to x: (-256) y: (-108)\npoint in direction (90)\nset size to (100) %\nshow\n\nwhen I receive [loadlevel v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nswitch costume to (particle v)\nchange x by (pick random (4) to (-4))\nchange y by (pick random (4) to (-4))\nset size to (pick random (75) to (125)) %\nrepeat (5)\n change size by (15)\nend\nrepeat (5)\n change size by (-15)\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [updateobj v]\nif <<not <(costume [number v]) = [19]>> and <<(gameHalf) = [0]> and <(current) = [22]>>> then\n change [clock v] by (1)\n if <[60] > (clock)> then\n if <[45] > (clock)> then\n set [cutyami: moving v] to [1]\n create clone of (_myself_ v)\n end\n create clone of (_myself_ v)\n end\n if <(clock) = [33]> then\n set [cutyami: jumping v] to [1]\n set [cutyami: yv v] to [10]\n start sound [QuietJump v]\n end\n if <(clock) = [45]> then\n set [cutyami: moving v] to [0]\n end\n if <(cutYami: moving) = [1]> then\n change [cutyami: xv v] by (0.3)\n if <(cutYami: xV) > [4]> then\n set [cutyami: xv v] to [4]\n end\n else\n if <(cutYami: moving) = [-1]> then\n change [cutyami: xv v] by (-0.3)\n if <[-4] > (cutYami: xV)> then\n set [cutyami: xv v] to [-4]\n end\n else\n change [cutyami: xv v] by (-0.3)\n if <[0] > (cutYami: xV)> then\n set [cutyami: xv v] to [0]\n end\n end\n end\n if <touching (_edge_ v)?> then\n set size to (1000) %\n change x by (cutYami: xV)\n set size to (100) %\n else\n change x by (cutYami: xV)\n end\n if <(cutYami: jumping) = [1]> then\n change [cutyami: yv v] by (-0.8)\n change y by (cutYami: yV)\n if <touching (ground v)?> then\n up\n set [cutyami: yv v] to [0]\n set [cutyami: jumping v] to [0]\n end\n end\n if <<(cutYami: jumping) = [0]> and <not <(cutYami: moving) = [0]>>> then\n set [cutyami: animspeed v] to ([abs v] of ((cutYami: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [cutyami: animspeed v] to [0.2]\n end\n change [cutyami: animsprite v] by (cutYami: animspeed)\n if <[3.99] < (cutYami: animsprite)> then\n set [cutyami: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYami: animsprite) ) + (1))\n else\n if <(cutYami: yV) > [0.9]> then\n switch costume to (madup v)\n else\n if <(cutYami: yV) < [-0.9]> then\n switch costume to (maddown v)\n else\n if <(clock) < [70]> then\n switch costume to (mad v)\n end\n end\n end\n end\n if <(clock) = [72]> then\n switch costume to (charge v)\n end\n if <(clock) = [73]> then\n point in direction (-90)\n end\n if <(clock) = [74]> then\n switch costume to (end5 v)\n end\n if <(clock) = [94]> then\n switch costume to (charge v)\n end\n if <(clock) = [95]> then\n point in direction (90)\n end\n if <(clock) = [100]> then\n start sound [darkness v]\n end\n if <<[99] < (clock)> and <(clock) < [116]>> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <(clock) = [116]> then\n broadcast (sceneBbomb v)\n end\n if <(clock) = [140]> then\n switch costume to (end7 v)\n end\n if <(clock) = [170]> then\n switch costume to (end5 v)\n end\n if <(clock) = [172]> then\n switch costume to (end3 v)\n end\n if <(clock) = [200]> then\n switch costume to (end5 v)\n end\n if <(clock) = [201]> then\n switch costume to (end7 v)\n end\n if <(clock) = [202]> then\n switch costume to (mad v)\n end\n if <(clock) = [208]> then\n set [cutyami: moving v] to [1]\n set [cutyami: jumping v] to [1]\n set [cutyami: yv v] to [13]\n start sound [QuietJump v]\n end\n if <(clock) = [222]> then\n set [cutyami: moving v] to [0]\n end\n if <(clock) = [228]> then\n set [cutyami: jumping v] to [0]\n set [cutyami: yv v] to [0]\n set y to (35)\n switch costume to (mad v)\n end\n if <(clock) = [238]> then\n set x to (0)\n switch costume to (run4 v)\n end\n if <(clock) = [239]> then\n point in direction (-90)\n end\n if <(clock) = [240]> then\n switch costume to (mad v)\n end\n if <(clock) = [244]> then\n start sound [darkness v]\n switch costume to (charge v)\n end\n if <<<[243] < (clock)> and <(clock) < [301]>> or <<[360] < (clock)> and <(clock) < [390]>>> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <<[259] < (clock)> and <(clock) < [301]>> then\n change y by (1)\n broadcast (sceneBswordPull v)\n end\n if <(clock) = [320]> then\n set [cutyami: jumping v] to [1]\n end\n if <<[319] < (clock)> and <(clock) < [337]>> then\n broadcast (sceneBswordPull v)\n switch costume to (charge v)\n end\n if <(clock) = [355]> then\n switch costume to (end5 v)\n end\n if <(clock) = [360]> then\n start sound [Powerup v]\n end\n if <(clock) = [390]> then\n start sound [biggerdie v]\n broadcast (sceneBnight v)\n end\n if <<[385] < (clock)> and <(clock) < [460]>> then\n switch costume to ((costume [number v]) - (1))\n if <[10] > (costume [number v])> then\n switch costume to (end4 v)\n end\n end\n if <(clock) = [460]> then\n switch costume to (end5 v)\n end\n if <(clock) = [470]> then\n set [cutyami: moving v] to [-1]\n end\n if <(cutYami: xV) < [0]> then\n broadcast (sceneBswordPull v)\n if <not <touching (ground v)?>> then\n set [cutyami: jumping v] to [1]\n end\n end\n if <(clock) = [513]> then\n set [cutyami: moving v] to [0]\n end\n if <(clock) = [515]> then\n switch costume to (end4 v)\n start sound [Powerup2 v]\n end\n if <(clock) = [516]> then\n switch costume to (end2 v)\n end\n if <(clock) = [524]> then\n switch costume to (end8 v)\n end\n if <<[523] < (clock)> and <(clock) < [529]>> then\n next costume\n broadcast (sceneBswordPull v)\n end\n if <(clock) = [540]> then\n switch costume to (charge v)\n end\n if <(clock) = [541]> then\n point in direction (90)\n end\n if <(clock) = [543]> then\n switch costume to (end6 v)\n end\n if <<[542] < (clock)> and <(clock) < [547]>> then\n switch costume to ((costume [number v]) - (1))\n broadcast (sceneBswordPull v)\n end\n if <(clock) = [557]> then\n start sound [Randomize7 v]\n end\n if <<[557] < (clock)> and <(clock) < [590]>> then\n change [cutyami: xv v] by (1)\n set size to (1000) %\n change x by ((cutYami: xV) / (2))\n change y by (cutYami: xV)\n set size to (100) %\n broadcast (sceneBswordPull v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <(clock) = [600]> then\n broadcast (musicFade v)\n hide\n end\nend\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I receive [sceneb v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [zboss4yappear v]\nswitch costume to (maddown v)\nset size to (1000) %\ngo to x: (0) y: (188)\nset size to (100) %\nshow\npoint in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\nset [cutyami: yv v] to [0]\nset [cutyami: xv v] to [0]\nrepeat (25)\n change [cutyami: yv v] by (-0.8)\n set size to (1000) %\n change y by (cutYami: yV)\n set size to (100) %\nend\ngo to x: (0) y: (-76)\nswitch costume to (end7 v)\nrepeat (10)\nstart sound [evil2 v]\nswitch costume to (end6 v)\nrepeat (6)\n switch costume to ((costume [number v]) - (1))\nend\nrepeat (3)\n switch costume to (end8 v)\n repeat (1)\n switch costume to (end2 v)\n repeat (1)\nend\nrepeat (4)\n next costume\nend\nswitch costume to (end7 v)\nif <(direction) = [-90]> then\n repeat (10)\n switch costume to (charge v)\n repeat (1)\n point in direction (90)\n repeat (1)\n switch costume to (end7 v)\nend\nrepeat (10)\nstart sound [Randomize7 v]\nset [clock v] to [0]\nrepeat (25)\n change [clock v] by (1)\n change [cutyami: xv v] by (1)\n set size to (1000) %\n change x by (cutYami: xV)\n change y by (cutYami: xV)\n set size to (100) %\n broadcast (zboss4drag v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n if <(clock) = [20]> then\n broadcast (zboss4goalshow v)\n end\nend\nhide\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [sceneayami v]\ngo to x: (-184) y: (36)\npoint in direction (90)\nstart sound [darkness v]\nchange x by (32)\nrepeat (10)\n change y by (4)\n change x by ((0) + ((([sin v] of ((y position) * (3)) ) * ([abs v] of ((y position) - (132)) )) / (7)))\n show\n create clone of (_myself_ v)\n hide\nend\nrepeat (1)\n change y by (4)\n change x by (-2)\n show\n create clone of (_myself_ v)\n hide\nend\nrepeat (1)\n change y by (4)\n change x by (-0.75)\n show\n create clone of (_myself_ v)\n hide\nend\nrepeat (1)\n change y by (4)\n change x by (0.75)\n show\n create clone of (_myself_ v)\n hide\nend\nrepeat (1)\n change y by (4)\n change x by (2)\n show\n create clone of (_myself_ v)\n hide\nend\nrepeat (7)\n change y by (4)\n change x by ((0) - ((([sin v] of ((y position) * (2.4)) ) * ([abs v] of ((y position) - (132)) )) / (4)))\n show\n create clone of (_myself_ v)\n hide\nend\nstart sound [QuietJump v]\nstart sound [Randomize2 v]\nshow\nset [cutyami: yv v] to [8]\nrepeat (35)\n change [cutyami: yv v] by (-0.8)\n change x by (5)\n change y by (cutYami: yV)\n if <(cutYami: yV) > [0.9]> then\n switch costume to (idleup v)\n else\n if <(cutYami: yV) < [-0.9]> then\n switch costume to (idledown v)\n else\n switch costume to (idle v)\n end\n end\n create clone of (_myself_ v)\nend\nset [cutyami: xv v] to [5]\nset y to (-124)\nswitch costume to (idle v)\nrepeat (20)\n change [cutyami: xv v] by (-0.25)\n change x by (cutYami: xV)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nrepeat (30)\n change x by (1)\n change x by (-1)\nend\nswitch costume to (idle2 v)\nrepeat (30)\n change x by (1)\n change x by (-1)\nend\nrepeat (1)\n switch costume to (idle v)\nend\nrepeat (1)\n point in direction (-90)\nend\nrepeat (1)\n switch costume to (idle2 v)\nend\nrepeat (20)\n change x by (1)\n change x by (-1)\nend\nswitch costume to (end7 v)\nrepeat (20)\n change x by (1)\n change x by (-1)\nend\nrepeat (1)\n switch costume to (mad v)\nend\nrepeat (1)\n point in direction (90)\nend\nbroadcast (sceneAfollow v)\nrepeat (34)\n if <(cutYami: xV) < [4]> then\n change [cutyami: xv v] by (0.5)\n end\n set size to (1000) %\n change x by (cutYami: xV)\n set size to (100) %\n create clone of (_myself_ v)\n set [cutyami: animspeed v] to ([abs v] of ((cutYami: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [cutyami: animspeed v] to [0.2]\n end\n change [cutyami: animsprite v] by (cutYami: animspeed)\n if <[3.99] < (cutYami: animsprite)> then\n set [cutyami: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYami: animsprite) ) + (1))\nend\nhide\nbroadcast (sceneAdarkeye v)\n\nwhen I receive [greenflag v]\nhide\n\n@cutYakō\n\nwhen I receive [sceneb v]\nset rotation style [all around v]\npoint in direction (90)\nset [clock v] to [0]\nset [cutyakō: xv v] to [4]\nset [animsprite v] to [2]\nswitch costume to (cstoneidle v)\nset size to (1000) %\ngo to x: (-256) y: (-108)\nset size to (100) %\nshow\nrepeat (1200)\n if <not <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>>> then\n broadcast (updateObj v)\n change [clock v] by (1)\n if <<<(clock) > [48]> and <[600] > (clock)>> and <(cutYakō: xV) > [0]>> then\n change [cutyakō: xv v] by (-0.8)\n if <[0] > (cutYakō: xV)> then\n switch costume to (cstone4 v)\n set [cutyakō: xv v] to [0]\n end\n end\n if <<(clock) > [30]> and <[600] > (clock)>> then\n if <touching (_edge_ v)?> then\n set size to (1000) %\n change x by (cutYakō: xV)\n set size to (100) %\n else\n change x by (cutYakō: xV)\n end\n end\n if <<(cutYakō: xV) > [0]> and <[600] > (clock)>> then\n set [cutyakō: animspeed v] to ([abs v] of ((cutYakō: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [cutyakō: animspeed v] to [0.2]\n end\n change [cutyakō: animsprite v] by (cutYakō: animspeed)\n if <[3.99] < (cutYakō: animsprite)> then\n set [cutyakō: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYakō: animsprite) ) + (1))\n else\n if <<(clock) > [160]> and <[210] > (clock)>> then\n if <((clock) mod (4)) = [0]> then\n if <((clock) mod (8)) = [0]> then\n next costume\n if <(costume [number v]) > [4]> then\n switch costume to (cstone1 v)\n end\n end\n change x by (-1)\n end\n end\n end\n if <(clock) = [700]> then\n start sound [Randomize2 v]\n end\n if <<(clock) > [580]> and <[725] > (clock)>> then\n go to x: (0) y: (-32)\n switch costume to (starticle v)\n create clone of (_myself_ v)\n end\n if <(clock) = [725]> then\n show\n set [cutyakō: xv v] to [7]\n switch costume to (star3 v)\n end\n if <<(clock) > [725]> and <[787] > (clock)>> then\n switch costume to (starticle v)\n create clone of (_myself_ v)\n switch costume to (star3 v)\n change [cutyakō: xv v] by (-0.8)\n change y by (cutYakō: xV)\n if <touching (ground v)?> then\n set [cutyakō: xv v] to (([abs v] of (cutYakō: xV) ) / (1.3))\n end\n change x by (-3.05)\n end\n if <(clock) = [787]> then\n broadcast (sceneBwhiteFade v)\n end\n if <(clock) = [1050]> then\n switch costume to (eyes2 v)\n end\n if <(clock) = [1052]> then\n switch costume to (eyes v)\n end\n if <<(clock) > [1080]> and <[1087] > (clock)>> then\n next costume\n end\n if <(clock) = [1087]> then\n hide\n switch costume to (cstoneo_o v)\n end\n if <(clock) > [1000]> then\n wait (0) seconds\n end\n end\nend\nbroadcast (sceneBpressJ v)\n\nwhen I receive [scenebnight v]\nwait (1) seconds\nswitch costume to (cstoneup v)\n\nwhen I receive [scenebsplit v]\nstart sound [bigdie2 v]\nchange x by (-2)\nswitch costume to (cstoneded v)\ncreate clone of (_myself_ v)\nchange x by (5)\nswitch costume to (cstoneded2 v)\ncreate clone of (_myself_ v)\nhide\nswitch costume to (starticle v)\n\nwhen I start as a clone\nset rotation style [all around v]\nshow\nif <(costume [number v]) = [9]> then\n repeat (20)\n wait (0) seconds\n end\n repeat (8)\n change x by (1)\n turn right (11.25) degrees\n end\nelse\n if <(costume [number v]) = [12]> then\n if <<(clock) > [700]> or <((clock) mod (3)) = [0]>> then\n change x by (pick random (3) to (-3))\n change y by (pick random (3) to (-3))\n set size to (pick random (75) to (125)) %\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [sceneb v]\ndelete this clone\n\nwhen I receive [scenebo_o v]\nswitch costume to (cstoneo_o v)\n\nwhen I receive [scenebunload v]\nhide\ndelete this clone\n\nwhen I receive [scenebunload v]\nswitch costume to (eyes v)\ngo to x: (0) y: (-100)\nshow\n\nwhen I receive [loadlevel v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [scenec v]\nset [music v] to [0]\nbroadcast (music v)\nswitch backdrop to (full-stars v)\nshow\nset rotation style [left-right v]\ngo to (hitbox v)\npoint towards (boss6-2 v)\npoint in direction ((([abs v] of (direction) ) / (direction)) * (90))\nset [clock v] to [0]\nset [cutyakō: xv v] to [0]\nrepeat until <(clock) > [480]>\n change [clock v] by (1)\n if <(clock) < [60]> then\n switch costume to (cwhiteidle v)\n if <(clock) = [30]> then\n switch costume to (cwhiteblink v)\n end\n else\n if <(clock) < [190]> then\n if <(distance to [cutsword v]) > [65]> then\n change [cutyakō: xv v] by ((([abs v] of (direction) ) / (direction)) * (0.5))\n if <([abs v] of (cutYakō: xV) ) > [4]> then\n set [cutyakō: xv v] to ((([abs v] of (cutYakō: xV) ) / (cutYakō: xV)) * (4))\n end\n else\n change [cutyakō: xv v] by ((([abs v] of (direction) ) / (direction)) * (-0.8))\n if <not <(([abs v] of (cutYakō: xV) ) / (cutYakō: xV)) = (([abs v] of (direction) ) / (direction))>> then\n set [cutyakō: xv v] to [0]\n switch costume to (cwhiteidle v)\n if <<(clock) > [160]> and <(clock) < [180]>> then\n switch costume to (cwhiteup v)\n end\n if <(clock) < [150]> then\n set [clock v] to [150]\n end\n end\n end\n change x by (cutYakō: xV)\n if <([abs v] of (cutYakō: xV) ) > [0]> then\n set [cutyakō: animspeed v] to ([abs v] of ((cutYakō: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [cutyakō: animspeed v] to [0.2]\n end\n change [cutyakō: animsprite v] by (cutYakō: animspeed)\n if <[3.99] < (cutYakō: animsprite)> then\n set [cutyakō: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYakō: animsprite) ) + (21))\n end\n else\n if <(clock) < [204]> then\n if <(clock) = [190]> then\n set [cutyakō: xv v] to [11.1]\n start sound [Jump2 v]\n set [yv v] to ((([x position v] of [cutsword v]) - (x position)) / (14))\n end\n change [cutyakō: xv v] by (-0.8)\n change x by (yV)\n change y by (cutYakō: xV)\n if <(cutYakō: xV) > [0.9]> then\n switch costume to (cwhiteup v)\n else\n switch costume to (cwhiteidle v)\n end\n else\n if <(clock) < [207]> then\n if <(clock) = [204]> then\n go to (cutsword v)\n change y by (11)\n switch costume to (cwhite3 v)\n end\n if <(clock) = [205]> then\n point in direction ((([abs v] of (direction) ) / (direction)) * (-1))\n end\n if <(clock) = [206]> then\n switch costume to (cwhiteidle v)\n end\n else\n if <(clock) < [220]> then\n end\n end\n end\n end\n broadcast (updateObj v)\nend\nbroadcast (sceneCtransition v)\n\nwhen I receive [scenecpedistal v]\nswitch costume to (cwhitedown v)\nset size to (1000) %\ngo to x: (0) y: (600)\npoint in direction (-90)\nset size to (100) %\nwait (1.5) seconds\nshow\nrepeat (8)\n set size to (1000) %\n change y by (-24)\n set size to (100) %\n broadcast (sceneCswordPull v)\nend\nset size to (1000) %\nchange y by (-18)\nset size to (100) %\nbroadcast (sceneCswordPull v)\nstart sound [bigdie2 v]\nstart sound [Jump2 v]\nset [cutyakō: xv v] to [6]\nrepeat (23)\n change x by (-2.5)\n change [cutyakō: xv v] by (-0.8)\n change y by (cutYakō: xV)\n if <(cutYakō: xV) > [0.9]> then\n switch costume to (cwhiteup v)\n else\n if <(cutYakō: xV) < [-0.9]> then\n switch costume to (cwhitedown v)\n else\n switch costume to (cwhiteidle v)\n end\n end\nend\nset y to (-60)\nswitch costume to (cwhite3 v)\nstart sound [quietding2 v]\nset [cutyakō: xv v] to [-2.5]\nrepeat (6)\n change [cutyakō: xv v] by (0.5)\n change x by (cutYakō: xV)\n point in direction ((([abs v] of ((cutYakō: xV) + (2.5)) ) / ((cutYakō: xV) + (2.5))) * (90))\nend\nswitch costume to (cwhiteidle v)\nwait (0.5) seconds\nswitch costume to (cwhiteup v)\nwait (3) seconds\nswitch costume to (cwhiteidle v)\nwait (3) seconds\nset [cutyakō: xv v] to [0]\nset [cutyakō: animspeed v] to [0]\nset [cutyakō: animsprite v] to [0]\npoint in direction (-90)\nrepeat until <[-4] > (cutYakō: xV)>\n change [cutyakō: xv v] by (-0.5)\n change x by (cutYakō: xV)\n if <([abs v] of (cutYakō: xV) ) > [0]> then\n set [cutyakō: animspeed v] to ([abs v] of ((cutYakō: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [cutyakō: animspeed v] to [0.2]\n end\n change [cutyakō: animsprite v] by (cutYakō: animspeed)\n if <[3.99] < (cutYakō: animsprite)> then\n set [cutyakō: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYakō: animsprite) ) + (21))\n end\nend\nset [cutyakō: xv v] to [0]\nset [cutyakō: animspeed v] to ((1) / (3))\nrepeat (40)\n set size to (1000) %\n change x by (-4)\n set size to (100) %\n if <touching (ground v)?> then\n if <([abs v] of (cutYakō: xV) ) > [0]> then\n if <[-0.9] > (cutYakō: xV)> then\n switch costume to (cwhitedown v)\n else\n switch costume to (cwhiteidle v)\n end\n else\n change [cutyakō: animsprite v] by (cutYakō: animspeed)\n if <[3.99] < (cutYakō: animsprite)> then\n set [cutyakō: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYakō: animsprite) ) + (21))\n end\nend\nhide\nwait (3) seconds\nbroadcast (sceneCcredTransition v)\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [scenea v]\nswitch backdrop to (hills-water v)\nswitch costume to (cstoneblink v)\ngo to x: (-88) y: (-108)\npoint in direction (90)\nshow\n\nwhen I receive [sceneaspike v]\nrepeat (38)\n change x by (1)\n change x by (-1)\nend\nswitch costume to (cstoneo_o v)\nrepeat (3)\n change x by (1)\n change x by (-1)\nend\nswitch costume to (cstoneblink v)\nrepeat (10)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneidle v)\nrepeat (25)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneblink v)\nrepeat (15)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneidle v)\nrepeat (69)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneblink v)\nrepeat (2)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneidle v)\nrepeat (81)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneblink v)\nrepeat (2)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneidle v)\nrepeat (49)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneblink v)\nrepeat (2)\n change x by (-1)\n change x by (1)\nend\nswitch costume to (cstoneidle v)\n\nwhen I receive [sceneafollow v]\nrepeat (5)\n change x by (-1)\n change x by (1)\nend\ngo to x: (-88) y: (-108)\nset [cutyakō: xv v] to [0]\nrepeat (40)\n if <(cutYakō: xV) < [4]> then\n change [cutyakō: xv v] by (0.5)\n end\n change x by (cutYakō: xV)\n if <([abs v] of (cutYakō: xV) ) > [0]> then\n set [cutyakō: animspeed v] to ([abs v] of ((cutYakō: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [cutyakō: animspeed v] to [0.2]\n end\n change [cutyakō: animsprite v] by (cutYakō: animspeed)\n if <[3.99] < (cutYakō: animsprite)> then\n set [cutyakō: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYakō: animsprite) ) + (1))\n end\nend\nset [cutyakō: xv v] to [0]\nswitch costume to (cstonedown v)\nrepeat (6)\n change [cutyakō: xv v] by (-0.8)\n change y by (cutYakō: xV)\n change x by (4)\nend\nstart sound [smalljump v]\nset y to (-124)\nset [cutyakō: xv v] to [4]\nset [cutyakō: animspeed v] to ((1) / (3))\nrepeat (35)\n change x by (4)\n change [cutyakō: animsprite v] by (cutYakō: animspeed)\n if <[3.99] < (cutYakō: animsprite)> then\n set [cutyakō: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYakō: animsprite) ) + (1))\nend\nstart sound [Paralyze v]\nbroadcast (sceneAcollect v)\nrepeat (4)\n if <(cutYakō: xV) > [0]> then\n change [cutyakō: xv v] by (-0.8)\n end\n change x by (cutYakō: xV)\n if <([abs v] of (cutYakō: xV) ) > [0]> then\n set [cutyakō: animspeed v] to ([abs v] of ((cutYakō: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [cutyakō: animspeed v] to [0.2]\n end\n change [cutyakō: animsprite v] by (cutYakō: animspeed)\n if <[3.99] < (cutYakō: animsprite)> then\n set [cutyakō: animsprite v] to [0]\n end\n switch costume to (([floor v] of (cutYakō: animsprite) ) + (1))\n end\nend\nswitch costume to (cstoneidle v)\n\nwhen I receive [greenflag v]\nhide\n\n@lightPanel\n\nwhen I receive [updateobj v]\nif <(isClone) > [0]> then\n switch costume to ([floor v] of (color) )\n if <([costume # v] of [foreground v]) = [26]> then\n change y by ((([abs v] of (clock) ) / (clock)) * (2))\n change [clock v] by (((0) - (([abs v] of (clock) ) / (clock))) * (2))\n if <(clock) = [0]> then\n if <(y position) > [0]> then\n set [clock v] to [-176]\n else\n set [clock v] to [176]\n end\n end\n end\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nif <(current) = [26]> then\n set [clock v] to [-176]\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset [isclone v] to [0]\ncreate\nset [isclone v] to [0]\n\ndefine create\nshow\nset [i v] to [0]\nset [n v] to []\nrepeat until <(i) > (length of (item (current) of [panels v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [panels v])) = [;]> then\n goto (n)\n set [n v] to []\n change [i v] by (2)\n point in direction (((90) * (letter ((i) - (1)) of (item (current) of [panels v]))) + (90))\n change [i v] by (2)\n repeat (letter ((i) - (1)) of (item (current) of [panels v]))\n change [isclone v] by (1)\n create clone of (_myself_ v)\n change y by (16)\n end\n else\n set [n v] to (join (n) (letter (i) of (item (current) of [panels v])))\n end\nend\nset [ghost v] effect to (0)\nhide\nswitch costume to (x v)\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\n@jumpLight\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset [isclone v] to [0]\nset size to (100) %\ncreate\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\nif <(current) = [42]> then\n repeat (30)\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [updateobj v]\nif <(isClone) > [0]> then\n switch costume to ([floor v] of (color) )\n if <<touching (hitbox v)?> and <<(isClone) = [1]> and <(jumpLights) < [7]>>> then\n set [isclone v] to [2]\n change [jumplights v] by (1)\n start sound ((item (((([floor v] of (music) ) * (7)) - (7)) + (jumpLights)) of [lightskey v]) + (2))\n end\n if <<(isClone) > [1]> and <[7] > (isClone)>> then\n change size by (20)\n change [ghost v] effect by (20)\n change [isclone v] by (1)\n end\n if <(isClone) = [7]> then\n hide\n set [ghost v] effect to (50)\n if <(current) = [42]> then\n change [clonecount v] by (-1)\n delete this clone\n end\n if <(yCol) > [-1]> then\n change [isclone v] by (1)\n set size to (50) %\n show\n end\n end\n if <<(isClone) > [7]> and <[18] > (isClone)>> then\n if <[13] > (isClone)> then\n change size by (20)\n else\n change size by (-10)\n end\n change [ghost v] effect by (-5)\n change [isclone v] by (1)\n if <(isClone) = [18]> then\n set [isclone v] to [1]\n end\n end\nend\n\ndefine create\nshow\nset [i v] to [0]\nset [n v] to []\nrepeat until <(i) > (length of (item (current) of [jumplights v]))>\n change [i v] by (1)\n if <(letter (i) of (item (current) of [jumplights v])) = [;]> then\n goto (n)\n set [n v] to []\n create clone of (_myself_ v)\n else\n set [n v] to (join (n) (letter (i) of (item (current) of [jumplights v])))\n end\nend\nhide\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nset [isclone v] to [1]\nset size to (100) %\nif <(current) = [42]> then\n show\n go to (boss6-2 v)\n change y by (-80)\n set [n v] to [20]\n repeat (17)\n change [n v] by (-1.6)\n change y by (n)\n end\nend\n\nwhen I receive [zboss6swordreturn v]\nif <(isClone) > [0]> then\n set [isclone v] to [2]\nend\n\n@lightsUI\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nset [isclone v] to [1]\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nset [isclone v] to [0]\nif <not <(item (current) of [jumplights v]) = []>> then\n show\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I receive [updateobj v]\nif <<not <(item (current) of [jumplights v]) = []>> and <([costume # v] of [foreground v]) = (current)>> then\n set size to (200) %\n if <(visualLightsUI) = [1]> then\n go to x: (-170) y: (-166)\n else\n if <(visualLightsUI) = [2]> then\n go to x: (207) y: (-166)\n else\n go to (hitbox v)\n change y by (16)\n change x by (-20)\n set size to (100) %\n end\n end\n if <<<(isClone) = [0]> or <[1] > (jumpLights)>> and <(visualLightsUI) = [3]>> then\n hide\n else\n show\n end\n if <(isClone) = [1]> then\n change x by (20)\n switch costume to ((jumpLights) + (9))\n if <<touching (spritebody v)?> and <(visualLightsUI) < [3]>> then\n if <(ghost) > [-5]> then\n change [ghost v] by (-1)\n change [ghost v] effect by (10)\n end\n else\n if <(ghost) < [0]> then\n change [ghost v] by (1)\n change [ghost v] effect by (-10)\n else\n clear graphic effects\n end\n end\n go to [front v] layer\n go [backward v] (2) layers\n else\n switch costume to ([floor v] of (color) )\n end\nend\n\nset [visuallightsui v] to [2]\n\nset [visuallightsui v] to [3]\n\nset [visuallightsui v] to [1]\n\nwhen I receive [titlestart v]\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@medallionFragment\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nreplace item (1) of [medallionfragments v] with [0]\nswitch costume to (spin v)\nwait (0) seconds\nset [isclone v] to [0]\nchange [clonecount v] by (1)\nif <<(item # of (current) in [medallionfragments v]) > [0]> and <((item # of (current) in [medallionfragments v]) mod (2)) = [0]>> then\n replace item (1) of [medallionfragments v] with (item ((item # of (current) in [medallionfragments v]) + (1)) of [medallionfragments v])\n create\nend\n\nwhen I start as a clone\nshow\nchange [clonecount v] by (1)\nif <<(isClone) > [0]> and <[9] > (isClone)>> then\n forever\n change [isclone v] by (0.4)\n if <(isClone) > [8.75]> then\n set [isclone v] to [1]\n end\n switch costume to (isClone)\n if <touching (hitbox v)?> then\n replace item (1) of [medallionfragments v] with ((item (1) of [medallionfragments v]) - (1))\n if <(item (1) of [medallionfragments v]) = [0]> then\n set [pitch v] effect to (0)\n start sound [Randomize2 v]\n hide\n repeat (24)\n go to (goal v)\n change x by (pick random (5) to (-5))\n change y by (pick random (5) to (-5))\n switch costume to (sparkle4 v)\n set [isclone v] to [9]\n create clone of (_myself_ v)\n set [isclone v] to [1]\n end\n broadcast (goalShow v)\n else\n set [pitch v] effect to ((((0) - (item (1) of [medallionfragments v])) + (5)) * (15))\n start sound [Pickup_Coin2 v]\n end\n change [clonecount v] by (-1)\n delete this clone\n end\n end\nend\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nreplace item (1) of [medallionfragments v] with ((item (1) of [medallionfragments v]) - (3))\n\nwhen I receive [updateobj v]\nif <(isClone) > [8]> then\n switch costume to ([floor v] of (isClone) )\n change [isclone v] by (0.25)\n if <(isClone) > [12.5]> then\n change [clonecount v] by (-1)\n delete this clone\n end\nend\n\ndefine create\nset [isclone v] to [1]\nif <(current) = [26]> then\n goto [572]\n create clone of (_myself_ v)\n goto [599]\n create clone of (_myself_ v)\n goto [183]\n create clone of (_myself_ v)\n goto [209]\n create clone of (_myself_ v)\nend\nif <(current) = [33]> then\n goto [359]\n create clone of (_myself_ v)\n goto [480]\n create clone of (_myself_ v)\n goto [610]\n create clone of (_myself_ v)\nend\nif <(current) = [39]> then\n goto [307]\n create clone of (_myself_ v)\n goto [260]\n create clone of (_myself_ v)\n goto [650]\n create clone of (_myself_ v)\n goto [572]\n create clone of (_myself_ v)\nend\nif <(current) = [40]> then\n goto [36]\n create clone of (_myself_ v)\n goto [484]\n create clone of (_myself_ v)\n goto [328]\n create clone of (_myself_ v)\n goto [431]\n create clone of (_myself_ v)\nend\nset [isclone v] to [0]\n\n@boss4\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nstop [other scripts in sprite v]\nchange [clonecount v] by (1)\npoint in direction (90)\nswitch costume to (swordp v)\nclear graphic effects\nset size to (1000) %\ngo to x: (0) y: (280)\nset size to (100) %\nif <(current) = [28]> then\n set [boss4: hits v] to [3]\n set [clock v] to [0]\n show\n repeat (10)\n wait (0) seconds\n end\n set [music v] to [10.5]\n broadcast (music v)\n repeat (20)\n wait (0) seconds\n end\n repeat (32)\n set size to (1000) %\n change y by (-9)\n set size to (100) %\n switch costume to (swordw v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n end\n set [clock v] to [1]\nelse\n hide\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\ngo [backward v] (1) layers\nclear graphic effects\nshow\nif <(costume [number v]) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [clonecount v] by (-1)\n delete this clone\nelse\n if <(costume [number v]) = [3]> then\n set [clock v] to [0]\n repeat (55)\n change [ghost v] effect by (1.1)\n change [clock v] by (1.5)\n change size by (clock)\n end\n repeat (5)\n set [clock v] to ((clock) / (2))\n change size by (clock)\n end\n broadcast (zboss4Speen v)\n repeat (33)\n change [ghost v] effect by (1.5)\n end\n change [clonecount v] by (-1)\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n point in direction (90)\n set size to (100) %\n if <(x position) > [0]> then\n go to x: (144) y: (64)\n else\n go to x: (-144) y: (64)\n end\n set [ghost v] effect to (100)\n repeat (55)\n change [ghost v] effect by (-1.1)\n end\n repeat (10)\n repeat (10)\n change [ghost v] effect by (5)\n end\n change [clonecount v] by (-1)\n delete this clone\n else\n if <(costume [number v]) = [8]> then\n repeat (4)\n set size to (100) %\n hide\n if <(x position) > [0]> then\n point in direction (-90)\n go to x: (224) y: (64)\n else\n point in direction (90)\n go to x: (-224) y: (64)\n end\n repeat (2)\n repeat (3)\n switch costume to (stabaoe v)\n create clone of (_myself_ v)\n switch costume to (stabaoespawner v)\n move (64) steps\n repeat (1)\n end\n move (96) steps\n end\n repeat (15)\n end\n change [clonecount v] by (-1)\n delete this clone\n else\n start sound [Powerup v]\n set [ghost v] effect to (100)\n repeat (11)\n change [ghost v] effect by (94.3333333333333333)\n end\n repeat (22)\n change [ghost v] effect by (-4.666666666666667)\n end\n set [boss4: slicex v] to (x position)\n broadcast (zboss4stab v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [clonecount v] by (-1)\n delete this clone\n end\n end\n end\nend\n\ndefine spinClones (deg) (rots) (siz)\nrepeat (rots)\n set size to (1000) %\n turn right ((deg) / (rots)) degrees\n set size to (siz) %\n switch costume to (swordw v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitinvul v] to [30]\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\nend\n\nwhen I receive [zboss4speen v]\nif <(current) = [49]> then\n broadcast (sceneDfade v)\n if <(costume [number v]) = [1]> then\n repeat (2)\n change size by (50)\n end\n start sound [Randomize4 v]\n if <(x position) > ([x position v] of [hitbox v])> then\n repeat (16)\n spinClones [-22.5] [4] [200]\n end\n else\n repeat (16)\n spinClones [22.5] [4] [200]\n end\n end\n repeat (10)\n repeat (10)\n change size by (-10)\n end\n repeat (10)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nelse\n if <(costume [number v]) = [1]> then\n repeat (2)\n change size by (50)\n end\n start sound [Randomize2 v]\n if <(x position) > ([x position v] of [hitbox v])> then\n repeat (8)\n spinClones [-45] [4] [200]\n end\n else\n repeat (8)\n spinClones [45] [4] [200]\n end\n end\n repeat (10)\n repeat (10)\n change size by (-10)\n end\n repeat (10)\n change [clock v] by (1)\n end\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [updateobj v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [4]>> then\n if <(clock) = (item (boss4: hits) of [vulnerables v])> then\n show\n change [clock v] by (1)\n broadcast (zboss4Vuln v)\n else\n if <(clock) = [1]> then\n switch costume to (swordp v)\n start sound [Powerup2 v]\n switch costume to (spinaoe v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n change [clock v] by (1)\n end\n if <(clock) = [3]> then\n switch costume to (swordp v)\n change [clock v] by (1)\n broadcast (zboss4Slice v)\n end\n if <(clock) = [5]> then\n switch costume to (stabaoespawner v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n change [clock v] by (1)\n hide\n end\n end\nend\n\ndefine moveClones (xdir) (ydir) (amnt) (size)\nrepeat (amnt)\n switch costume to (swordw v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n set size to (1000) %\n change x by ((xdir) / (amnt))\n change y by ((ydir) / (amnt))\n set size to (size) %\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitinvul v] to [30]\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\nend\n\nwhen I receive [zboss4vuln v]\nrepeat ((((boss4: hits) - (1)) * (20)) + (40))\n switch costume to (swordg v)\n if <<touching (hitbox v)?> and <(yV) < [-1.6]>> then\n change [boss4: hits v] by (-1)\n if <(boss4: hits) = [0]> then\n start sound [ouch v]\n set [yv v] to [8]\n repeat (4)\n change y by (-12)\n end\n set [music v] to [0]\n stop all sounds\n wait (0) seconds\n start sound [bigdie2 v]\n start sound [Randomize14 v]\n set [clock v] to [0]\n repeat (32)\n switch costume to (swordr v)\n wait (0) seconds\n switch costume to (swordp v)\n wait (0) seconds\n turn left (0.2) degrees\n change y by (-1)\n end\n turn right (.4) degrees\n repeat (10)\n broadcast (zboss4Yappear v)\n stop [this script v]\n else\n start sound [ouch v]\n set [yv v] to [8]\n repeat (4)\n change y by (-12.5)\n end\n start sound [rumble2 v]\n repeat (12)\n switch costume to (swordr v)\n wait (0) seconds\n switch costume to (swordp v)\n wait (0) seconds\n end\n repeat (10)\n change y by (5)\n end\n set [clock v] to [1]\n stop [this script v]\n end\n end\nend\nset [clock v] to [1]\n\nwhen I receive [zboss4slice v]\ngo to x: (0) y: (-8)\nrepeat (9)\n switch costume to (swordw v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n set size to (1000) %\n change y by (32)\n set size to (100) %\nend\nrepeat (2)\n set size to (1000) %\n if <(x position) = [0]> then\n if <([x position v] of [hitbox v]) > [0]> then\n go to x: (42) y: (280)\n point in direction (0)\n else\n go to x: (-42) y: (280)\n point in direction (180)\n end\n else\n if <(x position) > [0]> then\n go to x: (-42) y: (280)\n point in direction (180)\n else\n go to x: (42) y: (280)\n point in direction (0)\n end\n end\n set size to (200) %\n switch costume to (sliceaoe v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n start sound [Powerup2 v]\n repeat (65)\n start sound [Randomize3 v]\n repeat (2)\n moveClones [0] [-148] [4] (size)\n end\n repeat (2)\n start sound [Randomize3 v]\n repeat (2)\n moveClones [0] [148] [4] (size)\n end\n repeat (6)\nend\nrepeat (6)\nif <(x position) > [0]> then\n go to x: (-42) y: (280)\n point in direction (180)\nelse\n go to x: (42) y: (280)\n point in direction (0)\nend\nif <((clock) + (1)) = (item (boss4: hits) of [vulnerables v])> then\n point in direction (90)\n set size to (1000) %\n go to x: (0) y: (280)\n set size to (100) %\n repeat (18)\n set size to (1000) %\n change y by (-16)\n set size to (100) %\n end\nend\nchange [clock v] by (1)\n\nwhen I receive [zboss4stab v]\nif <(costume [number v]) = [1]> then\n start sound [Randomize3 v]\n point in direction (90)\n set size to (1000) %\n go to x: (boss4: sliceX) y: (280)\n set size to (100) %\n show\n moveClones [0] [-272] [8] (size)\n hide\n change [clock v] by (1)\n repeat (30)\n show\n point in direction (90)\n set size to (1000) %\n go to x: (0) y: (280)\n set size to (100) %\n repeat (18)\n set size to (1000) %\n change y by (-16)\n set size to (100) %\n end\n change [clock v] by (1)\nend\n\nwhen I receive [zboss4drag v]\ngo to (cutyami v)\nset size to (1000) %\nturn right (90) degrees\nmove (11) steps\nturn left (90) degrees\nset size to (100) %\nif <[131] > (direction)> then\n turn right (6) degrees\nelse\n point in direction (135)\nend\nrepeat (1)\nhide\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scened v]\ngo to [front v] layer\ngo [backward v] (20) layers\nset size to (1000) %\ngo to x: (0) y: (256)\nset size to (100) %\nhide\nwait (2) seconds\nshow\nrepeat (20)\n point in direction (90)\n switch costume to (swordw v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n turn right (90) degrees\n set size to (1000) %\n move (11) steps\n set size to (100) %\n turn left (90) degrees\nend\nstart sound [Powerup3 v]\nswitch costume to (spinaoe v)\ncreate clone of (_myself_ v)\nswitch costume to (swordp v)\n\nwhen I receive [returntomonke v]\nhide\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@castleGate\n\nwhen I receive [loadlevel v]\nhide\nif <(current) = [35]> then\n go to [back v] layer\n switch costume to (brick v)\n show\n go to x: (224) y: (-36)\n stamp\n switch costume to (castlegate v)\nend\n\nwhen I receive [zboss5gate v]\ngo to x: (224) y: (-36)\nchange x by (1)\nset rotation style [don't rotate v]\nrepeat (32)\n repeat (1)\n turn right (180) degrees\n change y by (1)\n move (1) steps\n end\n turn right (180) degrees\n change y by (1)\n move (1) steps\n start sound [gate1 v]\nend\nstart sound [gate2 v]\nrepeat (15)\nbroadcast (zboss5goalshow v)\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@boss5\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nswitch costume to (particle v)\nstop [other scripts in sprite v]\nchange [clonecount v] by (1)\nif <(current) = [35]> then\n set [boss5: hits v] to [0]\n set [boss5: stunned v] to [0]\n set size to (1000) %\n go to x: (184) y: (188)\n point in direction (-90)\n switch costume to (idle v)\n set size to (100) %\n clear graphic effects\n show\n repeat (10)\n wait (0) seconds\n end\n set [music v] to [10.5]\n broadcast (music v)\n repeat (10)\n wait (0) seconds\n end\n set [boss5: yv v] to [0]\n repeat (24)\n change [boss5: yv v] by (-0.8)\n change y by ((boss5: yV) - (0.0416666666666667))\n end\n repeat (6)\n start sound [evil2 v]\n switch costume to (end5 v)\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (5)\n next costume\n end\n repeat (15)\n switch costume to (mad v)\n end\n set [clock v] to [0]\n set [boss5: xv v] to [0]\n set [charge v] to [0]\n set [boss5: hits v] to [3]\nelse\n hide\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nswitch costume to (particle v)\nchange x by (pick random (4) to (-4))\nchange y by (pick random (4) to (-4))\nset size to (((size) / (100)) * (pick random (75) to (125))) %\nrepeat (5)\n change size by (15)\nend\nrepeat (5)\n change size by (-15)\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [updateobj v]\nif <not <(costume [number v]) = [17]>> then\n if <(boss5: hits) > [0]> then\n if <(boss5: stunned) = [0]> then\n if <(clock) < [0]> then\n switch costume to (end5 v)\n change [clock v] by (1)\n else\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n if <(charge) = [0]> then\n change [clock v] by (1)\n if <([abs v] of (boss5: xV) ) > [0.01]> then\n if <((clock) mod (39)) = [0]> then\n broadcast (zbossBullet v)\n end\n else\n if <((clock) mod (4)) = [0]> then\n broadcast (zbossBullet v)\n end\n end\n if <(clock) > (([abs v] of ((boss5: hits) - (4)) ) * (100))> then\n set [charge v] to [1]\n broadcast (zboss5charge v)\n end\n end\n if <(x position) > ([x position v] of [hitbox v])> then\n if <([x position v] of [hitbox v]) > ((x position) - (168))> then\n set [boss5: moving v] to [1]\n else\n if <([x position v] of [hitbox v]) < ((x position) - (184))> then\n set [boss5: moving v] to [-1]\n else\n set [boss5: moving v] to [0]\n end\n end\n else\n if <([x position v] of [hitbox v]) < ((x position) + (168))> then\n set [boss5: moving v] to [-1]\n else\n if <([x position v] of [hitbox v]) > ((x position) + (184))> then\n set [boss5: moving v] to [1]\n else\n set [boss5: moving v] to [0]\n end\n end\n end\n if <not <(boss5: moving) = [0]>> then\n if <(boss5: moving) = ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) ))> then\n change [boss5: xv v] by ((boss5: moving) / (3))\n else\n change [boss5: xv v] by ((boss5: moving) / (2))\n end\n if <([abs v] of (boss5: xV) ) > [6]> then\n set [boss5: xv v] to ((([abs v] of (boss5: xV) ) / (boss5: xV)) * (6))\n end\n else\n set [boss5: xv v] to ((([abs v] of (boss5: xV) ) * (([abs v] of (boss5: xV) ) / (boss5: xV))) * (0.8))\n end\n if <([abs v] of (boss5: xV) ) > [4]> then\n create clone of (_myself_ v)\n end\n change x by (boss5: xV)\n if <(x position) > [200]> then\n set size to (150) %\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 size to (100) %\n set x to (-200)\n start sound [Powerup2 v]\n end\n if <(x position) < [-200]> then\n set size to (150) %\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 size to (100) %\n set x to (200)\n start sound [Powerup2 v]\n end\n set [boss5: animspeed v] to ([abs v] of ((boss5: xV) / (12)) )\n if <(animspeed) < [0.2]> then\n set [boss5: animspeed v] to [0.2]\n end\n change [boss5: animsprite v] by (boss5: animspeed)\n if <[3.99] < (boss5: animsprite)> then\n set [boss5: animsprite v] to [0]\n end\n if <(charge) = [0]> then\n if <([abs v] of (boss5: xV) ) > [0.01]> then\n switch costume to (([floor v] of (boss5: animsprite) ) + (1))\n else\n switch costume to (end5 v)\n end\n end\n end\n else\n change [boss5: stunned v] by (1)\n if <((boss5: stunned) mod (2)) = [0]> then\n switch costume to (hurt v)\n else\n switch costume to (idle v)\n end\n if <(boss5: stunned) > [24]> then\n set [boss5: stunned v] to [0]\n set [clock v] to [0]\n end\n end\n else\n if <<[250] > (boss5: stunned)> and <(boss5: stunned) > [0]>> then\n change [boss5: stunned v] by (1)\n if <[64] > (boss5: stunned)> then\n if <((boss5: stunned) mod (2)) = [0]> then\n switch costume to (endhurt v)\n else\n switch costume to (end2 v)\n end\n else\n if <[66] > (boss5: stunned)> then\n next costume\n next costume\n else\n if <[99] > (boss5: stunned)> then\n switch costume to (end6 v)\n else\n if <[100] > (boss5: stunned)> then\n switch costume to (end7 v)\n else\n if <(boss5: stunned) = [100]> then\n start sound [darkness v]\n broadcast (zboss5cutsword v)\n end\n if <[188] > (boss5: stunned)> then\n create clone of (_myself_ v)\n switch costume to (charge v)\n else\n if <[190] > (boss5: stunned)> then\n switch costume to (mad v)\n else\n if <(boss5: stunned) = [190]> then\n start sound [Randomize7 v]\n end\n if <[240] > (boss5: stunned)> then\n set size to (1000) %\n change y by (((boss5: stunned) - (190)) / (2))\n set size to (100) %\n switch costume to (madup v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n else\n if <(boss5: stunned) = [240]> then\n broadcast (zboss5gate v)\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 [zboss5missilehit v]\nif <not <(costume [number v]) = [17]>> then\n change [boss5: hits v] by (-1)\n set [boss5: stunned v] to [1]\n if <(boss5: hits) > [0]> then\n start sound [ouch v]\n else\n set [music v] to [0]\n stop all sounds\n start sound [biggerdie v]\n end\nend\n\nwhen I receive [zboss5charge v]\nif <not <(costume [number v]) = [17]>> then\n switch costume to (end7 v)\n start sound [darkness v]\n repeat (12)\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 end\n broadcast (zsummonBossMissile v)\n set [clock v] to ((-48) - (([abs v] of (([boss5: hits v] of [boss5 v]) - (4)) ) * (120)))\n set [charge v] to [0]\n set [boss5: xv v] to [0]\nend\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@bossMissile\n\nwhen I receive [zsummonbossmissile v]\nshow\nset size to (100) %\nset [mxv v] to [0]\nset [myv v] to [5]\nset [lastpos v] to [5]\npoint in direction (0)\nstart sound [Powerup v]\nrepeat (8)\n go to (boss5 v)\n change [lastpos v] by ((lastPos) * (0.13))\n change y by (lastPos)\n switch costume to (missile v)\nend\nrepeat (8)\n go to (boss5 v)\n change [lastpos v] by ((lastPos) * (0.13))\n change y by (lastPos)\n switch costume to (missile v)\n turn left (((0) - ((lastPos) / (3))) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) ))) degrees\nend\nstart sound [Randomize7 v]\nset [clock v] to (([abs v] of (([boss5: hits v] of [boss5 v]) - (4)) ) * (120))\nrepeat until <(clock) < [1]>\n if <(clock) = [42069]> then\n point towards (boss5 v)\n set [lastpos v] to (x position)\n move (1) steps\n change [mxv v] by (((x position) - (lastPos)) / (2))\n if <(mxV) > ((x position) - (lastPos))> then\n change [mxv v] by (((x position) - (lastPos)) / (2))\n end\n set [lastpos v] to (y position)\n move (1) steps\n change [myv v] by (((y position) - (lastPos)) / (1))\n if <([abs v] of (mxV) ) > [12]> then\n set [mxv v] to ((([abs v] of (mxV) ) / (mxV)) * (12))\n end\n if <([abs v] of (myV) ) > [7]> then\n set [myv v] to ((([abs v] of (myV) ) / (myV)) * (12))\n end\n change x by (mxV)\n change y by (myV)\n if <touching (boss5 v)?> then\n start sound [bigdie2 v]\n set size to (250) %\n point in direction (90)\n show\n switch costume to (particle5 v)\n broadcast (zboss5MissileHit v)\n repeat (6)\n next costume\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [2]\n broadcast (hurtme v)\n end\n end\n hide\n switch costume to (missile v)\n stop [this script v]\n end\n else\n point towards (hitbox v)\n set [lastpos v] to (x position)\n move (1) steps\n change [mxv v] by (((x position) - (lastPos)) / (2))\n move (-1) steps\n set [lastpos v] to (y position)\n move (1) steps\n change [myv v] by (((y position) - (lastPos)) / (1))\n move (-1) steps\n if <([abs v] of (mxV) ) > [5]> then\n set [mxv v] to ((([abs v] of (mxV) ) / (mxV)) * (5))\n end\n if <([abs v] of (myV) ) > [5]> then\n set [myv v] to ((([abs v] of (myV) ) / (myV)) * (5))\n end\n change x by (mxV)\n change y by (myV)\n change [clock v] by (-1)\n if <(clock) = [42069]> then\n start sound [Randomize9 v]\n end\n if <(clock) = [60]> then\n switch costume to (missile3 v)\n end\n if <(clock) < [60]> then\n if <<touching (hitbox v)?> and <(yV) < [-1.6]>> then\n set [yv v] to [8]\n start sound [ouch v]\n set [clock v] to [42075]\n end\n if <(clock) < [5]> then\n change size by (20)\n end\n else\n if <(clock) < [42069]> then\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n else\n set [mxv v] to ((([abs v] of (mxV) ) / (mxV)) * (([abs v] of (mxV) ) / (2)))\n set [myv v] to ((([abs v] of (myV) ) / (myV)) * (([abs v] of (myV) ) / (2)))\n end\n end\n end\n create clone of (_myself_ v)\n broadcast (zbossMissileFlash v)\nend\nstart sound [bigdie2 v]\nset size to (300) %\npoint in direction (90)\nshow\nswitch costume to (particle5 v)\nrepeat (6)\n next costume\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [3]\n broadcast (hurtme v)\n end\nend\nhide\nswitch costume to (missile v)\n\nwhen I receive [zbossmissileflash v]\nnext costume\nif <(costume [number v]) = [3]> then\n switch costume to (missile v)\nend\nif <(costume [number v]) = [5]> then\n switch costume to (missile3 v)\nend\nif <(costume [number v]) = [7]> then\n switch costume to (particle2 v)\nend\nif <(costume [number v]) = [9]> then\n switch costume to (particle4 v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [0]> then\n\nwhen I receive [loadlevel v]\nhide\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nstop [other scripts in sprite v]\nchange [clonecount v] by (1)\nhide\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@bossBullet\n\nwhen I receive [zbossbullet v]\nif <(costume [number v]) = [3]> then\n if <(current) = [35]> then\n switch costume to (b5b v)\n create clone of (_myself_ v)\n switch costume to (work please v)\n end\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nif <(current) = [35]> then\n if <(costume [number v]) = [1]> then\n start sound [Randomize9 v]\n show\n switch costume to (b5b v)\n go to (boss5 v)\n point towards (hitbox v)\n set [motion v] to (([boss5: xv v] of [boss5 v]) + ((16) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) ))))\n repeat until <touching (_edge_ v)?>\n change [motion v] by ((([abs v] of (motion) ) / (motion)) * (0.3))\n move [4]\n end\n hide\n change [clonecount v] by (-1)\n delete this clone\n else\n if <(costume [number v]) = [2]> then\n show\n change y by (pick random (1) to (-1))\n set [motion v] to [0]\n repeat (5)\n change size by (-10)\n end\n change [clonecount v] by (-1)\n delete this clone\n end\n end\nend\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nstop [other scripts in sprite v]\nchange [clonecount v] by (1)\n\nwhen I receive [loadlevel v]\nhide\nchange [clonecount v] by (-1)\nrepeat (10)\n delete this clone\nend\n\ndefine move (times)\nrepeat (times)\n move (([abs v] of (motion) ) / (times)) steps\n switch costume to (b5bt v)\n create clone of (_myself_ v)\n switch costume to (b5b v)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [0.5]\n broadcast (hurtme v)\n change [clonecount v] by (-1)\n delete this clone\n end\nend\n\[email protected].\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nif <(costume [number v]) = [2]> then\n change x by (pick random (2) to (-2))\n change y by (pick random (2) to (-2))\n set size to (((size) / (100)) * (pick random (75) to (125))) %\n repeat (5)\n change size by (15)\n end\n repeat (5)\n change size by (-15)\n end\n change [clonecount v] by (-1)\n delete this clone\nend\n\nwhen I receive [updateobj v]\nif <(costume [number v]) = [3]> then\n switch costume to (particle v)\n move (4) steps\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n if <<touching (ground v)?> or <touching (_edge_ v)?>> then\n if <touching (reflector v)?> then\n go to x: (((round (((x position) + (8)) / (8))) * (8)) - (8)) y: (((round (((y position) - (4)) / (8))) * (8)) + (4))\n turn right (90) degrees\n move (4) steps\n if <touching (reflector v)?> then\n turn right (180) degrees\n move (8) steps\n if <touching (reflector v)?> then\n turn right (-90) degrees\n end\n end\n else\n move (-4) steps\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n change [clonecount v] by (-1)\n delete this clone\n end\n end\n change [clock v] by (1)\n if <(clock) > [1]> then\n set [clock v] to [0]\n create clone of (_myself_ v)\n end\n switch costume to (projectile v)\nend\nif <(costume [number v]) = [1]> then\n change [clock v] by (-1)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n if <[0] < (clock)> then\n if <((clock) mod ([floor v] of ((clock) / (10)) )) = [0]> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (emitter v)\n end\n else\n if <(clock) < [-15]> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (emitter v)\n set [clock v] to [-1]\n end\n end\n if <(clock) = [0]> then\n switch costume to (projectile v)\n create clone of (_myself_ v)\n switch costume to (emitter v)\n set [clock v] to (clockset)\n end\nend\n\nwhen I receive [loadlevel v]\nhide\nwait (0) seconds\nchange [clonecount v] by (1)\ncreate\n\nwhen I receive [loadlevel v]\nhide\nchange [clonecount v] by (-1)\ndelete this clone\n\ndefine create\nshow\nset [i v] to [0]\nset [n v] to []\nswitch costume to (emitter v)\nrepeat until <(i) > (length of (item ((current) - (35)) of [d.e.b.s v]))>\n change [i v] by (1)\n if <(letter (i) of (item ((current) - (35)) of [d.e.b.s v])) = [;]> then\n goto (n)\n set [n v] to []\n change [i v] by (1)\n point in direction ((letter (i) of (item ((current) - (35)) of [d.e.b.s v])) * (90))\n change [i v] by (2)\n if <(letter (i) of (item ((current) - (35)) of [d.e.b.s v])) = [-]> then\n set [clock v] to [-1]\n else\n set [clockset v] to ((letter (i) of (item ((current) - (35)) of [d.e.b.s v])) * (10))\n set [clock v] to [1]\n end\n change [i v] by (1)\n create clone of (_myself_ v)\n else\n set [n v] to (join (n) (letter (i) of (item ((current) - (35)) of [d.e.b.s v])))\n end\nend\nhide\nswitch costume to (emitter2 v)\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nstart sound [Randomize7 v]\n\[email protected].\n\ndefine create\nshow\nset [i v] to [0]\nset [n v] to []\nrepeat until <(i) > (length of (item ((current) - (35)) of [d.e.c.s v]))>\n change [i v] by (1)\n if <(letter (i) of (item ((current) - (35)) of [d.e.c.s v])) = [;]> then\n goto (n)\n change [i v] by (1)\n point in direction ((letter (i) of (item ((current) - (35)) of [d.e.c.s v])) * (45))\n change [i v] by (2)\n set [n v] to (letter (i) of (item ((current) - (35)) of [d.e.c.s v]))\n change [i v] by (1)\n switch costume to (projectile v)\n create clone of (_myself_ v)\n switch costume to (projectile2 v)\n set [n v] to []\n else\n set [n v] to (join (n) (letter (i) of (item ((current) - (35)) of [d.e.c.s v])))\n end\nend\nhide\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\nwhen I receive [updateobj v]\nif <(costume [number v]) = [1]> then\n switch costume to (particle v)\n move (n) steps\n change [i v] by (1)\n if <(i) > [1]> then\n create clone of (_myself_ v)\n set [i v] to [0]\n end\n switch costume to (particle2 v)\n set size to (100) %\n if <<touching (ground v)?> or <touching (_edge_ v)?>> then\n if <touching (reflector v)?> then\n go to x: (((round (((x position) + (8)) / (8))) * (8)) - (8)) y: (((round (((y position) - (4)) / (8))) * (8)) + (4))\n turn right (90) degrees\n move (4) steps\n if <touching (reflector v)?> then\n turn right (180) degrees\n move (8) steps\n if <touching (reflector v)?> then\n turn right (-90) degrees\n end\n end\n else\n if <(((direction) / (45)) mod (2)) > [0]> then\n turn right (90) degrees\n move (n) steps\n if <<touching (ground v)?> or <touching (_edge_ v)?>> then\n move ((0) - (n)) steps\n turn right (180) degrees\n else\n move ((0) - (n)) steps\n end\n else\n turn right (180) degrees\n end\n set size to (150) %\n switch costume to (particle v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n set size to (100) %\n end\n end\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n switch costume to (projectile v)\nend\n\nwhen I receive [loadlevel v]\nhide\nchange [clonecount v] by (-1)\nrepeat (4)\n delete this clone\nend\n\nwhen I receive [loadlevel v]\nhide\nwait (0) seconds\nchange [clonecount v] by (1)\ncreate\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nif <(costume [number v]) = [2]> then\n change x by (pick random (2) to (-2))\n change y by (pick random (2) to (-2))\n set size to (((size) / (100)) * (pick random (75) to (125))) %\n repeat (5)\n change size by (15)\n end\n repeat (5)\n change size by (-15)\n end\n change [clonecount v] by (-1)\n delete this clone\nelse\n set [i v] to [0]\nend\n\nreplace item (5) of [d.e.c.s v] with []\nset [i v] to [35]\nrepeat (12)\n change [i v] by (.4)\n replace item (5) of [d.e.c.s v] with (join (item (5) of [d.e.c.s v]) (join ((round ((i) * (10))) / (10)) [;2;5;]))\nend\nset [i v] to [575]\nrepeat (12)\n change [i v] by (.4)\n replace item (5) of [d.e.c.s v] with (join (item (5) of [d.e.c.s v]) (join ((round ((i) * (10))) / (10)) [;6;5;]))\nend\nset [i v] to [424]\nrepeat (12)\n change [i v] by (.4)\n replace item (5) of [d.e.c.s v] with (join (item (5) of [d.e.c.s v]) (join ((round ((i) * (10))) / (10)) [;2;5;]))\nend\n\n@reflector\n\nwhen I receive [updateobj v]\nif <[8] > (costume [number v])> then\n switch costume to ([floor v] of (color) )\nend\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\ndefine create\nshow\nset [i v] to [0]\nset [n v] to []\nrepeat until <(i) > (length of (item ((current) - (37)) of [reflectors v]))>\n change [i v] by (1)\n if <(letter (i) of (item ((current) - (37)) of [reflectors v])) = [;]> then\n goto (n)\n change [i v] by (1)\n set [n v] to (letter (i) of (item ((current) - (37)) of [reflectors v]))\n point in direction (90)\n switch costume to ((n) + (9))\n create clone of (_myself_ v)\n turn right ((90) * (n)) degrees\n switch costume to (r1 v)\n create clone of (_myself_ v)\n set [n v] to []\n change [i v] by (1)\n switch costume to (b0 v)\n else\n set [n v] to (join (n) (letter (i) of (item ((current) - (37)) of [reflectors v])))\n end\nend\nhide\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\ncreate\n\[email protected]\n\ndefine create\ngoto [247]\nclone [7] [60] [1]\nclone [7] [180] [1]\nclone [7] [300] [1]\ngoto [601]\nclone [4] [0] [1]\ngoto [497]\nclone [3] [0] [1]\ngoto [473]\nclone [3] [0] [0]\ngoto [508]\nclone [3] [90] [1]\ngoto [137]\nclone [5] [90] [1]\nclone [5] [-90] [1]\ngoto [143]\nclone [5] [0] [1]\nclone [5] [180] [1]\ngoto [317]\nclone [5] [0] [1]\nclone [5] [180] [1]\ngoto [323]\nclone [5] [90] [1]\nclone [5] [-90] [1]\ngoto [488]\nchange y by (8)\nclone [6] [0] [0]\nclone [6] [120] [0]\nclone [6] [240] [0]\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nif <(costume [number v]) = [2]> then\n change size by (1000)\n change x by (pick random (2) to (-2))\n change y by (pick random (2) to (-2))\n change size by (-1000)\n set size to (((size) / (100)) * (pick random (75) to (125))) %\n if <([abs v] of (x position) ) > ((((size) / (100)) * (2)) + (240))> then\n change [clonecount v] by (-1)\n delete this clone\n end\n repeat (5)\n change size by (15)\n end\n repeat (5)\n change size by (-15)\n end\n change [clonecount v] by (-1)\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n move ((i) * (4.9)) steps\nend\n\nwhen I receive [updateobj v]\nif <(costume [number v]) = [1]> then\n move ((0) - ((i) * (4.9))) steps\n if <(r) = [0]> then\n turn right (([abs v] of ((item (1) of [medallionfragments v]) - (9)) ) / (2)) degrees\n else\n turn left (([abs v] of ((item (1) of [medallionfragments v]) - (9)) ) / (2)) degrees\n end\n set size to (1000) %\n move ((i) * (4.9)) steps\n set size to (100) %\n switch costume to (particle v)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n change [n v] by (1)\n if <((i) mod (4)) = [0]> then\n if <(n) > [4]> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (projectile v)\n set [n v] to [0]\n end\n else\n if <(n) > [7]> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (projectile v)\n set [n v] to [1]\n end\n end\n switch costume to (projectile v)\nend\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nif <(current) = [39]> then\n create\nend\n\nwhen I receive [loadlevel v]\nhide\nchange [clonecount v] by (-1)\ndelete this clone\n\ndefine clone (#) (d) (r)\npoint in direction (d)\nshow\nswitch costume to (projectile v)\nset [i v] to [-2]\nset [n v] to [0]\nset [r v] to (r)\nrepeat (#)\n change [i v] by (2)\n create clone of (_myself_ v)\nend\nswitch costume to (projectile2 v)\nhide\n\ndefine goto (tile)\ngo to x: (((((tile) - (1)) mod (30)) * (16)) - (232)) y: ((-172) + (([floor v] of (((tile) - (1)) / (30)) ) * (16)))\n\n@boss6\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nswitch costume to (particle v)\nstop [other scripts in sprite v]\nchange [clonecount v] by (1)\nif <(current) = [42]> then\n set [boss6: hits v] to [0]\n set [boss6: xv v] to [0]\n set [boss6: stunned v] to [0]\n go to x: (0) y: (-1)\n point in direction (-90)\n switch costume to (end7 v)\n clear graphic effects\n set [brightness v] effect to (3)\n show\n wait until <(enabled) = [0]>\n repeat (10)\n wait (0) seconds\n end\n set [music v] to [14]\n broadcast (music v)\n set [clock v] to [0]\n set [boss6: hits v] to [3]\nelse\n hide\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [updateobj v]\nif <not <(costume [number v]) = [17]>> then\n if <(boss6: hits) > [0]> then\n if <(boss6: stunned) = [0]> then\n if <(clock) = [0]> then\n set [boss6: yv v] to [8]\n end\n if <(clock) < [344]> then\n change [clock v] by (1)\n if <(clock) = [25]> then\n set [boss6: xv v] to [8]\n switch costume to (end5 v)\n end\n if <(clock) < [25]> then\n switch costume to (madup v)\n change [boss6: yv v] by (-0.32)\n change y by (boss6: yV)\n broadcast (zboss6drag v)\n else\n set [boss6: yv v] to ([ceiling v] of (boss6: yV) )\n change [boss6: xv v] by ((boss6: yV) / (5))\n change x by (boss6: xV)\n broadcast (zboss6drag v)\n if <<(boss6: xV) > [8]> or <(boss6: xV) < [-8]>> then\n set [boss6: yv v] to ((0) - (boss6: yV))\n end\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n if <((clock) mod ([ceiling v] of ((81) - ([abs v] of ((13.5) * ((boss6: hits) - (3))) )) )) = [0]> then\n broadcast (zboss6bomb v)\n end\n if <(((clock) + (86)) mod (172)) = [0]> then\n broadcast (zboss6bullets v)\n end\n end\n create clone of (_myself_ v)\n else\n if <(clock) < [355]> then\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n change [clock v] by (1)\n set x to (0)\n set [boss6: xv v] to [0]\n broadcast (zboss6drag v)\n else\n if <(clock) < ((445) + ((60) * ([abs v] of ((boss6: hits) - (2)) )))> then\n point in direction ((90) * ((([x position v] of [hitbox v]) - (x position)) / ([abs v] of (([x position v] of [hitbox v]) - (x position)) )))\n broadcast (zboss6swordHover v)\n switch costume to (end3 v)\n change [clock v] by (1)\n if <(clock) = ((445) + ((60) * ([abs v] of ((boss6: hits) - (2)) )))> then\n broadcast (zboss6swordSlam v)\n end\n else\n if <(clock) < ((535) + ((60) * ([abs v] of ((boss6: hits) - (2)) )))> then\n if <(jumpColor) = [0]> then\n change [clock v] by (1)\n end\n if <(costume [number v]) > [11]> then\n switch costume to ((costume [number v]) - (1))\n end\n set [brightness v] effect to (50)\n if <touching (hitbox v)?> then\n set [boss6: stunned v] to [1]\n set [jumpcolor v] to [0]\n set [enabled v] to [0]\n change [boss6: hits v] by (-1)\n if <(boss6: hits) > [0]> then\n start sound [evil v]\n start sound [bigdie2 v]\n else\n set [boss6: yv v] to [6]\n set [music v] to [0]\n stop all sounds\n start sound [evil v]\n start sound [bigdie3 v]\n end\n set [brightness v] effect to (3)\n end\n else\n if <(clock) < ((551) + ((60) * ([abs v] of ((boss6: hits) - (2)) )))> then\n set [brightness v] effect to (3)\n change [clock v] by (1)\n broadcast (zboss6swordReturn v)\n if <[15] > (costume [number v])> then\n next costume\n end\n else\n if <(clock) < ((560) + ((60) * ([abs v] of ((boss6: hits) - (2)) )))> then\n set [boss6: xv v] to [0]\n broadcast (zboss6drag v)\n change [clock v] by (1)\n else\n set [clock v] to [24]\n end\n end\n end\n end\n end\n change y by (-2)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n change y by (2)\n end\n else\n change [boss6: stunned v] by (1)\n if <((boss6: stunned) mod (2)) = [0]> then\n switch costume to (endhurt v)\n else\n switch costume to (end v)\n end\n if <(boss6: stunned) > [24]> then\n set [boss6: stunned v] to [0]\n set [clock v] to ((535) + ((60) * ([abs v] of ((boss6: hits) - (2)) )))\n end\n end\n else\n if <[0] < (boss6: stunned)> then\n if <(boss6: stunned) < [360]> then\n change [boss6: stunned v] by (1)\n if <(boss6: stunned) < [30]> then\n change [boss6: yv v] by (-0.8)\n change y by (boss6: yV)\n else\n if <(boss6: stunned) = [30]> then\n go to x: (0) y: (-92)\n end\n if <(boss6: stunned) < [60]> then\n if <((boss6: stunned) mod (2)) = [0]> then\n switch costume to (end v)\n else\n switch costume to (endhurt v)\n end\n else\n if <(boss6: stunned) = [60]> then\n start sound [Randomize15 v]\n end\n if <((boss6: stunned) mod (2)) = [0]> then\n switch costume to (end9 v)\n else\n switch costume to (end6 v)\n end\n change [ghost v] effect by ((1) / (3))\n broadcast (zboss6deathrender v)\n end\n end\n else\n if <(boss6: stunned) < [390]> then\n if <(boss6: stunned) = [360]> then\n start sound [darkness v]\n end\n change [boss6: stunned v] by (1)\n endclones (((boss6: stunned) / (2)) - (180))\n if <(boss6: stunned) = [390]> then\n broadcast (goalShow v)\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(boss6: stunned) > [0]> then\n clear graphic effects\nend\nchange [clonecount v] by (1)\nswitch costume to (particle v)\nchange x by (pick random (4) to (-4))\nchange y by (pick random (4) to (-4))\nset size to (((size) / (100)) * (pick random (75) to (125))) %\nrepeat (5)\n change size by (15)\nend\nrepeat (5)\n change size by (-15)\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [zboss6bomb v]\nif <not <(costume [number v]) = [17]>> then\n switch costume to (end5 v)\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (8)\n repeat (4)\n next costume\n end\nend\n\ndefine endclones (num)\nrepeat (num)\n create clone of (_myself_ v)\nend\n\nset [clock v] to [340]\n\nset [boss6: hits v] to [1]\n\nwhen I receive [scenec v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@boss6-2\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nswitch costume to (swordp v)\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (0) y: (-12)\nchange [clonecount v] by (1)\nif <(current) = [42]> then\n set [canspin v] to [0]\n go to [front v] layer\n go [backward v] (69) layers\n show\nelse\n hide\nend\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [zboss6drag v]\ngo to (boss6 v)\nset size to (1000) %\nturn right (90) degrees\nmove (11) steps\nturn left (90) degrees\nset size to (100) %\nif <<(canspin) = [0]> and <not <(costume [number v]) = [2]>>> then\n if <([boss6: xv v] of [boss6 v]) > [0]> then\n turn right (6) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n if <[0] > ([boss6: xv v] of [boss6 v])> then\n turn right (-6) degrees\n if <(direction) < [45]> then\n point in direction (45)\n end\n else\n if <(direction) < [90]> then\n turn right (6) degrees\n if <(direction) > [90]> then\n point in direction (90)\n end\n else\n turn right (-6) degrees\n if <(direction) < [90]> then\n point in direction (90)\n end\n end\n end\n end\nend\n\ndefine spinClones (deg) (rots) (siz)\nrepeat (rots)\n set size to (1000) %\n turn right ((deg) / (rots)) degrees\n set size to (siz) %\n switch costume to (swordw v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitinvul v] to [30]\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\nend\n\ndefine moveClones (xdir) (ydir) (amnt) (size)\nrepeat (amnt)\n switch costume to (swordw v)\n create clone of (_myself_ v)\n switch costume to (swordp v)\n set size to (1000) %\n change x by ((xdir) / (amnt))\n change y by ((ydir) / (amnt))\n set size to (size) %\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitinvul v] to [30]\n set [hitamount v] to [2]\n broadcast (hurtme v)\n end\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\ngo [backward v] (1) layers\nclear graphic effects\nshow\nif <(costume [number v]) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [clonecount v] by (-1)\n delete this clone\nend\n\nwhen I receive [zboss6bomb v]\nstart sound [Randomize11 v]\nset [canspin v] to [1]\nif <(direction) > [90]> then\n repeat (10)\n spinClones [31.5] [5] [100]\n end\nelse\n repeat (10)\n spinClones [-31.5] [5] [100]\n end\nend\nrepeat (10)\nset [canspin v] to [0]\n\nwhen I receive [zboss6swordhover v]\nif <not <(costume [number v]) = [2]>> then\n set [canspin v] to (y position)\n set y to ([y position v] of [hitbox v])\n if <([x position v] of [hitbox v]) > (x position)> then\n change x by ((distance to [hitbox v]) / ((8) - ((2) * ([abs v] of (([boss6: hits v] of [boss6 v]) - (3)) ))))\n else\n change x by ((0) - ((distance to [hitbox v]) / ((8) - ((2) * ([abs v] of (([boss6: hits v] of [boss6 v]) - (3)) )))))\n end\n set y to (canspin)\n set [canspin v] to [0]\nend\n\nwhen I receive [zboss6swordslam v]\nif <not <(costume [number v]) = [2]>> then\n go [backward v] (69) layers\n set [canspin v] to [12]\n repeat until <(y position) < [-31]>\n change [canspin v] by (-2)\n if <(canspin) = [0]> then\n start sound [Randomize7 v]\n end\n if <[0] < (canspin)> then\n change y by (canspin)\n else\n moveClones [0] (canspin) [1] [100]\n end\n if <(y position) < [-31]> then\n set y to (-32)\n end\n end\n start sound [bigdie2 v]\n create clone of (jumplight v)\n set [canspin v] to [0]\nend\n\nwhen I receive [zboss6swordreturn v]\nif <not <(costume [number v]) = [2]>> then\n set [canspin v] to (direction)\n point towards (boss6 v)\n moveClones2 ((distance to [boss6 v]) / (4)) (direction) (canspin) [1] [100]\n point in direction (canspin)\n if <([x position v] of [boss6 v]) > (x position)> then\n turn right (6) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n if <(x position) > ([x position v] of [boss6 v])> then\n turn right (-6) degrees\n if <(direction) < [45]> then\n point in direction (45)\n end\n else\n if <(direction) < [90]> then\n turn right (6) degrees\n if <(direction) > [90]> then\n point in direction (90)\n end\n else\n turn right (-6) degrees\n if <(direction) < [90]> then\n point in direction (90)\n end\n end\n end\n end\n set [canspin v] to [0]\nend\n\ndefine moveClones2 (move) (dir) (ddir) (amnt) (size)\nrepeat (amnt)\n switch costume to (swordw v)\n point in direction (ddir)\n if <(move) > [3]> then\n create clone of (_myself_ v)\n end\n switch costume to (swordp v)\n set size to (1000) %\n point in direction (dir)\n move ((move) / (amnt)) steps\n set size to (size) %\nend\n\nwhen I receive [scenec v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\ngo to x: (80) y: (-92)\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@boss6bomb\n\nwhen I receive [zboss6bomb v]\nshow\nswitch costume to (bomb v)\nstart sound [Powerup2 v]\nset [bombvel v] to (([abs v] of (([direction v] of [boss6-2 v]) - (90)) ) / (([direction v] of [boss6-2 v]) - (90)))\nrepeat (10)\n change [bombvel v] by (([abs v] of (bombVel) ) / (bombVel))\n go to (boss6-2 v)\n point in direction ((([direction v] of [boss6-2 v]) + (90)) + ((([abs v] of (bombVel) ) / (bombVel)) * (31.5)))\n move ([abs v] of ((bombVel) * (10)) ) steps\n broadcast (zbossBombFlash v)\nend\nstart sound [Randomize7 v]\npoint towards (hitbox v)\nset [bombvel v] to [8]\nrepeat until <touching (_edge_ v)?>\n change [bombvel v] by (0.8)\n move (bombVel) steps\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n broadcast (zbossBombFlash v)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1.5]\n broadcast (hurtme v)\n end\nend\nhide\nrepeat (11)\n broadcast (zbossBombFlash v)\nend\n\nwhen I start as a clone\nchange [clonecount v] by (1)\nswitch costume to ((costume [number v]) + (2))\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nset size to ((size) + (pick random (-25) to (25))) %\nrepeat (5)\n change size by (15)\nend\nrepeat (5)\n change size by ((0) - ((size) * (0.15)))\nend\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [zbossbombflash v]\nnext costume\nif <(costume [number v]) = [3]> then\n switch costume to (bomb v)\nend\nif <(costume [number v]) = [5]> then\n switch costume to (particle v)\nend\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\nstop [other scripts in sprite v]\n\nwhen I receive [loadlevel v]\nhide\nchange [clonecount v] by (-1)\ndelete this clone\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@boss6death\n\nwhen I receive [zboss6deathrender v]\nif <(costume [number v]) < [8]> then\n set rotation style [don't rotate v]\n change [ghost v] effect by ((1) / (3))\n show\n set size to (100) %\n go to (boss6 v)\n go to [front v] layer\n go [backward v] (80) layers\n switch costume to ([floor v] of (color) )\n turn left (5) degrees\n create clone of (_myself_ v)\n wait (0) seconds\n hide\nend\n\nwhen I receive [greenflag v]\nswitch costume to (cblue v)\nhide\n\nwhen I start as a clone\nset rotation style [all around v]\nchange [ghost v] effect by (-0.33333)\nshow\nswitch costume to (([floor v] of (color) ) + (7))\nset size to (1000) %\ngo to (boss6 v)\nset size to (([sqrt v] of (([boss6: stunned v] of [boss6 v]) - (60)) ) * (180)) %\nif <(size) < [180]> then\n set size to ((([boss6: stunned v] of [boss6 v]) - (50)) * (18)) %\nend\nrepeat (1)\n wait (0) seconds\nend\ndelete this clone\n\nwhen I receive [loadlevel v]\nswitch costume to (cblue v)\nclear graphic effects\nhide\n\n@boss6bullet\n\nwhen I receive [updateobj v]\nif <(costume [number v]) = [2]> then\n point towards (hitbox v)\n set [lastpos v] to (x position)\n move (1) steps\n change [mxv v] by (((x position) - (lastPos)) / (2))\n move (-1) steps\n set [lastpos v] to (y position)\n move (1) steps\n change [myv v] by (((y position) - (lastPos)) / (1))\n move (-1) steps\n if <([abs v] of (mxV) ) > [5]> then\n set [mxv v] to ((([abs v] of (mxV) ) / (mxV)) * (4))\n end\n if <([abs v] of (myV) ) > [5]> then\n set [myv v] to ((([abs v] of (myV) ) / (myV)) * (4))\n end\n change x by ((mxV) * (mult))\n change y by ((myV) * (mult))\n switch costume to (b6bt v)\n create clone of (_myself_ v)\n switch costume to (b6b v)\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [0.5]\n broadcast (hurtme v)\n delete this clone\n end\nend\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nstop [other scripts in sprite v]\nchange [clonecount v] by (1)\n\nwhen I receive [loadlevel v]\nhide\nchange [clonecount v] by (-1)\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nset [mult v] to ((pick random (65.0) to (95.0)) / (100))\nif <(costume [number v]) = [3]> then\n show\n set [brightness v] effect to (5)\n change y by (pick random (1) to (-1))\n set [motion v] to [0]\n repeat (15)\n change size by (-10)\n change y by (pick random (1) to (-1))\n end\n change [clonecount v] by (-1)\n delete this clone\nend\n\nwhen I receive [zboss6swordslam v]\nif <(costume [number v]) = [2]> then\n repeat (pick random (13) to (17))\n change size by (-10)\n end\n change [clonecount v] by (-1)\n delete this clone\nend\n\nwhen I receive [zboss6bullets v]\nif <(costume [number v]) = [1]> then\n go to (boss6 v)\n set [brightness v] effect to (7)\n switch costume to (b6b v)\n show\n if <([boss6: hits v] of [boss6 v]) < [3]> then\n set [mxv v] to [-2]\n set [myv v] to [2]\n create clone of (_myself_ v)\n set [mxv v] to [2]\n set [myv v] to [2]\n create clone of (_myself_ v)\n end\n if <([boss6: hits v] of [boss6 v]) < [2]> then\n set [mxv v] to [-2]\n set [myv v] to [-2]\n create clone of (_myself_ v)\n set [mxv v] to [2]\n set [myv v] to [-2]\n create clone of (_myself_ v)\n end\n switch costume to (costume1 v)\n clear graphic effects\n hide\nend\n\n@endMedals\n\nwhen I receive [loadlevel v]\nchange [clonecount v] by (-1)\nhide\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nchange [clonecount v] by (1)\n\nwhen I receive [scenecpedistal v]\nhide\nwait (3.5) seconds\nshow\nset [y v] to [250]\nrepeat (100)\n change [y v] by (-3.02)\n change [spin v] by (4)\n set [radius v] to ((60) + (([sin v] of ((y) * (5)) ) * (10)))\n circle (spin)\nend\nstop [other scripts in sprite v]\nswitch costume to (spin v)\ncircle (spin)\nset [pitch v] effect to (0)\nstart sound [laser v]\nrepeat (18)\n change [radius v] by (-4)\n change [spin v] by (8)\n circle (spin)\nend\nbroadcast (sceneCmedallions v)\nstart sound [form v]\ngo to x: (0) y: (-52)\nswitch costume to (pedistal2 v)\nrepeat (4)\n go to [front v] layer\n next costume\nend\nhide\nswitch costume to (pedistal2 v)\n\nwhen I start as a clone\nrepeat (1)\ndelete this clone\n\ndefine circle (tilt)\nset [sequence v] to [0]\nrepeat (20)\n change [sequence v] by (18)\n set size to (1000) %\n go to x: ((radius) * ([sin v] of ((sequence) + (tilt)) )) y: ((y) + ((radius) * ([cos v] of ((sequence) + (tilt)) )))\n set size to (100) %\n create clone of (_myself_ v)\nend\n\nwhen I receive [scenecpedistal v]\nforever\n repeat (2)\n next costume\n if <(costume [number v]) > [4]> then\n switch costume to (spin v)\n end\nend\n\nwhen I receive [scenec v]\nhide\n\nwhen I receive [scenecpedistal v]\nwait (3.5) seconds\nset [pitch v] effect to (30)\nrepeat (3)\n play sound [Pickup_Coin2 v] until done\n wait (0.2) seconds\nend\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [updateobj v]\nif <<(debug) = [1]> and <not <<(current) = [43]> and <(gameHalf) = [1]>>>> then\n set [radius v] to (round ((1) / ((timer) - (sequence))))\n set [sequence v] to (timer)\nend\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@menuEffects\n\nwhen I receive [menueffects v]\nshow\nset size to (100) %\nchange [color v] by (colorSpeed)\nif <(color) > [7.999]> then\n set [color v] to [1]\nend\nif <([select v] of [text v]) = [2.1]> then\n go to x: (-12) y: (-40)\n switch costume to ([floor v] of (color) )\n set [trail3 v] to [0]\n trail\n switch costume to (cidle v)\n stamp\nend\nhide\nclear graphic effects\nif <([select v] of [text v]) = [3.1]> then\n set size to (200) %\n if <(visualLightsUI) = [1]> then\n switch costume to (hp v)\n go to x: (-226) y: (-166)\n stamp\n go to x: (-170) y: (-166)\n switch costume to (([floor v] of (color) ) + (7))\n stamp\n else\n if <(visualLightsUI) = [2]> then\n switch costume to (hp v)\n go to x: (-226) y: (-166)\n stamp\n go to x: (207) y: (-166)\n switch costume to (([floor v] of (color) ) + (7))\n stamp\n else\n switch costume to (hp v)\n go to x: (-226) y: (-166)\n stamp\n set size to (100) %\n go to x: (-12) y: (-64)\n switch costume to (cwhite v)\n stamp\n switch costume to (cidle v)\n stamp\n change y by (16)\n change x by (-20)\n end\n end\n change x by (20)\n switch costume to ((visualLightsUI) + (14))\n stamp\nend\nif <([select v] of [text v]) = [4.1]> then\n go to x: (-12) y: (-88)\n switch costume to (block3backlight v)\n if <(visualLumens) = [1]> then\n set [ghost v] effect to (70)\n end\n if <not <(visualLumens) = [2]>> then\n stamp\n end\n set [ghost v] effect to (0)\n switch costume to (block3on v)\n stamp\nend\n\nwhen I receive [titlestart v]\nstop [other scripts in sprite v]\nhide\n\ndefine trail\nchange x by (80)\nset [ghost v] effect to (100)\nrepeat (10)\n change x by (-8)\n change [ghost v] effect by (-10)\n if <(visualTrail) = [1]> then\n next costume\n if <(costume [number v]) > [7]> then\n switch costume to (corange v)\n end\n end\n if <(visualTrail) = [3]> then\n change [trail3 v] by (0.25)\n if <(trail3) > [0.999]> then\n set [trail3 v] to [0]\n next costume\n if <(costume [number v]) > [7]> then\n switch costume to (corange v)\n end\n end\n end\n stamp\nend\n\nwhen I receive [updateobj v]\nif <(costume [number v]) = [22]> then\n go to [back v] layer\n change x by ([sin v] of (((y position) + (180)) * (5)) )\n change y by (2)\n if <(((y position) + (180)) mod (6)) = [0]> then\n switch costume to (flare1 v)\n create clone of (_myself_ v)\n switch costume to (flare0 v)\n end\n if <(y position) > [179]> then\n set x to (pick random (-232) to (232))\n set y to (-180)\n end\n if <<(blocks3) = [1]> and <(current) = [47]>> then\n set [color v] effect to (0)\n set [brightness v] effect to (([sin v] of (((y position) + (180)) * (5)) ) * (50))\n if <<touching (hitbox v)?> and <<(hitInvul) = [0]> and <(died) = [0]>>> then\n set [hitamount v] to [1]\n broadcast (hurtme v)\n end\n end\nend\nif <(costume [number v]) > [22]> then\n go to [back v] layer\n change [ghost v] effect by (2)\n change [trail3 v] by (1)\n if <(trail3) > [8]> then\n if <(costume [number v]) = [28]> then\n delete this clone\n else\n set [trail3 v] to [0]\n next costume\n end\n end\n change y by (.5)\nend\n\nwhen I receive [loadlevel v]\nswitch costume to (flare5 v)\ndelete this clone\n\nwhen I receive [loadlevel v]\nwait (0) seconds\nif <<(current) > [42]> and <(gameHalf) = [2]>> then\n clear graphic effects\n flare\nend\n\ndefine flare\nset [trail3 v] to [0]\nswitch costume to (flare0 v)\nshow\nset y to (-180)\nrepeat (8)\n set x to (pick random (-232) to (232))\n change y by (pick random (40) to (48))\n if <not <(round ((y position) / (2))) = ((y position) / (2))>> then\n change y by (1)\n end\n create clone of (_myself_ v)\nend\nhide\nswitch costume to (3 v)\n\nwhen I receive [menuswitch v]\nhide\ndelete this clone\n\nwhen I receive [returntomonke v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [greenflag v]\nstop [other scripts in sprite v]\nhide\n\n@mobile\n\nwhen I receive [greenflag v]\nhide\ndelete this clone\n\nwhen I receive [titlestart v]\nwait (0.1) seconds\nswitch costume to (mobile-pad v)\nforever\n broadcast (mobileTick v)\nend\n\nwhen I receive [mobileoff v]\nset [mobileactive v] to [0]\nhide\ndelete this clone\n\nwhen I receive [mobiletick v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n if <(mobileActive) < [1]> then\n if <mouse down?> then\n show\n set [mobileactive v] to [2]\n switch costume to (mobile-ring v)\n create clone of (_myself_ v)\n set [ghost v] effect to (60)\n switch costume to (mobile-back v)\n create clone of (_myself_ v)\n set [ghost v] effect to (0)\n switch costume to (mobile-pad v)\n end\n else\n set [mobileleft v] to [0]\n set [mobileright v] to [0]\n set [mobileup v] to [0]\n set [mobiledown v] to [0]\n if <(mobileActive) < [2]> then\n if <mouse down?> then\n if <(mouse y) < [0]> then\n if <(mouse x) > [0]> then\n set [mobilequadrant v] to [1]\n else\n set [mobilequadrant v] to [2]\n end\n else\n if <(mouse x) < [0]> then\n set [mobilequadrant v] to [3]\n else\n set [mobilequadrant v] to [4]\n end\n end\n if <(mobileQuadrant) = (mobileCurrentQuadrant)> then\n set [mobileactive v] to [3]\n else\n set [mobileactive v] to [2]\n if <(mobileQuadrant) > [2]> then\n set [mobiley v] to [108]\n else\n set [mobiley v] to [-108]\n end\n if <<(mobileQuadrant) > [1]> and <(mobileQuadrant) < [4]>> then\n set [mobilex v] to [-168]\n else\n set [mobilex v] to [168]\n end\n end\n set [mobilecurrentquadrant v] to (mobileQuadrant)\n broadcast (mobileReposition v)\n end\n else\n if <(mobileActive) > [2]> then\n go to x: (mobileX) y: (mobileY)\n point towards (mouse-pointer v)\n if <(distance to [mouse-pointer v]) > [12]> then\n if <(enabled) = [1]> then\n if <<(direction) < [-45]> and <(direction) > [-135]>> then\n set [mobileleft v] to [1]\n end\n if <<(direction) > [45]> and <(direction) < [135]>> then\n set [mobileright v] to [1]\n end\n if <([abs v] of (direction) ) < [45]> then\n set [mobileup v] to [1]\n end\n if <([abs v] of (direction) ) > [135]> then\n set [mobiledown v] to [1]\n end\n else\n if <<(direction) < [-22.5]> and <(direction) > [-157.5]>> then\n set [mobileleft v] to [1]\n end\n if <<(direction) > [22.5]> and <(direction) < [157.5]>> then\n set [mobileright v] to [1]\n end\n if <([abs v] of (direction) ) < [70]> then\n set [mobileup v] to [1]\n end\n end\n end\n if <(distance to [mouse-pointer v]) > [36]> then\n go to x: (mobileX) y: (mobileY)\n move (36) steps\n else\n go to (mouse-pointer v)\n end\n end\n if <mouse down?> then\n end\n if <key (any v) pressed?> then\n broadcast (mobileOff v)\n end\n end\nend\n\nwhen I receive [mobilereposition v]\ngo to x: (mobileX) y: (mobileY)\n\nsay (join (join (join (mobileLeft) (join [,] (mobileRight))) (join [,] (join (mobileUp) [,]))) (mobileDown))\n\nwhen I receive [levelstart v]\nif <(mobileActive) > [0]> then\n show\nend\n\nwhen I receive [scenea v]\nhide\n\nwhen I receive [sceneb v]\nhide\n\nwhen I receive [scenec v]\nhide\n\nwhen I receive [scened v]\nhide\n\nwhen I receive [returntomonke v]\nhide\n\nwhen I receive [titlestart v]\nhide\ndelete this clone\n\n | Super Mario A Platformer\n\nMobile version:\nhttps://scratch.mit.edu/projects/727237703/ \n\nUse r to reset the level\nUse m to mute/unmute the music\n\nTurboWarp: turbowarp.org/725772510\n\n-Use the arrows to move\n-Dont touch the spikes\n\nI hope you like the game!\n100 likes = Minecraft A Platformer Fan Edition\n400 likes = Super Mario Jumper\n1700 likes = Super Mario A Platformer 2 |
Green - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [xylo1 v] until done\nend\n\n@Pusheen\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen [space v] key pressed\ngo to x: (-184) y: (123)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-184) y: (123)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-184) y: (123)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-184) y: (123)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-182) y: (123)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-184) y: (123)\n\nwhen flag clicked\nforever\n if <touching color (#0075ff)?> then\n go to x: (-184) y: (123)\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-184) y: (123)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-184) y: (123)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-184) y: (123)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-184) y: (123)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (right v)\nset size to (26) %\ngo to x: (-206) y: (-121)\npoint in direction (90)\nforever\n change [yv v] by (-0.7)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.9)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.9)\n switch costume to (left v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n end\n end\n change y by (Yv)\n if then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n change x by (10)\n end\n if then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (platform v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\nend\n\nhide\n\n@Button\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen flag clicked\nset [whirl v] effect to (0)\nshow\nforever\n if <touching (pusheen v)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n repeat (20)\n change [whirl v] effect by (30)\n end\n repeat (20)\n change [whirl v] effect by (-30)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n | The sequel is here: https://scratch.mit.edu/projects/124427786/\n\n-Use the arrow keys (left, right, up) to navigate the sushi. \n-To replay the certain stage you're on, press "r".\n-Try to reach the right end of the table. \n-Avoid kitchen knives and metal kitchen utensils.\n-GET THE SUSHI BACK TO HIS FRIENDS!!\n\nApril 9, 2016 Update: added stage numbers and fixed a glitch\nJanuary 28, 2017: so many views.. our next goal is 200,000!! ^O^\nMarch 13, 2017: ahh!! we reached out goal.. again!! 200,000+ views! thank u~\nDecember 17, 2018: 300,000+ views! |
Summer Platformer! #games #all | @Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [among us remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (1)\nend\nif <touching color (#615e5e)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching color (#615e5e)?> 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 color (#615e5e)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<(y position) < [-170]> or <touching color (#000000)?>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\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 (30) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n | Welcome to Chinatown and thanks for 200 followers!\nLove and fave for a new square!\nYou know the instructions, right?\n@Holybird3 loved and commented!\n@-Finn_balor- and @Lucasliu9595 loved!\n\nComment ‘Lanterns’ if you finish the game!\n\nCredit:\n @Stratfordjames for the lantern.\n @-glistr for the player art.\n Other codes by me, @Electricbulb_!\n\nTags:\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games\n #Games #Platformer #Trending #Platformer #Games |
Scratch! A platformer | @Stage\n\n@Ground\n\nbroadcast (superdeeduperdeenextlvl v)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@shade\n\nwhen flag clicked\ngo to [back v] layer\nforever\n show\n set [ghost v] effect to (75)\n switch costume to (level)\n go to [back v] layer\nend\n\n@character\n\nwhen I receive [superdeeduperdeenextlvl v]\nhide\nif <(level) = [1]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [2]> then\n set [start x v] to [-200]\n set [start y v] to [100]\nend\nif <(level) = [3]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [4]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [5]> then\n set [start x v] to [100]\n set [start y v] to [0]\nend\nif <(level) = [6]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [7]> then\n set [start x v] to [170]\n set [start y v] to [0]\nend\nif <(level) = [8]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [9]> then\n set [start x v] to [-200]\n set [start y v] to [0]\nend\nif <(level) = [10]> then\n set [start x v] to [-200]\n set [start y v] to [180]\nend\nif <(level) = [11]> then\n set [start x v] to [100]\n set [start y v] to [0]\nend\nif <(level) = [12]> then\n set [start x v] to [-240]\n set [start y v] to [0]\nend\nif <(level) = [13]> then\nif <(level) = [14]> then\nif <(level) = [15]> then\nif <(level) = [16]> then\nstarting position\n\ndefine starting position\nhide\nshow\nset [fallspeed v] to [0]\ngo to x: (start x) y: (start y)\nset [runspeed v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nshow\nset [ghost v] effect to (0)\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [fallspeed v] by (-1)\n set [runspeed v] to ((runspeed) * (0.9))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [runspeed v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [runspeed v] by (1)\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n set [character x v] to (x position)\n set [character y v] to (y position)\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (ground v)?> or <touching (moving ground v)?>>> then\n set [fallspeed v] to [15]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <<<(x position) > [230]> or <key (n v) pressed?>> and <not <(level) = [16]>>> then\n change [level v] by (1)\n broadcast (superdeeduperdeenextlvl v)\n wait until <not <key (n v) pressed?>>\n end\n if <[-180] > (y position)> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n if <touching (spike v)?> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n if <touching (enemies v)?> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n if <touching (moving ground v)?> then\n change y by (5)\n if <touching (ground v)?> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n end\n if <touching (trampoline v)?> then\n set [fallspeed v] to [18]\n broadcast (jump v)\n end\n if <touching (spike2 v)?> then\n starting position\n broadcast (superdeeduperdeenextlvl v)\n end\n if <touching (smasher v)?> then\n wait (3) seconds\n set [level v] to [17]\n broadcast (the end v)\n hide\n stop [this script v]\n end\nend\n\nwait (0.5) seconds\n\nbroadcast (superdeeduperdeenextlvl v)\n\n\n\nsay [Uh-Oh] for (2) seconds\n\nif <(level) = [16]> then\n say [Uh-Oh]\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n fast\n switch costume to (level)\nend\n\ndefine fast\ngo to (character v)\nset [ghost v] effect to (75)\ngo to [back v] layer\n\n@cloud\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (300) y: (pick random (190) to (120))\nswitch costume to (pick random (1) to (3))\nshow\nset [clone x v] to (pick random (-1) to (-3))\nset size to (pick random (50) to (75)) %\nset [ghost v] effect to (pick random (0) to (50))\ngo [backward v] (size) layers\nrepeat until <(x position) < [-300]>\n change x by (clone x)\nend\ndelete this clone\n\n@spike\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Enemies\n\nwhen I start as a clone\ngo to [back v] layer\nif <(enemy type) = [1]> then\n switch costume to (costume1 v)\n if <(level) = [1]> then\n if <(level) = [2]> then\n go to x: (-77) y: (-15)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n if <(level) = [5]> then\n go to x: (-200) y: (-15)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [6]> then\n if <(level) = [7]> then\n if <(level) = [8]> then\n if <(level) = [9]> then\n go to x: (2) y: (150)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [10]> then\n go to x: (148) y: (-10)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [11]> then\n go to x: (137) y: (130)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n go to x: (23) y: (0)\n show\n set [z test x v] to (x position)\n set [z test y v] to (y position)\n Act like a wierd spike\n end\n if <(level) = [14]> then\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\nif <(enemy type) = [2]> then\n switch costume to (costume14 v)\n if <(level) = [1]> then\n if <(level) = [2]> then\n if <(level) = [3]> then\n set [fish start x v] to [200]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n if <(level) = [4]> then\n if <(enemy clone number) = [1]> then\n set [fish start x v] to [50]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n if <(enemy clone number) = [2]> then\n set [fish start x v] to [220]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n end\n if <(level) = [5]> then\n if <(level) = [6]> then\n set [fish start x v] to [220]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n set [fish start x v] to [220]\n set [fish start y v] to [-130]\n swim like a fish\n show\n end\n if <(level) = [9]> then\n if <(level) = [10]> then\n if <(level) = [11]> then\n if <(enemy clone number) = [1]> then\n set [fish start x v] to [75]\n set [fish start y v] to [-150]\n swim like a fish\n show\n end\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n if <(enemy clone number) = [2]> then\n set [fish start x v] to [-50]\n set [fish start y v] to [-30]\n swim like a fish\n show\n end\n if <(enemy clone number) = [3]> then\n set [fish start x v] to [175]\n set [fish start y v] to [-30]\n swim like a fish\n show\n end\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\nif <(enemy clone number) = [2]> then\n set [fish start x v] to [125]\n set [fish start y v] to [-150]\n swim like a fish\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n set rotation style [left-right v]\n point towards (character v)\nend\n\ndelete this clone\n\ndelete this clone\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nbroadcast (okie dokie v)\n\nchange x by (25)\n\nwhen flag clicked\n\ndefine Act like a wierd spike\nset [blob runspeed v] to [0]\nforever\n if <<((y position) + (10)) > (character y)> and <((y position) + (-10)) < (character y)>> then\n switch costume to (costume1 v)\n repeat (14)\n change y by (1)\n end\n forever\n change [blob fallspeed v] by (-1)\n change x by (blob runspeed)\n change y by (blob fallspeed)\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (-4)\n change x by ((blob runspeed) * (-1))\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by ((blob fallspeed) - ((blob fallspeed) * (2)))\n set [blob fallspeed v] to [0]\n end\n change y by (-1)\n if <(character x) > (x position)> then\n point in direction (-90)\n change [blob runspeed v] by (0.2)\n if <(blob runspeed) > [5]> then\n set [blob runspeed v] to [5]\n end\n else\n point in direction (90)\n change [blob runspeed v] by (-0.2)\n if <(blob runspeed) < [-5]> then\n set [blob runspeed v] to [-5]\n end\n end\n change y by (1)\n if <(y position) < [-160]> then\n delete this clone\n end\n next costume\n if <(costume [number v]) = [14]> then\n switch costume to (costume1 v)\n end\n if <touching (moving ground v)?> then\n change y by (4)\n end\n end\n end\nend\n\nwhen I receive [superdeeduperdeenextlvl v]\ndelete this clone\n\nswitch costume to (costume1 v)\n\ndefine swim like a fish\nshow\nset rotation style [all around v]\nforever\n show\n go to x: (fish start x) y: (fish start y)\n set [fishfallspeed v] to [18]\n set [fishrunspeed v] to [-15]\n repeat until <touching (_edge_ v)?>\n change x by (fishrunspeed)\n change y by (fishfallspeed)\n point in direction ((fishrunspeed) * (-5))\n change [fishfallspeed v] by (-1)\n set [fishrunspeed v] to ((fishrunspeed) * (0.9))\n end\n hide\n wait (0.4) seconds\nend\n\nwhen I receive [superdeeduperdeenextlvl v]\nforever\n go to [front v] layer\n hide\n if <(level) = [1]> then\n if <(level) = [2]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [3]> then\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [4]> then\n set [enemy clone number v] to [1]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n set [enemy clone number v] to [2]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [5]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [6]> then\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [9]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [10]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [11]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [enemy clone number v] to [1]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [12]> then\n if <(level) = [13]> then\n set [enemy type v] to [1]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [14]> then\n set [enemy clone number v] to [2]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n set [enemy clone number v] to [3]\n set [enemy type v] to [2]\n set [badguy lvl v] to (level)\n create clone of (_myself_ v)\n wait until <not <(badguy lvl) = (level)>>\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\ngo to x: (-100) y: (-37)\nshow\nset [z test x v] to (x position)\nset [z test y v] to (y position)\nAct like a wierd spike\n\nbroadcast (superdeeduperdeenextlvl v)\n\nbroadcast (superdeeduperdeenextlvl v)\n\nset [enemy type v] to [2]\nset [badguy lvl v] to (level)\ncreate clone of (_myself_ v)\n\nset [enemy clone number v] to [1]\nset [enemy type v] to [2]\nset [badguy lvl v] to (level)\ncreate clone of (_myself_ v)\n\nif <(enemy clone number) = [2]> then\n set [fish start x v] to [50]\n set [fish start y v] to [-30]\n swim like a fish\n show\nend\n\n@water\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\n set y to ((0) + ((10) * ([cos v] of (((timer) - (50)) * (300)) )))\n set [ghost v] effect to (50)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [Poggersimdone v] until done\nend\n\n@Moving Ground\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\nwhen flag clicked\ndelete all of [how much to move up v]\nsynthesize list\n\ndefine synthesize list\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [100] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [100] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [150] to [how much to move up v]\nadd [100] to [how much to move up v]\nadd [0] to [how much to move up v]\nadd [100] to [how much to move up v]\nadd [0] to [how much to move up v]\n\nwhen I receive [superdeeduperdeenextlvl v]\nif <(level) = [6]> then\n go to x: (-24) y: (-97)\nend\nif <(level) = [9]> then\n go to x: (-181) y: (-66)\nend\nif <(level) = [12]> then\n go to x: (-79) y: (-105)\nend\nif <(level) = [13]> then\n go to x: (0) y: (0)\nend\nif <(level) = [15]> then\n go to x: (0) y: (0)\nend\nstop [other scripts in sprite v]\nbroadcast (moving wall v)\n\nbroadcast (superdeeduperdeenextlvl v)\n\nwhen I receive [moving wall v]\nhide\nforever\n show\n switch costume to (level)\n change y by (2)\n if <touching (character v)?> then\n repeat ((item (level) of [how much to move up v]) / (4))\n change y by (4)\n end\n wait until <not <touching (character v)?>>\n repeat ((item (level) of [how much to move up v]) / (4))\n change y by (-4)\n end\n end\n change y by (-2)\nend\n\n@Trampoline\n\nwhen I receive [jump v]\nset [jump movement v] to [-5]\nrepeat until <(jump movement) = [2]>\n change y by (jump movement)\n change [jump movement v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (-196) y: (-49)\n go to [back v] layer\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to [back v] layer\n go to x: (117) y: (-28)\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-209) y: (-39)\n go to [back v] layer\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n show\n go to x: (-145) y: (-67)\n go to [back v] layer\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\n@spike2\n\nwhen flag clicked\nforever\n turn right (4) degrees\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (0) y: (93)\n go to [back v] layer\n end\n if <(level) = [8]> then\n show\n go to x: (20) y: (-70)\n go to [back v] layer\n end\n if <(level) = [9]> then\n show\n go to x: (-27) y: (-50)\n go to [back v] layer\n end\n if <(level) = [10]> then\n show\n go to x: (-27) y: (-50)\n go to [back v] layer\n end\n if <(level) = [11]> then\n show\n go to x: (228) y: (91)\n go to [back v] layer\n end\n if <(level) = [12]> then\n show\n go to x: (101) y: (-87)\n go to [back v] layer\n end\n if <(level) = [13]> then\n if <(level) = [14]> then\n if <(level) = [15]> then\n show\n go to x: (62) y: (-16)\n go to [back v] layer\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@smasher\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(level) = [16]>\ngo to x: (-2) y: (0)\nwait (1) seconds\ngo to [front v] layer\nshow\nrepeat until <touching (ground v)?>\n change y by (-1)\nend\n\n\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\ngo to [front v] layer\nshow\nwait (8) seconds\nstop [all v]\n\n | 日本語は下です!! \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nThe first one was popular, so the second one!\nThis time too, it is set in space!\n\n▼ How to play\nYou can operate it with the arrow keys or tap.\nIt is mobile compatible.\n\n▼ Goal\n⭐ and ❤300 !!\nNumber of references 10000 !!\n\n▼ From the author\nWe have added more animations than last time!\nThe thorn gimmick is also new !!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n第一弾が好評だったので第二弾!\n今回も宇宙を舞台としています!\n\n▼遊び方\n矢印キー、またはタップで操作できます。\nモバイル対応です。\n\n▼目標\n⭐と❤300!!⇨達成!\n参照数10000!!⇨達成!\n\n▼作者から\n前回よりもアニメーションを追加しました!\nトゲのギミックも新しいよ!!\n死んだときのモーションも変えたよ! |
Colossal 2- a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nhide variable [deaths: v]\nhide variable [☁ world high score v]\nhide variable [score v]\n\nwhen I receive [play v]\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [backdrop1]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [deaths: v]\nshow variable [☁ world high score v]\nshow variable [score v]\nset [score v] to ((10000) - ((deaths:) * (5)))\nchange [score v] by ((Score) - ((time) / (2)))\nif <(Score) > (☁ World high score)> then\n set [☁ world high score v] to (Score)\nend\n\nwhen I receive [next_level_ v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n play sound [Elucidate - PaulRHJT v] until done\nend\n\n@Panda\n\nwhen I receive [play v]\nshow\nset [level v] to [1]\nset [deaths: v] to [0]\ngo to x: (-190) y: (-81)\nswitch backdrop to (level1 v)\ngo to [front v] layer\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#009933)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#009933)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [play v]\nforever\n if <touching (taco v)?> then\n broadcast (next_level_ v)\n go to x: (-190) y: (-81)\n end\n if <touching color (#00cccc)?> then\n go to x: (-190) y: (-81)\n change [deaths: v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\ngo to x: (-190) y: (-81)\n\n@Taco\n\nwhen backdrop switches to [level2 v]\ngo to x: (126) y: (1)\n\nwhen backdrop switches to [level3 v]\ngo to x: (205) y: (-79)\n\nwhen backdrop switches to [level4 v]\ngo to x: (139) y: (42)\n\nwhen backdrop switches to [level5 v]\ngo to x: (169) y: (-79)\n\nwhen backdrop switches to [level6 v]\ngo to x: (207) y: (104)\n\nwhen backdrop switches to [level7 v]\ngo to x: (143) y: (-6)\n\nwhen backdrop switches to [level8 v]\ngo to x: (93) y: (-7)\n\nwhen backdrop switches to [level9 v]\ngo to x: (44) y: (-36)\n\nwhen backdrop switches to [level10 v]\ngo to x: (176) y: (-74)\n\nwhen backdrop switches to [level11 v]\ngo to x: (118) y: (151)\n\nwhen backdrop switches to [level12 v]\ngo to x: (186) y: (107)\n\nwhen backdrop switches to [level13 v]\ngo to x: (180) y: (-61)\n\nwhen backdrop switches to [level14 v]\ngo to x: (200) y: (-105)\n\nwhen backdrop switches to [level15 v]\ngo to x: (154) y: (-1)\n\nwhen backdrop switches to [level16 v]\ngo to x: (202) y: (-47)\n\nwhen backdrop switches to [level17 v]\ngo to x: (168) y: (-112)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level1 v]\ngo to x: (205) y: (-79)\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (9) y: (-18)\nswitch costume to (pick random (1) to (3))\n\n@play button\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nswitch costume to (button_template-3 v)\nwait (0.3) seconds\nswitch costume to (button_template-2 v)\nbroadcast (play v)\nhide\n\n | ◇ ◆ T O P I A\n ◇ ◆\n◇ ◆ Explore the world of Topia,\n ◇ ◆ a mobile-friendly platformer which\n◇ ◆ includes 10 high-detailed levels of fun!\n ◇ ◆ Hope you enjoy!\n◇ ◆ \n ◇ ◆\n◇ ◆ C O N T R O L S\n ◇ ◆ \n◇ ◆ ↑ ↓ ← → / WASD - Movement\n ◇ ◆ Tap (on mobile) - Movement\n◇ ◆ L - Toggle Low Detail Mode\n ◇ ◆ (Controls are ingame, too.)\n◇ ◆ |
Super Mario Platformer Demo! | @Stage\n\nif <[13] < (LEVEL)> then\n switch backdrop to (backdrop4 v)\nend\nif <(LEVEL) > [5]> then\n switch backdrop to (backdrop1 v)\nend\n\nwait (115) seconds\nwait (0) seconds\n\nwhen I receive [tick v]\nif <<(LEVEL) = [1]> or <<(LEVEL) = [2]> or <<(LEVEL) = [3]> or <<(LEVEL) = [4]> or <(LEVEL) = [5]>>>>> then\n switch backdrop to (backdrop1 v)\nend\nif <<(LEVEL) = [6]> or <<(LEVEL) = [7]> or <<(LEVEL) = [8]> or <<(LEVEL) = [9]> or <<(LEVEL) = [10]> or <<(LEVEL) = [11]> or <<(LEVEL) = [12]> or <(LEVEL) = [13]>>>>>>>> then\n switch backdrop to (backdrop3 v)\nend\nif <<(LEVEL) = [14]> or <<(LEVEL) = [15]> or <(LEVEL) = [16]>>> then\n switch backdrop to (backdrop4 v)\nend\n\n@blank\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n hide\n if <(LEVEL) = [5]> then\n show\n go to x: (-145) y: (-72)\n end\n if <(LEVEL) = [12]> then\n go to x: (50) y: (-65)\n show\n end\n if <(LEVEL) = [14]> then\n go to x: (65) y: (-85)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (platformer boi v)?> then\n switch costume to (1 v)\n repeat (6)\n wait (0.02) seconds\n next costume\n end\n wait until <not <touching (platformer boi v)?>>\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nrepeat (10)\n go to x: (0) y: (0)\n set size to (90) %\n go to [front v] layer\n show\nend\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Spikes\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen backdrop switches to [backdrop7 v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\n set size to (90) %\nend\n\n@Bouce bois\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\nif <<touching (platformer boi v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n set [ghost v] effect to (10)\n wait until <not <touching (platformer boi v)?>>\nelse\n set [ghost v] effect to (40)\nend\n\n@portal\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (0)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nforever\n turn left (3) degrees\n go to [front v] layer\nend\n\nwhen I start as a clone\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (0)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\n@Decor\n\nwhen flag clicked\nrepeat (11)\n go to [back v] layer\nend\nshow\nforever\n wait (0.001) seconds\n switch costume to (LEVEL)\nend\n\nhide\n\nwhen [space v] key pressed\nhide\n\n@Saw1\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nturn right (3) degrees\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n go to x: (20) y: (-120)\n end\n if <(LEVEL) = [7]> then\n go to x: (-80) y: (30)\n end\n if <(LEVEL) = [15]> then\n go to x: (-80) y: (-90)\n end\nend\n\n@Moving Spikes\n\nwhen flag clicked\nswitch costume to (ball-b2 v)\nforever\n if <(LEVEL) = [6]> then\n switch costume to (ball-b2 v)\n wait (0.5) seconds\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n wait (1) seconds\n end\n if <(LEVEL) = [9]> then\n switch costume to (spikes lvl9 v)\n wait (0.7) seconds\n switch costume to (spikes lvl10 v)\n wait (0.7) seconds\n end\nend\n\nwhen I receive [tick v]\nhide\nif <(LEVEL) = [6]> then\n show\n go to x: (20) y: (-120)\nend\nif <(LEVEL) = [9]> then\n show\n go to x: (20) y: (-120)\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-40) to (-100))\ngo to x: (250) y: (pick random (-180) to (180))\nset size to (pick random (10) to (50)) %\nset [ghost v] effect to (pick random (85) to (95))\ngo to [back v] layer\nrepeat until <(x position) < [-200]>\n change x by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <[5] < (LEVEL)> then\n wait (0.005) seconds\n hide\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Platformer Boi\n\nwhen I receive [restart v]\nReset\n\nwhen flag clicked\nset size to (37) %\n\nwhen I start as a clone\nif <<[13] < (LEVEL)> and <(LEVEL) < [16]>> then\n delete this clone\nend\nshow\nrepeat (15)\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (hello3 v)\n else\n switch costume to (hello9 v)\n end\n change size by (-1)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nReset\n\nwhen I receive [previous level v]\nReset\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\nrepeat (10)\n go to [back v] layer\nend\nforever\n if <touching (bouce bois2 v)?> then\n set [y v] to [14]\n end\n wait (0.005) seconds\n create clone of (_myself_ v)\n if <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\n end\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\n if <<touching (bouce bois v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n set [y v] to [7]\n end\n if <touching (portal v)?> then\n broadcast (Next Level v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (hello2 v)\n else\n switch costume to (hello5 v)\n end\n if <touching (ladder v)?> then\n set [y v] to [-1]\n end\n if <<touching (ladder v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n set [y v] to [5]\n end\n if <<touching (ladder v)?> and <touching (level v)?>> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\n\nwhen this sprite clicked\nchange [color v] effect by (10)\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-216) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\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 point in direction (-90)\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to [0]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or <<touching (smasher v)?> or <<touching (saw2 v)?> or >>>>>> then\n set [player hidden? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (2)\n wait (0.01) seconds\n end\n set [ghost v] effect to (0)\n set [pixelate v] effect to (0)\n set [player hidden? v] to [0]\n Reset\n broadcast (Restart v)\n end\nend\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-50)\nshow\n\nset [y v] to [10]\nswitch costume to (hello4 v)\n\nwhen flag clicked\nforever\n broadcast (Tick v)\nend\n\n@Saw2\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n go to x: (145) y: (50)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(LEVEL) = [17]> then\n hide\n else\n go to [front v] layer\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset volume to (100) %\ngo to [front v] layer\nshow\nplay sound [Elektronomia - Superhero \[NomiaTunes Release\] v] until done\nforever\n play sound [Elektronomia - Superhero \[NomiaTunes Release\] v] until done\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\nnext costume\n\nwhen I receive [next level v]\nrepeat (200)\n go to [front v] layer\nend\n\n@Player's Shadow\n\nwhen flag clicked\nshow\nforever\n if <<[5] < (LEVEL)> or <(player hidden?) = [1]>> then\n wait (0.2) seconds\n hide\n else\n show\n end\n go to (platformer boi v)\n go to [back v] layer\n set [ghost v] effect to (75)\nend\n\nwhen flag clicked\nset [player hidden? v] to [0]\n\n@Shadows2\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n set [ghost v] effect to (30)\n switch costume to (LEVEL)\n set size to (100) %\nend\n\n@Smasher\n\nset size to (90) %\n\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\nhide\nif <(LEVEL) = [10]> then\n go to x: (-35) y: (0)\n show\nend\n\nwhen I receive [tick v]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (1.65) seconds\n repeat (2)\n wait (0.07) seconds\n next costume\n end\n wait (0.06) seconds\n next costume\n wait (1) seconds\nend\n\n@Smasher2\n\nset size to (90) %\n\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\nhide\nif <(LEVEL) = [11]> then\n go to x: (105) y: (0)\n show\nend\n\nwhen I receive [tick v]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (1.65) seconds\n repeat (2)\n wait (0.07) seconds\n next costume\n end\n wait (0.06) seconds\n next costume\n wait (1) seconds\nend\n\n@Smasher3\n\nset size to (90) %\n\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\nhide\nif <(LEVEL) = [11]> then\n go to x: (-115) y: (0)\n show\nend\n\nwhen I receive [tick v]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (1.65) seconds\n repeat (2)\n wait (0.07) seconds\n next costume\n end\n wait (0.06) seconds\n next costume\n wait (1) seconds\nend\n\n@Transition\n\nwhen flag clicked\nclear graphic effects\ngo to x: (400) y: (0)\nhide\n\nwhen I receive [next level v]\ngo to x: (-400) y: (0)\nclear graphic effects\nshow\ngo to [front v] layer\nrepeat (60)\n move (15) steps\n change [ghost v] effect by (1.5)\nend\nrepeat (4)\n change [ghost v] effect by (10)\nend\nhide\n\n@Signs\n\nwhen I receive [tick v]\nif <<(LEVEL) = [1]> and <touching (platformer boi v)?>> then\n say [Welcome! Use WASD, Arrow Keys, or Mobile to move. Make sure to read the instructions!] for (0.5) seconds\n wait until <not <touching (platformer boi v)?>>\nend\n\nwhen I receive [tick v]\nhide\nif <(LEVEL) = [1]> then\n go to [back v] layer\n show\n go to x: (-185) y: (-55)\nend\n\ndefine Say (text) (wait seconds)\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\nend\nwait (wait seconds) seconds\nsay []\n\nwhen flag clicked\nrepeat (12)\n wait (0.001) seconds\nend\n\nSay [Welcome! Use WASD, Arrow Keys, or Mobile to move. Make sure to read the instructions!] [4]\n\n@Ladder\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\ngo to [back v] layer\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [clone# v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nset size to (37) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\ngo to [front v] layer\nforever\n if <touching (enemies2 v)?> then\n clear graphic effects\n set rotation style [all around v]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <([x position v] of [platformer boi v]) < ((x position) - (10))> then\n change [enemyx v] by ((0) - ((Speed) / (3)))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [platformer boi v])> then\n change [enemyx v] by ((Speed) / (3))\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [platformer boi v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x2) ) = (x2)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([x position v] of [platformer boi v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [1]\n\nwhen I receive [clone v]\nif <(clone id) = [0]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(LEVEL) = [13]> then\n broadcast (clone v)\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nchange [clone id v] by (1)\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [restart v]\nwait (0.075) seconds\nset [clone id v] to [0]\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nset [clone id v] to [0]\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n@Decor2\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\ngo to [back v] layer\n\n@Hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (platformer boi v)\nend\n\n@Bouce bois2\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\nif <touching (platformer boi v)?> then\n set [ghost v] effect to (0)\n wait until <not <touching (platformer boi v)?>>\nelse\n set [ghost v] effect to (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (35)\nset size to (100) %\nforever\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen I receive [tick v]\ngo to (platformer boi v)\nhide\nif <<(LEVEL) = [14]> or <<(LEVEL) = [15]> or <(LEVEL) = [16]>>> then\n show\n go to [back v] layer\nend\n\n@Achievements\n\nwhen flag clicked\nset [deaths v] to [0]\nset [lvl10 v] to [0]\nset [done v] to [0]\nset [bounce v] to [0]\nset [easter egg v] to [0]\nset [skip v] to [0]\nset [climb v] to [0]\n\nwhen I receive [tick v]\n\n@Toenail\n\nwhen flag clicked\nhide\n\n | Note: You have to be a scratcher not a new scratcher to play/use. And this is just an engine (something for you to make and design your own lvls ) not a game, THE CLOUDS ARE THE END \n\nTo use this, READ THESE CAREFULLY. FIRST give @griffpatch , @TheCactusMaster, and @StratfordJames CREDIT. You DON'T have to remix this. PRESS "See inside" and in your top left, you should SEE a button that says "File." Click it, and you should SEE a button below it that says "Save to your computer," press it. Then CREATE a NEW project, hit the "File" button, and BELOW the "File" button, HIT the "Load from your computer" button. The cloud WILL still work\n\n -Controls-\n-WASD, cursor keys, or mobile touch = move player\n-T = toggle chat\n-N = toggle chat\n \n -Credits-\n-@griffpatch for his awesome tutorials\n-@-Xaf- for amazing music\n-@StratfordJames for the player art\n-Me (@TheCactusMaster) for the rest\n-The people who helped me test:\n-@AUMSUMTHEGREATHULK\n-@-coolhawk-\n-@KingQuacks\n-@-zerx-\n\n\n#Multiplayer #Scrolling #Platformer #engine #games #all |
Scratch a Platformer 2 #games #all | @Stage\n\nwhen flag clicked\nforever\n play sound [マイクラ v] until done\nend\n\n@Player\n\nwhen flag clicked\nset size to (45) %\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nset rotation style [left-right v]\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\n point in direction (-90)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [10]\n set [xの力 v] to ((5) - (<(xの力) > [0]> * (10)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n start sound [hurt v]\n 初期位置\nend\nif <not <(goal) = [1]>> then\n 処理\n broadcast (プログラム2 v)\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen I receive [寝z- v]\n\nwhen I receive [go-ru v]\nwait () seconds\nstop [other scripts in sprite v]\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2200] [0] [6]\nステージ配置 [2600] [0] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [1440] [0] [1]\nステージ配置 [1900] [40] [2]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((910) - (Camera_x)) ((-118) - (Camera _y))\n\ndefine 移動 (x) (y)\ngo to [back v] layer\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to (bedright-removebg-preview v)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [brightness v] effect to (0)\n set [復活x v] to [910]\n set [復活y v] to [-90]\n end\n show\nend\n\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen flag clicked\nwait (1) seconds\nset [brightness v] effect to (-20)\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((2800) - (Camera_x)) ((-50) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <touching (player v)?> then\n broadcast (go-ru v)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nset [goal v] to [0]\nhide\n\nwhen I receive [go-ru v]\nshow\nset [goal v] to [1]\nstop [all v]\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (11 v)\nhide\nforever\n wait (pick random (3) to (5)) seconds\n if <(pick random (1) to (10)) = [1]> then\n create clone of (_myself_ v)\n wait () seconds\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [雲 v] to (pick random (1) to (12))\nswitch costume to (雲)\nshow\ngo to x: (280) y: (163)\nrepeat until <(x position) < [-287]>\n go to [back v] layer\n change x by (-2)\nend\ndelete this clone\n\n | It's my first Projekt! Please like!\nPart 2 is out! https://scratch.mit.edu/projects/502242965\nEnglish:\nmove with arrow keys. r = restart Level \ns= Open shop and c = close shop.\nIf you leave a like i would be soooo happy. It don´t take long time and would help me so much. Thank you and enjoy.\nDeutsch:\nSteuerung mit den Pfeiltasten.\nR= Level neu starten s=Shop öffnen und c ihn wieder schließen.\nEin Like wäre super nett. Es dauert nicht lange und würde mir SOOOO viel bedeuten.\nEs ist nämlich mein erstes Projekt. |
Red&Blue | @Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n play sound [Popsicle v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\n\n@Player\n\nwhen I receive [green flag clicked v]\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-220) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> 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 <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (100)\n set [speed y v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-200) y: (100)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n go to x: (-200) y: (100)\n end\n Set Costume\nend\n\ndefine Walk (direction) (speed)\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 change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [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\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((2) + ((frame) mod (11))) )\n end\nelse\n switch costume to (jump v)\nend\n\nif <(speed y) > [0]> then\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [10]>> then\n next costume\nend\n\n@Intro\n\n\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (1) seconds\nNext\nrepeat (4)\n wait (2) seconds\n Next\nend\nrepeat (50)\n change [ghost v] effect by (2)\n broadcast (Green Flag clicked v)\nend\nhide\nbroadcast (Green Flag clicked v)\n\ndefine Next\nnext costume\n\n\n\nwait until <<(mouse x) < [-220]> and <<[-235] < (mouse x)> and <[-180] = (mouse y)>>>\nwait (0.2) seconds\n\nif <<(mouse x) < [-220]> and <<[-235] < (mouse x)> and <[-180] = (mouse y)>>> then\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n set [ghost v] effect to (100)\nend\n\nwait (1) seconds\n\n | New NinjaRun™ game is out!\n2ND] https://scratch.mit.edu/projects/359779227/\nV2Pin] Check this regularly for updates. ↓↓↓↓↓↓↓↓↓↓↓\n1] ↓↓↓↓↓↓↓↓↓↓↓\n10k views on NinjaRun3™ for NinjaRunMaster™!\n2] ↓↓↓↓↓↓↓↓↓↓↓\n\nNote: This is my platforming engine, I made this from scratch, and used my own.\n3] ↓↓↓↓↓↓↓↓↓↓↓\n |
NinjaRun 2™ A Platformer | @Stage\n\nwhen I receive [あさ v]\nswitch backdrop to (morning v)\n\nwhen I receive [よる v]\nswitch backdrop to (night v)\n\nwhen I receive [ネザー v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [start v]\nforever\n play sound [Music1 v] until done\nend\n\nwhen flag clicked\nset [record v] to [0]\n\nif <(イントロ終?) = [1]> then\n broadcast (I v)\nend\n\nstop all sounds\n\nwhen I receive [start v]\nshow variable [record v]\nshow variable [☁ highest record v]\nrepeat until <(コース) = [13]>\n change [record v] by (1)\n wait (1) seconds\nend\nif <(☁ Highest record) > (record)> then\n broadcast (最高記録! v)\n set [☁ highest record v] to (record)\nend\n\nwhen I receive [mineend v]\nswitch backdrop to (背景2 v)\n\n@地面\n\ndefine X (x) Y (y) に () 番目のコスチュームのブロックを配置する\nset [x v] to (x)\nset [y v] to (y)\n少し待つ\nset [コスチューム v] to ()\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (X) y: (Y)\nswitch costume to (コスチューム)\n\nwhen I receive [so v]\nswitch backdrop to (morning v)\nwait (0.05) seconds\nif <(コース) = [1]> then\n set [xx v] to [-220]\n repeat (12)\n X (XX) Y [-160] に [1] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [yy v] to [-160]\n repeat (6)\n X [40] Y (YY) に [2] 番目のコスチュームのブロックを配置する\n change [yy v] by (40)\n end\nelse\n if <(コース) = [2]> then\n set [xx v] to [-220]\n repeat (12)\n X (XX) Y [-160] に [4] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-180]\n repeat (11)\n X (XX) Y [-120] に [4] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-140]\n repeat (10)\n X (XX) Y [-80] に [4] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n X [0] Y [-40] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [120] Y [-40] に [4] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [3]> then\n set [xx v] to [-220]\n repeat (12)\n X (XX) Y [-160] に [2] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-180]\n repeat (11)\n X (XX) Y [-120] に [2] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-140]\n repeat (10)\n X (XX) Y [-80] に [2] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-100]\n repeat (10)\n X (XX) Y [-40] に [2] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n wait (0.0000000000001) seconds\n X [0] Y [120] に [18] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [0] Y [0] に [19] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [160] Y [0] に [19] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [0] Y [160] に [18] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [40] Y [160] に [18] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [80] Y [160] に [18] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [120] Y [160] に [18] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [160] Y [160] に [18] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [160] Y [120] に [18] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [4]> then\n set [xx v] to [-220]\n go to [front v] layer\n repeat (2)\n X (XX) Y [-180] に [47] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-140] に [47] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-100] に [47] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-140]\n repeat (2)\n X (XX) Y [-180] に [48] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-140] に [48] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-100] に [48] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-60]\n repeat (2)\n X (XX) Y [-180] に [49] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-140] に [49] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-100] に [49] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [20]\n repeat (2)\n X (XX) Y [-180] に [50] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-140] に [50] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-100] に [50] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [100]\n repeat (2)\n X (XX) Y [-180] に [51] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-140] に [51] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-100] に [51] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [180]\n repeat (2)\n X (XX) Y [-180] に [53] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-140] に [53] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X (XX) Y [-100] に [53] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n else\n if <(コース) = [5]> then\n set [xx v] to [-220]\n repeat (12)\n wait (0.000000001) seconds\n X (XX) Y [-160] に [2] 番目のコスチュームのブロックを配置する\n wait (0.000000001) seconds\n change [xx v] by (40)\n end\n else\n if <(コース) = [6]> then\n set [xx v] to [-220]\n repeat (12)\n X (XX) Y [-160] に [54] 番目のコスチュームのブロックを配置する\n wait (0.001) seconds\n wait (0.000000001) seconds\n change [xx v] by (40)\n end\n else\n if <(コース) = [7]> then\n set [xx v] to [-220]\n repeat (4)\n X (XX) Y [-160] に [22] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-60]\n repeat (4)\n X (XX) Y [-160] に [23] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [100]\n repeat (4)\n X (XX) Y [-160] に [26] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n else\n wait (0.000000000000001) seconds\n wait (0.000000000000001) seconds\n if <(コース) = [8]> then\n wait (0.000000000000001) seconds\n X [-220] Y [-160] に [44] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n set [xx v] to [-180]\n repeat (2)\n X (XX) Y [-160] に [5] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n wait (0.000000000000001) seconds\n end\n repeat (2)\n X (XX) Y [-160] に [6] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n repeat (2)\n X (XX) Y [-160] に [7] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n repeat (2)\n X (XX) Y [-160] に [17] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n repeat (2)\n X (XX) Y [-160] に [81] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n X (XX) Y [-160] に [44] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [9]> then\n broadcast (ネザー v)\n set [xx v] to [-240]\n repeat (13)\n X (XX) Y [-160] に [102] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-80]\n repeat (3)\n X (XX) Y [-120] に [96] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X (XX) Y [-80] に [96] 番目のコスチュームのブロックを配置する\n change [xx v] by (120)\n end\n else\n if <(コース) = [10]> then\n set [xx v] to [-140]\n repeat (7)\n X (XX) Y [-80] に [60] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-220]\n repeat (12)\n X (XX) Y [-160] に [62] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-120]\n repeat (6)\n X [220] Y (XX) に [61] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n X [100] Y [-40] に [60] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [60] Y [-40] に [60] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [180] Y [80] に [61] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [140] Y [80] に [61] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [180] Y [120] に [61] 番目のコスチュームのブロックを配置する\n set [xx v] to [-40]\n repeat (6)\n X [20] Y (XX) に [44] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n X [-140] Y [-40] に [60] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n else\n if <(コース) = [11]> then\n X [-220] Y [120] に [77] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [-180] Y [80] に [77] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [-140] Y [40] に [77] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [-100] Y [0] に [77] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [-60] Y [-40] に [77] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [-20] Y [-80] に [77] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [20] Y [-120] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [140] Y [80] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [140] Y [80] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [100] Y [80] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [20] Y [-160] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [60] Y [-40] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [60] Y [-80] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [100] Y [0] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [100] Y [40] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [180] Y [80] に [64] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n X [220] Y [80] に [64] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [12]> then\n broadcast (mineend v)\n set [xx v] to [-220]\n repeat (12)\n X (XX) Y [-160] に [107] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n X [-80] Y [-120] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [-40] Y [-120] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [0] Y [-120] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [40] Y [-120] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [80] Y [-120] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [0] Y [-80] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [0] Y [-40] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [0] Y [0] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [80] Y [-80] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [-80] Y [-80] に [108] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n else\n if <(コース) = [13]> then\n X [-220] Y [-160] に [65] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n set [xx v] to [-180]\n repeat (2)\n X (XX) Y [-160] に [89] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-100]\n repeat (2)\n X (XX) Y [-160] に [90] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [-20]\n repeat (2)\n X (XX) Y [-160] に [91] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [60]\n repeat (2)\n X (XX) Y [-160] に [92] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n set [xx v] to [140]\n repeat (2)\n X (XX) Y [-160] に [69] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\n end\n wait (0.000000000000001) seconds\n X [220] Y [-160] に [65] 番目のコスチュームのブロックを配置する\n wait (0.000000000000001) seconds\n set [xx v] to [-120]\n repeat (8)\n X [220] Y (XX) に [55] 番目のコスチュームのブロックを配置する\n change [xx v] by (40)\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 [kie v]\ndelete this clone\n\ndefine 少し待つ\nwait (0.0000001) seconds\n\nwait (0.000000001) seconds\n\nwait (0.0000000000001) seconds\n\nshow\n\ngo to x: (0) y: (120)\n\nset [コース v] to [3]\n\nwait (0.000000000000001) seconds\n\nX [] Y [] に [] 番目のコスチュームのブロックを配置する\n\nwait (0.00000000000000001) seconds\n\nset [コース v] to [11]\n\nwait (0.000000000000001) seconds\nX [] Y [] に [] 番目のコスチュームのブロックを配置する\n\nwait (0.000000000000001) seconds\n\nif <(コース) = [11]> then\n\nrepeat (4)\n X [] Y [] に [] 番目のコスチュームのブロックを配置する\nend\n\nset [コース v] to [11]\n\nwhen I receive [start v]\nset [コース v] to [1]\nbroadcast (so v)\n\nset [コース v] to [12]\n\n@障害物\n\ndefine X (x) Y (y) に () 番目のコスチュームのブロックを配置する\nset [xxx v] to (x)\nset [yyy v] to (y)\nset [koko v] to ()\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (xxx) y: (yyy)\nswitch costume to (koko)\n\nwhen [timer v] > (0.001)\ndelete this clone\n\nwhen I receive [so v]\nif <(コース) = [1]> then\n X [200] Y [-120] に [1] 番目のコスチュームのブロックを配置する\nelse\n if <(コース) = [2]> then\n X [40] Y [-40] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000000001) seconds\n X [80] Y [-40] に [4] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [3]> then\n X [40] Y [0] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [80] Y [0] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [120] Y [0] に [2] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [5]> then\n set [xxx v] to [-200]\n repeat (12)\n X (xxx) Y [-40] に [2] 番目のコスチュームのブロックを配置する\n change [xxx v] by (40)\n end\n else\n if <(コース) = [6]> then\n set [xxx v] to [-200]\n repeat (3)\n X (xxx) Y [-140] に [3] 番目のコスチュームのブロックを配置する\n change [xxx v] by (120)\n end\n else\n if <(コース) = [7]> then\n X [-40] Y [-120] に [5] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [0] Y [-120] に [5] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [40] Y [-120] に [5] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [8]> then\n X [-120] Y [-120] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [-80] Y [-120] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [80] Y [-120] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [120] Y [-120] に [2] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [10]> then\n X [-100] Y [-40] に [8] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [-60] Y [-40] に [8] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [-20] Y [-40] に [8] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [9]> then\n X [-40] Y [-120] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [0] Y [-120] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [80] Y [-120] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [120] Y [-120] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [-40] Y [-80] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [0] Y [-80] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [80] Y [-80] に [4] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [120] Y [-80] に [4] 番目のコスチュームのブロックを配置する\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [コース v] to [1]\nbroadcast (メッセージ1 v)\n\nif <(コース) = []> then\n\nwait (0.0000001) seconds\n\nwait (0.0000000001) seconds\n\nwhen I receive [kie v]\ndelete this clone\n\nset [コース v] to [8]\n\nwhen [timer v] > (0.01)\nforever\n if <(イントロ終?) = [1]> then\n broadcast (I v)\n end\nend\n\n@プレーヤー\n\nwhen flag clicked\n\nwhen I start as a clone\nset size to (65) %\nset rotation style [all around v]\nclear graphic effects\npoint in direction (90)\ngo to (プレーヤー v)\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\n change [color v] effect by (3)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <mouse down?>> then\n switch costume to (コスチューム3 v)\n end\nend\n\nwhen I receive [プディング v]\ndelete this clone\n\nwhen [space v] key pressed\nhide\nbroadcast (死んだ v) and wait\ngo to x: (-201) y: (180)\nshow\nset [ぷりん v] to [0]\nset [プリン v] to [0]\n\nwhen I receive [start v]\nset [コース v] to [0]\nhide\ngo to x: (-201) y: (-50)\nshow\nset size to (65) %\nset drag mode [not draggable v]\nif <touching (地面 v)?> then\n go to x: (-201) y: (50)\nend\npoint in direction (90)\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <[20] > (mouse x)>> or <key (left arrow v) pressed?>> then\n switch costume to (コスチューム2 v)\n change [プリン v] by (-0.85)\n point in direction (90)\n end\n if <<<mouse down?> and <[20] < (mouse x)>> or <key (right arrow v) pressed?>> then\n switch costume to (コスチューム1 v)\n change [プリン v] by (0.85)\n point in direction (90)\n end\n set [プリン v] to ((プリン) * (0.9))\n change x by (プリン)\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 ((プリン) * (-1))\n change y by (-5)\n if <<<mouse down?> and <[20] < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <(プリン) > [0]> then\n set [プリン v] to [-8]\n else\n set [プリン v] to [8]\n end\n set [ぷりん v] to [13]\n else\n set [プリン 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 set [ぷりん v] to [15]\n end\n end\n change y by (1)\n change [ぷりん v] by (-1)\n change y by (ぷりん)\n if <touching (地面 v)?> then\n change y by ((ぷりん) * (-1))\n set [ぷりん v] to [0]\n end\n hide variable [プリン v]\n if <(x position) > [230]> then\n if <not <([x position v] of [地面 v]) = [30]>> then\n hide\n broadcast (kie v)\n change [コース v] by (1)\n broadcast (so v)\n set [ぷりん v] to [0]\n set [プリン v] to [0]\n wait (3) seconds\n show\n go to x: (-200) y: (180)\n end\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <touching (障害物 v)?> then\n start sound [Oops v]\n hide\n broadcast (死んだ v) and wait\n go to x: (-201) y: (180)\n show\n set [ぷりん v] to [0]\n set [プリン v] to [0]\n end\nend\n\nwhen I receive [start v]\n\nreset timer\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [ターボ v]\nhide\n\n@装飾\n\ndefine X (x) Y (y) に () 番目のコスチュームのブロックを配置する\nset [xxxx v] to (x)\nset [yyyy v] to (y)\nset [kosukosu v] to ()\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (xxxx) y: (yyyy)\nswitch costume to (kosukosu)\n\nwhen [timer v] > (0.001)\ndelete this clone\n\nwhen I receive [so v]\nwait (0.0000000001) seconds\nset [xxxx v] to [0]\nset [kosukosu v] to [40]\nif <(コース) = [3]> then\n wait (0.0001) seconds\n X [0] Y [80] に [8] 番目のコスチュームのブロックを配置する\n wait (0.0001) seconds\n X [160] Y [80] に [8] 番目のコスチュームのブロックを配置する\n wait (0.0001) seconds\n wait (0.0001) seconds\n X [0] Y [40] に [9] 番目のコスチュームのブロックを配置する\n wait (0.0001) seconds\n X [160] Y [40] に [9] 番目のコスチュームのブロックを配置する\nelse\n if <(コース) = [4]> then\n set [s v] to [-40]\n repeat (5)\n X (s) Y [120] に [3] 番目のコスチュームのブロックを配置する\n change [s v] by (40)\n end\n wait (0.0000001) seconds\n set [s v] to [80]\n repeat (5)\n X [40] Y (s) に [4] 番目のコスチュームのブロックを配置する\n change [s v] by (-40)\n end\n wait (0.0000001) seconds\n else\n if <(コース) = [12]> then\n set [s v] to [-120]\n repeat (10)\n X [-140] Y (s) に [21] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n change [s v] by (40)\n end\n set [s v] to [-120]\n repeat (10)\n X [140] Y (s) に [21] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n change [s v] by (40)\n end\n end\n end\nend\n\nwhen flag clicked\nset [コース v] to [1]\nbroadcast (メッセージ1 v)\n\nif <(コース) = []> then\n\nwait (0.0000000001) seconds\n\nwhen I receive [kie v]\ndelete this clone\n\nset [コース v] to [7]\n\nwait (0.0000000001) seconds\nX [80] Y [-40] に [4] 番目のコスチュームのブロックを配置する\n\nif <(コース) = [3]> then\n X [40] Y [0] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [80] Y [0] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000000000001) seconds\n X [120] Y [0] に [2] 番目のコスチュームのブロックを配置する\nelse\n if <(コース) = [5]> then\n set [xxx v] to [-200]\n repeat (12)\n X (xxx) Y [-40] に [2] 番目のコスチュームのブロックを配置する\n change [xxx v] by (40)\n end\n else\n if <(コース) = [6]> then\n set [xxx v] to [-200]\n repeat (3)\n X (xxx) Y [-140] に [3] 番目のコスチュームのブロックを配置する\n change [xxx v] by (120)\n end\n else\n if <(コース) = [7]> then\n X [-40] Y [-120] に [5] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [0] Y [-120] に [5] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [40] Y [-120] に [5] 番目のコスチュームのブロックを配置する\n else\n if <(コース) = [8]> then\n X [-120] Y [-120] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [-80] Y [-120] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [80] Y [-120] に [2] 番目のコスチュームのブロックを配置する\n wait (0.0000001) seconds\n X [120] Y [-120] に [2] 番目のコスチュームのブロックを配置する\n end\n end\n end\n end\nend\n\nshow\n\ngo to x: (0) y: (40)\n\nhide\n\nset [コース v] to [8]\n\nwait (0.0000000001) seconds\n\nset [コース v] to [2]\n\nX [80] Y [0] に [2] 番目のコスチュームのブロックを配置する\nwait (0.0000000000001) seconds\nX [120] Y [0] に [2] 番目のコスチュームのブロックを配置する\n\n@ec2d84ee0813229930873cd2ce24762b\n\nwhen flag clicked\nhide\nforever\n if <(コース) = [13]> then\n show\n end\nend\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\nset [イントロ終? v] to [0]\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\nbroadcast (start v)\nset [イントロ終? v] to [1]\n\nwhen I receive [ターボ v]\nhide\n\n@Next level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [so v]\nif <not <(コース) = [1]>> then\n start sound [Connect v]\n go to [front v] layer\n go [forward v] (1) layers\n set x to (500)\n show\n repeat (6)\n change x by (-80)\n end\n change x by (-15)\n wait (0.3) seconds\n repeat (5)\n change x by (-80)\n end\n hide\nend\n\n@cooltext393975060727395\n\nwhen I receive [最高記録! v]\nforever\n go to [front v] layer\n wait (0.5) seconds\n show\n wait (0.5) seconds\n hide\nend\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n go to [front v] layer\n broadcast (ターボ v)\n wait (0.1) seconds\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n | |
Journal 2 [A platformer] | @Stage\n\nwhen flag clicked\nbroadcast (Menu v)\nforever\n change [_sine v] by (1)\n if <(_SINE) > [179]> then\n set [_sine v] to [0]\n end\n broadcast (Pre-Tick v)\n broadcast (Tick v)\n broadcast (Post-Tick v)\n broadcast (Position v)\nend\n\nwhen I receive [post-tick v]\nif <(_LEVEL) = [X]> then\n if <<([p_myx v] of [player v]) < [400]> and <<([p_myy v] of [player v]) > [550]> and <([p_myy v] of [player v]) < [1000]>>> then\n Elastic Camera [200] [750] [2] [2]\n else\n Neutral Camera\n end\n X Limits [30] [850]\n Y Limits [50] [4000]\nelse\n if <(_LEVEL) = [Z]> then\n Neutral Camera\n X Limits [50] [50]\n Y Limits [50] [2000]\n else\n if <(_LEVEL) = [1]> then\n Level 1 Cameras\n else\n if <(_LEVEL) = [2]> then\n Neutral Camera\n end\n end\n end\nend\n\ndefine Smooth Camera (x) (y) (speed)\nset [_camera x v] to (round ((_CAMERA X) - (((_CAMERA X) - (x)) / (speed))))\nset [_camera y v] to (round ((_CAMERA Y) - (((_CAMERA Y) - (y)) / (speed))))\n\ndefine X Limits (min) (max)\nif <(_CAMERA X) < (min)> then\n set [_camera x v] to (min)\nend\nif <(_CAMERA X) > (max)> then\n set [_camera x v] to (max)\nend\n\ndefine Y Limits (min) (max)\nif <(_CAMERA Y) < (min)> then\n set [_camera y v] to (min)\nend\nif <(_CAMERA Y) > (max)> then\n set [_camera y v] to (max)\nend\n\nwhen I receive [load level v]\nset [_camera x v] to ([p_myx v] of [player v])\nset [_camera y v] to ([p_myy v] of [player v])\nswitch backdrop to (join [Level_] (_LEVEL))\n\ndefine Neutral Camera\nif <([a_direction v] of [player v]) = [90]> then\n Smooth Camera (([p_myx v] of [player v]) + (10)) ((([p_myy v] of [player v]) + (([p_yspd v] of [player v]) / (2))) + (10)) [4]\nend\nif <([a_direction v] of [player v]) = [-90]> then\n Smooth Camera (([p_myx v] of [player v]) - (10)) ((([p_myy v] of [player v]) + (([p_yspd v] of [player v]) / (2))) + (10)) [4]\nend\n\ndefine Elastic Camera (x) (y) (xelasticity) (yelasticity)\nSmooth Camera ((x) + ((([p_myx v] of [player v]) - (x)) / (xelasticity))) ((y) + ((([p_myy v] of [player v]) - (y)) / (yelasticity))) [4]\n\ndefine Level 1 Cameras\nif <([p_myx v] of [player v]) < [-1900]> then\n Elastic Camera [-2100] [-430] [2] [10]\nelse\n if <<([p_myx v] of [player v]) > [-1901]> and <([p_myx v] of [player v]) < [-1500]>> then\n Elastic Camera [-1600] [-400] [2] [4]\n else\n if <<([p_myx v] of [player v]) > [-1501]> and <([p_myx v] of [player v]) < [-1100]>> then\n Elastic Camera [-1100] [-300] [2] [2]\n else\n if <<([p_myx v] of [player v]) > [-1101]> and <([p_myx v] of [player v]) < [-700]>> then\n Elastic Camera [-800] [-200] [2] [3]\n else\n if <<([p_myx v] of [player v]) > [-701]> and <([p_myx v] of [player v]) < [-100]>> then\n Elastic Camera [-250] [-100] [2] [3]\n else\n if <<([p_myx v] of [player v]) > [-101]> and <([p_myx v] of [player v]) < [220]>> then\n Elastic Camera [100] [100] [4] [3]\n else\n if <<([p_myx v] of [player v]) > [219]> and <([p_myx v] of [player v]) < [750]>> then\n Elastic Camera [520] [310] [4] [8]\n else\n if <<([p_myx v] of [player v]) > [749]> and <([p_myx v] of [player v]) < [1400]>> then\n Elastic Camera [1100] [280] [1.5] [10]\n else\n if <<([p_myx v] of [player v]) > [1399]> and <([p_myx v] of [player v]) < [1800]>> then\n Elastic Camera [1600] [300] [3] [4]\n else\n if <([p_myx v] of [player v]) > [1799]> then\n Elastic Camera [2200] [480] [2] [4]\n else\n Neutral Camera\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nX Limits [-2300] [2200]\nY Limits [-440] [520]\n\nwhen I receive [cutscene v]\nif <(_CUTSCENE) = [1]> then\n set [_camera x v] to [-2150]\n set [_camera y v] to [-440]\nend\n\ndefine Load level 1\nset [_game state v] to [1]\nset [_cutscene v] to [1]\nset [_level v] to [1]\nset [_camera x v] to [-2150]\nset [_camera y v] to [-440]\nbroadcast (Initial Setup v) and wait\nbroadcast (Load Level v) and wait\nbroadcast (Pre-Tick v)\nbroadcast (Tick v)\nbroadcast (Post-Tick v)\nbroadcast (Position v)\nbroadcast (Cutscene v) and wait\n\ndefine Load Level X\nset [_game state v] to [0]\nset [_cutscene v] to [0]\nset [_level v] to [X]\nset [_camera x v] to [0]\nset [_camera y v] to [0]\nbroadcast (Load Level v)\n\ndefine Load Level 2\nset [_game state v] to [0]\nset [_cutscene v] to [0]\nset [_level v] to [2]\nset [_camera x v] to [0]\nset [_camera y v] to [0]\nbroadcast (Initial Setup v) and wait\nbroadcast (Load Level v) and wait\nbroadcast (Pre-Tick v)\nbroadcast (Tick v)\nbroadcast (Post-Tick v)\nbroadcast (Position v)\n\nwhen I receive [menu - level v]\nif <(_LEVEL) = [1]> then\n Load level 1\nelse\n if <(_LEVEL) = [X]> then\n Load Level X\n end\nend\n\n@Player\n\nwhen I receive [tick v]\nif <(_GAME STATE) = [0]> then\n Platforming\nend\n\ndefine Left - Right (acc) (max speed) <left> <right>\nif <<left> or <right>> then\n if <(P_Wall stick) = [0]> then\n if <right> then\n change [p_xspd v] by (acc)\n if <(P_Xspd) > (max speed)> then\n set [p_xspd v] to (max speed)\n end\n else\n change [p_xspd v] by (() - (acc))\n if <(P_Xspd) < ((0) - (max speed))> then\n set [p_xspd v] to ((0) - (max speed))\n end\n end\n else\n if <<left> and <(P_Wall) = [-1]>> then\n change [p_wall stick v] by (-1)\n end\n if <<right> and <(P_Wall) = [1]>> then\n change [p_wall stick v] by (-1)\n end\n if <(P_Wall stick) = [0]> then\n set [p_wall v] to [0]\n end\n end\nelse\n if <(P_Ground) = [1]> then\n if <not <(P_Xspd) = [0]>> then\n if <(P_Xspd) > [0]> then\n change [p_xspd v] by (() - (acc))\n if <(P_Xspd) < [0]> then\n set [p_xspd v] to [0]\n end\n else\n change [p_xspd v] by (acc)\n if <(P_Xspd) > [0]> then\n set [p_xspd v] to [0]\n end\n end\n end\n else\n if <not <(P_Xspd) = [0]>> then\n if <(P_Xspd) > [0]> then\n change [p_xspd v] by (() - ((acc) / (4)))\n if <(P_Xspd) < [0]> then\n set [p_xspd v] to [0]\n end\n else\n change [p_xspd v] by ((acc) / (4))\n if <(P_Xspd) > [0]> then\n set [p_xspd v] to [0]\n end\n end\n end\n end\nend\n\ndefine Change X (xdif) (C)\nset [p_wall v] to [0]\nif <(xdif) > [0]> then\n repeat ([abs v] of (xdif) )\n change x by (1)\n change [p_myx v] by (1)\n if <touching (collision v)?> then\n change x by (-1)\n if <not <touching (non- wall v)?>> then\n if <(P_Ground) = [0]> then\n set [p_wall v] to [-1]\n set [p_wall jump v] to [0]\n if <(AP_Prev Wall) = [0]> then\n set [p_wall stick v] to [8]\n end\n end\n end\n change [p_myx v] by (-1)\n set [p_xspd v] to [0]\n end\n end\nelse\n repeat ([abs v] of (xdif) )\n change x by (-1)\n change [p_myx v] by (-1)\n if <touching (collision v)?> then\n change x by (1)\n if <not <touching (non- wall v)?>> then\n if <(P_Ground) = [0]> then\n set [p_wall v] to [1]\n set [p_wall jump v] to [0]\n if <(AP_Prev Wall) = [0]> then\n set [p_wall stick v] to [8]\n end\n end\n end\n change [p_myx v] by (1)\n set [p_xspd v] to [0]\n end\n end\nend\n\ndefine Jump (strength) (jumps) <up> (wall jump ticks)\nif <up> then\n if <(P_Up Pressed?) = [0]> then\n set [p_up pressed? v] to [1]\n if <(A_Crouching) = [0]> then\n if <<not <(P_Wall) = [0]>> or <<(P_Jumps) < (jumps)> and <(P_Ticks) > (ticks req)>>> then\n set [p_ticks v] to [0]\n if <(P_Wall) = [0]> then\n change [p_jumps v] by (1)\n if <(P_Ground) = [1]> then\n Effect [1]\n else\n Effect [3]\n end\n else\n set [p_wall stick v] to [0]\n set [p_jumps v] to [0]\n set [p_wall jump v] to (wall jump ticks)\n set [p_xspd v] to ((P_Wall) * (C_Max Speed))\n Effect [2]\n set [p_wall v] to [0]\n end\n if <<(P_Jumps) = [1]> or <not <(P_Wall Jump) = [0]>>> then\n start sound [Jump2 v]\n else\n start sound [Flip v]\n end\n set [p_yspd v] to (strength)\n end\n end\n end\nelse\n set [p_up pressed? v] to [0]\nend\n\ndefine Touching ground? <up?> <down>\nset [p_failsafe v] to [0]\nset [p_ground v] to [0]\nif <not <(P_Coyote timing) = [0]>> then\n change [p_coyote timing v] by (-1)\nend\nrepeat until <<not <touching (collision v)?>> or <(P_Failsafe) > [1000]>>\n if <up?> then\n Change Y (-1)\n else\n Change Y (1)\n set [p_jumps v] to [0]\n set [p_ground v] to [1]\n end\n set [p_coyote timing v] to [3]\n set [p_yspd v] to [0]\n change [p_failsafe v] by (1)\n set [p_wall jump v] to [0]\nend\nif <<(P_Platform ticks) = [0]> and <(P_Yspd) < [0]>> then\n repeat until <<not <touching (platforms v)?>> or <(P_Failsafe) > [1000]>>\n Change Y (1)\n set [p_jumps v] to [0]\n set [p_yspd v] to [0]\n if <down> then\n set [p_platform ticks v] to [10]\n end\n set [p_coyote timing v] to [3]\n set [p_ground v] to [1]\n change [p_failsafe v] by (1)\n end\nelse\n if <(P_Platform ticks) > [0]> then\n change [p_platform ticks v] by (-1)\n end\nend\nif <(P_Failsafe) > [1000]> then\n stop [all v]\nend\n\ndefine Direction (direction)\nif <not <(direction) = (direction)>> then\n point in direction (direction)\nend\n\ndefine Update (gravity) (terminal velocity) (tv 2)\nDirection (90)\nif <(A_Crouching) = [0]> then\n switch costume to (hitbox v)\nelse\n switch costume to (crouch hitbox v)\nend\nchange [p_yspd v] by (() - (gravity))\nif <(P_Wall Jump) > [0]> then\n change [p_wall jump v] by (-1)\nend\nif <(P_Yspd) < ((0) - (terminal velocity))> then\n set [p_yspd v] to ((0) - (terminal velocity))\nend\nif <not <(P_Wall) = [0]>> then\n if <(P_Yspd) < ((0) - (tv 2))> then\n set [p_yspd v] to ((0) - (tv 2))\n end\nend\n\ndefine Set coustume\nswitch costume to (A_Costume#)\nFace Direction\nif <not <(P_Hit ticks) = [0]>> then\n switch costume to (join [N_Hit] ((5) - ((P_Hit ticks) / (2))))\nelse\n if <not <(P_Wall) = [0]>> then\n Wall Animations\n else\n if <(P_Ground) = [1]> then\n Ground Animations\n else\n Air Animations\n end\n end\nend\nchange [p_ticks v] by (0.1)\nchange [a_ticks v] by (0.1)\nset [a_costume# v] to (costume [number v])\n\ndefine Change Y (ydif)\nchange y by (ydif)\nchange [p_myy v] by (ydif)\n\nwhen I receive [position v]\nif <(_GAME STATE) = [0]> then\n switch costume to (move v)\n go to x: ((P_MyX) - (_CAMERA X)) y: ((P_MyY) - (_CAMERA Y))\n switch costume to (A_Costume#)\nelse\n go to x: ((P_MyX) - (_CAMERA X)) y: ((P_MyY) - (_CAMERA Y))\nend\n\ndefine A_Loop (first) (last) (ticks)\nif <<(costume [number v]) < (first)> or <(costume [number v]) > (last)>> then\n switch costume to (first)\nelse\n if <(A_Ticks) > (ticks)> then\n set [a_ticks v] to [0]\n if <(costume [number v]) = (last)> then\n switch costume to (first)\n else\n next costume\n end\n end\nend\n\ndefine A_Animate (first) (last) (ticks)\nif <<(costume [number v]) < (first)> or <(costume [number v]) > (last)>> then\n switch costume to (first)\n set [a_animation switch v] to [1]\nelse\n if <(A_Ticks) > (ticks)> then\n set [a_ticks v] to [0]\n if <(A_Animation Switch) = [1]> then\n next costume\n if <(costume [number v]) = (last)> then\n set [a_animation switch v] to [0]\n end\n else\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) = (first)> then\n set [a_animation switch v] to [1]\n end\n end\n end\nend\n\ndefine Face Direction\nif <(P_Hit ticks) = [0]> then\n if <not <<(P_Jumps) = [2]> and <(P_Yspd) > [4]>>> then\n if <(P_Attack Ticks) = [0]> then\n if <(P_Xspd) = [0]> then\n if <(C_Pr_Right) = [1]> then\n set [a_direction v] to [90]\n end\n if <(C_Pr_Left) = [1]> then\n set [a_direction v] to [-90]\n end\n else\n set rotation style [left-right v]\n if <(P_Xspd) > [0]> then\n set [a_direction v] to [90]\n else\n set [a_direction v] to [-90]\n end\n end\n end\n end\n if <not <(P_Wall) = [0]>> then\n if <(P_Wall) = [1]> then\n set [a_direction v] to [-90]\n else\n set [a_direction v] to [90]\n end\n end\nend\n\ndefine Attack <sword> <star> (a_length) <up>\nif <(P_Attack Ticks) = [0]> then\n set [p_attack direction v] to [0]\nelse\n change [p_attack ticks v] by (-1)\n if <(P_Attack Ticks) = [0]> then\n set [p_attack direction v] to [0]\n end\nend\nif <<sword> or <<star> and <(P_Ninja Stars) > [0]>>> then\n if <(P_Attack Pressed?) = [0]> then\n if <(P_Attack Ticks) = [0]> then\n set [p_attack pressed? v] to [1]\n set [p_attack ticks v] to (a_length)\n if <<(C_Pr_Down) = [1]> and <(A_Crouching) = [0]>> then\n set [p_attack direction v] to [2]\n else\n if <(C_Pr_Up) = [1]> then\n set [p_attack direction v] to [3]\n else\n set [p_attack direction v] to [1]\n if <(C_Pr_Left) = [1]> then\n set [a_direction v] to [-90]\n end\n if <(C_Pr_Right) = [1]> then\n set [a_direction v] to [90]\n end\n end\n end\n if <sword> then\n set [e_attack type v] to [1]\n start sound [Swoosh v]\n else\n change [p_ninja stars v] by (-1)\n set [e_attack type v] to [2]\n set [_hud_star animation v] to [0]\n start sound [Swoosh v]\n end\n broadcast (Attack v)\n end\n end\nelse\n set [p_attack pressed? v] to [0]\nend\n\ndefine Effect (effect #)\nset [e_effect type v] to (effect #)\nbroadcast (Effect v)\n\nwhen I receive [monster hit v]\nif <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [2]> then\n if <(P_Yspd) > [10]> then\n change [p_yspd v] by (10)\n else\n set [p_yspd v] to [20]\n end\n set [p_jumps v] to [1]\n else\n if <(P_Attack Direction) = [1]> then\n if <(A_Direction) = [90]> then\n set [p_xspd v] to [-12]\n else\n set [p_xspd v] to [12]\n end\n end\n end\nend\n\ndefine Hit (length)\nif <(P_Invincibility) = [0]> then\n set [p_hit ticks v] to [10]\n set [p_yspd v] to [20]\n set [p_invincibility v] to (length)\n if <(A_Direction) = [-90]> then\n set [p_xspd v] to [8]\n else\n set [p_xspd v] to [-8]\n end\n change [p_health v] by (-1)\n if <(P_Health) = [0]> then\n set [_transition type v] to [5]\n broadcast (Transition v)\n set [p_health v] to [5]\n set [p_ninja stars v] to [5]\n end\nend\n\ndefine Ground Animations\nif <(A_Crouching) = [1]> then\n if <not <(P_Attack Direction) = [0]>> then\n if <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NCU_Attack] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NCR_Attack] ((8) - (P_Attack Ticks)))\n end\n else\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NCU_Throw] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NCR_Throw] ((8) - (P_Attack Ticks)))\n end\n end\n else\n if <(A_Crouch Position) = [4]> then\n if <(P_Xspd) = [0]> then\n A_Animate [30] [33] [0.2]\n else\n A_Loop [34] [42] [0.2]\n end\n if <<(costume [number v]) = [34]> or <(costume [number v]) = [38]>> then\n if <(Sound_Step) = [0]> then\n set [sound_step v] to [1]\n start sound [Step v]\n end\n else\n set [sound_step v] to [0]\n end\n else\n switch costume to (join [N_Crouching] (A_Crouch Position))\n end\n end\nelse\n if <not <(P_Attack Direction) = [0]>> then\n if <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NGU_Attack] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NGR_Attack] ((8) - (P_Attack Ticks)))\n end\n else\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NGU_Throw] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NGR_Throw] ((8) - (P_Attack Ticks)))\n end\n end\n else\n if <not <(A_Land) = [0]>> then\n switch costume to (join [N_Land] ((6) - (A_Land)))\n else\n if <(A_Crouch Position) = [0]> then\n if <(P_Xspd) = [0]> then\n A_Animate [3] [5] [0.2]\n else\n if <([abs v] of (P_Xspd) ) = [16]> then\n A_Loop [12] [16] [0]\n if <(costume [number v]) = [15]> then\n if <(Sound_Step) = [0]> then\n set [sound_step v] to [1]\n start sound [Step v]\n end\n else\n set [sound_step v] to [0]\n end\n else\n if <<<(C_Pr_Right) = [1]> and <(P_Xspd) < [0]>> or <<(C_Pr_Left) = [1]> and <(P_Xspd) > [0]>>> then\n switch costume to (join [N_Turn] (([abs v] of (P_Xspd) ) / (4)))\n if <(Sound_Slide) = [0]> then\n set [sound_slide v] to [1]\n start sound [Turn v]\n end\n Effect [9]\n else\n set [sound_slide v] to [0]\n switch costume to (join [NS_Run] (([abs v] of (P_Xspd) ) / (4)))\n if <(costume [name v]) = [NS_Run1]> then\n start sound [Step v]\n end\n end\n end\n end\n else\n switch costume to (join [N_UnCrouching] (A_Crouch Position))\n end\n end\n end\nend\n\ndefine Air Animations\nif <not <(P_Attack Direction) = [0]>> then\n if <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NAU_Attack] ((8) - (P_Attack Ticks)))\n else\n if <(P_Attack Direction) = [2]> then\n switch costume to (join [NAD_Attack] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NAR_Attack] ((8) - (P_Attack Ticks)))\n end\n end\n else\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NAU_Throw] ((8) - (P_Attack Ticks)))\n else\n if <(P_Attack Direction) = [2]> then\n switch costume to (join [NAD_Throw] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NAR_Throw] ((8) - (P_Attack Ticks)))\n end\n end\n end\nelse\n if <not <(P_Xspd) = [0]>> then\n if <(P_Yspd) < [-28]> then\n A_Loop [55] [56] [0.2]\n else\n if <(P_Jumps) = [2]> then\n switch costume to (join [ND_Air] ((10) - (([ceiling v] of (P_Yspd) ) / (2))))\n else\n switch costume to (join [NM_Air] ((6) - (([ceiling v] of (P_Yspd) ) / (4))))\n end\n end\n else\n if <(P_Yspd) < [-28]> then\n A_Loop [69] [70] [0.2]\n else\n switch costume to (join [NS_Air] ((6) - (([ceiling v] of (P_Yspd) ) / (4))))\n end\n end\nend\n\nwhen I receive [load level v]\nhide\ngo to x: (0) y: (0)\nSpawn\nset [p_xspd v] to [0]\nset [p_yspd v] to [0]\nset [p_ticks v] to [0]\nset [p_jumps v] to [0]\ngo to x: ((P_MyX) - (_CAMERA X)) y: ((P_MyY) - (_CAMERA Y))\nshow\n\ndefine Level Transition\nif <([transition ticks v] of [overlay v]) = [0]> then\n if <(_LEVEL) = [X]> then\n if <(P_MyX) > [1100]> then\n if <(P_MyY) > [1600]> then\n Transition [1] [Z] [2]\n else\n Transition [1] [Z] [1]\n end\n end\n end\n if <(_LEVEL) = [Z]> then\n if <(P_MyX) < [-200]> then\n if <(P_MyY) > [1800]> then\n Transition [2] [X] [2]\n else\n Transition [2] [X] [1]\n end\n end\n end\n if <(_LEVEL) = [1]> then\n if <(P_MyX) > [2450]> then\n broadcast (Menu v)\n end\n end\nend\n\ndefine Transition (transition) (level) (area)\nset [_transition type v] to (transition)\nset [_transitioning level v] to (level)\nset [p_spawn area v] to (area)\nbroadcast (Transition v)\n\ndefine Spawn\nif <(_LEVEL) = [X]> then\n if <(P_Spawn Area) = [0]> then\n set [p_myx v] to [0]\n set [p_myy v] to [0]\n end\n if <(P_Spawn Area) = [1]> then\n set [p_myx v] to [1000]\n set [p_myy v] to [920]\n end\n if <(P_Spawn Area) = [2]> then\n set [p_myx v] to [1050]\n set [p_myy v] to [1600]\n end\nend\nif <(_LEVEL) = [Z]> then\n if <(P_Spawn Area) = [1]> then\n set [p_myx v] to [-100]\n set [p_myy v] to [-50]\n end\n if <(P_Spawn Area) = [2]> then\n set [p_myx v] to [-100]\n set [p_myy v] to [1980]\n end\nend\nif <(_LEVEL) = [1]> then\n if <(P_Spawn Area) = [0]> then\n set [p_myx v] to [-2150]\n set [p_myy v] to [-538]\n end\n if <(P_Spawn Area) = [2]> then\n set [p_myx v] to [-100]\n set [p_myy v] to [1980]\n end\nend\nif <(_LEVEL) = [2]> then\n if <(P_Spawn Area) = [0]> then\n set [p_myx v] to [0]\n set [p_myy v] to [0]\n end\n if <(P_Spawn Area) = [1]> then\n set [p_myx v] to [0]\n set [p_myy v] to [0]\n end\nend\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nset [c_max speed v] to [16]\nset [p_ninja stars v] to [5]\nset [p_health v] to [5]\nset [p_spawn area v] to [0]\nhide\n\ndefine Controls\nset [c_pr_up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nset [c_pr_down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [c_pr_left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [c_pr_right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [c_pr_jump v] to <<key (space v) pressed?> or <<key (z v) pressed?> or <key (l v) pressed?>>>\nset [c_pr_attack v] to <<key (x v) pressed?> or <key (k v) pressed?>>\nset [c_pr_star v] to <<key (c v) pressed?> or <key (j v) pressed?>>\n\ndefine Wall Animations\nif <not <(P_Attack Direction) = [0]>> then\n if <(E_Attack type) = [1]> then\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NWU_Attack] ((8) - (P_Attack Ticks)))\n else\n if <(P_Attack Direction) = [2]> then\n switch costume to (join [NWD_Attack] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NWR_Attack] ((8) - (P_Attack Ticks)))\n end\n end\n else\n if <(P_Attack Direction) = [3]> then\n switch costume to (join [NWU_Throw] ((8) - (P_Attack Ticks)))\n else\n if <(P_Attack Direction) = [2]> then\n switch costume to (join [NWD_Throw] ((8) - (P_Attack Ticks)))\n else\n switch costume to (join [NWR_Throw] ((8) - (P_Attack Ticks)))\n end\n end\n end\nelse\n switch costume to (join [NW_Land] ((5) - (A_Wall land)))\n if <(Sound_Wall Slide) = [0]> then\n set [sound_wall slide v] to [3]\n start sound [Wall Slide v]\n else\n change [sound_wall slide v] by (-1)\n end\nend\n\nwhen I receive [player hit v]\nHit [46]\n\ndefine Hit Recovery (ghost loop)\nif <not <(P_Invincibility) = [0]>> then\n change [p_invincibility v] by (-1)\n change [p_hit ticks v] by (-1)\n if <(P_Hit ticks) < [0]> then\n set [p_hit ticks v] to [0]\n end\nend\nif <not <(P_Invincibility) = [0]>> then\n change [a_invincibility ticks v] by (1)\n if <(A_Invincibility Ticks) > ((ghost loop) / (2))> then\n set [ghost v] effect to (75)\n if <(A_Invincibility Ticks) > (ghost loop)> then\n set [a_invincibility ticks v] to [0]\n end\n else\n set [ghost v] effect to (0)\n end\nelse\n set [ghost v] effect to (0)\nend\n\ndefine Touching Wall\nif <<(P_Xspd) = [0]> and <(P_Ground) = [0]>> then\n change x by (-1)\n if <touching (collision v)?> then\n if <not <touching (non- wall v)?>> then\n set [p_wall v] to [1]\n set [p_wall jump v] to [0]\n end\n end\n change x by (2)\n if <touching (collision v)?> then\n if <not <touching (non- wall v)?>> then\n set [p_wall v] to [-1]\n set [p_wall jump v] to [0]\n end\n end\n change x by (-1)\nend\nif <not <(A_Wall land) = [0]>> then\n change [a_wall land v] by (-1)\nend\nif <<not <(P_Wall) = [0]>> and <(AP_Prev Wall) = [0]>> then\n set [a_wall land v] to [5]\n start sound [Land v]\nend\nset [ap_prev wall v] to (P_Wall)\nif <(P_Wall) = [0]> then\n set [p_wall stick v] to [0]\nend\n\ndefine A_Collision / Crouch\nif <(P_Ground) = [1]> then\n set [p_wall v] to [0]\nelse\n if <<(P_Jumps) = [0]> and <(P_Coyote timing) = [0]>> then\n set [p_jumps v] to [1]\n end\nend\nif <not <(A_Land) = [0]>> then\n change [a_land v] by (-1)\nend\nif <<(E_Prev Ground?) = [0]> and <(P_Ground) = [1]>> then\n Effect [4]\n start sound [Land v]\n set [a_land v] to [5]\nend\nset [e_prev ground? v] to (P_Ground)\nif <<(E_Prev wall?) = [0]> and <not <(P_Wall) = [0]>>> then\n Effect [5]\nend\nset [e_prev wall? v] to (P_Wall)\nif <<not <(P_Wall) = [0]>> and <(P_Yspd) < [0]>> then\n change [a_wall effect ticks v] by (1)\n if <(A_Wall Effect ticks) > [2]> then\n set [a_wall effect ticks v] to [0]\n Effect [6]\n end\nend\nif <(P_Ground) = [1]> then\n if <(C_Pr_Down) = [1]> then\n set [a_crouching v] to [1]\n else\n switch costume to (hitbox v)\n if <touching (collision v)?> then\n switch costume to (crouch hitbox v)\n else\n set [a_crouching v] to [0]\n end\n end\nelse\n set [a_crouch position v] to [0]\nend\nif <(A_Crouching) = [1]> then\n change [a_crouch position v] by (1)\n if <(A_Crouch Position) > [4]> then\n set [a_crouch position v] to [4]\n end\nelse\n change [a_crouch position v] by (-1)\n if <(A_Crouch Position) < [0]> then\n set [a_crouch position v] to [0]\n end\nend\n\nforever\n go to x: (0) y: (0)\n show\n switch costume to (n_stance1 v)\n repeat (16)\n wait (0) seconds\n next costume\n end\nend\n\ndefine Platforming\nControls\nif <<not <(P_Wall) = [0]>> and <(P_Yspd) < [0]>> then\n Update [0.5] [60] [8]\nelse\n Update [2] [60] [8]\n set [p_yspd v] to ((round ((P_Yspd) / (2))) * (2))\nend\nif <(P_Wall Jump) = [0]> then\n if <(P_Hit ticks) = [0]> then\n if <(P_Ground) = [1]> then\n if <(A_Crouching) = [1]> then\n Left - Right (4) ((C_Max Speed) / (3)) <(C_Pr_Left) = [1]> <(C_Pr_Right) = [1]>\n else\n Left - Right (4) (C_Max Speed) <(C_Pr_Left) = [1]> <(C_Pr_Right) = [1]>\n end\n else\n Left - Right (2) (C_Max Speed) <(C_Pr_Left) = [1]> <(C_Pr_Right) = [1]>\n end\n end\nend\nChange X (P_Xspd) (C)\nTouching Wall\nJump (20) (2) <(C_Pr_Jump) = [1]> [4]\nChange Y (P_Yspd)\nTouching ground? <(P_Yspd) > [0]> <(C_Pr_Down) = [1]>\nA_Collision / Crouch\nAttack <(C_Pr_Attack) = [1]> <(C_Pr_Star) = [1]> [7] <(C_Pr_Up) = [1]>\nHit Recovery [8]\nSet coustume\nDirection (A_Direction)\nLevel Transition\n\ndefine Scene 1\npoint in direction (90)\nshow\nswitch costume to (n_intro1 v)\nwait (1) seconds\nrepeat (6)\n wait (0) seconds\n next costume\nend\nwait (0.5) seconds\nrepeat (4)\n wait (0) seconds\n next costume\nend\nwait (1) seconds\nrepeat (24)\n wait (0) seconds\n next costume\nend\nset [_game state v] to [0]\nset [a_direction v] to [90]\n\nwhen I receive [cutscene v]\nif <(_CUTSCENE) = [1]> then\n Scene 1\nend\n\n@Monsters\n\ndefine Clone (clones)\nset [m_clone id v] to [0]\nrepeat (clones)\n change [m_clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [m_clone id v] to [0]\n\nwhen I receive [position v]\nif <not <(M_Clone ID) = [0]>> then\n set [a_costume # v] to (costume [number v])\n switch costume to (move v)\n go to x: ((M_MyX) - (_Camera X)) y: ((M_MyY) - (_Camera Y))\n if <<(x position) = ((M_MyX) - (_Camera X))> and <(y position) = ((M_MyY) - (_Camera Y))>> then\n set [hud_show v] to [1]\n end\n switch costume to (A_Costume #)\nend\n\nwhen I receive [post-tick v]\nif <not <(M_Clone ID) = [0]>> then\n if <(M_Respawn Ticks) = [0]> then\n if <(M_Death) = [0]> then\n hide\n set [m_respawn ticks v] to [120]\n set [e_monster x v] to (M_MyX)\n set [e_monster y v] to (M_MyY)\n else\n if <(M_Monster ID) = [1]> then\n B_Blitzer action [-130] [470]\n end\n if <(M_Monster ID) = [2]> then\n G_Ghost action\n end\n end\n if <(M_Health) = [0]> then\n replace item (((M_Clone ID) * (2)) - (1)) of [monster positions v] with [N/A]\n replace item ((M_Clone ID) * (2)) of [monster positions v] with [N/A]\n else\n replace item (((M_Clone ID) * (2)) - (1)) of [monster positions v] with (M_MyX)\n replace item ((M_Clone ID) * (2)) of [monster positions v] with (M_MyY)\n end\n else\n change [m_respawn ticks v] by (-1)\n if <(M_Respawn Ticks) = [0]> then\n Spawn\n end\n end\nend\n\nwhen I start as a clone\nadd [0] to [monster positions v]\nadd [0] to [monster positions v]\nSpawn\n\ndefine M_Detect hit\nif <<touching (attacks v)?> and <(M_Hit) = [0]>> then\n change [m_health v] by (-1)\n set [m_hit v] to [8]\n set [a_brightness v] to [10]\n set [m_roar v] to [0]\n set [m_attacking v] to [1]\n broadcast (Monster Hit v)\n set [e_monster x v] to (M_MyX)\n set [e_monster y v] to (M_MyY)\n set [m_xspd v] to (round ((0) - ((M_Xspd) / (2))))\n Effect [7]\n start sound [Hit v]\nend\nchange [m_hit v] by (-1)\nif <(M_Hit) < [0]> then\n set [m_hit v] to [0]\nend\n\ndefine G_Float (x) (y)\nset [m_myx v] to ((([sin v] of ((Sine) * (2)) ) * (6)) + (x))\nset [m_myy v] to ((([sin v] of ((Sine) * (12)) ) * (8)) + (y))\n\ndefine B_Patrol (x) (dis) (speed)\nset rotation style [left-right v]\nif <(A_Patrol Turn) = [0]> then\n A_Loop [B_Walk] [6] [2]\n if <(M_Direction) = [1]> then\n change [m_myx v] by (speed)\n if <(M_MyX) > ((x) + (dis))> then\n set [a_patrol turn v] to [38]\n end\n else\n change [m_myx v] by ((0) - (speed))\n if <(M_MyX) < ((x) - (dis))> then\n set [a_patrol turn v] to [38]\n end\n end\nelse\n if <(A_Patrol Turn) > [14]> then\n switch costume to (join [B_Look] ((19) - ((A_Patrol Turn) / (2))))\n else\n switch costume to (join [B_Turn] ((7) - ((A_Patrol Turn) / (2))))\n end\n change [a_patrol turn v] by (-1)\n if <(A_Patrol Turn) = [0]> then\n switch costume to (b_walk1 v)\n if <(M_Direction) = [0]> then\n point in direction (90)\n set [m_direction v] to [1]\n else\n point in direction (-90)\n set [m_direction v] to [0]\n end\n end\nend\n\ndefine A_Loop (name) (last) (ticks)\nset [a_costume name number v] to (letter ((length of (name)) + (1)) of (costume [name v]))\nif <not <(costume [name v]) = (join (name) (A_Costume Name Number))>> then\n switch costume to (join (name) [1])\nelse\n if <(A_Ticks) > (ticks)> then\n set [a_ticks v] to [0]\n if <(costume [name v]) = (join (name) (last))> then\n switch costume to (join (name) [1])\n else\n next costume\n end\n end\nend\n\ndefine A_Animate (name) (last) (ticks)\nset [a_costume name number v] to (letter ((length of (name)) + (1)) of (costume [name v]))\nif <not <(costume [name v]) = (join (name) (A_Costume Name Number))>> then\n switch costume to (join (name) [1])\n set [a_animation switch v] to [1]\nelse\n if <(A_Ticks) > (ticks)> then\n set [a_ticks v] to [0]\n if <(A_Animation Switch) = [1]> then\n next costume\n if <(costume [name v]) = (join (name) (last))> then\n set [a_animation switch v] to [0]\n end\n else\n switch costume to ((costume [number v]) - (1))\n if <(costume [name v]) = (join (name) [1])> then\n set [a_animation switch v] to [1]\n end\n end\n end\nend\n\ndefine Spawn\nshow\nclear graphic effects\nset size to (100) %\nset [m_hit v] to [8]\nset [m_death v] to [34]\nset [m_roar v] to [0]\nset [m_attacking v] to [0]\nset [a_speed v] to [10]\nset [m_health v] to [3]\nset [m_attack v] to [0]\nif <(Level) = [X]> then\n Level X Spawn Clones\nend\n\ndefine Effect (effect #)\nset [e_effect type v] to (effect #)\nbroadcast (Effect v)\n\nwhen I receive [load level v]\nif <not <(M_Clone ID) = [0]>> then\n delete this clone\nend\nif <(M_Clone ID) = [0]> then\n delete all of [monster positions v]\n if <(Level) = [X]> then\n Clone (4)\n else\n if <(_LEVEL) = [Z]> then\n No Monsters\n else\n if <(Level) = [1]> then\n No Monsters\n end\n end\n end\nend\n\ndefine B_Blitzer action (minx) (maxx)\nM_Brightness\nif <(M_Health) = [0]> then\n if <(M_Death) = [34]> then\n Effect [8]\n end\n switch costume to (join [B_Death] ((17) - ((M_Death) / (2))))\n change [m_death v] by (-1)\nelse\n M_Detect hit\n B_Roar [200] [50] (minx) (maxx)\n if <(M_Roar) = [0]> then\n if <(M_Attacking) = [0]> then\n set [m_xspd v] to [0]\n B_Patrol [200] [100] [2]\n else\n if <(M_Attacking) > [1]> then\n if <(M_Attack) = [0]> then\n if <<([p_myx v] of [player v]) < (minx)> or <([p_myx v] of [player v]) > (maxx)>> then\n set [m_roar v] to [30]\n set [m_attacking v] to [0]\n else\n B_Chase [8] [75]\n end\n else\n B_Decelarate\n switch costume to (join [B_Attack] ((13) - ((M_Attack) / (2))))\n if <<(M_Attack) = [13]> or <(M_Attack) = [12]>> then\n if <touching (player v)?> then\n broadcast (Player Hit v)\n end\n end\n change [m_attack v] by (-1)\n end\n change [m_myx v] by (M_Xspd)\n end\n end\n else\n switch costume to (join [B_Roar] ((15) - ((M_Roar) / (2))))\n end\n change [a_ticks v] by (1)\nend\n\ndefine G_Ghost action\nM_Brightness\nM_Detect hit\nif <(M_Health) = [0]> then\n Effect [8]\n set [m_death v] to [0]\nend\nA_Animate [GH_Float] [6] [2]\nchange [a_ticks v] by (1)\nG_Float (M_Initial X) (M_Inital Y)\n\ndefine B_Roar (xdis) (ydis) (minx) (maxx)\nset [m_player seen v] to [0]\nif <<([p_myx v] of [player v]) > (minx)> and <([p_myx v] of [player v]) < (maxx)>> then\n if <(M_Direction) = [1]> then\n if <([p_myx v] of [player v]) > (M_MyX)> then\n if <([abs v] of ((M_MyX) - ([p_myx v] of [player v])) ) < (xdis)> then\n if <([abs v] of ((M_MyY) - ([p_myy v] of [player v])) ) < (ydis)> then\n set [m_player seen v] to [1]\n end\n end\n end\n end\n if <(M_Direction) = [0]> then\n if <([p_myx v] of [player v]) < (M_MyX)> then\n if <([abs v] of ((M_MyX) - ([p_myx v] of [player v])) ) < (xdis)> then\n if <([abs v] of ((M_MyY) - ([p_myy v] of [player v])) ) < (ydis)> then\n set [m_player seen v] to [1]\n end\n end\n end\n end\nend\nif <(M_Roar) = [0]> then\n if <<(M_Player Seen) = [1]> and <(M_Attacking) = [0]>> then\n set [m_roar v] to [30]\n set [m_attacking v] to [1]\n end\n if <(M_Attacking) = [1]> then\n set [m_attacking v] to [2]\n end\nelse\n change [m_roar v] by (-1)\nend\n\ndefine B_Chase (max speed) (min distance)\nif <(A_Turn) = [0]> then\n if <([abs v] of (M_Xspd) ) = [8]> then\n A_Loop [B_Sprint] [6] [1]\n else\n switch costume to (join [B_Run] ([ceiling v] of (([abs v] of (M_Xspd) ) / (2)) ))\n end\n if <([p_myx v] of [player v]) > (M_MyX)> then\n if <(M_Direction) = [0]> then\n set [a_turn v] to [7]\n switch costume to (b_turn1 v)\n else\n change [m_xspd v] by (1)\n if <(M_Xspd) > (max speed)> then\n set [m_xspd v] to (max speed)\n end\n if <([abs v] of ((M_MyX) - ([p_myx v] of [player v])) ) < (min distance)> then\n set [m_attacking v] to [3]\n set [m_attack v] to [26]\n end\n end\n end\n if <([p_myx v] of [player v]) < (M_MyX)> then\n if <(M_Direction) = [1]> then\n set [a_turn v] to [7]\n switch costume to (b_turn1 v)\n else\n change [m_xspd v] by (-1)\n if <(M_Xspd) < ((0) - (max speed))> then\n set [m_xspd v] to ((0) - (max speed))\n end\n if <([abs v] of ((M_MyX) - ([p_myx v] of [player v])) ) < (min distance)> then\n set [m_attacking v] to [3]\n set [m_attack v] to [26]\n end\n end\n end\nelse\n switch costume to (join [B_Turn] ((7) - (A_Turn)))\n change [a_turn v] by (-1)\n if <(A_Turn) = [0]> then\n switch costume to (b_run1 v)\n if <(M_Direction) = [1]> then\n point in direction (-90)\n set [m_direction v] to [0]\n else\n point in direction (90)\n set [m_direction v] to [1]\n end\n end\nend\n\nforever\n go to x: (0) y: (0)\n show\n switch costume to (b_death1 v)\n repeat (16)\n wait (0) seconds\n next costume\n end\nend\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nhide\n\ndefine B_Decelarate\nif <not <(M_Xspd) = [0]>> then\n if <(M_Xspd) < [0]> then\n change [m_xspd v] by (1)\n else\n change [m_xspd v] by (-1)\n end\nend\n\ndefine M_Brightness\nif <not <(A_Brightness) = [0]>> then\n change [a_brightness v] by (-1)\n set [brightness v] effect to ((A_Brightness) * (10))\nend\n\ndefine Level X Spawn Clones\nif <(M_Clone ID) = [1]> then\n B_Spawn Blitzer [150] [582]\nelse\n if <(M_Clone ID) = [2]> then\n B_Spawn Blitzer [250] [582]\n else\n if <(M_Clone ID) = [3]> then\n G_Spawn ghost [0] [700]\n else\n if <(M_Clone ID) = [4]> then\n G_Spawn ghost [800] [800]\n end\n end\n end\nend\n\ndefine B_Spawn Blitzer (initial x) (y)\nset [m_monster id v] to [1]\nset [m_direction v] to (pick random (0) to (1))\nif <(M_Direction) = [1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nset [m_initial x v] to (initial x)\nset [m_myy v] to (y)\nswitch costume to (b_stance v)\n\ndefine G_Spawn ghost (x) (y)\nset [m_monster id v] to [2]\nset [m_initial x v] to (x)\nset [m_inital y v] to (y)\nswitch costume to (gh_float2 v)\n\ndefine No Monsters\nrepeat (8)\n add [N/A] to [monster positions v]\nend\n\n@Looks\n\nwhen I receive [position v]\nswitch costume to (move v)\ngo to x: (() - (_CAMERA X)) y: (() - (_CAMERA Y))\nswitch costume to (join [Level_] (join (_LEVEL) (join [_] (Clone ID))))\n\nif <not <(Clone ID) = [0]>> then\n switch costume to (move v)\n go to x: (() - (_CAMERA X)) y: (() - (_CAMERA Y))\n switch costume to (join [Level_] (join (_LEVEL) (join [_] (Clone ID))))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (sizer v)\nset size to (2000) %\nhide\nset [clone id v] to [0]\n\nwhen I receive [load level v]\nif <(Clone ID) = [0]> then\n if <(_LEVEL) = [X]> then\n Clone [1]\n else\n if <(_LEVEL) = [Z]> then\n Clone [1]\n else\n if <(_LEVEL) = [1]> then\n Clone [3]\n else\n if <(_LEVEL) = [2]> then\n end\n end\n end\nelse\n delete this clone\nend\nswitch costume to (join [Level_] (join (_LEVEL) (join [_] (Clone ID))))\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nswitch costume to (sizer v)\nset size to (2000) %\nshow\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [menu - level v]\nhide\n\n@Parallax\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [position v]\nif <not <(Clone ID) = [0]>> then\n set [costume# v] to (costume [number v])\n switch costume to (move v)\n if <(Clone ID) = [1]> then\n go to x: ((() - (_CAMERA X)) * (2)) y: ((() - (_CAMERA Y)) * (2))\n else\n if <(Clone ID) = [2]> then\n go to x: ((() - (_CAMERA X)) / (1.5)) y: ((() - (_CAMERA Y)) / (1.5))\n else\n go to x: ((() - (_CAMERA X)) / (((Clone ID) - (1)) * (2))) y: ((() - (_CAMERA Y)) / (((Clone ID) - (1)) * (2)))\n end\n end\n switch costume to (Costume#)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [_camera x v] to [0]\nClone (5)\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (sizer v)\nset size to ((2000) - ((Clone ID) * (100))) %\nSet Costume\ngo to [back v] layer\ngo [forward v] ((4) - (Clone ID)) layers\nif <(Clone ID) = [1]> then\n go to [front v] layer\n go [backward v] (15) layers\nend\n\ndefine Set Costume\nif <(Clone ID) = [1]> then\n switch costume to (join [F_Fore_] (_LEVEL))\nelse\n if <(Clone ID) = [2]> then\n switch costume to (join [B_Fore_] (_LEVEL))\n else\n if <(Clone ID) = [3]> then\n switch costume to (join [B_Front_] (_LEVEL))\n else\n if <(Clone ID) = [4]> then\n switch costume to (join [B_Mid_] (_LEVEL))\n else\n if <(Clone ID) = [5]> then\n switch costume to (join [B_Back_] (_LEVEL))\n end\n end\n end\n end\nend\n\nwhen I receive [load level v]\nSet Costume\n\nwhen I receive [menu - level v]\nshow\n\nwhen I receive [menu v]\nhide\n\n@Collision\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (sizer v)\nset size to (2000) %\nswitch costume to (join [Collision_] (_LEVEL))\n\nwhen I receive [load level v]\nswitch costume to (join [Collision_] (_LEVEL))\ngo to x: ((0) - (_CAMERA X)) y: ((0) - (_CAMERA Y))\n\nif <(_LEVEL) = [2]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [position v]\ngo to x: ((0) - (_CAMERA X)) y: ((0) - (_CAMERA Y))\n\nwhen I receive [tick v]\nif <(_LEVEL) = [1]> then\n switch costume to (join [Collision_] (join (_LEVEL) (join [,] (_Breakable Walls))))\nelse\n switch costume to (join [Collision_] (join (_LEVEL) (join [,] (_Breakable Walls))))\nend\n\n@Platforms\n\nwhen I receive [position v]\nswitch costume to (move v)\ngo to x: (() - (_CAMERA X)) y: (() - (_CAMERA Y))\nswitch costume to (join [Platforms_] (_LEVEL))\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (sizer v)\nset size to (2000) %\nswitch costume to (collision v)\nset [ghost v] effect to (100)\n\nwhen I receive [load level v]\nswitch costume to (join [Platforms_] (_LEVEL))\ngo to x: (() - (_CAMERA X)) y: (() - (_CAMERA Y))\nset [ghost v] effect to (100)\n\n@Effects\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [effect v]\nif <(Clone ID) = [0]> then\n set [effect v] to (E_Effect type)\n if <(E_Effect type) < [4]> then\n Clone (6)\n else\n if <(E_Effect type) < [6]> then\n Clone (2)\n else\n if <(E_Effect type) = [6]> then\n Clone (1)\n else\n if <(E_Effect type) = [7]> then\n Clone (pick random (3) to (5))\n else\n if <(E_Effect type) = [8]> then\n Clone (pick random (3) to (8))\n else\n if <(E_Effect type) = [9]> then\n Clone (1)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (20) layers\nSetup\nif <(Effect) < [4]> then\n E_1 2 3 setup\nelse\n if <(Effect) < [6]> then\n E_4 5 Setup\n else\n if <(Effect) = [6]> then\n E_6 setup\n else\n if <(Effect) = [7]> then\n E_7 Setup\n else\n if <(Effect) = [8]> then\n E_8 Setup\n else\n if <(Effect) = [9]> then\n E_9 Setup\n end\n end\n end\n end\n end\nend\ngo to x: ((Xpos) - (_Camera X)) y: ((Ypos) - (_Camera Y))\n\nwhen I receive [position v]\nif <not <(Clone ID) = [0]>> then\n go to x: ((Xpos) - (_Camera X)) y: ((Ypos) - (_Camera Y))\n set size to (Size) %\nend\n\nwhen I receive [tick v]\nif <not <(Clone ID) = [0]>> then\n if <(Effect) < [4]> then\n E_1 2 3 Action\n else\n if <(Effect) < [6]> then\n E_4 5 Action\n else\n if <(Effect) = [6]> then\n E_6 Action\n else\n if <(Effect) = [7]> then\n E_7 Action\n else\n if <(Effect) = [8]> then\n E_8 Action\n else\n if <(Effect) = [9]> then\n E_9 Action\n end\n end\n end\n end\n end\n end\nend\n\ndefine Setup\npoint in direction (90)\nshow\nclear graphic effects\nset [xpos v] to ([p_myx v] of [player v])\nset [ypos v] to ([p_myy v] of [player v])\n\ndefine E_1 2 3 setup\nset [size v] to [200]\nset [time v] to [10]\nchange [ypos v] by (-40)\nif <(Clone ID) < [4]> then\n if <(Effect) = [1]> then\n point in direction (90)\n set [xspd v] to [8]\n switch costume to (line v)\n end\n if <(Effect) = [2]> then\n point in direction (0)\n set [yspd v] to [8]\n switch costume to (line v)\n if <([a_direction v] of [player v]) = [90]> then\n change [xpos v] by (-10)\n else\n change [xpos v] by (10)\n end\n end\n if <(Effect) = [3]> then\n point in direction (0)\n turn right (([p_xspd v] of [player v]) * (2)) degrees\n set [xspd v] to [6]\n switch costume to (line v)\n if <(Clone ID) = [1]> then\n Move: [6] In direction: ((direction) - (90))\n else\n if <(Clone ID) = [3]> then\n Move: [6] In direction: ((direction) + (90))\n end\n end\n end\n if <(Clone ID) = [2]> then\n switch costume to (dust v)\n set [size v] to [300]\n end\nelse\n if <(Clone ID) < [7]> then\n point in direction (0)\n turn right (([p_xspd v] of [player v]) * (2)) degrees\n switch costume to (line v)\n if <(Clone ID) = [4]> then\n set [xspd v] to [8]\n Move: [8] In direction: ((direction) - (90))\n else\n if <(Clone ID) = [5]> then\n set [xspd v] to [14]\n else\n if <(Clone ID) = [6]> then\n set [xspd v] to [8]\n Move: [8] In direction: ((direction) + (90))\n end\n end\n end\n end\nend\n\ndefine E_1 2 3 Action\nif <(Clone ID) < [7]> then\n if <(Time) < [1]> then\n delete this clone\n end\n change [time v] by (-1)\n change [size v] by (-10)\n change [ghost v] effect by (10)\n if <(Clone ID) < [4]> then\n change [size v] by (-10)\n if <(Effect) = [1]> then\n if <(Clone ID) = [1]> then\n change [xpos v] by (Xspd)\n else\n if <(Clone ID) = [3]> then\n change [xpos v] by (() - (Xspd))\n end\n end\n set [xspd v] to ((Xspd) * (0.8))\n end\n if <(Effect) = [2]> then\n if <(Clone ID) = [1]> then\n change [ypos v] by (Yspd)\n else\n if <(Clone ID) = [3]> then\n change [ypos v] by (() - (Yspd))\n end\n end\n set [yspd v] to ((Yspd) * (0.8))\n end\n if <(Effect) = [3]> then\n if <<(Clone ID) = [1]> or <(Clone ID) = [3]>> then\n Move: ((0) - (Xspd)) In direction: (direction)\n set [xspd v] to ((Xspd) * (0.8))\n end\n end\n else\n if <(Clone ID) < [7]> then\n Move: (Xspd) In direction: (direction)\n set [xspd v] to ((Xspd) * (0.8))\n end\n end\nend\n\ndefine Move: (x) In direction: (direction)\nchange [xpos v] by ((x) * ([cos v] of (((0) - (direction)) + (90)) ))\nchange [ypos v] by ((x) * ([sin v] of (((0) - (direction)) + (90)) ))\n\ndefine E_4 5 Setup\nset [size v] to [200]\nset [time v] to [10]\nchange [ypos v] by (-20)\nif <(Effect) = [4]> then\n point in direction (90)\n set [xspd v] to [10]\n switch costume to (line v)\nend\nif <(Effect) = [5]> then\n point in direction (0)\n set [yspd v] to [10]\n switch costume to (line v)\n if <([p_wall v] of [player v]) = [1]> then\n change [xpos v] by (-10)\n else\n change [xpos v] by (10)\n end\nend\n\ndefine E_4 5 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-20)\nchange [ghost v] effect by (10)\nif <(Effect) = [4]> then\n if <(Clone ID) = [1]> then\n change [xpos v] by (Xspd)\n else\n if <(Clone ID) = [2]> then\n change [xpos v] by (() - (Xspd))\n end\n end\n set [xspd v] to ((Xspd) * (0.8))\nend\nif <(Effect) = [5]> then\n if <(Clone ID) = [1]> then\n change [ypos v] by (Yspd)\n else\n if <(Clone ID) = [2]> then\n change [ypos v] by (() - (Yspd))\n end\n end\n set [yspd v] to ((Yspd) * (0.8))\nend\n\nwhen flag clicked\nset [clone id v] to [0]\ndelete this clone\n\ndefine E_6 setup\nset [size v] to [100]\nset [ghost v] effect to (50)\nset [yspd v] to [0]\nset [time v] to [10]\nchange [ypos v] by (-20)\npoint in direction (0)\nswitch costume to (line v)\nif <([p_wall v] of [player v]) = [1]> then\n change [xpos v] by (-10)\nelse\n change [xpos v] by (10)\nend\n\ndefine E_6 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-10)\nchange [ghost v] effect by (5)\nchange [ypos v] by (Yspd)\n\ndefine E_7 Setup\nset [size v] to [200]\nset [ghost v] effect to (0)\nswitch costume to (monster bit v)\nset [time v] to [10]\nset [xpos v] to (E_Monster X)\nset [ypos v] to (E_Monster Y)\nif <([p_attack v] of [player v]) = [1]> then\n set [yspd v] to (pick random (6) to (0))\n if <([a_direction v] of [player v]) = [90]> then\n set [xspd v] to (pick random (2) to (12))\n else\n set [xspd v] to (pick random (-2) to (-12))\n end\nelse\n if <([p_attack v] of [player v]) = [2]> then\n set [yspd v] to (pick random (-2) to (-12))\n set [xspd v] to (pick random (-2) to (2))\n else\n set [yspd v] to (pick random (16) to (2))\n set [xspd v] to (pick random (-2) to (2))\n end\nend\n\ndefine E_7 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-20)\nchange [ghost v] effect by (10)\nchange [xpos v] by (Xspd)\nchange [ypos v] by (Yspd)\nchange [yspd v] by (-1)\n\ndefine E_8 Setup\nif <(Clone ID) = [1]> then\n set [size v] to [800]\nelse\n set [size v] to [200]\nend\nset [ghost v] effect to (0)\nswitch costume to (monster bit v)\nset [time v] to [10]\nset [xpos v] to (E_Monster X)\nset [ypos v] to (E_Monster Y)\nset [yspd v] to (pick random (16) to (2))\nset [xspd v] to (pick random (-12) to (12))\n\ndefine E_8 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-20)\nchange [ghost v] effect by (10)\nif <(Clone ID) = [1]> then\n change [size v] by (-20)\nelse\n change [xpos v] by (Xspd)\n change [ypos v] by (Yspd)\n change [yspd v] by (-1)\nend\n\ndefine E_9 Setup\nset [size v] to [100]\nset [ghost v] effect to (0)\nset [time v] to [10]\nchange [ypos v] by (-20)\npoint in direction (90)\nswitch costume to (line v)\nif <([a_direction v] of [player v]) = [90]> then\n set [xspd v] to ([p_xspd v] of [player v])\n change [xpos v] by (10)\nelse\n set [xspd v] to ([p_xspd v] of [player v])\n change [xpos v] by (-10)\nend\n\ndefine E_9 Action\nif <(Time) < [1]> then\n delete this clone\nend\nchange [time v] by (-1)\nchange [size v] by (-20)\nchange [ghost v] effect by (10)\nturn left ((Xspd) / (2)) degrees\nMove: (Xspd) In direction: (direction)\nset [xspd v] to ((Xspd) / (1.2))\n\n@Shadows\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [post-tick v]\nif <not <(Clone ID) = [0]>> then\n if <(Clone ID) = [1]> then\n Y Shadow ([p_myx v] of [player v]) ([p_myy v] of [player v])\n else\n if <(Clone ID) = [2]> then\n X Shadow ([p_myx v] of [player v]) ([p_myy v] of [player v])\n else\n if <(Clone ID) = [3]> then\n Y Shadow (item (1) of [monster positions v]) (item (2) of [monster positions v])\n if <(item (1) of [monster positions v]) = [N/A]> then\n hide\n else\n show\n end\n else\n if <(Clone ID) = [4]> then\n Y Shadow (item (3) of [monster positions v]) (item (4) of [monster positions v])\n if <(item (3) of [monster positions v]) = [N/A]> then\n hide\n else\n show\n end\n end\n end\n end\n end\nend\n\nwhen I receive [position v]\nswitch costume to (move v)\ngo to x: ((MyX) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\nswitch costume to (drop shadow v)\nif <(Clone ID) = [2]> then\n switch costume to (side shadow v)\nend\nset size to (Size) %\n\ndefine Y Shadow (x) (y)\nswitch costume to (hitbox v)\nshow\nset size to (100) %\nset [myx v] to (x)\nset [myy v] to (y)\ngo to x: ((MyX) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\nset [failsafe v] to [0]\nset [size v] to [550]\nif <(Clone ID) = [1]> then\n repeat until <<<touching (collision v)?> or <<touching (platforms v)?> and <([p_platform ticks v] of [player v]) = [0]>>> or <(Failsafe) > [30]>>\n change y by (-4)\n change [myy v] by (-4)\n change [size v] by (-12)\n change [failsafe v] by (1)\n end\nelse\n repeat until <<<touching (collision v)?> or <touching (platforms v)?>> or <(Failsafe) > [30]>>\n change y by (-4)\n change [myy v] by (-4)\n change [size v] by (-12)\n change [failsafe v] by (1)\n end\nend\nif <(Failsafe) > [30]> then\n hide\nend\nswitch costume to (drop shadow v)\n\nwhen I start as a clone\nset [ghost v] effect to (75)\ngo to [front v] layer\ngo [backward v] (25) layers\n\nwhen I receive [load level v]\nif <(Clone ID) = [0]> then\n if <(_LEVEL) = [X]> then\n Clone (4)\n else\n Clone (2)\n end\nelse\n delete this clone\nend\n\ndefine X Shadow (x) (y)\nswitch costume to (hitbox v)\nshow\nset size to (100) %\nset [myx v] to (x)\nset [myy v] to (y)\ngo to x: ((MyX) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\nset [failsafe v] to [0]\nset [size v] to [550]\nrepeat until <<touching (collision v)?> or <(Failsafe) > [20]>>\n change x by (4)\n change [myx v] by (4)\n change [size v] by (-24)\n change [failsafe v] by (1)\nend\nif <(Failsafe) > [20]> then\n set [myx v] to (x)\n set [myy v] to (y)\n go to x: ((MyX) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\n set [failsafe v] to [0]\n set [size v] to [550]\n repeat until <<touching (collision v)?> or <(Failsafe) > [20]>>\n change x by (-4)\n change [myx v] by (-4)\n change [size v] by (-24)\n change [failsafe v] by (1)\n end\n if <(Failsafe) > [20]> then\n hide\n end\nend\nswitch costume to (side shadow v)\n\nwhen I receive [cutscene v]\nif <(_CUTSCENE) = [1]> then\n if <(Clone ID) = [1]> then\n Y Shadow ([p_myx v] of [player v]) ([p_myy v] of [player v])\n set size to (Size) %\n else\n if <(Clone ID) = [2]> then\n X Shadow ([p_myx v] of [player v]) ([p_myy v] of [player v])\n set size to (Size) %\n else\n end\n end\nend\n\nwhen flag clicked\nset [clone id v] to [0]\ndelete this clone\n\n@Non- Wall\n\nwhen I receive [position v]\nswitch costume to (move v)\ngo to x: (() - (_Camera X)) y: (() - (_Camera Y))\nswitch costume to (join [NW_] (Level))\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (sizer v)\nset size to (2000) %\nswitch costume to (nw_x v)\nset [ghost v] effect to (100)\n\nwhen I receive [load level v]\nswitch costume to (join [NW_] (Level))\n\nif <(Level) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\n@Attacks\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [attack v]\nif <(Clone ID) = [0]> then\n if <(E_Attack type) = [1]> then\n Clone (1)\n else\n Clone (2)\n end\nend\n\nwhen I receive [tick v]\nif <not <(Clone ID) = [0]>> then\n if <(E_Attack type) = [1]> then\n Sword tick\n else\n if <(E_Attack type) = [2]> then\n Star tick\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (nothing v)\ngo to [front v] layer\ngo [backward v] (20) layers\nshow\nset [xpos v] to ([p_myx v] of [player v])\nset [ypos v] to ([p_myy v] of [player v])\ngo to x: ((Xpos) - (_CAMERA X)) y: ((Ypos) - (_CAMERA Y))\nset [clone type v] to (E_Attack type)\nif <(E_Attack type) = [1]> then\n Sword attack\nelse\n if <(E_Attack type) = [2]> then\n go to x: ((Xpos) - (_CAMERA X)) y: ((Ypos) - (_CAMERA Y))\n Star attack\n end\nend\nset [initial speed v] to (Speed)\n\nwhen I receive [position v]\nif <not <(Clone ID) = [0]>> then\n set [costume # v] to (costume [number v])\n switch costume to (move v)\n go to x: ((Xpos) - (_Camera X)) y: ((Ypos) - (_Camera Y))\n switch costume to (Costume #)\nend\n\ndefine Sword attack\nset [speed v] to [18]\nswitch costume to (nothing v)\nif <([p_attack direction v] of [player v]) = [1]> then\n change [speed v] by ([abs v] of (([p_xspd v] of [player v]) * (1.5)) )\n if <([p_wall v] of [player v]) = [0]> then\n if <([a_direction v] of [player v]) = [90]> then\n point in direction (90)\n change [xpos v] by (60)\n set [clone type v] to [1]\n else\n point in direction (-90)\n change [xpos v] by (-60)\n set [clone type v] to [2]\n end\n else\n if <([a_direction v] of [player v]) = [90]> then\n point in direction (-90)\n change [xpos v] by (-60)\n set [clone type v] to [2]\n else\n point in direction (90)\n change [xpos v] by (60)\n set [clone type v] to [1]\n end\n end\nelse\n change [speed v] by ([abs v] of (([p_yspd v] of [player v]) * (1.5)) )\n if <([p_attack direction v] of [player v]) = [2]> then\n point in direction (180)\n change [ypos v] by (-60)\n set [clone type v] to [3]\n else\n if <([p_attack direction v] of [player v]) = [3]> then\n point in direction (0)\n change [ypos v] by (60)\n set [clone type v] to [4]\n end\n end\nend\n\ndefine Star attack\nset [speed v] to [48]\nif <(Clone ID) = [1]> then\n set [ghost v] effect to ((100) - ((Speed) * (10)))\nelse\n set [ghost v] effect to ((50) + ((50) - (Speed)))\nend\nif <(Clone ID) = [1]> then\n switch costume to (ninja star v)\nelse\n switch costume to (ninja star dash v)\nend\nif <([p_attack direction v] of [player v]) = [1]> then\n change [speed v] by ([abs v] of (([p_xspd v] of [player v]) * (3)) )\n if <([p_wall v] of [player v]) = [0]> then\n if <([a_direction v] of [player v]) = [90]> then\n point in direction (90)\n change [xpos v] by (60)\n set [clone type v] to [1]\n else\n point in direction (-90)\n change [xpos v] by (-60)\n set [clone type v] to [2]\n end\n else\n if <([a_direction v] of [player v]) = [90]> then\n point in direction (-90)\n change [xpos v] by (-60)\n set [clone type v] to [2]\n else\n point in direction (90)\n change [xpos v] by (60)\n set [clone type v] to [1]\n end\n end\nelse\n change [speed v] by ([abs v] of (([p_yspd v] of [player v]) * (3)) )\n if <([p_attack direction v] of [player v]) = [2]> then\n point in direction (180)\n change [ypos v] by (-60)\n set [clone type v] to [3]\n else\n if <([p_attack direction v] of [player v]) = [3]> then\n point in direction (0)\n change [ypos v] by (60)\n set [clone type v] to [4]\n end\n end\nend\n\ndefine Sword tick\nnext costume\nchange [speed v] by ((0) - ((Initial speed) / (6)))\nif <(Speed) < [0]> then\n delete this clone\nend\nif <(Clone type) = [1]> then\n change [xpos v] by (Speed)\nelse\n if <(Clone type) = [2]> then\n change [xpos v] by ((0) - (Speed))\n else\n if <(Clone type) = [3]> then\n change [ypos v] by ((0) - (Speed))\n else\n if <(Clone type) = [4]> then\n change [ypos v] by (Speed)\n end\n end\n end\nend\n\ndefine Star tick\nchange [speed v] by ((0) - ((Initial speed) / (14)))\nif <(Speed) < [0]> then\n delete this clone\nend\nchange size by (-2)\nif <(Clone ID) = [1]> then\n turn right ((Speed) * (2)) degrees\n set [ghost v] effect to ((100) - ((Speed) * (10)))\nelse\n set [ghost v] effect to ((50) + ((50) - (Speed)))\nend\nif <(Clone type) = [1]> then\n change [xpos v] by (Speed)\nelse\n if <(Clone type) = [2]> then\n change [xpos v] by ((0) - (Speed))\n else\n if <(Clone type) = [3]> then\n change [ypos v] by ((0) - (Speed))\n else\n if <(Clone type) = [4]> then\n change [ypos v] by (Speed)\n end\n end\n end\nend\n\n@Health Effects\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen flag clicked\nClone (4)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] ((Clone ID) + (10)) layers\nset [ghost v] to [100]\nset [ghost v] effect to (100)\nif <(Clone ID) = [1]> then\n switch costume to (spikes v)\nelse\n if <(Clone ID) = [2]> then\n switch costume to (veins v)\n else\n if <(Clone ID) = [3]> then\n switch costume to (red fader v)\n else\n if <(Clone ID) = [4]> then\n switch costume to (hit fader v)\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <not <(Clone ID) = [0]>> then\n if <(Clone ID) < [4]> then\n Clones 1,2,3\n else\n Clone 4\n end\nend\n\ndefine Sizer (size)\nset [costume # v] to (costume [number v])\nswitch costume to (sizer v)\nset size to (size) %\nswitch costume to (Costume #)\n\ndefine Smooth Size (size)\nSizer ((size) - (((size) - (size)) / (4)))\n\ndefine Smooth Ghost (ghost)\nset [ghost v] to ((Ghost) - (((Ghost) - (ghost)) / (4)))\nset [ghost v] effect to (Ghost)\n\ndefine Clones 1,2,3\nif <([p_health v] of [player v]) = [3]> then\n if <(Clone ID) = [3]> then\n Smooth Size ((([sin v] of ((Sine) * (10)) ) * (10)) + (800))\n Smooth Ghost [75]\n else\n Smooth Size [2000]\n Smooth Ghost [100]\n end\nelse\n if <([p_health v] of [player v]) = [2]> then\n if <(Clone ID) = [3]> then\n Smooth Size ((([sin v] of ((Sine) * (10)) ) * (10)) + (900))\n Smooth Ghost [50]\n else\n if <(Clone ID) = [2]> then\n Smooth Ghost [100]\n Smooth Size [1300]\n else\n if <(Clone ID) = [1]> then\n Smooth Ghost [90]\n Smooth Size ((([sin v] of (((Sine) + (40)) * (10)) ) * (40)) + (1200))\n end\n end\n end\n else\n if <([p_health v] of [player v]) = [1]> then\n if <(Clone ID) = [3]> then\n Smooth Size ((([sin v] of ((Sine) * (20)) ) * (10)) + (700))\n Smooth Ghost [25]\n else\n if <(Clone ID) = [2]> then\n Smooth Ghost [80]\n Smooth Size ((([sin v] of (((Sine) + (20)) * (20)) ) * (10)) + (1100))\n else\n if <(Clone ID) = [1]> then\n Smooth Ghost [80]\n Smooth Size ((([sin v] of (((Sine) + (40)) * (20)) ) * (60)) + (1100))\n end\n end\n end\n else\n Smooth Ghost [100]\n Smooth Size [2000]\n end\n end\nend\n\ndefine Clone 4\nSizer [600]\nSmooth Ghost ((100) - (([p_hit ticks v] of [player v]) * (8)))\n\n@Sketchpad\n\n@HUD\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen flag clicked\nClone (7)\n\nwhen I start as a clone\nshow\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nif <(Clone ID) = [1]> then\n switch costume to (hud base v)\n go to x: (-150) y: (135)\n go to [front v] layer\n go [backward v] (6) layers\nelse\n if <(Clone ID) = [2]> then\n switch costume to (hb_5 v)\n go to x: (-150) y: (150)\n go to [front v] layer\n go [backward v] (5) layers\n else\n if <(Clone ID) > [2]> then\n switch costume to (ninja star v)\n go to x: (-150) y: (130)\n go to [front v] layer\n go [backward v] ((Clone ID) - (2)) layers\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Clone ID) = [0]> then\n if <(_HUD_SHOW) = [1]> then\n HUD Ghost [0]\n change [hud_ticks v] by (1)\n if <(HUD_Ticks) > [150]> then\n set [_hud_show v] to [0]\n end\n else\n HUD Ghost [80]\n set [hud_ticks v] to [0]\n end\n set [_hud_star animation v] to ((_HUD_STAR ANIMATION) * (0.9))\n set [_hud_star animation v] to ((_HUD_STAR ANIMATION) + (1))\nelse\n if <(Clone ID) = [1]> then\n Ghost (_HUD_GHOST)\n go to x: (-150) y: (135)\n else\n if <(Clone ID) = [2]> then\n Ghost (_HUD_GHOST)\n switch costume to (join [HB_] ([p_health v] of [player v]))\n if <([p_health v] of [player v]) < [3]> then\n go to x: ((-140) + (((pick random (-1.2) to (1.2)) * (((3) - ([p_health v] of [player v])) / ([p_health v] of [player v]))) + ((pick random (-1.2) to (1.2)) * (([p_hit ticks v] of [player v]) / (3))))) y: ((150) + ((pick random (-1.2) to (1.2)) * (((3) - ([p_health v] of [player v])) / (2))))\n else\n go to x: ((-140) + ((pick random (-1.2) to (1.2)) * (([p_hit ticks v] of [player v]) / (3)))) y: (150)\n end\n else\n if <(Clone ID) > [2]> then\n set [c_position v] to (((Clone ID) - ((_HUD_STAR ANIMATION) / (10))) - ((5) - ([p_ninja stars v] of [player v])))\n go to x: ((-145) - (((C_Position) - (3)) * (18))) y: ((120) - (((C_Position) - (3)) * (1)))\n point in direction ((90) - (((C_Position) - (3)) * (185)))\n set [brightness v] effect to ((0) - (((C_Position) - (3)) * (10)))\n set size to ((120) - ((C_Position) * (8))) %\n if <((Clone ID) - (2)) < ((6) - ([p_ninja stars v] of [player v]))> then\n change x by ((_HUD_STAR ANIMATION) * (20))\n Ghost [100]\n else\n Ghost (_HUD_GHOST)\n end\n end\n end\n end\n if <(_GAME STATE) = [2]> then\n hide\n else\n show\n end\nend\n\ndefine HUD Ghost (ghost)\nset [_hud_ghost v] to ((_HUD_GHOST) - (((_HUD_GHOST) - (ghost)) / (4)))\n\ndefine Ghost (ghost)\nset [ghost v] to ((Ghost) - (((Ghost) - (ghost)) / (4)))\nset [ghost v] effect to (Ghost)\n\nwhen I receive [cutscene v]\nif <(_CUTSCENE) = [1]> then\n set [ghost v] to [100]\n set [ghost v] effect to (Ghost)\nend\n\nwhen I receive [attack v]\nset [_hud_show v] to [1]\nset [hud_ticks v] to [0]\n\n@Overlay\n\nwhen I receive [transition v]\nset [transition ticks v] to [20]\nset [ghost v] effect to (100)\nswitch costume to (white fader v)\nif <(Transition Type) = [1]> then\n Go to: [600] [0]\nelse\n if <(Transition Type) = [2]> then\n Go to: [-600] [0]\n else\n if <(Transition Type) = [3]> then\n Go to: [0] [500]\n else\n if <(Transition Type) = [4]> then\n Go to: [0] [-500]\n else\n if <(Transition Type) = [5]> then\n switch costume to (black fader v)\n Go to: [0] [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (sizer v)\nset size to (400) %\nswitch costume to (white fader v)\n\ndefine Go to: (x) (y)\nset [costume # v] to (costume [number v])\nswitch costume to (move v)\ngo to x: (x) y: (y)\nswitch costume to (Costume #)\n\nwhen I receive [tick v]\nif <(Transition Ticks) = [0]> then\n hide\nelse\n show\n change [transition ticks v] by (-1)\n if <(Transition Ticks) > [10]> then\n change [ghost v] effect by (-15)\n Smooth Move [0] [0]\n else\n change [ghost v] effect by (15)\n if <(Transition Ticks) = [10]> then\n set [level v] to (Transitioning Level)\n broadcast (Load Level v)\n end\n if <(Transition Type) = [1]> then\n Smooth Move [-700] [0]\n else\n if <(Transition Type) = [2]> then\n Smooth Move [700] [0]\n else\n if <(Transition Type) = [3]> then\n Smooth Move [0] [-600]\n else\n if <(Transition Type) = [4]> then\n Smooth Move [0] [600]\n else\n if <(Transition Type) = [5]> then\n Go to: [0] [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Smooth Move (x) (y)\nGo to: ((x position) - (((x position) - (x)) / (4))) ((y position) - (((y position) - (y)) / (4)))\n\nwhen I receive [cutscene v]\nif <(Cutscene) = [1]> then\n Go to: [0] [0]\n show\n clear graphic effects\n go to [front v] layer\n switch costume to (sizer v)\n set size to (400) %\n switch costume to (black fader v)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [initial setup v]\nGo to: [0] [0]\nshow\nclear graphic effects\ngo to [front v] layer\nswitch costume to (sizer v)\nset size to (400) %\nswitch costume to (black fader v)\n\n@Breakable walls\n\nwhen I receive [position v]\nif <not <(Clone ID) = [0]>> then\n set [costume # v] to (costume [number v])\n switch costume to (move v)\n go to x: (((MyX) + (((Shake) / (2)) * (Animation))) - (_CAMERA X)) y: ((MyY) - (_CAMERA Y))\n switch costume to (Costume #)\nend\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I receive [load level v]\nhide\nif <(Clone ID) = [0]> then\n if <(_LEVEL) = [1]> then\n set [_breakable walls v] to [2]\n Clone [2]\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (25) layers\nset [health v] to [3]\nset [shake v] to [0]\nif <(Clone ID) = [1]> then\n switch costume to (wall_block v)\n set [myx v] to [1397]\n set [myy v] to [184]\nelse\n if <(Clone ID) = [2]> then\n switch costume to (ceiling_block v)\n set [myx v] to [1560]\n set [myy v] to [237]\n end\nend\n\nwhen I receive [tick v]\nDetect Hit\n\ndefine Detect Hit\nif <(Shake) = [0]> then\n if <touching (attacks v)?> then\n change [health v] by (-1)\n set [shake v] to [10]\n if <(Health) = [0]> then\n change [_breakable walls v] by (-1)\n delete this clone\n end\n end\nelse\n change [shake v] by (-1)\n if <(Animation) = [1]> then\n set [animation v] to [-1]\n else\n set [animation v] to [1]\n end\nend\n\n@Menu\n\ndefine Clone (clones)\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (test v)\n forever\n go to x: (-200) y: (-90)\n if <touching (mouse-pointer v)?> then\n set size to ((size) - (((size) - (110)) / (2))) %\n if <mouse down?> then\n set [_level v] to [X]\n broadcast (Menu - Level v)\n end\n else\n set size to ((size) - (((size) - (100)) / (2))) %\n end\n end\nelse\n switch costume to (tutorial v)\n forever\n go to x: (-190) y: (-150)\n if <touching (mouse-pointer v)?> then\n set size to ((size) - (((size) - (110)) / (2))) %\n if <mouse down?> then\n set [_level v] to [1]\n broadcast (Menu - Level v)\n end\n else\n set size to ((size) - (((size) - (100)) / (2))) %\n end\n end\nend\n\nwhen I receive [menu - level v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nset [_game state v] to [2]\nset [_level v] to [0]\nswitch backdrop to (menu v)\nshow\nswitch costume to (ninja v)\nClone (2)\ngo to x: (0) y: (0)\nforever\n wait (pick random (1) to (5)) seconds\n if <(pick random (0) to (2)) = [1]> then\n repeat (5)\n wait (0) seconds\n next costume\n end\n switch costume to (ninja v)\n else\n if <(pick random (0) to (1)) = [1]> then\n switch costume to (n_look1 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (pick random (1) to (5)) seconds\n repeat (3)\n wait (0) seconds\n next costume\n end\n switch costume to (ninja v)\n else\n switch costume to (n_observe1 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (pick random (1) to (3)) seconds\n repeat (2)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (ninja v)\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | Welcome to Trolled!\n\nWatch out - even though the levels may seem easy, they all have hidden traps that will kill you. Good Luck!\n\nToo easy? Try https://scratch.mit.edu/projects/376400234/\n\nCoding 100% by me\nTitle from Cooltext.com\nAll other art by me\nMusic from Megaman |
Scratch 3.0 Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Dance Around v] until done\nend\n\n@B L A N K\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [17]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [speed y2 v] to [0]\ngo to x: (-199) y: (55)\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling2) < [3]> then\n set [speed y2 v] to (JUMP FORCE)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x2 v] by ((0) - (ACCELERATION))\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x2 v] by (ACCELERATION)\n end\n set [speed x2 v] to ((speed x2) * (RESISTANCE))\n change [speed y2 v] by (GRAVITY)\n Move-in steps (([abs v] of (speed x2) ) + ([abs v] of (speed y2) ))\nend\n\ndefine Move-in steps (steps)\nchange [falling2 v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x2) / (steps))\n if <touching color (#ff0000)?> then\n set x to (last value)\n set [speed x2 v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y2) / (steps))\n if <touching color (#ff0000)?> then\n set y to (last value)\n if <(speed y2) < [0]> then\n set [falling2 v] to [0]\n end\n set [speed y2 v] to [0]\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 end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n set rotation style [left-right v]\nend\n\nwhen I receive [message1 v]\ngo to x: (-195) y: (-9)\n\nwhen flag clicked\nswitch costume to (guy v)\nrepeat until <(costume [name v]) = [GOD]>\n if <touching (angry emoji \(spike\) v)?> then\n start sound [Crunch v]\n go to x: (-199) y: (11)\n end\nend\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [6]>\nif <(backdrop [number v]) = [6]> then\n go to x: (-199) y: (95)\nend\n\nwhen flag clicked\nset [speed v] to [0]\nforever\n if <key (any v) pressed?> then\n repeat until <(backdrop [name v]) = [End]>\n change [speed v] by (1)\n wait (1) seconds\n end\n end\nend\n\nwhen backdrop switches to [time waster v]\ngo to x: (-220) y: (-97)\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n play sound [Jump v] until done\n wait until <(speed y2) = [0]>\n end\nend\n\nwhen I receive [skin v]\nswitch costume to (god v)\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n say [This is a platformer not a clicker game!] for (2) seconds\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(x position) > [220]> then\n go to x: (-217) y: (-32)\n next backdrop\n end\n if <(y position) < [-146]> then\n go to x: (-204) y: (-46)\n end\nend\n\n@Angry emoji (spike)\n\nwhen flag clicked\ngo to x: (3) y: (-95)\nhide\nforever\n if <not <(username) = [Truthakin]>> then\n if <(backdrop [number v]) = [3]> then\n switch costume to (costume1 v)\n show\n else\n hide\n if <(backdrop [number v]) = [4]> then\n switch costume to (costume2 v)\n show\n else\n hide\n if <(backdrop [number v]) = [7]> then\n switch costume to (costume3 v)\n show\n else\n hide\n if <(backdrop [number v]) = [11]> then\n switch costume to (costume4 v)\n show\n else\n hide\n if <(backdrop [number v]) = [16]> then\n switch costume to (costume5 v)\n show\n else\n hide\n if <(backdrop [number v]) = [23]> then\n switch costume to (costume6 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Skin v)\nshow\ngo to x: (0) y: (240)\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 | ❤と★よろしくお願いします\n\n操作方法\n矢印キー (モバイルはいきたい方向をタップ)\n\n意外と伸びてる |
Bit Rush [Platformer] | @Stage\n\nwhen flag clicked\nforever\n set [frametime v] to (timer)\n reset timer\nend\n\nwhen [timer v] > ((FrameTime) / (0.033))\nbroadcast (Stop v)\n\nwhen flag clicked\nset [completinglevel v] to [0]\nset volume to (75) %\nforever\n if <(CompletingLevel) = [0]> then\n if <(LevelSelectScreen) = [1]> then\n play sound [Backround2 - Kevin MacLeod Wallpaper v] until done\n else\n play sound [Super Mario Bros Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n set [click v] to [0]\n if <<mouse down?> and <(Clicked) = [false]>> then\n set [click v] to [1]\n end\n set [clicked v] to <mouse down?>\nend\n\nwhen I receive [stop v]\nif <(username) = [Coltroc]> then\n set [levelscompleted v] to [0]\n set [coins v] to [0]\nend\n\nwhen I receive [levelcomplete v]\nset [completinglevel v] to [1]\nstop all sounds\nplay sound [Level complete v] until done\nbroadcast (LoadLevelSelect v)\nstop all sounds\nset [completinglevel v] to [0]\nif <<((Level) - (1)) = (LevelsCompleted)> and <((LevelsCompleted) + (1)) < (length of [levelselect.x v])>> then\n change [levelscompleted v] by (1)\nend\n\nwait until <(Intro) = [1]>\nstart sound [Backround3 - Kevin MacLeod Dreamy Flashback v]\nwait until <(Intro) = [0]>\nrepeat (50)\n change volume by (-1.5)\nend\nset volume to (0) %\nstop all sounds\nbroadcast (fade v)\n\nset [intro v] to [0]\n\nwhen I receive [fade v]\nrepeat (50)\n change volume by (1.5)\nend\nset volume to (75) %\n\n@Visualiser\n\ndefine Visuals\nerase all\nif <<<(Editing) = [0]> or <not <(username) = [Coltroc]>>> and <(LevelSelectScreen) = [1]>> then\n DrawLine x: [] y: [] x2: [] y2: [] width: [1000] color: [35] brightness: [100] saturation: [85] transparency: [0]\n DrawLevels\n CalculatePlayerPos\n DrawLevelSelectWorld\n if <((Level) - (LevelSelect.PreviousLevel)) < [0]> then\n DrawCostume x: ((PlayerLevelSelect.x) - (cam.x)) y: (((PlayerLevelSelect.y) + (20)) - (cam.y)) direction: [90] size: [600] costume: [player.l] ghost: [0] brightness: [0] color: [0]\n else\n DrawCostume x: ((PlayerLevelSelect.x) - (cam.x)) y: (((PlayerLevelSelect.y) + (20)) - (cam.y)) direction: [90] size: [600] costume: [player.r] ghost: [0] brightness: [0] color: [0]\n end\n DrawLevelSelectUI\nelse\n DrawBlocks\n DrawObjects\n if <<(Editing) = [1]> and <(username) = [Coltroc]>> then\n set [build.x v] to ((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size))\n set [build.y v] to ((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size))\n DrawCostume x: (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x)) y: (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y)) direction: [90] size: [600] costume: [pointer] ghost: [0] brightness: [0] color: [0]\n if <(Block/Object) = [1]> then\n DrawCostume x: ((20) + (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x))) y: ((20) + (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y))) direction: [90] size: [200] costume: (item (selectedObjectType) of [object.type.costume v]) ghost: [] brightness: [] color: []\n else\n DrawCostume x: ((20) + (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x))) y: ((20) + (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y))) direction: [90] size: [200] costume: (join [block] (selectedBlockPlaceType)) ghost: [] brightness: [] color: []\n end\n end\nend\nDrawLine x: [0] y: [0] x2: [0] y2: [0] width: [1000] color: [0] brightness: [100] saturation: [0] transparency: (FadeTing.Ghost)\nDrawCoins\n\nwhen flag clicked\nset [cam.x v] to [0]\nset [cam.y v] to [0]\nset [block.size v] to [60]\nset [screen.size v] to [8]\nset [world.height v] to [12]\nforever\n Visuals\nend\n\ndefine DrawBlocks\nset [i v] to ((1) + ((([ceiling v] of ((cam.x) / (Block.Size)) ) - (1)) * (World.height)))\nchange [i v] by ([floor v] of ((cam.y) / (Block.Size)) )\nrepeat (((Screen.size) + (1)) * (((World.height) + (2)) / (2)))\n if <not <(i) > (length of [blocks.type v])>> then\n if <([ceiling v] of ((cam.y) / (Block.Size)) ) > [5]> then\n if <((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) = [1]> then\n change [i v] by (5)\n end\n else\n if <((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) > ((6) + ([ceiling v] of ((cam.y) / (Block.Size)) ))> then\n change [i v] by (5)\n end\n end\n set [x v] to (([floor v] of (((i) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n DrawCostume x: (((x) * (Block.Size)) - (cam.x)) y: (((y) * (Block.Size)) - (cam.y)) direction: [90] size: [600] costume: (join [block] (item (i) of [blocks.type v])) ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine DrawCostume x: (x) y: (y) direction: (direction) size: (size) costume: (costume) ghost: (ghost) brightness: (brightness) color: (color)\nset size to (100) %\nswitch costume to (poscheck v)\ngo to x: ([floor v] of (x) ) y: ([floor v] of (y) )\nswitch costume to (costume)\nif <<<(x position) = ([floor v] of (x) )> and <(y position) = ([floor v] of (y) )>> and <not <(costume [name v]) = [PosCheck]>>> then\n set size to (size) %\n set [ghost v] effect to (ghost)\n set [brightness v] effect to (brightness)\n set [color v] effect to (color)\n point in direction (direction)\n stamp\nend\n\ndefine DrawObjects\nset [i v] to [1]\nrepeat (length of [object.type v])\n if <<([abs v] of ((item (i) of [object.x v]) - (cam.x)) ) < [480]> and <([abs v] of ((item (i) of [object.y v]) - (cam.y)) ) < [360]>> then\n DrawCostume x: ((item (i) of [object.x v]) - (cam.x)) y: ((item (i) of [object.y v]) - (cam.y)) direction: [90] size: [600] costume: (item (i) of [objects.costume v]) ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine new block\ndelete all of [levels.blocks.type v]\nrepeat (20)\n repeat ((Screen.size) * (20))\n add [2] to [levels.blocks.type v]\n add [1] to [levels.blocks.type v]\n repeat (10)\n add [0] to [levels.blocks.type v]\n end\n end\nend\n\ndefine DrawLevels\nset [i v] to [1]\nrepeat ((length of [levelselect.x v]) - (1))\n if <(i) > (LevelsCompleted)> then\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [40] color: [12] brightness: [25] saturation: [75] transparency: [0]\n else\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [40] color: [12] brightness: [75] saturation: [75] transparency: [0]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat ((length of [levelselect.x v]) - (1))\n if <(i) > (LevelsCompleted)> then\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [30] color: [12] brightness: [50] saturation: [50] transparency: [0]\n else\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [30] color: [12] brightness: [100] saturation: [50] transparency: [0]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (length of [levelselect.x v])\n if <(i) > ((LevelsCompleted) + (1))> then\n DrawCostume x: ((item (i) of [levelselect.x v]) - (cam.x)) y: ((item (i) of [levelselect.y v]) - (cam.y)) direction: [90] size: [600] costume: [LevelSelect] ghost: [0] brightness: [-75] color: []\n else\n DrawCostume x: ((item (i) of [levelselect.x v]) - (cam.x)) y: ((item (i) of [levelselect.y v]) - (cam.y)) direction: [90] size: [600] costume: [LevelSelect] ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine DrawLine x: (x) y: (y) x2: (x2) y2: (y2) width: (width) color: (color) brightness: (brightness) saturation: (saturation) transparency: (transparency)\nswitch costume to (poscheck v)\nset size to (200000) %\nset pen size to (width)\nset pen (color v) to (color)\nset pen (brightness v) to (brightness)\nset pen (saturation v) to (saturation)\nset pen (transparency v) to (100)\ngo to x: (x) y: (y)\npen down\nset pen (transparency v) to (transparency)\nif <(y2) = []> then\n go to x: (x2) y: (y)\nelse\n go to x: (x2) y: (y2)\nend\npen up\n\nwhen flag clicked\nset [levelselect.previouslevel v] to [1]\nset [levelselectscreen v] to [1]\nset [levelselect.timer v] to [1]\nset [level v] to [1]\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (25)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\nwhen I receive [levelselect.changelevel v]\nrepeat until <(LevelSelect.Timer) > [1]>\n change [levelselect.timer v] by (FrameTime)\n if <(LevelSelect.Timer) > [1]> then\n set [levelselect.timer v] to [1]\n end\nend\nset [levelselect.timer v] to [1]\n\ndefine DrawLevelSelectUI\nDrawLine x: [-210] y: [-135] x2: [-50] y2: [] width: [50] color: [0] brightness: [0] saturation: [0] transparency: [15]\nDrawLine x: [60] y: [-135] x2: [210] y2: [] width: [50] color: [0] brightness: [0] saturation: [0] transparency: [15]\nDrawCostume x: [-140] y: [-135] direction: [90] size: [100] costume: [Level] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: [140] y: [-135] direction: [90] size: [100] costume: [Play] ghost: [0] brightness: [0] color: [0]\nif <<([abs v] of ((x position) - (mouse x)) ) < [100]> and <[25] > ([abs v] of ((y position) - (mouse y)) )>> then\n DrawLine x: [60] y: [-135] x2: [210] y2: [] width: [50] color: [0] brightness: [0] saturation: [0] transparency: [50]\n DrawCostume x: [140] y: [-135] direction: [90] size: [100] costume: [Play] ghost: [0] brightness: [-30] color: [0]\n if <(Click) = [1]> then\n broadcast (StartLevel v)\n end\nend\nDrawCostume x: [-90] y: [-135] direction: [90] size: [100] costume: (join [number] (Level)) ghost: [0] brightness: [0] color: [0]\nif <<(Level) > [1]> and <(LevelSelect.Timer) = [1]>> then\n DrawCostume x: [-210] y: [-135] direction: [-90] size: [400] costume: [arrow] ghost: [0] brightness: [0] color: [0]\n if <(distance to [mouse-pointer v]) < [20]> then\n DrawLine x: [-210] y: [-135] x2: [-210] y2: [] width: [40] color: [0] brightness: [0] saturation: [0] transparency: [50]\n DrawCostume x: [-210] y: [-135] direction: [-90] size: [400] costume: [arrow] ghost: [0] brightness: [-30] color: [0]\n if <(Click) = [1]> then\n set [levelselect.previouslevel v] to (Level)\n change [level v] by (-1)\n set [levelselect.timer v] to [0]\n broadcast (LevelSelect.ChangeLevel v)\n end\n end\nend\nif <<((LevelsCompleted) + (1)) > (Level)> and <(LevelSelect.Timer) = [1]>> then\n DrawCostume x: [-50] y: [-135] direction: [90] size: [400] costume: [arrow] ghost: [0] brightness: [0] color: [0]\n if <(distance to [mouse-pointer v]) < [30]> then\n DrawLine x: [-50] y: [-135] x2: [-50] y2: [] width: [40] color: [0] brightness: [0] saturation: [0] transparency: [50]\n DrawCostume x: [-50] y: [-135] direction: [90] size: [400] costume: [arrow] ghost: [0] brightness: [-35] color: [0]\n if <(Click) = [1]> then\n set [levelselect.previouslevel v] to (Level)\n change [level v] by (1)\n set [levelselect.timer v] to [0]\n broadcast (LevelSelect.ChangeLevel v)\n end\n end\nend\n\ndefine CalculatePlayerPos\nset [playerlevelselect.x v] to ((item (LevelSelect.PreviousLevel) of [levelselect.x v]) + (((item (Level) of [levelselect.x v]) - (item (LevelSelect.PreviousLevel) of [levelselect.x v])) * (LevelSelect.Timer)))\nset [playerlevelselect.y v] to ((item (LevelSelect.PreviousLevel) of [levelselect.y v]) + (((item (Level) of [levelselect.y v]) - (item (LevelSelect.PreviousLevel) of [levelselect.y v])) * (LevelSelect.Timer)))\nUpdateCamPos x: (PlayerLevelSelect.x) y: (PlayerLevelSelect.y) time: [5]\n\ndefine UpdateCamPos x: (x) y: (y) time: (time)\nchange [cam.x v] by (((x) - (cam.x)) / (time))\nchange [cam.y v] by (((y) - (cam.y)) / (time))\nif <(cam.x) < [0]> then\n set [cam.x v] to [0]\nend\nif <(cam.y) < [0]> then\n set [cam.y v] to [0]\nend\nif <[9120] < (cam.x)> then\n set [cam.x v] to [9120]\nend\nif <[0] < (cam.y)> then\n set [cam.y v] to [0]\nend\n\nwhen I receive [startlevel v]\nset [fadeting.ghost v] to [100]\nrepeat until <(FadeTing.Ghost) < [1]>\n change [fadeting.ghost v] by (-10)\n set [cam.x v] to (PlayerLevelSelect.x)\n set [cam.y v] to (PlayerLevelSelect.y)\n if <(FadeTing.Ghost) < [0]> then\n set [fadeting.ghost v] to [0]\n end\nend\nset [levelselectscreen v] to [0]\nstop all sounds\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (10)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\nwhen I receive [loadlevelselect v]\nset [fadeting.ghost v] to [100]\nrepeat until <(FadeTing.Ghost) < [1]>\n change [fadeting.ghost v] by (-10)\n if <(FadeTing.Ghost) < [0]> then\n set [fadeting.ghost v] to [0]\n end\nend\nset [levelselectscreen v] to [1]\nstop all sounds\nset [cam.y v] to [0]\nset [cam.x v] to (item (Level) of [levelselect.x v])\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (25)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\ndefine DrawCoins\nchange [coins v] by (0)\nset [coins.ui v] to (coins)\nrepeat ((8) - (length of (coins)))\n set [coins.ui v] to (join [0] (Coins.UI))\nend\nDrawLine x: [110] y: [155] x2: [220] y2: [] width: [35] color: [] brightness: [] saturation: [] transparency: [20]\nDrawNumber size: [100] number: (Coins.UI) x: [110] y: [155]\n\ndefine DrawNumber size: (size) number: (number) x: (x) y: (y)\nset [i2 v] to [1]\nrepeat (length of (number))\n DrawCostume x: ((x) + (((i2) - (1)) * ((15) * ((size) / (100))))) y: (y) direction: [90] size: (size) costume: (join [number] (letter (i2) of (number))) ghost: [0] brightness: [100] color: [0]\n change [i2 v] by (1)\nend\n\ndefine DrawLevelSelectWorld\nDrawCostume x: ((-150) - (cam.x)) y: [50] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-150) - (cam.x)) y: [45] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-45) - (cam.x)) y: [85] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-100) - (cam.x)) y: [-70] direction: [90] size: [600] costume: [rock] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-110) - (cam.x)) y: [-80] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((75) - (cam.x)) y: [40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((200) - (cam.x)) y: [-40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((250) - (cam.x)) y: [-80] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((350) - (cam.x)) y: [40] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((350) - (cam.x)) y: [40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((485) - (cam.x)) y: [-70] direction: [90] size: [600] costume: [castle] ghost: [0] brightness: [] color: [0]\n\nset [intro v] to [1]\nwait until <(Intro) = [0]>\n\n@Objects\n\nwhen flag clicked\nset [editing v] to [0]\n\ndefine CreateObject x: (x) y: (y) type: (type) costume: (costume) direction: (direction)\nadd (type) to [object.type v]\nadd (x) to [object.x v]\nadd [0] to [object.xv v]\nadd (y) to [object.y v]\nadd [0] to [object.yv v]\nadd (costume) to [objects.costume v]\nadd (direction) to [object.direction v]\nif <(type) = [5]> then\n replace item (length of [object.xv v]) of [object.xv v] with (pick random (-5) to (5.0))\n replace item (length of [object.yv v]) of [object.yv v] with (pick random (5) to (15.0))\nend\n\ndefine Delete id: (id)\ndelete (id) of [object.type v]\ndelete (id) of [object.x v]\ndelete (id) of [object.xv v]\ndelete (id) of [object.y v]\ndelete (id) of [object.yv v]\ndelete (id) of [objects.costume v]\ndelete (id) of [object.direction v]\n\ndefine DeleteAll\nrepeat (length of [object.type v])\n Delete id: [1]\nend\n\ndefine ObjectVelocityUpdate\nset [i4 v] to [1]\nrepeat (length of [object.type v])\n if <<not <(item (i4) of [object.type v]) = [1]>> and <not <(item (i4) of [object.type v]) = [5]>>> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (item (i4) of [object.xv v]))\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (item (i4) of [object.yv v]))\n if <(item (i4) of [object.type v]) = [2]> then\n if <<(item (i4) of [object.xv v]) = [0]> or <(item (i4) of [object.yv v]) = [0]>> then\n replace item (i4) of [object.xv v] with (pick random (-5) to (5.0))\n replace item (i4) of [object.yv v] with (pick random (5) to (15.0))\n end\n replace item (i4) of [object.yv v] with ((item (i4) of [object.yv v]) + (-1))\n if <(item (i4) of [object.y v]) < [-220]> then\n Delete id: (i4)\n end\n end\n end\n if <(item (i4) of [object.type v]) = [5]> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (item (i4) of [object.xv v]))\n CheckBlockCollision x: (item (i4) of [object.x v]) y: (item (i4) of [object.y v]) width: [8] heigth: [10] type: [5] id: (i4)\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (() - (item (i4) of [object.xv v])))\n replace item (i4) of [object.xv v] with [0.0]\n end\n replace item (i4) of [object.yv v] with ((item (i4) of [object.yv v]) + (-1))\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (item (i4) of [object.yv v]))\n CheckBlockCollision x: (item (i4) of [object.x v]) y: (item (i4) of [object.y v]) width: [8] heigth: [10] type: [5] id: (i4)\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (() - (item (i4) of [object.yv v])))\n if <(item (i4) of [object.yv v]) < [0]> then\n replace item (i4) of [object.xv v] with [0.0]\n end\n replace item (i4) of [object.yv v] with [0.0]\n end\n if <[collidingblocks v] contains [2]?> then\n Delete id: (i4)\n end\n if <(item (i4) of [object.y v]) < [-220]> then\n Delete id: (i4)\n end\n if <<(Editing) = [0]> and <<([abs v] of ((item (i4) of [object.x v]) - (item (player.i) of [object.x v])) ) < ((20) * (3))> and <([abs v] of ((item (player.i) of [object.y v]) - (item (i4) of [object.y v])) ) < ((20) * (3))>>> then\n broadcast (Coin v)\n change [coins v] by (1)\n Delete id: (i4)\n end\n end\n change [i4 v] by (1)\nend\n\ndefine PlayerUpdate\nif <(CompletingLevel) = [0]> then\n set [player.i v] to (item # of [1] in [object.type v])\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) + (1))\n replace item (player.i) of [objects.costume v] with [player.r]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) + (-1))\n replace item (player.i) of [objects.costume v] with [player.l]\n end\n UpdateCamPos x: ((item (player.i) of [object.x v]) + (0)) y: ((item (player.i) of [object.y v]) + (0)) time: [4]\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) * (0.9))\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (item (player.i) of [object.xv v]))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (1))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (5))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (() - (item (player.i) of [object.xv v])))\n replace item (player.i) of [object.xv v] with [0]\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (-5))\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (-1))\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1.25))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n if <(item (player.i) of [object.yv v]) > [0]> then\n replace item (player.i) of [object.yv v] with [-3]\n if <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>> then\n broadcast (BreakBrick v)\n end\n repeat (2)\n if <[collidingblocks v] contains [3]?> then\n repeat (2)\n set [i3 v] to (item (item # of [3] in [collidingblocks v]) of [collidingblocks.id v])\n set [x v] to (([floor v] of (((i3) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i3) - (([floor v] of (((i3) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n CreateObject x: (((x) * (Block.Size)) + (pick random (-20) to (20))) y: (((y) * (Block.Size)) + (pick random (-20) to (20))) type: [2] costume: [block4.Particle] direction: [90]\n end\n repeat (1)\n CreateObject x: ((x) * (Block.Size)) y: ((y) * (Block.Size)) type: [5] costume: [coin] direction: [90]\n end\n set [i3 v] to (item # of [3] in [collidingblocks v])\n replace item (item (i3) of [collidingblocks.id v]) of [blocks.type v] with [-1]\n delete (i3) of [collidingblocks v]\n delete (i3) of [collidingblocks.id v]\n end\n end\n repeat (2)\n if <[collidingblocks v] contains [4]?> then\n repeat (2)\n set [i3 v] to (item (item # of [4] in [collidingblocks v]) of [collidingblocks.id v])\n set [x v] to (([floor v] of (((i3) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i3) - (([floor v] of (((i3) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n CreateObject x: (((x) * (Block.Size)) + (pick random (-20) to (20))) y: (((y) * (Block.Size)) + (pick random (-20) to (20))) type: [2] costume: [block5.Particle] direction: [90]\n end\n repeat (pick random (0) to (0))\n CreateObject x: ((x) * (Block.Size)) y: ((y) * (Block.Size)) type: [5] costume: [coin] direction: [90]\n end\n set [i3 v] to (item # of [4] in [collidingblocks v])\n replace item (item (i3) of [collidingblocks.id v]) of [blocks.type v] with [-2]\n delete (i3) of [collidingblocks v]\n delete (i3) of [collidingblocks.id v]\n end\n end\n else\n replace item (player.i) of [object.yv v] with [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n replace item (player.i) of [object.yv v] with [20]\n broadcast (Jump v)\n end\n end\n end\n delete all of [collidingblocks v]\n delete all of [collidingblocks.id v]\nend\n\ndefine UpdateCamPos x: (x) y: (y) time: (time)\nchange [cam.x v] by (((x) - (cam.x)) / (time))\nchange [cam.y v] by (((y) - (cam.y)) / (time))\nif <(cam.x) < [0]> then\n set [cam.x v] to [0]\nend\nif <(cam.y) < [0]> then\n set [cam.y v] to [0]\nend\nif <[9120] < (cam.x)> then\n set [cam.x v] to [9120]\nend\nif <[360] < (cam.y)> then\n set [cam.y v] to [360]\nend\n\ndefine CheckBlockCollision x: (x) y: (y) width: (width) heigth: (heigth) type: (type) id: (id)\ndelete all of [collidingblocks v]\ndelete all of [collidingblocks.id v]\nset [hitbox.heigth v] to (([ceiling v] of (((heigth) * (3)) / (Block.Size)) ) + (2))\nset [hitbox.width v] to (([ceiling v] of (((width) * (3)) / (Block.Size)) ) + (2))\nset [i2 v] to ((1) + (((([ceiling v] of ((x) / (Block.Size)) ) - ([floor v] of ((hitbox.width) / (2)) )) + (3)) * (World.height)))\nif <((hitbox.heigth) + (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))) < ((2) + ([floor v] of ((hitbox.heigth) / (2)) ))> then\nelse\n if <((((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )) + (1)) = [11]> then\n change [i2 v] by (((0) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))\n else\n change [i2 v] by (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))\n end\nend\nrepeat ((hitbox.width) * (hitbox.heigth))\n set [y v] to ((i2) - (([floor v] of (((i2) - (1)) / (World.height)) ) * (World.height)))\n if <((((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )) + (1)) > ((World.height) - (hitbox.heigth))> then\n if <(y) = [1]> then\n change [i2 v] by ((World.height) - (hitbox.heigth))\n end\n else\n if <(y) > ((hitbox.heigth) + (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )))> then\n change [i2 v] by ((World.height) - (hitbox.heigth))\n end\n end\n set [x v] to (([floor v] of (((i2) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i2) - (([floor v] of (((i2) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n set [dx v] to ([abs v] of ((x) - ((x) * (Block.Size))) )\n set [dy v] to ([abs v] of ((y) - ((y) * (Block.Size))) )\n if <<(dx) < (((Block.Size) + ((width) * (3))) / (2))> and <(dy) < (((Block.Size) + ((heigth) * (3))) / (2))>> then\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [6]> then\n if <(type) = [1]> then\n if <<((y) - ((y) * (Block.Size))) > [30]> and <[0] > (item (player.i) of [object.yv v])>> then\n add [1] to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n else\n if <<((y) - ((y) * (Block.Size))) > [30]> and <[0] > (item (id) of [object.yv v])>> then\n add [1] to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n end\n else\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [5]> then\n if <<<(dx) < ((((Block.Size) - (20)) + ((width) * (3))) / (2))> and <(dy) < ((((Block.Size) - (20)) + ((heigth) * (3))) / (2))>> and <(type) = [1]>> then\n replace item (i2) of [blocks.type v] with [-3]\n change [coins v] by (1)\n broadcast (Coin v)\n end\n else\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [2]> then\n if <<(dx) < (((Block.Size) + ((width) * (3))) / (2))> and <(dy) < ((((Block.Size) - (4)) + ((heigth) * (3))) / (2))>> then\n add (item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n else\n add (item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n end\n end\n end\n change [i2 v] by (1)\nend\nif <(CompletingLevel) = [0]> then\n if <(x) < ((-240) + (((width) * (3)) / (2)))> then\n add [1] to [collidingblocks v]\n end\n if <(type) = [1]> then\n if <<[collidingblocks v] contains [2]?> or <(y) < [-200]>> then\n Delete id: (item # of [1] in [object.type v])\n broadcast (Death v)\n end\n if <<(x) > ((item (item # of [3] in [object.type v]) of [object.x v]) - (30))> and <(item # of [3] in [object.type v]) > [0]>> then\n stop [other scripts in sprite v]\n broadcast (LevelComplete v)\n end\n end\nend\n\nwhen I receive [restartplayer v]\nLoadLevel (Level)\nDelete id: (item # of [1] in [object.type v])\nCreateObject x: [0] y: [0] type: [1] costume: [player.r] direction: [90]\nrepeat until <(item # of [1] in [object.type v]) = [0]>\n PlayerUpdate\nend\n\ndefine LoadLevel (level)\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [blocks.type v] with (item (i) of [levels.blocks.type v])\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (((Screen.size) * (World.height)) * (20))\n if <(item (i) of [blocks.type v]) = [-1]> then\n replace item (i) of [blocks.type v] with [4]\n end\n if <(item (i) of [blocks.type v]) = [-2]> then\n replace item (i) of [blocks.type v] with [5]\n end\n if <(item (1) of [blocks.type v]) = [-3]> then\n replace item (i) of [blocks.type v] with [9]\n end\n change [i v] by (1)\nend\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nDeleteAll\nrepeat (((Screen.size) * (World.height)) * (20))\n if <(item (i) of [level.object.type v]) > [2]> then\n CreateObject x: (item (i) of [level.object.x v]) y: (item (i) of [level.object.y v]) type: (item (i) of [level.object.type v]) costume: (item (item (i) of [level.object.type v]) of [object.type.costume v]) direction: (item (i) of [level.object.direction v])\n end\n change [i v] by (1)\nend\nset [i v] to [1]\n\nwhen I receive [death v]\nLoadLevel (Level)\nrepeat until <<(round ((cam.x) / (20))) = [0]> and <(round ((cam.y) / (20))) = [0]>>\n UpdateCamPos x: [0] y: [0] time: [8]\nend\nbroadcast (RestartPlayer v)\n\ndefine SaveLevel (level)\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item (i) of [levels.blocks.type v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [blocks.type v])\n change [i v] by (1)\nend\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item (i) of [level.object.type v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.type v])\n replace item (i) of [level.object.direction v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.direction v])\n replace item (i) of [level.object.x v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.x v])\n replace item (i) of [level.object.y v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.y v])\n change [i v] by (1)\nend\n\nwhen [space v] key pressed\nif <(username) = [Coltroc]> then\n if <(Editing) = [1]> then\n ask [Save level? y/n] and wait\n if <(answer) = [y]> then\n set [editing v] to [0]\n SaveLevel (Level)\n end\n else\n ask [Edit level? y/n] and wait\n if <(answer) = [y]> then\n ask [Which level? 1-20] and wait\n if <<(answer) > [0]> and <(answer) < [21]>> then\n set [level v] to (answer)\n set [editing v] to [1]\n DeleteAll\n LoadLevel (Level)\n end\n end\n end\nend\n\nwhen I receive [startlevel v]\nDeleteAll\nbroadcast (RestartPlayer v)\n\nwhen I receive [loadlevelselect v]\nstop [other scripts in sprite v]\n\nwhen I receive [createobject v]\nif <(selectedObjectType) = [2]> then\n Delete id: (length of [object.type v])\nelse\n CreateObject x: (Build.x) y: (Build.y) type: (selectedObjectType) costume: (item (selectedObjectType) of [object.type.costume v]) direction: [90]\nend\n\nwhen I receive [startlevel v]\nforever\n ObjectVelocityUpdate\n if <<(Editing) = [1]> and <(username) = [Coltroc]>> then\n if <key (right arrow v) pressed?> then\n UpdateCamPos x: ((cam.x) + (10)) y: (cam.y) time: [1]\n end\n if <key (left arrow v) pressed?> then\n UpdateCamPos x: ((cam.x) + (-10)) y: (cam.y) time: [1]\n end\n if <key (up arrow v) pressed?> then\n UpdateCamPos x: (cam.x) y: ((cam.y) + (10)) time: [1]\n end\n if <key (down arrow v) pressed?> then\n UpdateCamPos x: (cam.x) y: ((cam.y) + (-10)) time: [1]\n end\n end\nend\n\nwhen I receive [levelcomplete v]\nwait until <(CompletingLevel) = [1]>\nrepeat until <[collidingblocks v] contains [1]?>\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1))\n if <(item (player.i) of [object.yv v]) < [-3]> then\n replace item (player.i) of [object.yv v] with [-3]\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n replace item (player.i) of [object.yv v] with [0]\n end\n UpdateCamPos x: (item (item # of [3] in [object.type v]) of [object.x v]) y: (item (player.i) of [object.y v]) time: [5]\nend\nwait (1) seconds\nrepeat until <(CompletingLevel) = [0]>\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (5))\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n replace item (player.i) of [object.yv v] with [0]\n end\nend\n\n@Blocks\n\nwhen flag clicked\nforever\n hide variable [selectedblockplacetype v]\n hide variable [selectedobjecttype v]\n hide variable [block/object v]\n if <<(Editing) = [1]> and <(username) = [Coltroc]>> then\n set [selectedblock.id v] to (((((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) / (Block.Size)) + (3.5)) + (((((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) / (Block.Size)) + (3.5)) * (World.height)))\n set [selectedblock.id v] to (selectedBlock.Id)\n if <(Block/Object) = [0]> then\n if <mouse down?> then\n replace item (selectedBlock.Id) of [blocks.type v] with (selectedBlockPlaceType)\n end\n else\n if <(Click) = [1]> then\n broadcast (CreateObject v)\n end\n end\n show variable [selectedblockplacetype v]\n show variable [selectedobjecttype v]\n show variable [block/object v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nwait (0.1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stop v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sounds\n\nwhen I receive [coin v]\nstart sound [coin v]\n\nwhen I receive [death v]\nstart sound [Hurt v]\n\nwhen I receive [jump v]\nstart sound [Jump v]\n\nwhen I receive [breakbrick v]\nstart sound [Break Brick v]\n\n@Story\n\nwhen flag clicked\nwait until <(Intro) = [1]>\nwait (0.1) seconds\nset [intro v] to [0]\n\nwhen flag clicked\n\nshow\n\n | 日本語は下\n-English-\nbasic operation\n ◇ Those who can play on a PC ◇\n Move up and left / right keys\n ◇ Those who can play on mobile ◇\n Tap on the screen to jump\n Tap left on the screen to move to the left\n Tap right on the screen Move to the right\n How to draw a line\n Tap the pencil mark at the bottom right or bottom left\n You can draw as it is by tapping\n You can erase everything with an eraser\nYou can stop drawing by tapping the pencil mark again.\n\n-Japanese-\n基本操作\n◇PCで遊ばれる方◇\n 上と左右キー 移動 \n◇モバイルで遊ばれる方◇ \n画面上をタップ ジャンプ \n画面左タップ 左へ移動 \n画面右タップ 右へ移動\n線の描き方\n右下または左下の鉛筆のマークをタップ\nタップしたらそのまま描けます\n消しゴムで全消しできます\nもう一度鉛筆のマークをタップで描くのをやめれます\n\nTIMEは書いてるときは止まります |
The Avengers, A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (pick random (1) to (3))\n\n@blank\n\n@player\n\nwhen flag clicked\nset [scene v] to [1]\nbroadcast (new scene v)\nbroadcast (reset v)\n\ndefine vertical\nset rotation style [don't rotate v]\nswitch costume to (hitbox - feet v)\ntouching\nchange [falling v] by (1)\nchange [speed y v] by (-1)\nif <(Touching) = [1]> then\n if <<(JUMPED) = [0]> and <key (up arrow v) pressed?>> then\n if <(super jump) = [1]> then\n start sound [jump v]\n set [speed y v] to [20]\n set [super jump v] to [2]\n else\n if <(landing) > [1]> then\n start sound [super jump v]\n set [speed y v] to [16]\n set [super jump v] to [1]\n else\n start sound [jump v]\n set [speed y v] to [12]\n end\n end\n set [falling v] to [10]\n set [jumped v] to [1]\n end\nend\nif <<(speed y) > [0]> and <not <key (up arrow v) pressed?>>> then\n change [speed y v] by (-0.5)\nend\nif <not <key (up arrow v) pressed?>> then\n set [jumped v] to [0]\nend\n\ndefine touching\nif <touching (level v)?> then\n set [touching v] to [1]\n if <(landing) = [0]> then\n set [super jump v] to [0]\n end\nelse\n set [touching v] to [0]\nend\n\ndefine move\nset rotation style [don't rotate v]\nswitch costume to (hitbox - main v)\nrepeat ([abs v] of (speed y) )\n set [last value v] to (y position)\n change y by ((speed y) / ([abs v] of (speed y) ))\n touching\n if <(Touching) = [1]> then\n if <(speed y) < [-1]> then\n set [starting land v] to ([abs v] of (speed y) )\n set [landing v] to ([abs v] of (speed y) )\n end\n set [speed y v] to [0]\n set [falling v] to [0]\n set y to (last value)\n end\nend\ntouching\nif <(Touching) = [1]> then\n repeat until <(Touching) = [0]>\n change y by (1)\n if <[160] < (y position)> then\n broadcast (reset v)\n end\n touching\n end\nend\nrepeat ([abs v] of (speed x) )\n set [last value v] to (x position)\n change x by ((speed x) / ([abs v] of (speed x) ))\n touching\n if <(Touching) = [1]> then\n set [speed x v] to [0]\n set x to (last value)\n end\nend\ntouching\nif <(Touching) = [1]> then\n repeat until <(Touching) = [0]>\n change y by (1)\n if <[160] < (y position)> then\n broadcast (reset v)\n end\n touching\n end\nend\nbroadcast (moved v)\n\ndefine horizontal\nset rotation style [don't rotate v]\nswitch costume to (hitbox - main v)\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <<<[2] > (falling)> and <([abs v] of (key X) ) > [0]>> and <not <(key X) = (([abs v] of (speed x) ) / (speed x))>>> then\n set [key x v] to ((key X) * (0.2))\nend\nif <([abs v] of (speed x) ) < [0.5]> then\n set [speed x v] to [0]\n if <not <key (space v) pressed?>> then\n set [frame v] to [0]\n end\nend\nchange [speed x v] by ((key X) * (1.5))\nif <(falling) > [2]> then\n set [speed x v] to ((speed x) * (0.98))\n if <([abs v] of (speed x) ) > [6]> then\n set [speed x v] to ((speed x) * (0.8))\n end\nelse\n set [speed x v] to ((speed x) * (0.8))\nend\nchange [frame v] by (0.2)\nif <not <(key X) = [0]>> then\n point in direction ((([abs v] of (speed x) ) / (speed x)) * (90))\n change [frame v] by (0.3)\nend\nif <not <((key X) * (90)) = (direction)>> then\n set [skid v] to [1]\n if <(speed x) = [0]> then\n set [skid v] to [0]\n end\nelse\n set [skid v] to [0]\nend\n\ndefine frame\nset rotation style [left-right v]\nif <(falling) > [0]> then\n if <(super jump) = [2]> then\n megajump frames\n else\n if <(super jump) = [1]> then\n switch costume to ((18) + (([floor v] of (falling) ) mod (16)))\n else\n if <(speed y) > [1]> then\n switch costume to (jump v)\n else\n if <(speed y) < [-0.5]> then\n switch costume to (fall v)\n else\n switch costume to (mid-air v)\n end\n end\n end\n end\nelse\n if <(frame) > [1]> then\n if <not <(key X) = (([abs v] of (speed x) ) / (speed x))>> then\n switch costume to (turnaround v)\n else\n switch costume to ((4) + (([floor v] of (frame) ) mod (10)))\n end\n else\n switch costume to (stand v)\n end\nend\nif <key (space v) pressed?> then\n switch costume to ((4) + (([floor v] of (frame) ) mod (10)))\nend\n\nwhen I receive [reset v]\ngo to x: (0) y: (-45)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [platform v] to [0]\nswitch costume to (hitbox - main v)\nset size to (30) %\nforever\n vertical\n horizontal\n move\n broadcast (moved v)\n frame\n stretch\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\ndefine platform\n\nwhen I receive [sidefilp v]\nwait (0.25) seconds\nif <(direction) = [90]> then\n point in direction (-90)\nelse\n if <(direction) = [-90]> then\n point in direction (90)\n end\nend\n\nwhen I receive [bounce v]\nif <key (up arrow v) pressed?> then\n set [speed y v] to [10]\nelse\n set [speed y v] to [5]\nend\n\ndefine scene\n\ndefine sideflip animation\n\nwhen [space v] key pressed\nrepeat until <not <key (space v) pressed?>>\n change [frame v] by (Y charge)\n change [y charge v] by (0.02)\n change [would be y charge v] by (0.02)\n if <(Y charge) > [2]> then\n set [y charge v] to [2]\n end\nend\nset [frame v] to [0]\nset [y charge v] to [0]\nset [would be y charge v] to [0]\n\ndefine limiter\n\ndefine stretch\nif <(falling) > [0]> then\n if <(super jump) = [2]> then\n set [fisheye v] effect to (([abs v] of (speed y) ) * (-1.5))\n else\n if <(super jump) = [1]> then\n set [fisheye v] effect to (([abs v] of (speed y) ) * (-3.5))\n else\n if <(speed y) > [1]> then\n set [fisheye v] effect to ((speed y) * (-5))\n else\n set [fisheye v] effect to (([abs v] of (speed y) ) * (-2))\n end\n end\n end\nelse\n if <(landing) > [0]> then\n change [landing v] by (-2)\n if <(landing) < [1]> then\n set [landing v] to [0]\n end\n set [fisheye v] effect to ((landing) * (2))\n else\n set [fisheye v] effect to (0)\n end\nend\n\ndefine megajump frames\nif <(falling) > [17]> then\n switch costume to (megajump-7 v)\nelse\n if <(falling) > [16]> then\n switch costume to (megajump-6 v)\n else\n if <(falling) > [15]> then\n switch costume to (megajump-5 v)\n else\n if <(falling) > [14]> then\n switch costume to (megajump-4 v)\n else\n if <(falling) > [13]> then\n switch costume to (megajump-3 v)\n else\n if <(falling) > [12]> then\n switch costume to (megajump-2 v)\n else\n switch costume to (megajump-1 v)\n end\n end\n end\n end\n end\nend\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n3D\n\ndefine 3D\nerase all\nclear graphic effects\nset [brightness v] effect to (-30)\nset size to (80) %\nrepeat (20)\n stamp\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\n@shadow\n\nwhen I receive [moved v]\nshadow\n\ndefine shadow\ngo to [back v] layer\nswitch costume to (hitbox v)\ngo to (player v)\nrepeat until <touching (level v)?>\n change y by (-1)\nend\nif <<(y position) > [0]> or <touching (_edge_ v)?>> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (50)\nend\nswitch costume to (big v)\nset size to ((120) + (() - (distance to [player v]))) %\nswitch costume to (shadow v)\n\n | PART 2 OUT NOW https://scratch.mit.edu/projects/391239663\nPlains 2.5 OUT NOW \nhttps://scratch.mit.edu/projects/392049195\nPART 3 OUT NOW \nhttps://scratch.mit.edu/projects/396651098\nWelcome to Plains - Platformer \n\n1 Love = Free nonexistent stuff\n\nInstructions: Arrow keys or just tap around on mobile. \nThere are currently 15 levels. \n\nStory: You are searching for the Treasure of\n the Plains. Watch out for spikes and lava on your journey. \n\nI spend hours on making this platformer, so please love, favorite and follow? Can we get 1500 loves?\n\nAll artwork and programming by myself = @sushi10000\n\nMusic: Athletic Theme - Super Mario 3D Land OST\n\nUpdate log\n2.5 Release \nMusic Added\nClouds Added\nInstructions Panel Added\n\nNO ADVERTISING \n\n###\n#platformer #platform #platformgames #game #games #sushi10000 #sushigames #sushi #10000 #plains #can #we #get #this #to #top #loved |
The Orb - Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Tropical Birds v] until done\nend\n\nwhen flag clicked\nforever\n play sound [mixkit-meadow-birds-isolated-28 v] until done\nend\n\nwhen I receive [broadcast v]\nset volume to (0) %\nrepeat (10)\n change volume by (10)\n wait (0.04) seconds\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nbroadcast (broadcast v)\nplay sound [amadeus legendary v] until done\nplay sound [amadeus legendary1.5 v] until done\nplay sound [amadeus legendary2 v] until done\nplay sound [amadeus legendary2.5 v] until done\n\nwhen I receive [game start v]\nforever\n if <(Turbo?) = [true]> then\n broadcast (Turboo v)\n stop [all v]\n end\nend\n\nwhen I receive [game start v]\nset [turbo? v] to [0]\nforever\n set [turbo calculation v] to (timer)\n repeat (5)\n wait (0) seconds\n end\n set [turbo? v] to <((turbo calculation) + (0.1)) > (timer)>\nend\n\n@blank\n\n@guy\n\nwhen [r v] key pressed\nDie sequence\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nbroadcast (Game Start v)\n\ndefine Run\nreset timer\nshow\nset [level v] to [1]\nset [gravity v] to [-0.7]\nset [game speed v] to [1]\nDie sequence\nset [yv v] to [0]\nset [xv v] to [0]\nshow\nset size to (100) %\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n set size to (100) %\n da code\n position\n set size to (106) %\nend\n\nwhen I receive [game start v]\nshow\nRun\n\ndefine X COLLISION\nif <touching (level v)?> then\n change [player y v] by (-1)\n position\n if <touching (level v)?> then\n change [player y v] by (-1)\n position\n if <touching (level v)?> then\n change [player y v] by (-1)\n position\n if <touching (level v)?> then\n change [player y v] by (3)\n position\n repeat until <not <touching (level v)?>>\n if <(xv) > [0]> then\n change [player x v] by (-1)\n else\n if <[0] > (xv)> then\n change [player x v] by (1)\n else\n change [player x v] by (1)\n end\n end\n position\n if <([abs v] of (Player X) ) > [235]> then\n Die sequence\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <([abs v] of (xv) ) > [0.1]> then\n set [yv v] to [11]\n set [xv v] to ((<(xv) > [0]> * (-7)) + (<[0] > (xv)> * (7)))\n end\n end\n position\n end\n end\n end\nend\n\ndefine Y COLLISION\nif <[-15] > (yv)> then\n set [shake v] to ((([abs v] of (yv) ) / (5)) - (2))\n set [shake y v] to ((([abs v] of (yv) ) / (5)) - (2))\nend\nrepeat until <not <touching (level v)?>>\n if <(yv) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n position\nend\nset [yv v] to [0]\nposition\n\ndefine da code\nchange [in air v] by (1)\nif <(Frozen?) = [0]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((Game speed) * (-0.75))\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by ((Game speed) * (0.75))\n end\nend\nset [xv v] to ((xv) * (0.9))\nchange [player x v] by (xv)\nposition\nif <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (-8)\n position\n X COLLISION\n end\n end\n end\n end\n end\n end\n end\n end\nend\nposition\nif <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (1)\n position\n if <touching (level v)?> then\n change [player y v] by (-3)\n change [player x v] by ((xv) * (-1))\n position\n end\n end\n end\nend\nif <(Frozen?) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [5]> then\n set [yv v] to [9]\n end\n end\nend\nposition\nchange [yv v] by ((gravity) * (Game speed))\nchange [player y v] by (([floor v] of (yv) ) * (Game speed))\nposition\nif <touching (level v)?> then\n Y COLLISION\nelse\n if <touching (level v)?> then\n change [player y v] by ((([floor v] of (yv) ) * (Game speed)) * (-1))\n if <<[0] > (yv)> or <(yv) = [0]>> then\n set [in air v] to [0]\n end\n set [yv v] to [0]\n end\nend\nposition\nif <(Player Y) > [179]> then\n start sound [Ding v]\n change [level v] by (1)\n Die sequence\n broadcast (Level complete v)\nend\nif <<(Player Y) < [-200]> or <([abs v] of (Player X) ) > [254]>> then\n start sound [High Whoosh v]\n hide\n wait (0.3) seconds\n show\n Die sequence\nend\nif <touching (spikey spikes of death v)?> then\n Die sequence\nend\nposition\n\ndefine Die sequence\nbroadcast (Die v)\nset [player y v] to [-120]\nset [player x v] to [125]\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nset [in air v] to [999]\nset [frozen? v] to [0]\n\nwhen [x v] key pressed\nif <(username) = [max-0]> then\n broadcast (Level complete v)\n change [level v] by (1)\n Die sequence\nend\n\ndefine position\nswitch costume to (offscreen v)\nif <(Player X) > [255]> then\n set [player x v] to [255]\nend\nif <[-250] > (Player X)> then\n set [player x v] to [-250]\nend\nif <(Player Y) > [180]> then\n set [player y v] to [180]\nend\nset [player x v] to (Player X)\nset [player y v] to (Player Y)\ngo to x: ((Player X) + (Shake)) y: ((Player Y) + (Shake y))\nbroadcast (Position shake v)\nswitch costume to (rounded square v)\n\nwhen [z v] key pressed\nif <(username) = [max-0]> then\n broadcast (Level complete v)\n change [level v] by (-1)\n Die sequence\nend\n\nwhen I receive [position guy v]\nposition\n\nwhen I receive [game start v]\nshow\n\nstart sound [Ding v]\n\nset [yv v] to [9]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@level\n\nwhen flag clicked\ngo to x: (60) y: (0)\npoint in direction (0)\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@spikey spikes of death\n\nwhen flag clicked\ngo to x: (60) y: (0)\npoint in direction (0)\ngo to [back v] layer\nshow\ngo [forward v] (4) layers\nforever\n switch costume to (level)\nend\n\n@super good orbs of happiness I really need a long name because it's funny\n\nwhen flag clicked\nhide\n\ndefine Clone orb | Level, X position, Y position, Type | (level) (x) (y) (type)\nif <(level) = (level)> then\n switch costume to (type)\n set [variable v] to (level)\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nhide\nwait (0) seconds\nClone orb | Level, X position, Y position, Type | [3] [59] [-67] [1]\nClone orb | Level, X position, Y position, Type | [4] [-49] [66] [1]\nClone orb | Level, X position, Y position, Type | [5] [64] [-74] [1]\nClone orb | Level, X position, Y position, Type | [5] [-51] [-74] [1]\nClone orb | Level, X position, Y position, Type | [5] [-160] [-74] [1]\nClone orb | Level, X position, Y position, Type | [6] [125] [-94] [2]\nClone orb | Level, X position, Y position, Type | [6] [-23] [-12] [3]\nClone orb | Level, X position, Y position, Type | [6] [125] [61] [2]\nClone orb | Level, X position, Y position, Type | [9] [59] [-33] [1]\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (6) layers\nshow\nrepeat until <<<touching (guy v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[2] > (time since up arrow)>>> or <not <(level) = (Variable)>>>\n set size to ((100) + (([sin v] of ((timer) * (200)) ) * (4))) %\nend\nif <<touching (guy v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[2] > (time since up arrow)>>> then\n if <(costume [number v]) = [1]> then\n set [yv v] to [9]\n set [in air v] to [-3]\n else\n if <(costume [number v]) = [2]> then\n set [xv v] to [-25]\n set [in air v] to [-3]\n else\n if <(costume [number v]) = [3]> then\n set [xv v] to [25]\n set [in air v] to [-3]\n end\n end\n end\n start sound [Orb v]\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen I receive [die v]\ndelete this clone\n\nbroadcast (Die v)\n\nwhen I receive [game start v]\nforever\n change [time since up arrow v] by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [time since up arrow v] to [0]\n repeat until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n change [time since up arrow v] by (1)\n end\n end\nend\n\ngo to [front v] layer\n\n@bg\n\nwhen flag clicked\nshow\nswitch costume to (1 far v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (costume [number v]) layers\n set y to ((level) * ((-4) * (costume [number v])))\nend\n\n@Ending text\n\nwhen I receive [game start v]\nif <(level) = [11]> then\n set [level v] to [10]\nend\nset [ghost v] effect to (100)\nhide\nwait until <<<(Player Y) > [53]> and <(in air) = [0]>> and <(level) = [11]>>\nbroadcast (end v)\nif <[30] > (timer)> then\n set [☁ sub 30 v] to ((round ((timer) * (1000))) / (1000))\nelse\n if <<[32] > (timer)> or <[32] = (timer)>> then\n set [☁ updated good finishing time v] to ((round ((timer) * (1000))) / (1000))\n else\n set [☁ updated finishing time v] to ((round ((timer) * (1000))) / (1000))\n end\nend\nset [☁ frames: v] to (Frames)\nset [frozen? v] to [1]\ngo to [front v] layer\nshow\nswitch costume to (costume4 v)\nrepeat (3)\n next costume\n set [ghost v] effect to (100)\n show\n start sound [page v]\n set y to (-25)\n repeat (10)\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-10)\n end\n wait (4) seconds\nend\nrepeat (10)\n change y by (-3)\n change [ghost v] effect by (10)\nend\nwait (1.5) seconds\nswitch costume to (costume4 v)\nset y to (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (90)\ngo to [front v] layer\n\n@timer\n\nwhen flag clicked\nhide\n\ndefine gen clones\nrepeat (10)\n change [-idclone v] by (1)\n create clone of (_myself_ v)\nend\nset [-idclone v] to [man]\n\nwhen I receive [game start v]\nset [-idclone v] to [0]\ngen clones\n\nwhen I start as a clone\nset size to (50) %\ngo to [front v] layer\nshow\nclear graphic effects\nset y to (-157)\npoint in direction (90)\nforever\n if <not <(-idClone) = [man]>> then\n if <((length of (speedrun timer)) + (1)) > (-idClone)> then\n show\n switch costume to (letter (-idClone) of (speedrun timer))\n set x to (((-240) + ((-idClone) * (20))) - (<<< (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> and <not <(letter (-idClone) of (speedrun timer)) = [.]>>> * (8)))\n set y to ((145) + (((size) / (4)) - (12.5)))\n if << (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> then\n set size to (40) %\n change x by (((-idClone) - ((length of ([floor v] of (speedrun timer) )) + (1))) * (-3))\n else\n set size to (50) %\n end\n else\n hide\n end\n end\n go to [front v] layer\nend\n\nwhen I receive [end v]\nset [speedrun timer v] to ((round ((timer) * (10))) / (10))\nstop [other scripts in sprite v]\nbroadcast (one last broadcast v)\n\nwhen I receive [game start v]\nswitch costume to (---- v)\nshow\nset size to (65) %\nforever\n go to [front v] layer\n go [backward v] ((length of (speedrun timer)) + (1)) layers\n set x to ((-240) + (((length of ([floor v] of (speedrun timer) )) + (1)) * (30)))\nend\n\nwhen I receive [game start v]\nset [frames v] to [0]\nforever\n change [frames v] by (1)\n set [timer v] to ((Frames) / (30))\n set [speedrun timer v] to ((round ((timer) * (10))) / (10))\nend\n\nwhen I receive [one last broadcast v]\nif <not <(-idClone) = [man]>> then\n if <((length of (speedrun timer)) + (1)) > (-idClone)> then\n show\n switch costume to (letter (-idClone) of (speedrun timer))\n set x to (((-240) + ((-idClone) * (20))) - (<<< (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> and <not <(letter (-idClone) of (speedrun timer)) = [.]>>> * (8)))\n set y to ((145) + (((size) / (4)) - (12.5)))\n if << (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> then\n set size to (40) %\n change x by (((-idClone) - ((length of ([floor v] of (speedrun timer) )) + (1))) * (-3))\n else\n set size to (50) %\n end\n else\n hide\n end\n go to [front v] layer\nend\n\n@TN\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [turboo v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nstop [all v]\n\ngo to [front v] layer\n\nswitch costume to (costume2 v)\nstop [all v]\n\n@falling petals.\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nclear graphic effects\ngo to [front v] layer\nset size to (pick random (90) to (250)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nset [my wariable v] to (pick random (1) to (10000))\nrepeat (400)\n change y by (([abs v] of ([cos v] of (my wariable) ) ) * (-2))\n change [ghost v] effect by (0.25)\n point in direction ((90) + (([sin v] of ((my wariable) * (0.1)) ) * (90)))\n change x by ([sin v] of (my wariable) )\n change [my wariable v] by ((size) / (65))\nend\ndelete this clone\n\nwhen I receive [game start v]\nshow\nset size to (0) %\nset [ghost v] effect to (99)\nforever\n show\nend\n\nwhen I receive [game start v]\nforever\n wait (pick random (0.1) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nhide\n\n | 日本語は下です。リミックス数えぐw\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIt's getting hotter!!\nThere are days when the sun is dazzling.\nIt is a platformer set in such a day.\n\n▼ How to play\nOperate with the arrow keys or tap.\nMobile compatible !!\n\n▼ Goal\nTrend 1, 2, 3P\nNumber of references 3000\n⭐ and ❤100\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n暑くなってきましたね!! ⇨まだ春だけどなw\n太陽がまぶしい日もあります。\nそんな日を舞台にしたプラットフォーマーです。\n\n▼遊び方\n矢印キー、またはタップで操作。\nモバイル対応です!!\n\n▼目標\n傾向1、2、3P\n参照数3000\n⭐と❤100 |
The Sunlight Valley || Multiplayer Platformer [Games] | @Stage\n\nwhen flag clicked\nforever\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\nend\n\nwhen I receive [ask code v]\nask [Code?] and wait\nset [loading screen v] to [True]\nset [scan-code v] to (answer)\n\nwhen flag clicked\nswitch backdrop to (day v)\nwait (2) seconds\nforever\n if <(backdrop [name v]) = [Day]> then\n set [background v] to [1]\n play sound [Wallpaper v] until done\n else\n set [background v] to [2]\n play sound [Scheming Weasel v] until done\n end\nend\n\nwhen [b v] key pressed\nwait until <not <key (b v) pressed?>>\nstop all sounds\nif <(Can edit?) = [True]> then\n next backdrop\n erase all\n broadcast (rebuild v)\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n wait until <(Load) = [True]>\n wait until <(Loading Screen) = [True]>\n wait until <(Loading Screen) = [False]>\n switch backdrop to (Background)\n stop all sounds\n if <(backdrop [name v]) = [Day]> then\n set [background v] to [1]\n play sound [Wallpaper v] until done\n else\n set [background v] to [2]\n play sound [Scheming Weasel v] until done\n end\nend\n\nwhen [l v] key pressed\nwait until <(Loading Screen) = [True]>\nwait until <(Loading Screen) = [False]>\nswitch backdrop to (Background)\nstop all sounds\nif <(backdrop [name v]) = [Day]> then\n set [background v] to [1]\n play sound [Wallpaper v] until done\nelse\n set [background v] to [2]\n play sound [Scheming Weasel v] until done\nend\n\nwhen I receive [change background v]\nstop all sounds\nif <(Can edit?) = [True]> then\n next backdrop\nend\n\nwhen I receive [music v]\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Block\n\nwhen flag clicked\nswitch costume to (normal v)\nset [ghost v] effect to (0)\nshow\nwait (0.1) seconds\nwait until <(Can edit?) = [True]>\nforever\n repeat until <<<key (l v) pressed?> or <key (c v) pressed?>> or <<(Get) = [True]> or <(Load) = [True]>>>\n go to x: ((round ((mouse x) / (22))) * (22)) y: ((round ((mouse y) / (20))) * (20))\n end\n if <<key (l v) pressed?> or <(Load) = [True]>> then\n wait until <(Done Loading?) = [True]>\n end\n if <(Code Open?) = [True]> then\n wait until <(Code Open?) = [False]>\n end\nend\n\nwhen [w v] key pressed\nnext costume\n\nwhen flag clicked\nerase all\nwait until <not <mouse down?>>\nforever\n wait until <(Can edit?) = [True]>\n repeat until <<<<(Can edit?) = [False]> or <key (l v) pressed?>> or <key (c v) pressed?>> or <<(Get) = [True]> or <(Load) = [True]>>>\n if <<mouse down?> and <not <touching (player v)?>>> then\n if <not <<(Placed?) = [0]> and <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>>>> then\n if <not <<<touching (music on/off v)?> or <touching (player color v)?>> or <<touching (load v)?> or <<touching (code v)?> or <touching (play/edit v)?>>>>> then\n replace item ((((x position) / (22)) + (11)) + ((21) * (((-1) * ((y position) / (20))) + (8)))) of [data v] with (letter (costume [number v]) of [123456789abcdefghij])\n stamp\n stamp\n end\n end\n end\n end\n wait (0.5) seconds\n if <<key (l v) pressed?> or <(Load) = [True]>> then\n wait until <(Done Loading?) = [True]>\n else\n wait until <(Code Open?) = [False]>\n end\nend\n\nwhen [i v] key pressed\nbroadcast (say v)\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n if <key (m v) pressed?> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <mouse down?> then\n broadcast (erase v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [placed? v] to [1]\nset [ax v] to [0]\nset [ay v] to [0]\nset [ax2 v] to [0]\nset [ay2 v] to [0]\nforever\n if <<(Can edit?) = [True]> and <<(costume [number v]) = [12]> and <(Placed?) = [1]>>> then\n if <key (x v) pressed?> then\n say [Place Start Portal]\n wait until <mouse down?>\n set [ax v] to (x position)\n set [ay v] to (y position)\n wait until <not <mouse down?>>\n say [Place End Portal]\n switch costume to (portal end v)\n wait until <<mouse down?> and <(costume [number v]) = [13]>>\n set [ax2 v] to (x position)\n set [ay2 v] to (y position)\n wait until <not <mouse down?>>\n set [placed? v] to [0]\n end\n else\n say []\n end\nend\n\nwhen [l v] key pressed\nset [num v] to [0]\nif <(Can edit?) = [True]> then\n go to x: (-220) y: (160)\n broadcast (ask code v) and wait\n read code\nend\n\nwhen flag clicked\nswitch costume to (normal v)\ngo to x: (-220) y: (-160)\nstamp\nset [can edit? v] to [False]\nrepeat (21)\n stamp\n stamp\n stamp\n change x by (22)\nend\ngo to x: (-220) y: (-160)\nstamp\nset [can edit? v] to [True]\n\ndefine read code\nif <not <(length of (scan-code)) < [398]>> then\n repeat (18)\n repeat (21)\n change [num v] by (1)\n if <not <(letter (num) of (scan-code)) = [0]>> then\n switch costume to (join [0x] (letter (num) of (scan-code)))\n stamp\n stamp\n stamp\n end\n change x by (22)\n end\n set x to (-220)\n change y by (-20)\n end\n set [scan-num v] to [0]\n repeat (378)\n change [scan-num v] by (1)\n replace item (scan-num) of [data v] with (letter (scan-num) of (scan-code))\n end\n set [start x v] to ((join (letter (379) of (scan-code)) (join (letter (380) of (scan-code)) (letter (381) of (scan-code)))) - (400))\n set [start y v] to ((join (letter (382) of (scan-code)) (join (letter (383) of (scan-code)) (letter (384) of (scan-code)))) - (400))\n set [ax v] to ((join (letter (386) of (scan-code)) (join (letter (387) of (scan-code)) (letter (388) of (scan-code)))) - (400))\n set [ay v] to ((join (letter (389) of (scan-code)) (join (letter (390) of (scan-code)) (letter (391) of (scan-code)))) - (400))\n set [ax2 v] to ((join (letter (392) of (scan-code)) (join (letter (393) of (scan-code)) (letter (394) of (scan-code)))) - (400))\n set [ay2 v] to ((join (letter (395) of (scan-code)) (join (letter (396) of (scan-code)) (letter (397) of (scan-code)))) - (400))\n set [background v] to (letter (398) of (scan-code))\n broadcast (get player color v)\nend\nset [done loading? v] to [True]\nset [loading screen v] to [False]\nbroadcast (position v)\n\nwhen flag clicked\nset [done loading? v] to [False]\nset [loading screen v] to [False]\nwait until <<key (l v) pressed?> or <(Load) = [True]>>\nif <(Code Open?) = [True]> then\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <<<<<touching (panel 1 v)?> or <touching (panel 2 v)?>> or <<touching (play/edit v)?> or <touching (options v)?>>> or <touching (music on/off v)?>> or <touching (change background v)?>> then\n set [ghost v] effect to (100)\n wait until <not <<<<<touching (panel 1 v)?> or <touching (panel 2 v)?>> or <<touching (play/edit v)?> or <touching (options v)?>>> or <touching (music on/off v)?>> or <touching (change background v)?>>>\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [load code v]\nset [num v] to [0]\nif <(Can edit?) = [True]> then\n go to x: (-220) y: (160)\n broadcast (ask code v) and wait\n read code\nend\n\nwhen flag clicked\nforever\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n if <(Can edit?) = [True]> then\n set [can edit? v] to [False]\n else\n set [can edit? v] to [True]\n end\nend\n\nwhen flag clicked\nset [checkpoint? v] to [False]\nforever\n if <[data v] contains [i]?> then\n set [checkpoint? v] to [True]\n end\nend\n\nwhen [s v] key pressed\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <(Can edit?) = [True]>> then\n set [ghost v] effect to (100)\n wait until <not <key (m v) pressed?>>\n set [ghost v] effect to (0)\n end\nend\n\n@Player\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-150) y: (-143)\nswitch costume to (player v)\nset [start x v] to [-150]\nset [start y v] to [-143]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n wait until <(Can edit?) = [False]>\n repeat until <(Can edit?) = [True]>\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) * (0.85))\n change x by (Xv)\n if <<<<touching color (#7f7f7f)?> or <touching color (#ccd8ff)?>> or <touching color (#002699)?>> or <<touching color (#cccccc)?> and <(Key?) = [Hidden]>>> then\n change y by (1)\n if <<<<touching color (#7f7f7f)?> or <touching color (#ccd8ff)?>> or <touching color (#002699)?>> or <<touching color (#cccccc)?> and <(Key?) = [Hidden]>>> then\n change y by (1)\n if <<<<touching color (#7f7f7f)?> or <touching color (#ccd8ff)?>> or <touching color (#002699)?>> or <<touching color (#cccccc)?> and <(Key?) = [Hidden]>>> then\n change y by (1)\n if <<<<touching color (#7f7f7f)?> or <touching color (#ccd8ff)?>> or <touching color (#002699)?>> or <<touching color (#cccccc)?> and <(Key?) = [Hidden]>>> then\n change y by (1)\n if <<<<touching color (#7f7f7f)?> or <touching color (#ccd8ff)?>> or <touching color (#002699)?>> or <<touching color (#cccccc)?> and <(Key?) = [Hidden]>>> then\n change y by (1)\n if <<<<touching color (#7f7f7f)?> or <touching color (#ccd8ff)?>> or <touching color (#002699)?>> or <<touching color (#cccccc)?> and <(Key?) = [Hidden]>>> then\n change x by ((Xv) * (-1))\n change y by (-3)\n set [yv v] to [-1]\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 (#7f7f7f)?> or <touching color (#ccd8ff)?>> or <touching color (#002699)?>> or <<touching color (#cccccc)?> and <(Key?) = [Hidden]>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#7f7f7f)?> or <touching color (#ccd8ff)?>> or <<touching color (#cccccc)?> and <(Key?) = [Hidden]>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n start sound [Jump v]\n end\n end\n change y by (-1)\n end\nend\n\nwhen [r v] key pressed\nif <(Can edit?) = [False]> then\n go to x: (Start X) y: (Start Y)\nend\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n if <key (m v) pressed?> then\n go to (mouse-pointer v)\n set [start x v] to (x position)\n set [start y v] to (y position)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n broadcast (key gone v)\n go to x: (Start X) y: (Start Y)\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Can edit?) = [False]>\n go to x: (Start X) y: (Start Y)\n repeat until <(Can edit?) = [True]>\n if <<touching color (#ff0000)?> or <touching color (#ff3838)?>> then\n start sound [Game over v]\n repeat (3)\n change [ghost v] effect by (33)\n end\n set [ghost v] effect to (100)\n broadcast (key gone v)\n if <(checkpoint?) = [True]> then\n go to x: (Checkpoint X) y: (Checkpoint Y)\n else\n go to x: (Start X) y: (Start Y)\n end\n repeat (3)\n change [ghost v] effect by (-33)\n end\n set [ghost v] effect to (0)\n wait until <not <<touching color (#ff0000)?> or <touching color (#ff3030)?>>>\n end\n if <touching color (#003fff)?> then\n set [yv v] to [20]\n play sound [Jump v] until done\n end\n if <touching color (#01e070)?> then\n set [yv v] to [-0.5]\n end\n if <touching color (#ffbf02)?> then\n start sound [Win! v]\n say [You win!] for (1.5) seconds\n go to x: (Start X) y: (Start Y)\n broadcast (key gone v)\n end\n if <touching color (#02bfff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [1.5]\n end\n end\n end\nend\n\nwhen I receive [position v]\ngo to x: (Start X) y: (Start Y)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n wait until <(Can edit?) = [False]>\n repeat until <(Can edit?) = [True]>\n if <touching color (#00ff55)?> then\n start sound [Portal v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (100)\n go to x: (ax2) y: (ay2)\n start sound [Portal v]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n wait until <not <touching color (#ff5218)?>>\n end\n if <touching color (#ff5218)?> then\n start sound [Portal v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (100)\n go to x: (ax) y: (ay)\n start sound [Portal v]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n wait until <not <touching color (#00ff55)?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Can edit?) = [False]>\n repeat until <(Can edit?) = [True]>\n if <touching color (#3838ff)?> then\n set [xv v] to [2.5]\n end\n if <touching color (#3668ff)?> then\n set [xv v] to [-2.5]\n end\n if <touching color (#7f00ff)?> then\n set [yv v] to [5]\n end\n if <touching color (#ccd8ff)?> then\n set [xv v] to ((Xv) * (1.1))\n end\n if <touching color (#ff8002)?> then\n broadcast (key v)\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Can edit?) = [False]>\n repeat until <(Can edit?) = [True]>\n if <touching color (#ffcc33)?> then\n set [checkpoint x v] to (x position)\n set [checkpoint y v] to (y position)\n start sound [Checkpoint ding v]\n wait until <not <touching color (#ffcc33)?>>\n end\n if <touching color (#ff9999)?> then\n broadcast (key gone v)\n play sound [key lose v] until done\n wait until <not <touching color (#ff9999)?>>\n end\n end\nend\n\nwhen I receive [change player color v]\nnext costume\n\nwhen flag clicked\nforever\n wait until <(Can edit?) = [False]>\n repeat until <(Can edit?) = [True]>\n wait until <touching color (#ccd8ff)?>\n set [yv v] to [0]\n wait until <not <touching color (#ccd8ff)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff8002)?> then\n play sound [key v] until done\n wait until <not <touching color (#ff8002)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f1fff8)?> then\n change x by ((Xv) * (-1))\n change y by (-1)\n end\nend\n\nwhen flag clicked\nshow\nforever\n wait until <key (c v) pressed?>\n hide\n wait until <(Code Open?) = [False]>\n show\nend\n\n@Eraser\n\nwhen flag clicked\nhide\n\nwhen I receive [erase v]\nif <(Background) = [1]> then\n switch costume to (eraser v)\nelse\n switch costume to (eraser2 v)\nend\nshow\ngo to x: ((round ((mouse x) / (22))) * (22)) y: ((round ((mouse y) / (20))) * (20))\npen down\nreplace item ((((x position) / (22)) + (11)) + ((21) * (((-1) * ((y position) / (20))) + (8)))) of [data v] with [0]\nstamp\npen up\nhide\n\n@Frame\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Mode\n\nwhen flag clicked\ngo to x: (-198) y: (158)\nforever\n if <(Can edit?) = [True]> then\n switch costume to (editor v)\n else\n switch costume to (play v)\n end\nend\n\n@Platformer Maker\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Scanner\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (-221) y: (158)\nset [code v] to []\nset [code open? v] to [False]\ndelete (all) of [code v]\nshow list [code v]\nforever\n go to x: ((round ((x position) / (22))) * (22)) y: ((round ((y position) / (20))) * (20))\nend\n\nwhen [c v] key pressed\nif <(Can edit?) = [True]> then\n set [code open? v] to [True]\n delete (all) of [code v]\n hide list [code v]\n add [Double click the code below and hold Ctrl + C on Windows or ⌘ + C on a Mac] to [code v]\n add [Press K to close] to [code v]\n go to x: (-221) y: (158)\n set [code v] to []\n add (join (join (join (join (Data) (join ((Start X) + (400)) ((Start Y) + (400)))) ([costume # v] of [player v])) (join (join ((ax) + (400)) ((ay) + (400))) (join ((ax2) + (400)) ((ay2) + (400))))) (Background)) to [code v]\n wait until <key (k v) pressed?>\n show list [code v]\n set [code open? v] to [False]\nend\n\nwhen I receive [get code v]\nset [code open? v] to [True]\ndelete (all) of [code v]\nhide list [code v]\nadd [Double click the code below and hold Ctrl + C on Windows or ⌘ + C on a Mac] to [code v]\nadd [Press K to close] to [code v]\ngo to x: (-221) y: (158)\nset [code v] to []\nadd (join (join (join (join (Data) (join ((Start X) + (400)) ((Start Y) + (400)))) ([costume # v] of [player v])) (join (join ((ax) + (400)) ((ay) + (400))) (join ((ax2) + (400)) ((ay2) + (400))))) (Background)) to [code v]\nwait until <key (k v) pressed?>\nshow list [code v]\nset [code open? v] to [False]\n\n@Say\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: ([x position v] of [block v]) y: (([y position v] of [block v]) + (15))\nend\n\nwhen I receive [say v]\nset [ghost v] effect to (0)\nif <([costume # v] of [block v]) = [1]> then\n switch costume to (1 v)\nend\nif <([costume # v] of [block v]) = [2]> then\n switch costume to (2 v)\nend\nif <([costume # v] of [block v]) = [3]> then\n switch costume to (3 v)\nend\nif <([costume # v] of [block v]) = [4]> then\n switch costume to (4 v)\nend\nif <([costume # v] of [block v]) = [5]> then\n switch costume to (5 v)\nend\nif <([costume # v] of [block v]) = [6]> then\n switch costume to (6 v)\nend\nif <([costume # v] of [block v]) = [7]> then\n switch costume to (7 v)\nend\nif <([costume # v] of [block v]) = [8]> then\n switch costume to (8 v)\nend\nif <([costume # v] of [block v]) = [9]> then\n switch costume to (9 v)\nend\nif <([costume # v] of [block v]) = [10]> then\n switch costume to (10 v)\nend\nif <([costume # v] of [block v]) = [11]> then\n switch costume to (11 v)\nend\nif <([costume # v] of [block v]) = [14]> then\n switch costume to (14 v)\nend\nif <([costume # v] of [block v]) = [15]> then\n switch costume to (15 v)\nend\nif <([costume # v] of [block v]) = [16]> then\n switch costume to (16 v)\nend\nif <([costume # v] of [block v]) = [17]> then\n switch costume to (17 v)\nend\nif <([costume # v] of [block v]) = [18]> then\n switch costume to (18 v)\nend\nif <([costume # v] of [block v]) = [19]> then\n switch costume to (19 v)\nend\nwait until <not <key (i v) pressed?>>\nset [ghost v] effect to (100)\nsay []\n\nwhen flag clicked\nforever\n if <([costume # v] of [block v]) = [12]> then\n switch costume to (20 v)\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Key\n\nwhen flag clicked\nset [key? v] to [Hidden]\nhide\n\nwhen I receive [key v]\nshow\nset [key? v] to [Show]\nrepeat until <(Key?) = [Hidden]>\n go to (player v)\n change y by (20)\nend\n\nwhen I receive [key gone v]\nset [key? v] to [Hidden]\nhide\n\n@Loading Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nrepeat (3)\n wait (0.5) seconds\n next costume\nend\nbroadcast (Position v)\nhide\n\n@Loading Screen 2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nSet up list\nforever\n wait until <(Loading Screen) = [True]>\n show\n repeat until <(Loading Screen) = [False]>\n wait (0.5) seconds\n next costume\n end\n hide\nend\n\ndefine Set up list\ndelete (all) of [data v]\nrepeat (378)\n add [0] to [data v]\nend\n\n@Information\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [open information v]\nif <(Can edit?) = [True]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\nend\n\nwhen I receive [close information v]\nif <(Can edit?) = [True]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n hide\nend\n\n@Panel 1\n\nwhen flag clicked\nshow\ngo to x: (-3) y: (-178)\nset [ghost v] effect to (50)\nforever\n wait until <touching (mouse-pointer v)?>\n broadcast (Open Information v)\n wait until <not <touching (mouse-pointer v)?>>\n broadcast (Close Information v)\nend\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n show\n else\n hide\n end\nend\n\n@Panel 2\n\nwhen flag clicked\nshow\ngo to x: (234) y: (-3)\nset [ghost v] effect to (50)\nforever\n repeat until <<(Get) = [True]> or <(Load) = [True]>>\n wait until <touching (mouse-pointer v)?>\n broadcast (Open Edit Bar v)\n end\n wait until <<(Done Loading?) = [True]> or <(Code Open?) = [False]>>\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [get code v]\nhide\nwait until <(Code Open?) = [True]>\nwait until <(Code Open?) = [False]>\nshow\n\nwhen I receive [load code v]\nhide\nwait until <(Done Loading?) = [False]>\nwait until <(Done Loading?) = [True]>\nshow\n\n@Options\n\nwhen flag clicked\nhide\ngo to x: (65) y: (8)\n\nwhen I receive [open edit bar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait until <not <touching (mouse-pointer v)?>>\nbroadcast (Close Edit Bar v)\n\nwhen I receive [close edit bar v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [get code v]\nhide\nwait until <(Code Open?) = [True]>\nwait until <(Code Open?) = [False]>\nshow\n\nwhen I receive [load code v]\nhide\nwait until <(Done Loading?) = [False]>\nwait until <(Done Loading?) = [True]>\nshow\n\n@Play/Edit\n\nwhen flag clicked\nhide\ngo to x: (208) y: (61)\nswitch costume to (play v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [close edit bar v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n wait until <not <mouse down?>>\n switch costume to (edit v)\n set [can edit? v] to [False]\nelse\n wait until <not <mouse down?>>\n switch costume to (play v)\n set [can edit? v] to [True]\nend\n\nwhen I receive [open edit bar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [get code v]\nhide\nwait until <(Code Open?) = [True]>\nwait until <(Code Open?) = [False]>\nshow\n\nwhen I receive [load code v]\nhide\nwait until <(Done Loading?) = [False]>\nwait until <(Done Loading?) = [True]>\nshow\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n switch costume to (play v)\n else\n switch costume to (edit v)\n end\nend\n\nwhen I receive [close immediately v]\nhide\n\n@Code\n\nwhen flag clicked\nset [get v] to [False]\nhide\ngo to x: (208) y: (28)\nswitch costume to (normal v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [close edit bar v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(Can edit?) = [True]> then\n broadcast (Get Code v)\n set [get v] to [True]\n wait (0.5) seconds\n set [get v] to [False]\nend\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n switch costume to (normal v)\n else\n switch costume to (gray v)\n end\nend\n\nwhen I receive [open edit bar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [load code v]\nhide\nwait until <(Done Loading?) = [False]>\nwait until <(Done Loading?) = [True]>\nshow\n\nwhen I receive [get code v]\nhide\nwait until <(Code Open?) = [True]>\nwait until <(Code Open?) = [False]>\nshow\n\n@Load\n\nwhen flag clicked\nset [load v] to [False]\nhide\ngo to x: (208) y: (-3)\nswitch costume to (normal v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [close edit bar v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(Can edit?) = [True]> then\n broadcast (Load Code v)\n set [load v] to [True]\n wait (0.5) seconds\n set [load v] to [False]\nend\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n switch costume to (normal v)\n else\n switch costume to (gray v)\n end\nend\n\nwhen I receive [open edit bar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [load code v]\nhide\nwait until <(Done Loading?) = [False]>\nwait until <(Done Loading?) = [True]>\nshow\n\nwhen I receive [get code v]\nhide\nwait until <(Code Open?) = [True]>\nwait until <(Code Open?) = [False]>\nshow\n\n@Player Color\n\nwhen flag clicked\nhide\ngo to x: (208) y: (-35)\nswitch costume to (normal v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(Can edit?) = [True]> then\n broadcast (Change Player Color v)\nend\n\nwhen I receive [open edit bar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [load code v]\nhide\nwait until <(Done Loading?) = [False]>\nwait until <(Done Loading?) = [True]>\nshow\n\nwhen I receive [get code v]\nhide\nwait until <(Code Open?) = [True]>\nwait until <(Code Open?) = [False]>\nshow\n\nwhen I receive [close edit bar v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n switch costume to (normal v)\n else\n switch costume to (gray v)\n end\nend\n\n@Music On/Off\n\nwhen flag clicked\nswitch costume to (on v)\ngo to x: (206) y: (-61)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [get code v]\nhide\nwait until <(Code Open?) = [True]>\nwait until <(Code Open?) = [False]>\nshow\n\nwhen I receive [load code v]\nhide\nwait until <(Done Loading?) = [False]>\nwait until <(Done Loading?) = [True]>\nshow\n\nwhen I receive [open edit bar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [close edit bar v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n switch costume to (off v)\nelse\n switch costume to (on v)\nend\nbroadcast (Music v)\n\n@Change Background\n\nwhen flag clicked\nswitch costume to (on v)\ngo to x: (206) y: (-91)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [get code v]\nhide\nwait until <(Code Open?) = [True]>\nwait until <(Code Open?) = [False]>\nshow\n\nwhen I receive [load code v]\nhide\nwait until <(Done Loading?) = [False]>\nwait until <(Done Loading?) = [True]>\nshow\n\nwhen I receive [open edit bar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [close edit bar v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nbroadcast (Change Background v)\n\nwhen flag clicked\nforever\n if <(Can edit?) = [True]> then\n switch costume to (normal v)\n else\n switch costume to (gray v)\n end\nend\n\n | i cant find original game so heres a remix\npress r to restart level if you ever get stuck\n\n |
Fusion Platformer (100% Pen) | @Stage\n\nwhen I receive [stop v]\nstop all sounds\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin level v]\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [begin level v]\nwait (1) seconds\nforever\n play sound [Chill v] until done\nend\n\nwhen I receive [level 24 - cutscene 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [spawn boss v]\nstop [other scripts in sprite v]\nforever\n play sound [Juhani Junkala - Epic Boss Battle \[Seamlessly Looping\] \(online-audio-converter2 v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nforever\n play sound [715825_Beep-Beep v] until done\nend\n\n@hitbox\n\nwhen I receive [begin level v]\nshow\nset [ghost v] effect to (100)\nforever\n change y by (-1)\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> and <(jumpvar) < [3]>> then\n set [status v] to [walk]\n else\n if <(round (yv)) > [0]> then\n set [status v] to [jump]\n else\n change y by (-2)\n if <<[-1] > (round (yv))> or <not <<touching (stage v)?> or <<touching (moving platform v)?> or <touching (moving platform 2 v)?>>>>> then\n set [status v] to [fall]\n if <<(round (yv)) = [-2]> and <<touching (moving platform v)?> or <touching (moving platform 2 v)?>>> then\n set [status v] to [still]\n end\n else\n set [status v] to [still]\n end\n change y by (2)\n end\n end\n change y by (1)\nend\n\nwhen I receive [begin level v]\nforever\n if <(textgoingon?) = [0]> then\n control\n end\n gravity\n gravity\n move y (yv)\n move (xv)\n set [xvglobal v] to (round (xv))\n set [yvglobal v] to (yv)\n set [xv v] to ((xv) * (0.65))\nend\n\ndefine control\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1.5)\nend\nchange y by (-3)\nif <<<(jumpvar) < [3]> and <(yv) < [1]>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [13]\n change y by (10)\nend\nchange y by (3)\n\ndefine move (xv)\npoint in direction (90)\nset [slope v] to [0]\nif <(xv) > [0]> then\n repeat (round (xv))\n change x by (1)\n if touching special, then\n if <(output) = [1]> then\n change y by (2)\n if touching special, then\n if <(output) = [1]> then\n set [xv v] to [-3]\n change x by (-5)\n end\n change y by (-2)\n else\n if <<<touching (stage v)?> or <touching (moving platform v)?>> or <touching (moving platform 2 v)?>> then\n if <touching (moving platform v)?> then\n change y by (velocityy)\n end\n repeat until <<not <<<touching (stage v)?> or <touching (moving platform v)?>> or <touching (moving platform 2 v)?>>> or <(y position) > [175]>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) > [3]> then\n set [xv v] to [-3]\n change x by (-5)\n change y by (() - (slope))\n end\n end\n end\n end\nelse\n repeat (round ([abs v] of (xv) ))\n change x by (-1)\n if touching special, then\n if <(output) = [1]> then\n change y by (2)\n if touching special, then\n if <(output) = [1]> then\n set [xv v] to [3]\n change x by (5)\n end\n change y by (-2)\n else\n if <<touching (stage v)?> or <<touching (moving platform 2 v)?> or <touching (moving platform v)?>>> then\n if <touching (moving platform v)?> then\n change y by (velocityy)\n end\n repeat until <<not <<touching (stage v)?> or <<touching (moving platform 2 v)?> or <touching (moving platform v)?>>>> or <(y position) > [175]>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) > [3]> then\n set [xv v] to [3]\n change x by (5)\n change y by (() - (slope))\n end\n end\n end\n end\nend\n\ndefine gravity\nif <<<touching (moving platform 2 v)?> or <touching (moving platform v)?>> or <touching (stage v)?>> then\n\ndefine move y (yv)\nchange y by (() - (yv))\nif <<touching (moving platform v)?> and <(round (yv)) = [0]>> then\n change y by (velocityy)\n set [yv v] to [0]\nend\nchange y by (yv)\nif <(yv) > [0]> then\n change [jumpvar v] by (1)\n change y by (3)\n if <<touching (stage v)?> or <touching (moving platform v)?>> then\n set [jumpvar v] to [5]\n set [yv v] to [0]\n end\n change y by (-3)\n repeat (round (yv))\n change y by (1)\n if <<touching (moving platform v)?> or <touching (stage v)?>> then\n repeat until <not <<<touching (moving platform 2 v)?> or <touching (moving platform v)?>> or <touching (stage v)?>>>\n if <<touching (moving platform v)?> and <(velocityy) < (yv)>> then\n change y by (() - (yv))\n if <touching (moving platform v)?> then\n change y by (yv)\n change y by (-1)\n set [yv v] to [0]\n else\n set [yv v] to [0]\n repeat (5)\n change y by (velocityy)\n end\n change y by (yv)\n stop [this script v]\n end\n end\n change y by (-1)\n set [yv v] to [0]\n end\n else\n if touching special, then\n if <(output) = [1]> then\n stop [this script v]\n end\n end\n end\nend\nif <[0] > (yv)> then\n change y by (-3)\n change [jumpvar v] by (1)\n if <<<touching (stage v)?> or <touching (moving platform v)?>> and <(yv) < [1]>> then\n set [jumpvar v] to [0]\n end\n change y by (3)\n repeat (([abs v] of (round (yv)) ) + (0))\n change y by (-1)\n if <<touching (moving platform v)?> or <touching (stage v)?>> then\n repeat until <not <<<touching (moving platform 2 v)?> or <touching (moving platform v)?>> or <touching (stage v)?>>>\n set [yv v] to [0]\n change y by (1)\n end\n else\n if touching special, then\n if <(output) = [1]> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [die v]\nset [nolivesleft v] to [0]\nif <(lives) = [0]> then\n change [level v] by (-1)\n if <(Level) < [1]> then\n set [level v] to [1]\n end\n set [lives v] to [7]\n broadcast (stop v)\n broadcast (long fade v) and wait\nend\nchange [lives v] by (-1)\nset [torches v] to [3]\nset [xv v] to [0]\nset [yv v] to [0]\nset [collected v] to [0]\nset [version v] to (pick random (1) to (item (Level) of [version v]))\ngo to x: (item (Level) of [spawnx v]) y: (item (Level) of [spawny v])\n\ndefine if touching special, then\nset [output v] to [1]\nif <<touching (death v)?> or <touching (enemy v)?>> then\n broadcast (die v)\nelse\n if <touching (spring v)?> then\n if <<(status) = [walk]> or <(status) = [still]>> then\n else\n if <touching (trampoline v)?> then\n if then\n else\n set [output v] to [0]\n end\n end\nend\n\nwhen I receive [begin level v]\nforever\n change y by (-2)\n if <<<(status) = [walk]> or <(status) = [still]>> and <<key (space v) pressed?> and <not <<touching (moving platform v)?> or <touching (moving platform 2 v)?>>>>> then\n if <(torches) > [0]> then\n create clone of (placed torch glow v)\n change [torches v] by (-1)\n wait until <not <key (space v) pressed?>>\n end\n end\n change y by (2)\nend\n\nwhen [m v] key pressed\nif <(Level) < [24]> then\n broadcast (levelup v)\n broadcast (activate scene v)\nend\nif <(Level) = [24]> then\n set [bosshp v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [begin level v]\nforever\n if <(y position) < [-200]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [begin level v]\nforever\n change y by (-2)\n if <touching (moving platform v)?> then\n change x by (velocityx)\n end\n change y by (2)\nend\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [spawn boss v]\nforever\n if <<touching (boss v)?> and <touching color (#330000)?>> then\n change [lives v] by (-1)\n go to x: (-207) y: (999)\n end\n if <(lives) = [0]> then\n broadcast (die v)\n end\nend\n\nchange y by (-5)\n\nset x to (-3)\n\ngo to (random position v)\n\n@stage\n\nwhen I receive [begin level v]\nshow\nforever\n go to [front v] layer\n go [backward v] (14) layers\n switch costume to (join (join (Level) [-]) (Version))\nend\n\nbroadcast (levelup v)\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@death\n\nwhen I receive [begin level v]\nshow\nforever\n go to [front v] layer\n go [backward v] (15) layers\n switch costume to (join (join (Level) [-]) (Version))\nend\n\nwhen [l v] key pressed\nif <<(username) = [-MCMaster2-]> or <(username) = [-MCMasterz-]>> then\n ask [level] and wait\n set [level v] to (answer)\n ask [version] and wait\n set [version v] to (answer)\nend\n\nwhen [p v] key pressed\nif <<(username) = [-MCMaster2-]> or <(username) = [-MCMasterz-]>> then\n set [lives v] to [5]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@wqdw\n\nwhen I receive [begin level v]\nshow\nset [cloneidarm v] to [1]\ncreate clone of (_myself_ v)\nset [cloneidarm v] to [0]\nforever\n go to [front v] layer\n go [backward v] (11) layers\n if <(direction) < [0]> then\n switch costume to (arm3 v)\n else\n switch costume to (arm2 v)\n end\nend\n\nwhen I receive [begin level v]\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset size to (40) %\nswitch costume to (arm2 v)\nforever\n point towards (mouse-pointer v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset size to (40) %\nswitch costume to (arm v)\nforever\n if <<(status) = [jump]> or <(status) = [fall]>> then\n set [sine v] to [0]\n point in direction ((([direction v] of [body v]) / (2)) + (-90))\n else\n point in direction ((([sin v] of (sine) ) * (20)) + (90))\n end\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nforever\n wait until <(status) = [walk]>\n repeat until <not <(status) = [walk]>>\n change [sine v] by (12)\n end\n set [sine v] to [0]\n repeat (10)\n point in direction ((((direction) - (90)) * (0.7)) + (90))\n end\n point in direction (90)\nend\n\nwhen I receive [tickee v]\ngo to (body v)\nchange y by (25)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (17) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [spawn boss v]\nif <(cloneIDarm) = [0]> then\n stop [other scripts in sprite v]\n broadcast (activate block mechanic v)\n set rotation style [left-right v]\n switch costume to (costume1 v)\n set size to (40) %\n switch costume to (arm4 v)\n forever\n point towards (mouse-pointer v)\n end\nend\n\nwhen I receive [activate block mechanic v]\nif <(cloneIDarm) = [0]> then\n show\n forever\n go to [front v] layer\n go [backward v] (11) layers\n if <(block) = [1]> then\n switch costume to (arm4 v)\n else\n switch costume to (arm5 v)\n end\n end\nend\n\nwhen I receive [activate block mechanic v]\nset [block v] to [0]\nif <(cloneIDarm) = [0]> then\n show\n forever\n wait until <key (q v) pressed?>\n set [block v] to [1]\n wait (1.5) seconds\n set [block v] to [0]\n wait (0.7) seconds\n end\nend\n\nchange [block v] by (1)\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@body\n\nwhen I receive [begin level v]\nshow\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (0) layers\nforever\n if <(status) = [walk]> then\n switch costume to (walk.start v)\n repeat (7)\n next costume\n end\n end\n if <(status) = [still]> then\n switch costume to (stand v)\n end\n if <(status) = [jump]> then\n switch costume to (jump v)\n end\n if <(status) = [fall]> then\n switch costume to (fall v)\n end\nend\n\nwhen I receive [begin level v]\nforever\n go to [front v] layer\n go [backward v] (12) layers\n set [bodydir v] to (direction)\n point towards (mouse-pointer v)\n go to (hitbox v)\n change y by (-2)\n broadcast (tickee v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@goal\n\nwhen I receive [die v]\nforever\n go to x: (item (Level) of [goalx v]) y: (item (Level) of [goaly v])\n turn right (15) degrees\n go to [front v] layer\n go [backward v] (16) layers\nend\n\nwhen I receive [die v]\nforever\n wait until <touching (hitbox v)?>\n if <(Level) = [24]> then\n hide\n broadcast (Finale v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n stop [other scripts in sprite v]\n clear sound effects\n set volume to (100) %\n start sound [Disconnect v]\n broadcast (levelup v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n wait until <not <touching (hitbox v)?>>\nend\n\nwhen I receive [die v]\nforever\n set [ghost v] effect to (100)\n wait until <(collected) = [1]>\n if <(Level) = [24]> then\n set [bosshp v] to [10]\n broadcast (Level 24 - Cutscene 1 v) and wait\n broadcast (spawn boss v)\n wait until <(bossHP) = [-1]>\n end\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n repeat until <(collected) = [0]>\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\npoint in direction (pick random (0) to (359))\nrepeat (10)\n change [ghost v] effect by (10)\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [stop v]\nhide\nwait (0.05) seconds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [die v]\nset [collected v] to [0]\nhide\n\nbroadcast (Level 24 - Cutscene 1 v) and wait\n\nwhen I receive [finale v]\n\nset [collected v] to [0]\nhide\n\n@spring\n\nwhen I receive [begin level v]\nshow\nforever\n go to [front v] layer\n go [backward v] (17) layers\n switch costume to (join (join (Level) [-]) (Version))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@trampoline\n\nwhen I receive [begin level v]\nshow\nforever\n go to [front v] layer\n go [backward v] (18) layers\n switch costume to (join (join (Level) [-]) (Version))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@underlay\n\nwhen I receive [begin level v]\nshow\nset [ghost v] effect to (50)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (22) layers\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@placed torch glow\n\nwhen I start as a clone\nshow\ncreate clone of (placed torch v)\ngo to (hitbox v)\nforever\n go to [back v] layer\n go [backward v] (26) layers\n switch costume to (costume2 v)\n set size to (pick random (120) to (125)) %\n switch costume to (costume1 v)\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@interface\n\nwhen I receive [begin level v]\nshow\nforever\n switch costume to (torches)\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@interface2\n\nwhen I receive [begin level v]\nshow\nforever\n switch costume to (lives)\n go to [front v] layer\n go [backward v] (9) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@handheld torch glow\n\nwhen I receive [tickee v]\ngo to (body v)\nchange y by (25)\npoint towards (mouse-pointer v)\nif <(direction) < [0]> then\n switch costume to (arm2 v)\nelse\n switch costume to (arm3 v)\nend\n\nwhen I receive [begin level v]\nshow\nforever\n set size to (pick random (36) to (38)) %\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@crystal\n\nwhen I receive [begin level v]\nforever\n repeat until <touching (hitbox v)?>\n create clone of (_myself_ v)\n show\n next costume\n if <(costume [number v]) = [18]> then\n switch costume to (costume1 v)\n end\n go to [front v] layer\n go [backward v] (14) layers\n end\n if <[10] > (lives)> then\n change [lives v] by (1)\n end\n if <[10] > (lives)> then\n change [lives v] by (1)\n end\n stop [other scripts in sprite v]\n clear sound effects\n set volume to (100) %\n start sound [Connect v]\n set [collected v] to [1]\n hide\n wait until <(collected) = [0]>\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (359))\nswitch costume to (costume18 v)\nrepeat (10)\n change [ghost v] effect by (10)\n move (5) steps\nend\ndelete this clone\n\nwhen I receive [die v]\nforever\n go to x: (item (Level) of [gemx v]) y: ((([sin v] of ((timer) * (200)) ) * (5)) + (item (Level) of [gemy v]))\n set [pan left/right v] effect to (((x position) - ([x position v] of [hitbox v])) / (1.3))\n set volume to ((4000) / ([e ^ v] of (([ln v] of ([sqrt v] of (((([y position v] of [hitbox v]) - (y position)) * (([y position v] of [hitbox v]) - (y position))) + ((([x position v] of [hitbox v]) - (x position)) * (([x position v] of [hitbox v]) - (x position)))) ) ) / (1)) )) %\n set [brightness v] effect to (([sin v] of ((timer) * (75)) ) * (4))\nend\n\nrepeat until <touching (hitbox v)?>\n create clone of (_myself_ v)\n show\n next costume\n if <(costume [number v]) = [18]> then\n switch costume to (costume1 v)\n end\n go to [front v] layer\n go [backward v] (7) layers\nend\nstart sound [Connect v]\n\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nwait (0.05) seconds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [die v]\nwait (2) seconds\nforever\n play sound [Space Ambience v] until done\nend\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@subunderlay\n\nwhen I receive [begin level v]\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (22) layers\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@start menu\n\nwhen I receive [stop v]\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [front v] layer\nclear graphic effects\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen I receive [beginning animation v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stop v]\n\nclear graphic effects\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@howtoplay\n\nwhen I receive [stop v]\n\nclear graphic effects\nshow\ngo to [front v] layer\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n set size to ((((size) - (110)) / (2)) + (110)) %\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n set size to ((((size) - (100)) / (2)) + (100)) %\n end\nend\n\nwhen I receive [stop v]\n\nshow\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n go [backward v] (6) layers\nend\n\nwhen flag clicked\n\nwait (1) seconds\nset volume to (0) %\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [beginning animation v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stop v]\n\nclear graphic effects\ngo to [front v] layer\nshow\nforever\n wait until <<<mouse down?> and <touching (mouse-pointer v)?>> and <not <(instructions shown?) = [1]>>>\n broadcast (Show Instructions v)\nend\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to [front v] layer\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n set size to ((((size) - (110)) / (2)) + (110)) %\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n set size to ((((size) - (100)) / (2)) + (100)) %\n end\nend\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nshow\nforever\n wait until <<<mouse down?> and <touching (mouse-pointer v)?>> and <not <(instructions shown?) = [1]>>>\n broadcast (Show Instructions v)\nend\n\n@moving platform\n\nwhen I receive [begin level v]\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [die v]\nset [pause1 v] to [1]\nset [pause2 v] to [1]\nif <(Level) = [5]> then\n switch costume to (5-1.1 v)\n set [length1 v] to [3]\n set [length2 v] to [3]\n set [x1 v] to [-170]\n set [x2 v] to [160]\n set [y1 v] to [0]\n set [y2 v] to [0]\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n switch costume to (6-1.1 v)\n set [length1 v] to [5]\n set [length2 v] to [5]\n set [x1 v] to [200]\n set [x2 v] to [200]\n set [y1 v] to [-160]\n set [y2 v] to [160]\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n switch costume to (10-1.1 v)\n set [length1 v] to [1.5]\n set [length2 v] to [1.5]\n set [x1 v] to [-170]\n set [x2 v] to [-80]\n set [y1 v] to [-10]\n set [y2 v] to [-10]\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n switch costume to (16-1.1 v)\n set [length1 v] to [2]\n set [length2 v] to [2]\n set [x1 v] to [-180]\n set [x2 v] to [-55]\n set [y1 v] to [100]\n set [y2 v] to [100]\n create clone of (_myself_ v)\n set [x1 v] to [150]\n set [x2 v] to [20]\n create clone of (_myself_ v)\n switch costume to (16-1.2 v)\n set [length1 v] to [2]\n set [length2 v] to [2]\n set [x1 v] to [-55]\n set [x2 v] to [-180]\n set [y1 v] to [-10]\n set [y2 v] to [-10]\n create clone of (_myself_ v)\n set [x1 v] to [20]\n set [x2 v] to [150]\n create clone of (_myself_ v)\nend\nif <(Level) = [18]> then\n set [pause1 v] to [0]\n set [pause2 v] to [0]\n switch costume to (18-1.1 v)\n set [length1 v] to [3]\n set [length2 v] to [0]\n set [x1 v] to [0]\n set [x2 v] to [0]\n set [y1 v] to [0]\n set [y2 v] to [-116]\n create clone of (_myself_ v)\n switch costume to (18-1.2 v)\n set [y1 v] to [0]\n set [y2 v] to [116]\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n set [pause1 v] to [0]\n set [pause2 v] to [0]\n switch costume to (20-1.1 v)\n set [length1 v] to [2]\n set [length2 v] to [0]\n set [x1 v] to [0]\n set [x2 v] to [0]\n set [y1 v] to [0]\n set [y2 v] to [-116]\n create clone of (_myself_ v)\n switch costume to (20-1.2 v)\n set [y1 v] to [0]\n set [y2 v] to [116]\n create clone of (_myself_ v)\nend\nif <(Level) = [22]> then\n set [pause1 v] to [1]\n set [pause2 v] to [1]\n switch costume to (22-1.1 v)\n set [length1 v] to [1.5]\n set [length2 v] to [1.5]\n set [x1 v] to [-80]\n set [x2 v] to [-20]\n set [y1 v] to [-100]\n set [y2 v] to [-100]\n create clone of (_myself_ v)\n set [length1 v] to [1.5]\n set [length2 v] to [1.5]\n set [x1 v] to [80]\n set [x2 v] to [20]\n set [y1 v] to [-100]\n set [y2 v] to [-100]\n create clone of (_myself_ v)\nend\n\nwhen I receive [begin level v]\n\nwhen I start as a clone\nshow\ngo to x: (x1) y: (y1)\nforever\n glide (length1) secs to x: (x2) y: (y2)\n wait (pause1) seconds\n glide (length2) secs to x: (x1) y: (y1)\n wait (pause2) seconds\nend\n\nwhen I start as a clone\nforever\n change y by (10)\n if <touching (hitbox v)?> then\n change y by (-10)\n if <(costume [name v]) = [18-1.1]> then\n set [velocityx v] to [0]\n set [velocityy v] to [-1.3]\n else\n if <(costume [name v]) = [18-1.2]> then\n set [velocityx v] to [0]\n set [velocityy v] to [1.3]\n else\n if <(costume [name v]) = [20-1.1]> then\n set [velocityx v] to [0]\n set [velocityy v] to [-1.97]\n else\n if <(costume [name v]) = [20-1.2]> then\n set [velocityx v] to [0]\n set [velocityy v] to [1.97]\n else\n set [velocityx v] to ((x position) - (oldx))\n set [velocityy v] to ((y position) - (oldy))\n end\n end\n end\n end\n else\n change y by (-10)\n end\n go to [front v] layer\n go [backward v] (20) layers\n set [oldx v] to (x position)\n set [oldy v] to (y position)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\ndelete this clone\n\nswitch costume to (14-1.1 v)\nset [length1 v] to [3]\nset [x1 v] to [-180]\nset [x2 v] to [180]\nset [y1 v] to [0]\nset [y2 v] to [0]\ncreate clone of (_myself_ v)\n\nset [length2 v] to [2]\n\nwhen flag clicked\n\nwhen I start as a clone\nwait until <(nolivesleft) = [1]>\ndelete this clone\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@glowcrystal\n\nwhen I receive [begin level v]\nforever\n go to (crystal v)\n go to [back v] layer\n go [backward v] (24) layers\n set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\nwhen I receive [begin level v]\nforever\n wait until <(collected) = [0]>\n clear graphic effects\n show\n wait until <(collected) = [1]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nset size to ((([sin v] of ((timer) * (150)) ) * (5)) + (100)) %\n\nset size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@glowgoal\n\nwhen I receive [begin level v]\nforever\n wait until <(collected) = [0]>\n hide\n set [ghost v] effect to (100)\n wait until <(collected) = [1]>\n if <(Level) = [24]> then\n set [bosshp v] to [10]\n wait until <(bossHP) = [-1]>\n end\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\nend\n\nclear graphic effects\n\nwhen I receive [begin level v]\nshow\nforever\n go to (goal v)\n go to [back v] layer\n go [backward v] (25) layers\n set size to ((([sin v] of ((timer) * (150)) ) * (5)) + (100)) %\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@fade\n\nwhen I receive [levelup v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [lives v] by (1)\nif <[11] > (lives)> then\n change [lives v] by (1)\nend\nif <[11] > (lives)> then\n change [lives v] by (1)\nend\nbroadcast (die v)\nchange [level v] by (1)\nset [torches v] to [3]\nset [collected v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [die v]\ngo to [front v] layer\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [begin level v]\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\n\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nif <[6] > (lives)> then\n change [lives v] by (1)\nend\n\nwhen I receive [long fade v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (death ermkjg nfvcc' v) and wait\nwait (.5) seconds\nbroadcast (Begin Level v)\nbroadcast (die v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nif <[6] > (lives)> then\n change [lives v] by (1)\nend\n\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\n\nwhen I receive [long fade v]\nhide\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [long fade v]\nhide\nforever\n go to [front v] layer\nend\n\n@placed torch\n\nwhen I start as a clone\nshow\ngo to (hitbox v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@start menu torch glow\n\nwhen flag clicked\nclear graphic effects\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n go to (mouse-pointer v)\n go to [back v] layer\nend\n\nset [lives v] to [6]\nset [torches v] to [3]\nset [level v] to [1]\nset [ghost v] effect to (100)\nbroadcast (Begin Level v)\nbroadcast (die v)\n\nwhen I receive [beginning animation v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to (300) %\nswitch costume to (costume1 v)\nforever\n go to x: (150) y: (120)\n go to [back v] layer\nend\n\nwhen I receive [stop v]\n\nclear graphic effects\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@start menu crystal glow\n\nwhen I receive [stop v]\n\nwhen I receive [begin level v]\n\nwhen I receive [beginning animation v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nset size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\n\nwhen flag clicked\nclear graphic effects\nshow\nforever\n go to [back v] layer\n go to (start gem v)\n go to [back v] layer\n go [backward v] (666) layers\n set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\nclear graphic effects\nshow\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@start gem\n\nwhen I start as a clone\nswitch costume to (costume18 v)\npoint in direction (pick random (0) to (359))\nrepeat (10)\n go to [front v] layer\n go [backward v] (4) layers\n change [ghost v] effect by (10)\n move (5) steps\nend\ndelete this clone\n\nwhen I receive [beginning animation v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nset size to (100) %\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go [backward v] (4) layers\n create clone of (_myself_ v)\n go to x: (-185) y: ((([sin v] of ((timer) * (200)) ) * (5)) + (100))\n next costume\n if <(costume [number v]) = [18]> then\n switch costume to (costume1 v)\n end\n set [brightness v] effect to (([sin v] of ((timer) * (75)) ) * (4))\nend\n\nwhen I receive [stop v]\n\nclear graphic effects\nshow\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@start\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n set size to ((((size) - (110)) / (2)) + (110)) %\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n set size to ((((size) - (100)) / (2)) + (100)) %\n end\nend\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nshow\nwait until <<<mouse down?> and <touching (mouse-pointer v)?>> and <not <(instructions shown?) = [1]>>>\nset [lives v] to [11]\nset [torches v] to [3]\nrepeat (10)\n change volume by (-10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nbroadcast (Beginning Animation v) and wait\nstop all sounds\nhide\n\nwhen flag clicked\ngo to [front v] layer\nset volume to (100) %\nshow\nforever\n play sound [Dance Chill Out v] until done\nend\n\nwait (1) seconds\nset volume to (0) %\nrepeat (10)\n change volume by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (7) layers\nend\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@enemy\n\nwhen I start as a clone\nwait until <(nolivesleft) = [1]>\ndelete this clone\n\nwhen I receive [stop v]\nhide\ndelete this clone\n\nwhen I receive [begin level v]\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [die v]\nset [norotate v] to [0]\nif <(Level) = [7]> then\n switch costume to (7-1.1 v)\n set [length v] to [12]\n set [x1 v] to [-150]\n set [x2 v] to [150]\n set [y1 v] to [-144]\n set [y2 v] to [-144]\n create clone of (_myself_ v)\n set [length v] to [10]\n create clone of (_myself_ v)\n switch costume to (7-1.1 v)\n set [length v] to [9]\n set [x1 v] to [-150]\n set [x2 v] to [100]\n set [y1 v] to [-3]\n set [y2 v] to [-3]\n create clone of (_myself_ v)\n set [length v] to [13]\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n switch costume to (9-1.1 v)\n set [length v] to [12]\n set [x1 v] to [-200]\n set [x2 v] to [200]\n set [y1 v] to [-160]\n set [y2 v] to [-160]\n create clone of (_myself_ v)\n set [length v] to [15]\n create clone of (_myself_ v)\n set [x1 v] to [200]\n set [x2 v] to [-200]\n set [y1 v] to [-160]\n set [y2 v] to [-160]\n set [length v] to [18]\n create clone of (_myself_ v)\n set [length v] to [8]\n create clone of (_myself_ v)\n set [length v] to [14]\n create clone of (_myself_ v)\nend\nif <(Level) = [13]> then\n switch costume to (13-1.1 v)\n set [length v] to [6]\n set [x1 v] to [-185]\n set [x2 v] to [155]\n set [y1 v] to [-160]\n set [y2 v] to [-160]\n create clone of (_myself_ v)\n set [x1 v] to [-133]\n set [x2 v] to [104]\n set [y1 v] to [-32]\n set [y2 v] to [-32]\n set [length v] to [9]\n create clone of (_myself_ v)\n set [length v] to [15]\n create clone of (_myself_ v)\n set [x1 v] to [-109]\n set [x2 v] to [120]\n set [y1 v] to [94]\n set [y2 v] to [94]\n set [length v] to [14]\n create clone of (_myself_ v)\n set [length v] to [8]\n create clone of (_myself_ v)\n set [x1 v] to [120]\n set [x2 v] to [-109]\n set [y1 v] to [94]\n set [y2 v] to [94]\n set [length v] to [9]\n create clone of (_myself_ v)\n set [length v] to [11]\n create clone of (_myself_ v)\nend\nif <(Level) = [15]> then\n switch costume to (15-1.1 v)\n set [length v] to [6]\n set [x1 v] to [-150]\n set [x2 v] to [150]\n set [y1 v] to [-165]\n set [y2 v] to [-165]\n create clone of (_myself_ v)\n set [length v] to [7]\n create clone of (_myself_ v)\n set [length v] to [10]\n create clone of (_myself_ v)\n set [x1 v] to [150]\n set [x2 v] to [-150]\n set [length v] to [8]\n create clone of (_myself_ v)\n set [length v] to [9]\n create clone of (_myself_ v)\nend\nset [norotate v] to [1]\nif <(Level) = [17]> then\n switch costume to (17-1 v)\n set [length v] to [1]\n set [x1 v] to [0]\n set [x2 v] to [-180]\n set [y1 v] to [0]\n set [y2 v] to [0]\n create clone of (_myself_ v)\n next costume\n set [length v] to [1]\n set [x1 v] to [180]\n set [x2 v] to [0]\n set [y1 v] to [0]\n set [y2 v] to [0]\n create clone of (_myself_ v)\n next costume\n set [norotate v] to [0]\n set [length v] to [2]\n set [x1 v] to [-50]\n set [x2 v] to [98]\n set [y1 v] to [32]\n set [y2 v] to [32]\n create clone of (_myself_ v)\n set [length v] to [1.8]\n set [x1 v] to [98]\n set [x2 v] to [-50]\n set [y1 v] to [32]\n set [y2 v] to [32]\n create clone of (_myself_ v)\n set [length v] to [2.5]\n set [x1 v] to [-106]\n set [x2 v] to [70]\n set [y1 v] to [-102]\n set [y2 v] to [-102]\n create clone of (_myself_ v)\n set [length v] to [2.2]\n set [x1 v] to [70]\n set [x2 v] to [-106]\n create clone of (_myself_ v)\n set [length v] to [2.7]\n create clone of (_myself_ v)\nend\nset [norotate v] to [1]\nif <(Level) = [18]> then\n switch costume to (18-1.1 v)\n set [length v] to [1]\n set [x1 v] to [-172]\n set [x2 v] to [-308]\n set [y1 v] to [40]\n set [y2 v] to [40]\n create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n switch costume to (22-1.1 v)\n set [length v] to [4]\n set [x1 v] to [2]\n set [x2 v] to [133]\n set [y1 v] to [-123]\n set [y2 v] to [93]\n create clone of (_myself_ v)\n set [length v] to [6]\n set [x1 v] to [133]\n set [x2 v] to [2]\n set [y1 v] to [93]\n set [y2 v] to [-123]\n create clone of (_myself_ v)\n set [length v] to [7]\n create clone of (_myself_ v)\nend\nif <(Level) = [22]> then\n switch costume to (22-1.1 v)\n set [length v] to [3]\n set [x1 v] to [-201]\n set [x2 v] to [-169]\n set [y1 v] to [-129]\n set [y2 v] to [37]\n create clone of (_myself_ v)\n switch costume to (22-1.2 v)\n set [length v] to [4]\n set [x1 v] to [169]\n set [x2 v] to [201]\n set [y1 v] to [37]\n set [y2 v] to [-129]\n create clone of (_myself_ v)\nend\nset [norotate v] to [0]\nif <(Level) = [23]> then\n switch costume to (23-1.2 v)\n set [length v] to [4]\n set [x1 v] to [-139]\n set [x2 v] to [-6]\n set [y1 v] to [-149]\n set [y2 v] to [-149]\n create clone of (_myself_ v)\n switch costume to (23-1.2 v)\n set [length v] to [7]\n set [x1 v] to [-6]\n set [x2 v] to [-139]\n create clone of (_myself_ v)\n set [length v] to [3]\n set [x1 v] to [-40]\n set [x2 v] to [-120]\n set [y1 v] to [-27]\n set [y2 v] to [-27]\n create clone of (_myself_ v)\n set [length v] to [2]\n set [x1 v] to [-80]\n set [x2 v] to [0]\n set [y1 v] to [85]\n set [y2 v] to [85]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (x1) y: (y1)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <(norotate) = [0]> then\n if <(x1) < (x2)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n glide (length) secs to x: (x2) y: (y2)\n wait (1) seconds\n if <(norotate) = [0]> then\n if <(x1) < (x2)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n glide (length) secs to x: (x1) y: (y1)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (21) layers\nend\n\nif <(x1) < (x2)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\n\nwhen I receive [stop v]\nhide\n\nset [length v] to [6]\n\nset [length v] to [7]\ncreate clone of (_myself_ v)\nset [length v] to [10]\ncreate clone of (_myself_ v)\n\nnext costume\nset [length v] to [1]\nset [x1 v] to [180]\nset [x2 v] to [0]\nset [y1 v] to [0]\nset [y2 v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nset [norotate v] to [0]\nset [length v] to [2]\nset [x1 v] to [-50]\nset [x2 v] to [98]\nset [y1 v] to [32]\nset [y2 v] to [32]\ncreate clone of (_myself_ v)\nset [length v] to [1.8]\nset [x1 v] to [98]\nset [x2 v] to [-50]\nset [y1 v] to [32]\nset [y2 v] to [32]\ncreate clone of (_myself_ v)\nset [length v] to [2.5]\nset [x1 v] to [-106]\nset [x2 v] to [70]\nset [y1 v] to [-102]\nset [y2 v] to [-102]\ncreate clone of (_myself_ v)\nset [length v] to [2.2]\nset [x1 v] to [70]\nset [x2 v] to [-106]\ncreate clone of (_myself_ v)\nset [length v] to [2.7]\ncreate clone of (_myself_ v)\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@instructionsheet\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [show instructions v]\nset [instructions shown? v] to [1]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <mouse down?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [instructions shown? v] to [0]\nhide\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [begin level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nhide\n\n@Animation-Start\n\ndefine Talk (delay frames) (input) (tone) (wait)\nset volume to (40) %\nset instrument to (20 v)\nset [nolivesleft v] to [1]\nset [\(talk\) say v] to []\nrepeat (length of (input))\n set [\(talk\) say v] to (join (\(Talk\) Say) (letter (nolivesleft) of (input)))\n say (\(Talk\) Say)\n play note ((tone)) for ((delay frames) * (0.03)) beats\n if <[\(talk\) punctuation v] contains (letter (nolivesleft) of (input))?> then\n wait (0.3) seconds\n end\n change [nolivesleft v] by (1)\nend\nsay (input) for (wait) seconds\nset volume to (100) %\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\nwhen I receive [beginning animation v]\nset [skip v] to [1]\nwait (0.5) seconds\nshow\nstart sound [Space Ambience v]\nswitch costume to (stand v)\nrepeat (8)\n go to [front v] layer\n next costume\n wait (0.065) seconds\nend\nstart sound [Minecraft-stone1 v]\nrepeat (7)\n go to [front v] layer\n next costume\n wait (0.065) seconds\nend\nstart sound [Minecraft-stone1 v]\nrepeat (7)\n go to [front v] layer\n go [backward v] (8) layers\n next costume\n wait (0.065) seconds\nend\nstart sound [Minecraft-stone1 v]\nwait (1) seconds\nset [skip v] to [0]\nbroadcast (Cutscene 1 - Text 1 v) and wait\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop all sounds\nnext costume\nset [level v] to [1]\nbroadcast (Begin Level v)\nbroadcast (die v)\n\nwhen I receive [beginning animation v]\nwait (1) seconds\nrepeat until <(skip) = [0]>\n if <key (s v) pressed?> then\n stop [other scripts in sprite v]\n stop all sounds\n set [level v] to [1]\n broadcast (Begin Level v)\n broadcast (die v)\n set [skip v] to [0]\n end\nend\n\nwhen I receive [begin level v]\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\n@Text Box\n\nwhen I receive [show on screen v]\nset [clone? v] to [0]\nhide\nforever\n switch costume to (text box 1 v)\n go to x: (Text Box X) y: (Text Box Y)\nend\n\nwhen I receive [show on screen v]\nset [text box y v] to [-150]\nrepeat until <([abs v] of (Text Box Y) ) < [1]>\n set [text box y v] to ((Text Box Y) * (0.9))\nend\nset [text box y v] to [0]\n\nwhen flag clicked\nset [textgoingon? v] to [0]\nset volume to (50) %\nhide\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\nswitch costume to (Letter ID)\ngo to [front v] layer\nforever\n go to x: ((Letter X) + (Text Box X)) y: ((Letter Y) + (Text Box Y))\nend\n\ndefine Say: (what you gonna say?) (title of that?) (end key?) (lol)\nshow\nset [textend v] to [1]\nbroadcast (Show On Screen v)\nwait (0) seconds\nif <(lol) = [1]> then\n start sound [Snort v]\nend\nshow\nswitch costume to (text box 1 v)\nclear graphic effects\nTitle: (title of that?)\nset instrument to (20 v)\nset [current letter v] to [0]\nset [letter x v] to [-220]\nset [letter y v] to [-100]\nrepeat (length of (what you gonna say?))\n change [current letter v] by (1)\n change [letter x v] by (8)\n if <[220] < (Letter X)> then\n set [letter x v] to [-220]\n change [letter y v] by (-10)\n else\n end\n set [letter id v] to (letter (Current Letter) of (what you gonna say?))\n create clone of (_myself_ v)\n if <(lol) = [1]> then\n rest for (0.03) beats\n else\n play note (64) for (0.03) beats\n end\n if <<(Letter ID) = [,]> or <<(Letter ID) = [.]> or <<(Letter ID) = [!]> or >>> then\n wait (0.4) seconds\n end\nend\nwait until <key ((end key?) v) pressed?>\nset [textend v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine Title: (title)\nset [current letter v] to [0]\nset [letter x v] to [-230]\nset [letter y v] to [-74]\nrepeat (length of (title))\n change [current letter v] by (1)\n change [letter x v] by (8)\n set [letter id v] to (letter (Current Letter) of (title))\n create clone of (_myself_ v)\nend\n\nwhen I receive [cutscene 1 - text 1 v]\nshow\nchange [textgoingon? v] by (1)\nSay: [what is that glow? \(x to continue\)] [you] [x] []\nSay: [maybe i should go look...] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n go [backward v] (0) layers\nend\n\nwhen I receive [begin level v]\ndelete this clone\n\nif <(Clone?) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [level 2 - text 1 v]\nshow\nchange [textgoingon? v] by (1)\nSay: [i can't see the rest of the sign. maybe a torch will help? \(press space to place a torch\)] [you] [ ] []\nSay: [that's much better. now i can see there was a trap!] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I receive [level 3 - text 1 v]\nwait (1) seconds\nshow\nchange [textgoingon? v] by (1)\nSay: [where's the next pillar? \(place a torch\)] [you] [ ] []\nSay: [there it is!] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I receive [level 7 - text 1 v]\nshow\nchange [textgoingon? v] by (1)\nSay: [there are creatures here. if i stay still while they pass me, i should be okay.] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I receive [level 1 - text 1 v]\nwait (1.5) seconds\nshow\nchange [textgoingon? v] by (1)\nSay: [oh look! it's a crystal!] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I receive [level 1 - text 2 v]\nshow\nchange [textgoingon? v] by (1)\nSay: [i want to see if there are more!] [you] [x] []\nSay: [maybe the portal would lead me to another one?] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I receive [level 4 - text 1 v]\nshow\nchange [textgoingon? v] by (1)\nSay: [what is that sign talking about?] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I receive [level 4 - text 2 v]\nshow\nchange [textgoingon? v] by (1)\nSay: [better be wary about where the springs will lead to, especially because there are two of them.] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I receive [begin level v]\nstop [other scripts in sprite v]\nset [textgoingon? v] to [0]\nset volume to (50) %\nhide\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [beginning animation v]\n\nwhen I receive [level 24 - cutscene 1 v]\nshow\nchange [textgoingon? v] by (1)\nSay: [*growl*] [???] [x] [1]\nSay: [what... was... that?] [you] [x] []\nSay: [\(press q to block\)] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I receive [cutscene 2 - text 1 v]\nshow\nchange [textgoingon? v] by (1)\nSay: [what even does this do...?] [you] [x] []\nset [textgoingon? v] to [0]\nhide\n\nwhen I start as a clone\nwait until <(textend) = [0]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nglide (1) secs to x: (0) y: (0)\n\nwhen [s v] key pressed\nstop [other scripts in sprite v]\nbroadcast (tooputh v)\nhide\ndelete this clone\n\nwhen [s v] key pressed\n\nwhen I receive [tooputh v]\nset [textgoingon? v] to [0]\nset volume to (50) %\nhide\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [death ermkjg nfvcc' v]\nshow\nSay: [oww... what happened?] [you] [x] []\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nbroadcast (tooputh v)\nhide\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nset [ghost v] effect to (0)\nwait (10) seconds\nset [ghost v] effect to (100)\n\n@textbox activator\n\nwhen I receive [begin level v]\n\nwhen I receive [begin level v]\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen flag clicked\nset [level v] to [0]\nhide\nwait until <(Level) = [1]>\nbroadcast (Level 1 - Text 1 v) and wait\nwait until <(collected) = [1]>\nbroadcast (Level 1 - Text 2 v) and wait\nwait until <(Level) = [2]>\nshow\nset [ghost v] effect to (100)\nswitch costume to (level 2 v)\nwait until <touching (hitbox v)?>\nhide\nbroadcast (Level 2 - Text 1 v) and wait\nwait until <(Level) = [3]>\nbroadcast (Level 3 - Text 1 v) and wait\nwait until <(Level) = [4]>\nshow\nset [ghost v] effect to (100)\nswitch costume to (level 4.1 v)\nwait until <touching (hitbox v)?>\nswitch costume to (level 4.2 v)\nbroadcast (Level 4 - Text 1 v) and wait\nwait until <not <touching (hitbox v)?>>\nwait until <touching (hitbox v)?>\nbroadcast (Level 4 - Text 2 v) and wait\nwait until <(Level) = [7]>\nbroadcast (Level 7 - Text 1 v) and wait\nhide\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [activate scene v]\nstop [other scripts in sprite v]\nif <[1] > (Level)> then\n wait until <(Level) = [1]>\n broadcast (Level 1 - Text 1 v) and wait\n wait until <(collected) = [1]>\n broadcast (Level 1 - Text 2 v) and wait\nend\nif <[2] > (Level)> then\n wait until <(Level) = [2]>\n show\n set [ghost v] effect to (100)\n switch costume to (level 2 v)\n wait until <touching (hitbox v)?>\n hide\n broadcast (Level 2 - Text 1 v) and wait\nend\nif <[3] > (Level)> then\n wait until <(Level) = [3]>\n broadcast (Level 3 - Text 1 v) and wait\nend\nif <[4] > (Level)> then\n wait until <(Level) = [4]>\n show\n set [ghost v] effect to (100)\n switch costume to (level 4.1 v)\n wait until <touching (hitbox v)?>\n switch costume to (level 4.2 v)\n broadcast (Level 4 - Text 1 v) and wait\n wait until <not <touching (hitbox v)?>>\n wait until <touching (hitbox v)?>\n broadcast (Level 4 - Text 2 v) and wait\nend\nif <[7] > (Level)> then\n wait until <(Level) = [7]>\n broadcast (Level 7 - Text 1 v) and wait\nend\n\nwhen I receive [activate scene v]\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\n\n@boss\n\nwhen I receive [spawn boss v]\nwait (1) seconds\nstart sound [Grunt2 v]\npoint in direction (90)\nset rotation style [left-right v]\nshow\ngo to x: (999) y: (-125)\nclear graphic effects\nglide (2) secs to x: (130) y: (-125)\nwait (1) seconds\nrepeat until <(bossHP) = [0]>\n wait (((bossHP) - (1)) * (0.1)) seconds\n start sound [Snort v]\n set [bossyv v] to [12]\n create clone of (projectile v)\n repeat (25)\n change y by (bossyv)\n change [bossyv v] by (-1)\n if <((x position) - ([x position v] of [hitbox v])) > [-3]> then\n change x by (-3)\n point in direction (90)\n end\n if <[3] > ((x position) - ([x position v] of [hitbox v]))> then\n point in direction (-90)\n change x by (3)\n end\n end\n if <<[140] < (x position)> or <([x position v] of [hitbox v]) < (x position)>> then\n glide (0.1) secs to x: ((x position) + (pick random (-100) to (0))) y: (-125)\n else\n if <<(x position) < [-140]> or <(x position) < ([x position v] of [hitbox v])>> then\n glide (0.1) secs to x: ((x position) + (pick random (100) to (0))) y: (-125)\n else\n glide (0.1) secs to x: ((x position) + (pick random (100) to (-100))) y: (-125)\n end\n end\nend\nplay sound [Grunt v] until done\nbroadcast (Win v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [bosshp v] to [-1]\nhide\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\n\nwhen I start as a clone\n\n\n\nwhen I receive [spawn boss v]\nforever\n go to [front v] layer\nend\n\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nhide\n\nglide ((((bossHP) - (1)) * (0.1)) + (0.1)) secs to x: (49) y: (-50)\n\n@Sprite1\n\nwhen I receive [spawn boss v]\nwait (1) seconds\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nforever\n go to (boss v)\n go to [back v] layer\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [finale v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Animation2\n\nwhen I receive [finale v]\nwait (1) seconds\ngo to [front v] layer\ngo [backward v] (4) layers\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n wait (0.03) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (Cutscene 2 - Text 1 v) and wait\nrepeat (6)\n wait (0.03) seconds\n next costume\nend\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen flag clicked\nhide\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume7 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (10)\nend\nbroadcast (End Credits v)\ndelete this clone\n\nwhen I receive [end credits v]\nhide\n\n@Sprite2\n\nwhen I receive [end credits v]\nchange [☁ completions v] by (1)\nshow\n\nwhen flag clicked\nhide\n\n@projectile\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to (boss v)\nshow\npoint towards (hitbox v)\nswitch costume to (costume3 v)\nrepeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\n go to [front v] layer\n move (15) steps\nend\nif <<touching (hitbox v)?> and <(block) = [1]>> then\n turn right (180) degrees\n repeat until <<touching (boss v)?> or <touching (_edge_ v)?>>\n go to [front v] layer\n move (15) steps\n end\n if <touching (boss v)?> then\n change [bosshp v] by (-1)\n start sound [Grunt2 v]\n if <(lives) < [11]> then\n change [lives v] by (1)\n end\n end\nelse\n if <touching (hitbox v)?> then\n if <(lives) = [0]> then\n broadcast (die v)\n end\n if <(lives) > [0]> then\n change [lives v] by (-1)\n end\n end\nend\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\n\n\n\nwhen flag clicked\nhide\n\n | リア友(@puru01010)と対決!こっちも見ろよ( ͡° ͜ʖ ͡°)\n 今負けてて草生えた\(^o^)/そのうち追い着くさ★\n↓↓↓↓↓↓↓↓【ONLINE広場2】↓↓↓↓↓↓↓↓↓\n https://scratch.mit.edu/projects/596280661\n\n ⚠旗は必ず2回押してください⚠\n■■■■■↓下まで読まないと損します↓■■■■■■\n めっちゃ長ーいプラットフォーマー!\n めっちゃ難しいです。そして時間掛かります\n 根気がない方はプレイすることをおすすめしません\n\n・長さ★★★★★+a… (作者のやる気)\n・クォリティー★★★☆☆ ( ★★★☆☆ )\n・難易度★★★★★+a… 難易度高い!\n■■■■■■■■■■操作方法■■■■■■■■■■■\n 【pc】\n・十字キー操作 しゃがみなし\n\n 【モバイル】\n・タップで操作 しゃがみなし\n\npキーで軽量化を隠す、表示させることができます!\n\n■■■■■■■■■■■■■■■■■■■■■■■■■\n クリアしたら記録されます!\n あなたはクリアできるかな?( ͡° ͜ʖ ͡°) |
Hard Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nnext backdrop\nforever\n play sound [06 Chemical Plant Zone v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [☁ death \(noob\) v]\nhide variable [death \(noob\) v]\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow variable [☁ death \(noob\) v]\nshow variable [death \(noob\) v]\nset [x v] to [0]\nset [y v] to [0]\nset [death \(noob\) v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (161)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [skip v]\ngo to x: (-193) y: (161)\n\nwhen I receive [reset v]\ngo to x: (-193) y: (161)\n\nwhen I receive [death v]\nwait until <<(x position) = [-193]> and <(y position) = [161]>>\nchange [☁ death \(noob\) v] by (0.5)\nchange [death \(noob\) v] by (0.5)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n wait until <<(x position) = [-193]> and <(y position) = [161]>>\n broadcast (Death v)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (11.47) seconds\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (-90) to (90))\ngo to [back v] layer\ngo to x: (315) y: (pick random (5) to (170))\nswitch costume to (pick random (1) to (7))\nset [ghost v] effect to (50)\nshow\nrepeat until <(x position) < [-280]>\n change x by (-0.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (11.47) seconds\ncreate clone of (_myself_ v)\nforever\n wait (pick random (13) to (15)) seconds\n create clone of (_myself_ v)\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@Reset\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (-158) y: (-152)\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Skip\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (158) y: (-152)\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\n@Love Fave Follow\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n go to x: (-104) y: (-200)\n wait (1) seconds\n glide (1) secs to x: (-51) y: (-125)\n wait (0.3) seconds\n go to [front v] layer\n glide (0.5) secs to x: (-20) y: (-125)\n wait (0.3) seconds\n glide (1) secs to x: (35) y: (-125)\n wait (2) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (0) y: (-123)\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((50) + (size)) / (25))\n end\n wait (2.5) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n hide\n wait (2.5) seconds\n show\n go to x: (0) y: (-123)\n wait (4.1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n hide\n wait (3.3) seconds\n show\n go to x: (0) y: (-123)\n wait (3.3) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n hide\n wait (4.6) seconds\n show\n go to x: (0) y: (-123)\n wait (2) seconds\n hide\nend\n\nwhen flag clicked\nforever\n wait (30) seconds\n broadcast (love fave follow v)\nend\n\nwhen I receive [love fave follow v]\nswitch costume to (love fave follow!!! v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!3 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!4 v)\ncreate clone of (_myself_ v)\nhide\n\n@ Intro\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nend\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [num v] to [0]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (40) %\n switch costume to (logo v)\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-10)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n if <(Num) = [0]> then\n change [num v] by (1)\n broadcast (Intro done v)\n end\n repeat until <(size) < [20]>\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n wait (.2) seconds\n delete this clone\nend\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (100) %\n go to x: (0) y: (0)\nend\n\n@Song\n\nwhen flag clicked\nforever\n hide\n wait (13) seconds\n show\n wait (5) seconds\n hide\nend\n\n | PART 5:https://scratch.mit.edu/projects/870636542\n\nPART 2: https://scratch.mit.edu/projects/867468982\nPART 3: https://scratch.mit.edu/projects/868600028\nPART 4: https://scratch.mit.edu/projects/871680370\n\nA and D : move :)\nW or SPACE : jump. :)\n_______________________________________:)\nThis project is related to ''MOON PLATFORMER'':)\nAND HERE I took the main idea of the game. :)\nI didn't want to steal something or offend :)\nsomeone\n\n\n\n\n\n\n\n\n\n#games #trending #all #art #music #game #platformer #lights #platformers #games #trending #all #art #music #game #platformer #lights #platformers #games #trending #all #art #music #game #platformer #lights #platformers #games #trending #all #art #music #game #platformer #lights #platformers #games #trending #all #art #music |
Long!!! platformer! 長編!! プラットフォーマー! #All #games | @Stage\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n 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 (#5e4221)?> then\n change y by (1)\n end\n if <touching color (#5e4221)?> then\n change y by (1)\n end\n if <touching color (#5e4221)?> then\n change y by (1)\n end\n if <touching color (#5e4221)?> then\n change y by (1)\n end\n if <touching color (#5e4221)?> 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 [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#5e4221)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#5e4221)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff5757)?> then\n go to x: (-196) y: (-17)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\n if <touching color (#ffff00)?> then\n set [y v] to [20]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n | https://scratch.mit.edu/projects/791697224\n新作音ゲー! みて!\n\n【シリーズ作】\nPlatformer Minecraft Quiz!! 【1】⇩\nhttps://scratch.mit.edu/projects/791453235\n\nPlatformer Minecraft Quiz!! 【3】⇩\nhttps://scratch.mit.edu/projects/793254183\n\nPlatformer Minecraft Quiz!! 【4】⇩\nhttps://scratch.mit.edu/projects/794509823\n\nプラットフォーマーmusicクイズ⇩\nhttps://scratch.mit.edu/projects/623183608\n\nプラットフォーマー雑学クイズ⇩\nhttps://scratch.mit.edu/projects/662290105\n\n【連絡】\n傾向1Pに載れば続編を作ります!\n♡と☆お願いします!\nフォローもお願いしますm(_ _"m)\nあなたのフォローが力になります、、\n\n【操作方法】\n矢印キーで操作(PC)\n左下の円で操作(モバイル)\n\n【How to play】\nOperate with arrow keys (PC)\nOperate with the lower left circle (mobile) |
Perspeneon - 3D platformer v1.2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nwait until <(level) = [11]>\nswitch backdrop to (2 v)\n\n@red\n\nwhen flag clicked\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change y by (-1)\n if <<touching (plateforme v)?> or <<touching (truc v)?> or <touching (feuilles v)?>>> then\n set [y v] to [12]\n change y by (12)\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (plateforme v)?> or <<touching (truc v)?> or <touching (feuilles v)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nset size to (30) %\ngo to [back v] layer\nset [x v] to [0]\ngo to x: (-190) y: (-30)\nswitch costume to (droite v)\nshow\nforever\n if <<touching (plateforme v)?> or <<touching (truc v)?> or <touching (feuilles v)?>>> then\n change y 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 set [x v] to [8]\n switch costume to (droite v)\n end\n if <<<key (e v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [x v] to [-8]\n switch costume to (gauche v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (plateforme v)?> or <<touching (truc v)?> or <<touching (feuilles v)?> or <touching (poteau v)?>>>> then\n change x by ((x) * (-1))\n set [x v] to [0]\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n go to x: (-190) y: (70)\nelse\n go to x: (-190) y: (-30)\nend\n\nwhen I receive [perdu v]\nif <(level) = [5]> then\n go to x: (-190) y: (70)\n broadcast (hého v)\nelse\n go to x: (-190) y: (-30)\nend\n\nwhen I receive [perdu \(eau\) v]\ngo to x: (-190) y: (-30)\n\nwhen I receive [glisser v]\nif <(level) = [3]> then\n glide (0.1) secs to x: (-30) y: (-30)\n glide (1) secs to x: (-30) y: (-122)\nend\nif <(level) = [5]> then\n if <(x position) > [-100]> then\n go to x: (153) y: (70)\n glide (1) secs to x: (153) y: (-128)\n end\n if <not <(x position) > [-100]>> then\n go to x: (-190) y: (-30)\n glide (1) secs to x: (-190) y: (70)\n end\nend\nif <(level) = [8]> then\n go to x: (120) y: (-34)\n glide (1) secs to x: (120) y: (-131)\nend\nif <(level) = [10]> then\n go to x: (-103) y: (-34)\n glide (1) secs to x: (-103) y: (-79)\nend\n\nwhen I receive [remonter v]\nbroadcast (vraiment remonter v)\nif <(level) = [3]> then\n go to x: (-30) y: (-122)\n glide (1) secs to x: (-30) y: (-30)\nend\nif <(level) = [5]> then\n go to x: (153) y: (-128)\n glide (1) secs to x: (153) y: (70)\nend\nif <(level) = [8]> then\n go to x: (120) y: (-131)\n glide (1) secs to x: (120) y: (-34)\nend\nif <(level) = [10]> then\n go to x: (-103) y: (-79)\n glide (1) secs to x: (-103) y: (-34)\nend\n\nwhen I receive [remonter quand perdu v]\ngo to x: (-190) y: (70)\nglide (1) secs to x: (-190) y: (-30)\n\nwhen I receive [bouton appuyé v]\nif <(level) = [8]> then\n if <(y position) = [-133]> then\n broadcast (bouton appuyé 2 v)\n end\n if <(y position) = [-32]> then\n broadcast (bouton appuyé 1 v)\n end\nend\n\nwhen I receive [glisser 2 v]\ngo to x: (102) y: (-34)\nglide (1) secs to x: (102) y: (-79)\n\nwhen I receive [remonter 2 v]\ngo to x: (102) y: (-79)\nglide (1) secs to x: (102) y: (-34)\n\nwhen I start as a clone\nswitch costume to (ombre v)\nrepeat (50)\n change size by (-2.5)\n switch costume to (ombre v)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\nwhen flag clicked\nwait until <(level) = [11]>\nforever\n if <(y position) > [110]> then\n go to x: (140) y: (-30)\n end\nend\n\nwhen I receive [poteau v]\nforever\n if <<(x position) < [-120]> and <(y position) = [-78]>> then\n go to x: (-110) y: (-79)\n end\nend\n\nwhen I receive [flèche droite v]\nif <<touching (plateforme v)?> or <<touching (truc v)?> or <touching (feuilles v)?>>> then\n change y by (1)\nend\nset [x v] to [4]\nswitch costume to (droite v)\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (plateforme v)?> or <<touching (truc v)?> or <<touching (feuilles v)?> or <touching (poteau v)?>>>> then\n change x by ((x) * (-1))\n set [x v] to [0]\nend\n\nwhen I receive [vérifier v]\nif <(level) = [10]> then\n if <(x position) < [0]> then\n broadcast (bouton appuyé 2 v)\n end\nend\n\n@plateforme\n\nwhen flag clicked\ngo to x: (30) y: (28)\ngo to [front v] layer\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nif <<(costume [name v]) = [level 3]> or <<(costume [name v]) = [level 5]> or <<(costume [name v]) = [level 8]> or <(costume [name v]) = [level 10]>>>> then\n broadcast (sous-sol v)\nelse\n broadcast (rez-de-chaussée v)\nend\nif <(costume [name v]) = [level 5]> then\n broadcast (glisser v)\nend\nif <<(costume [name v]) = [level 4]> or <(costume [name v]) = [level 6]>> then\n go to x: (30) y: (28)\nend\n\nwhen I receive [glisser v]\nglide (1) secs to x: (30) y: (128)\n\nwhen I receive [vraiment remonter v]\nif <<(level) = [3]> or <<(level) = [8]> or <(level) = [10]>>> then\n glide (1) secs to x: (30) y: (28)\nend\nif <(level) = [5]> then\n show\nend\n\nwhen flag clicked\nwait until <(costume [name v]) = [level 5]>\nbroadcast (hého v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [perdu v]\nif <(y position) = [128]> then\n if <(costume [name v]) = [level 5]> then\n show\n else\n broadcast (remonter quand perdu v)\n glide (1) secs to x: (30) y: (28)\n end\nend\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (30) y: (128)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (30) y: (28)\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (30) y: (128)\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (30) y: (128)\n\n@piques\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nswitch costume to (level 1 v)\nshow\nforever\n if <touching (red v)?> then\n broadcast (perdu v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [glisser v]\nif <(costume [number v]) = [8]> then\n if <(y position) = [-38]> then\n hide\n else\n glide (1) secs to x: (36) y: (128)\n end\nelse\n glide (1) secs to x: (36) y: (128)\nend\n\nwhen I receive [vraiment remonter v]\nif <(costume [name v]) = [level 5]> then\n show\nelse\n if <(costume [name v]) = [level 3]> then\n if <(y position) = [78]> then\n glide (1) secs to x: (36) y: (-10)\n hide\n else\n glide (1) secs to x: (36) y: (28)\n end\n end\n if <(costume [name v]) = [level 8]> then\n if <(y position) = [78]> then\n glide (1) secs to x: (36) y: (-38)\n hide\n else\n glide (1) secs to x: (36) y: (28)\n end\n end\n if <(costume [name v]) = [level 10]> then\n glide (1) secs to x: (36) y: (28)\n end\nend\n\nwhen I receive [remonter quand perdu v]\nglide (1) secs to x: (36) y: (28)\n\nwhen I receive [bouton appuyé v]\nif <(level) = [3]> then\n glide (0.7) secs to x: (36) y: (78)\nend\nif <(level) = [8]> then\n go to x: (36) y: (-38)\nend\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (36) y: (128)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (36) y: (28)\n\nwhen I receive [bouton appuyé 2 v]\nif <(level) = [10]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\n@piques 2\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset size to (60) %\ngo to [back v] layer\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [glisser v]\nglide (1) secs to x: (36) y: (128)\n\nwhen I receive [vraiment remonter v]\nglide (1) secs to x: (36) y: (28)\n\nwhen flag clicked\nforever\n if <touching (red v)?> then\n broadcast (perdu v)\n end\n if <(level) = [10]> then\n stop [this script v]\n end\nend\n\nwhen I receive [remonter quand perdu v]\nglide (1) secs to x: (36) y: (28)\n\nwhen I receive [next level v]\nnext costume\nif <(level) = [8]> then\n go to x: (36) y: (28)\n go [backward v] (4) layers\n set size to (60) %\nend\nif <(level) = [10]> then\n go [forward v] (4) layers\n set size to (60) %\nend\nif <(level) = [9]> then\n switch costume to (level 9 v)\nend\n\nwhen I receive [bouton appuyé 2 v]\nif <(level) = [8]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nwait until <(level) = [10]>\nset size to (80) %\ngo [forward v] (3) layers\nset [ghost v] effect to (0)\nshow\nforever\n if <<<touching (red v)?> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <not <(y position) = [128]>>> then\n broadcast (glisser 2 v)\n end\n if <<<touching (red v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(y position) = [128]>> then\n broadcast (remonter 2 v)\n end\nend\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (36) y: (128)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (36) y: (28)\n\nwhen I receive [flèche bas v]\nif <(level) = [10]> then\n if <<touching (red v)?> and <not <(y position) = [128]>>> then\n broadcast (glisser 2 v)\n end\nend\n\nwhen I receive [flèche haut v]\nif <(level) = [10]> then\n if <<touching (red v)?> and <(y position) = [128]>> then\n broadcast (remonter 2 v)\n end\nend\n\nwhen this sprite clicked\nif <(level) = [10]> then\n if <<touching (red v)?> and <not <(y position) = [128]>>> then\n broadcast (glisser 2 v)\n end\n if <<touching (red v)?> and <(y position) = [128]>> then\n broadcast (remonter 2 v)\n end\nend\n\n@eau\n\nwhen flag clicked\ngo to x: (36) y: (45)\nswitch costume to (level 1 v)\nset [ghost v] effect to (50)\nforever\n repeat (55)\n change y by (0.3)\n end\n repeat (55)\n change y by (-0.3)\n end\n wait (0.3) seconds\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nrepeat until <(level) = [11]>\n if <touching (red v)?> then\n broadcast (perdu \(eau\) v)\n end\nend\n\nwhen flag clicked\nrepeat until <(level) = [10]>\n create clone of (red v)\nend\nwait until <(level) = [11]>\nforever\n create clone of (red v)\nend\n\n@barrière invisible\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\nforever\n if <touching (red v)?> then\n broadcast (next level v)\n end\nend\n\n@échelle\n\nwhen flag clicked\ngo to x: (0) y: (20)\ngo to [back v] layer\nswitch costume to (level 1 v)\nforever\n if <<<touching (red v)?> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <not <(y position) = [120]>>> then\n broadcast (glisser v)\n end\n if <<(costume [name v]) = [level 5]> and <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <touching (red v)?>>> then\n broadcast (glisser v)\n end\n if <touching (red v)?> then\n if <<(y position) = [120]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n broadcast (remonter v)\n end\n else\n show\n end\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (20)\nnext costume\nif <(level) = [8]> then\n go [forward v] (3) layers\nend\n\nwhen I receive [remonter v]\nif <(level) = [3]> then\n glide (1) secs to x: (0) y: (20)\nend\nif <(level) = [5]> then\n show\nend\nif <(level) = [8]> then\n glide (1) secs to x: (0) y: (20)\nend\nif <(level) = [10]> then\n glide (1) secs to x: (0) y: (20)\nend\n\nwhen I receive [glisser v]\nglide (1) secs to x: (0) y: (120)\n\nwhen I receive [remonter quand perdu v]\nglide (1) secs to x: (0) y: (20)\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (0) y: (120)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (0) y: (20)\n\nwhen this sprite clicked\nif <(y position) = [120]> then\n if <touching (red v)?> then\n broadcast (remonter v)\n end\nend\nif <not <(y position) = [120]>> then\n if <touching (red v)?> then\n broadcast (glisser v)\n end\nend\n\n@sous-sol\n\nwhen flag clicked\nhide\n\nwhen I receive [sous-sol v]\ngo to [back v] layer\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [rez-de-chaussée v]\nhide\n\nwhen I receive [glisser v]\nglide (1) secs to x: (36) y: (128)\n\nwhen I receive [vraiment remonter v]\nif <(level) = [3]> then\n glide (1) secs to x: (36) y: (28)\nend\nif <(level) = [5]> then\n show\nend\nif <(level) = [8]> then\n glide (1) secs to x: (36) y: (28)\nend\nif <(level) = [10]> then\n glide (1) secs to x: (36) y: (28)\nend\n\nwhen I receive [remonter quand perdu v]\nglide (1) secs to x: (36) y: (28)\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (36) y: (128)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (36) y: (28)\n\n@truc\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (level 1 v)\ngo to [back v] layer\nwait until <(level) = [8]>\ngo [forward v] (2) layers\nwait until <(level) = [10]>\ngo [backward v] (3) layers\nwait until <(level) = [11]>\nhide\n\nwhen I receive [next level v]\ngo to x: (36) y: (28)\nshow\nnext costume\nif <(costume [name v]) = [level 6]> then\n go to x: (-130) y: (28)\n repeat until <not <(costume [name v]) = [level 6]>>\n glide (1.5) secs to x: (36) y: (28)\n glide (1.5) secs to x: (-130) y: (28)\n end\nend\nif <(level) = [9]> then\n switch costume to (level 9 v)\n go to x: (-165) y: (0)\nend\nif <(level) = [10]> then\n switch costume to (level 10 v)\n go to x: (36) y: (28)\nend\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (36) y: (128)\n\nwhen I receive [glisser v]\nglide (1) secs to x: (36) y: (128)\nif <(costume [name v]) = [level 8.2]> then\n switch costume to (level 9 v)\nend\n\nwhen I receive [vraiment remonter v]\nif <(level) = [3]> then\n glide (1) secs to x: (36) y: (28)\nend\nif <(level) = [5]> then\n go to x: (36) y: (128)\n show\nend\nif <(level) = [8]> then\n glide (1) secs to x: (36) y: (28)\nend\nif <(level) = [10]> then\n glide (1) secs to x: (36) y: (28)\nend\n\nwhen I receive [remonter quand perdu v]\nglide (1) secs to x: (36) y: (28)\n\nwhen I receive [bouton appuyé 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (level 8.2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (level 8.2 v)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (36) y: (28)\n\nwhen I receive [hého v]\nhide\n\nwhen I receive [bouton appuyé 2 v]\nif <(level) = [10]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nswitch costume to (level 10.2 v)\n\n@bouton\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-100)\ngo to [back v] layer\nswitch costume to (level 1 v)\nforever\n if <touching (red v)?> then\n if <(costume [name v]) = [level 5]> then\n broadcast (bouton appuyé v)\n end\n broadcast (bouton appuyé v)\n end\nend\n\nwhen I receive [glisser v]\nglide (1) secs to x: (0) y: (0)\n\nwhen I receive [next level v]\ngo to x: (0) y: (-100)\nnext costume\nset [ghost v] effect to (0)\nshow\nif <(level) = [6]> then\n switch costume to (level 6 v)\nend\nif <(level) = [9]> then\n switch costume to (level 9 v)\nend\n\nwhen I receive [vraiment remonter v]\nif <(level) = [3]> then\n glide (1) secs to x: (0) y: (-100)\nend\nif <(level) = [5]> then\n show\nend\nif <(level) = [8]> then\n glide (1) secs to x: (0) y: (-100)\nend\nif <(level) = [10]> then\n glide (1) secs to x: (0) y: (-100)\nend\n\nwhen I receive [remonter quand perdu v]\nglide (1) secs to x: (0) y: (-100)\n\nwhen I receive [bouton appuyé 1 v]\nswitch costume to (level 8 appuyé v)\n\nwhen I receive [bouton appuyé 2 v]\nif <(level) = [10]> then\n switch costume to (level 10 appuyé 1 v)\nend\nif <(level) = [8]> then\n switch costume to (level 8 appuyé 2 v)\nend\n\nwhen I receive [bouton appuyé v]\nif <(costume [number v]) = [3]> then\n switch costume to (level 3 appuyé v)\nend\nif <<(level) = [9]> or <(level) = [5]>> then\n forever\n if <<key (a v) pressed?> and <touching (red v)?>> then\n broadcast (feuilles v)\n end\n end\nend\nif <(costume [name v]) = [level 10]> then\n switch costume to (level 10 appuyé v)\nend\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (0) y: (0)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (0) y: (-100)\n\n@buisson\n\nwhen flag clicked\ngo to x: (-5) y: (-33)\ngo to [back v] layer\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\ngo to x: (-5) y: (-33)\nnext costume\n\nwhen I receive [glisser v]\nglide (1) secs to x: (-5) y: (67)\n\nwhen I receive [vraiment remonter v]\nif <(level) = [5]> then\n go to x: (-5) y: (67)\n show\nend\nif <(level) = [10]> then\n glide (1) secs to x: (-5) y: (-33)\nend\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (-5) y: (67)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (-5) y: (-33)\n\nwhen I receive [remonter quand perdu v]\nif <(level) = [5]> then\n go to x: (-5) y: (67)\n show\nend\nif <(level) = [10]> then\n glide (1) secs to x: (-5) y: (-33)\nend\n\nwhen this sprite clicked\nif <<(level) = [5]> or <(level) = [9]>> then\n broadcast (feuilles v)\nend\n\n@aide\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [bouton appuyé v]\nif <<(feuilles) = [0]> and <<(level) = [5]> and <not <key (a v) pressed?>>>> then\n switch costume to (level 5 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <<(feuilles) = [0]> and <<(level) = [9]> and <not <key (a v) pressed?>>>> then\n switch costume to (level 9 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [feuilles v]\nif <(level) = [5]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (level 5.2 v)\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <(level) = [9]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (level 9.2 v)\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n@feuilles\n\nwhen flag clicked\nset [feuilles v] to [0]\nswitch costume to (feuilles v)\nhide\n\nwhen I receive [feuilles v]\nif <(level) = [5]> then\n set [feuilles v] to [1]\n set [ghost v] effect to (100)\n switch costume to (feuilles v)\n go to (red v)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\nif <(level) = [9]> then\n set [feuilles v] to [1]\n set [ghost v] effect to (100)\n switch costume to (feuilles3 v)\n go to (red v)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\nrepeat until <<key (b v) pressed?> or <touching (mouse-pointer v)?>>\n go to (red v)\nend\nrepeat until <<touching (piques v)?> or <<touching (plateforme v)?> or <touching (eau v)?>>>\n change y by (-10)\nend\nif <(level) = [5]> then\n repeat (3)\n change y by (-6)\n change [ghost v] effect by (10)\n end\n switch costume to (feuilles2 v)\n repeat (3)\n change [ghost v] effect by (-10)\n end\nend\nif <(level) = [9]> then\n repeat (3)\n change y by (-4)\n change [ghost v] effect by (10)\n end\n switch costume to (feuilles4 v)\n repeat (3)\n change [ghost v] effect by (-10)\n end\n if <touching (eau v)?> then\n forever\n repeat (55)\n change y by (0.3)\n end\n repeat (55)\n change y by (-0.3)\n end\n wait (0.3) seconds\n end\n end\nend\nset [feuilles v] to [0]\n\nwhen I receive [perdu v]\nhide\n\nwhen I receive [next level v]\nhide\n\n@poteau\n\nwhen flag clicked\nswitch costume to (level 1 v)\nrepeat until <(level) = [10]>\n go to x: (36) y: (-72)\nend\ngo to x: (36) y: (-72)\n\nwhen I receive [vraiment remonter v]\nif <(y position) = [86]> then\n glide (1) secs to x: (36) y: (-14)\nelse\n glide (1) secs to x: (36) y: (-72)\nend\n\nwhen I receive [glisser v]\nif <(y position) = [-14]> then\n glide (1) secs to x: (36) y: (86)\nelse\n glide (1) secs to x: (36) y: (28)\nend\n\nwhen I receive [bouton appuyé v]\nif <(level) = [10]> then\n if <(y position) = [86]> then\n broadcast (vérifier v)\n else\n glide (1) secs to x: (36) y: (86)\n end\nend\n\nwhen I receive [remonter 2 v]\nif <(y position) = [86]> then\n glide (1) secs to x: (36) y: (-14)\nelse\n glide (1) secs to x: (36) y: (-72)\nend\n\nwhen I receive [glisser 2 v]\nif <(y position) = [-14]> then\n glide (1) secs to x: (36) y: (86)\nelse\n glide (1) secs to x: (36) y: (28)\nend\n\nwhen I receive [remonter quand perdu v]\nif <(y position) = [86]> then\n glide (1) secs to x: (36) y: (-14)\nelse\n glide (1) secs to x: (36) y: (-72)\nend\n\nwhen I receive [next level v]\nnext costume\nif <(level) = [10]> then\n go to x: (36) y: (-72)\n wait (0.5) seconds\n if <not <(y position) = [-72]>> then\n go to x: (36) y: (-72)\n end\nend\nif <not <(y position) = [86]>> then\n broadcast (poteau v)\nend\n\n@panneau\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-190) y: (10)\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nif <(level) = [6]> then\n go to x: (-190) y: (0)\nelse\n go to x: (-190) y: (10)\nend\n\nwhen I receive [glisser v]\nglide (1) secs to x: (-190) y: (110)\n\nwhen I receive [vraiment remonter v]\nif <(level) = [5]> then\n show\nelse\n glide (1) secs to x: (-190) y: (10)\nend\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (-190) y: (110)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (-190) y: (10)\n\nwhen I receive [remonter quand perdu v]\nglide (1) secs to x: (-190) y: (10)\n\n@nuages\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (20)\ngo to x: (300) y: (105)\nforever\n go to [back v] layer\n go to x: (300) y: (105)\n wait (3) seconds\n show\n switch costume to (pick random (1) to (4))\n glide (7) secs to x: (-300) y: (105)\n hide\nend\n\n@nuages 2\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (20)\ngo to x: (300) y: (105)\nwait (4) seconds\nforever\n go to [back v] layer\n go to x: (300) y: (105)\n wait (3) seconds\n show\n switch costume to (pick random (1) to (4))\n glide (7) secs to x: (-300) y: (105)\n hide\nend\n\n@miniature\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nshow\ngo to [front v] layer\nrepeat until <(y position) < [0]>\n change y by ((0) - (y position))\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@pass\n\nwhen flag clicked\nshow\nset [ghost v] effect to (30)\nswitch costume to (normal v)\ngo to x: (-78) y: (150)\nwait until <(level) = [11]>\nhide\n\nwhen this sprite clicked\nswitch costume to (appuyé v)\nwait (0.3) seconds\nswitch costume to (normal v)\nbroadcast (next level v)\n\n@sound\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-110) y: (210)\nset [ghost v] effect to (30)\nswitch costume to (costume3 v)\nshow\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n set volume to (0) %\nend\nif <(costume [number v]) = [2]> then\n set volume to (30) %\nend\nif <(costume [number v]) = [3]> then\n set volume to (60) %\nend\nif <(costume [number v]) = [4]> then\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (60) %\nrepeat until <(level) = [11]>\n play sound [Chill session \(online-audio-converter v] until done\nend\nplay sound [Hypnotic Techno - intro v] until done\n\n@retry\n\nwhen flag clicked\ngo to x: (-155) y: (152)\nset [ghost v] effect to (30)\ngo to [front v] layer\nshow\nwait until <(level) = [11]>\nhide\n\nwhen this sprite clicked\nswitch costume to (appuyé v)\nwait (0.2) seconds\nswitch costume to (normal v)\nwait (0.2) seconds\nbroadcast (perdu v)\n\n | Yay. Reshared\n\nMade in early 2019 |
Fortnite - Platformer | @Stage\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [Specification v] until done\nend\n\n@Player\n\ndefine Setup\nif <(Stage) = [10]> then\n go to x: (180) y: (-50)\nelse\n go to x: (((((Stage) mod (2)) * (2)) - (1)) * (-200)) y: (-50)\nend\nset [player_x v] to [0]\nset [player_y v] to [0]\nset [player_jump v] to [0]\nset [ghost v] effect to (100)\nshow\n\ndefine Stage? (i) (x_speed) (y_jumping power)\nset [player_walljump? v] to [0]\nset [i v] to [0]\nrepeat until <<(i) < (i)> or <not <touching (stage v)?>>>\n change y by (1)\n change [i v] by (1)\nend\nif <(i) < (i)> then\n change x by (() - (Player_x))\n change y by (() - (i))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [player_walljump? v] to (((Player_x) / ([abs v] of (Player_x) )) * (15))\n set [player_x v] to (((Player_x) / ([abs v] of (Player_x) )) * ((x_speed) * (-1)))\n set [player_y v] to (y_jumping power)\n end\nend\n\nset [player_y v] to [0]\n\ndefine Plat (x_speed) (x_friction) (y_gravity) (y_jumping power)\nchange [player_y v] by (y_gravity)\nif <[0] < (Player_walljump?)> then\n change [player_walljump? v] by (-1)\nelse\n if <(Player_walljump?) < [0]> then\n change [player_walljump? v] by (1)\n else\n set [player_walljump? v] to [0]\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n if <([abs v] of (Player_walljump?) ) < [1]> then\n change [player_x v] by ((x_speed) * (1))\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n if <([abs v] of (Player_walljump?) ) < [1]> then\n change [player_x v] by ((x_speed) * (-1))\n end\nend\nif <(Player_walljump?) = [0]> then\n set [player_x v] to ((Player_x) * (x_friction))\nend\nchange x by (Player_x)\nif <<[210] < ([abs v] of (x position) )> and <(Stage) < [10]>> then\n set x to (((x position) / ([abs v] of (x position) )) * (210))\nend\nif <touching (stage v)?> then\n Stage? [5] [5] [10]\nend\nchange y by (Player_y)\nif <touching (stage v)?> then\n change y by (() - (Player_y))\n set [player_walljump? v] to [0]\n set [player_y v] to [0]\nend\nchange y by (-1)\nif <touching (stage v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n broadcast (jump v)\n change [player_jump v] by (1)\n set [player_y v] to (y_jumping power)\n end\nend\nchange y by (1)\nif <<<(y position) < [-175]> or <touching (spike v)?>> or <key (r v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n start sound [Oops v]\n broadcast (delete v) and wait\n create clone of (player_ v)\n Setup\n set [player? v] to [y]\n broadcast (Player wait v)\n broadcast (re v)\nend\nif <<[235] < (x position)> and <(Stage) = [10]>> then\n broadcast (delete v) and wait\n set [clear? v] to [y]\n broadcast (clear v)\nend\n\nwhen I receive [start v]\nset [clear? v] to [n]\nset [stage v] to [1]\nSetup\nbroadcast (message1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nPlat [6] [0.5] [-1] [13]\nbroadcast (message2 v)\n\nwhen I receive [ready v]\nSetup\nset [player? v] to [y]\nbroadcast (Player wait v)\n\nwhen I receive [clear v]\ngo to x: (-240) y: (-95)\npoint in direction (90)\nglide (2) secs to x: (0) y: (y position)\nwait (1) seconds\npoint in direction (-90)\nwait (1) seconds\npoint in direction (90)\nbroadcast (end v)\nwait (1) seconds\nglide (2) secs to x: (240) y: (y position)\nbroadcast (... v)\nhide\n\nwhen I receive [player wait v]\nwait (0.5) seconds\nset [player? v] to [n]\n\n@Player_\n\ndefine Setup\ngo to (player v)\nshow\n\nwhen I receive [start v]\nSetup\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (x v)\nset [ghost v] effect to (50)\nset [clone_y v] to [5]\nrepeat until <touching (_edge_ v)?>\n change y by (Clone_y)\n turn right (4) degrees\n change [clone_y v] by (-1)\nend\ndelete this clone\n\nwhen I receive [message2 v]\nif <(costume [name v]) = [-]> then\n if <(Player?) = [n]> then\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n else\n change x by ((([x position v] of [player v]) - (x position)) / (2))\n change y by ((([y position v] of [player v]) - (y position)) / (2))\n end\nend\n\nwhen I receive [clear v]\nforever\n go to (player v)\nend\n\nwhen I receive [... v]\nhide\n\n@Player_eyes\n\ndefine Setup\ngo to (player v)\ngo to [front v] layer\nshow\nset [eyes_x v] to [0]\nset [eyes_y v] to [0]\n\nwhen I receive [start v]\nSetup\n\nwhen flag clicked\nhide\n\nwhen I receive [message2 v]\nchange [eyes_x v] by (((Player_x) - (eyes_x)) / (5))\nchange [eyes_y v] by (((Player_y) - (eyes_y)) / (5))\nif <(Player?) = [n]> then\n go to x: (([x position v] of [player v]) + ((eyes_x) * (1.2))) y: (([y position v] of [player v]) + ((eyes_y) * (1.2)))\nelse\n change x by (((([x position v] of [player v]) + (eyes_x)) - (x position)) / (2))\n change y by (((([y position v] of [player v]) + (eyes_y)) - (y position)) / (2))\nend\nif <(Clear?) = [n]> then\n broadcast (message1 v)\nend\n\nwhen I receive [clear v]\nforever\n go to (player v)\n change x by ((([direction v] of [player v]) / (90)) * (5))\nend\n\nwhen I receive [... v]\nhide\n\n@Stage\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (stage1 v)\nshow\n\nwhen I receive [re v]\ngo to x: (0) y: (0)\nswitch costume to ((10) + (Stage))\ncreate clone of (_myself_ v)\nswitch costume to (Stage)\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I start as a clone\nif <(Stage) = [6]> then\n wait until <<([x position v] of [player v]) < [35]> and <(Player_y) = [0]>>\n repeat until <([x position v] of [player v]) < [-30]>\n set x to (([x position v] of [player v]) - (35))\n end\n repeat until <(y position) < [-37.5]>\n set x to (([x position v] of [player v]) - (35))\n change y by (((-38) - (y position)) / (5))\n end\nelse\n if <(Stage) = [7]> then\n set [mine v] to (days since 2000)\n wait until <[2] < (((days since 2000) - (Mine)) * (86400))>\n repeat until <<[0] < ([x position v] of [player v])> and <[100] < (y position)>>\n change y by (((150) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (3))\n end\n else\n if <(Stage) = [8]> then\n wait until <[0] < (Player_jump)>\n repeat until <([x position v] of [player v]) < [-125]>\n change y by (((-80) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (3))\n end\n else\n if <(Stage) = [9]> then\n wait until <[0] < ([x position v] of [player v])>\n repeat until <[120] < ([x position v] of [player v])>\n change y by (((-80) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (3))\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Spike\n\nwhen I receive [go v]\nshow\n\nwhen I receive [re v]\ngo to x: (0) y: (0)\nshow\nswitch costume to ((10) + (Stage))\ncreate clone of (_myself_ v)\nswitch costume to (Stage)\nif <(Stage) = [2]> then\n wait until <([x position v] of [player v]) < [0]>\n repeat until <([x position v] of [player v]) < [-70]>\n change x by (((-70) - (x position)) / (8))\n end\n \n change x by (((0) - (x position)) / (5))\n end\nelse\n if <(Stage) = [4]> then\n repeat until <([x position v] of [player v]) < [-100]>\n change y by (((((Player_jump) mod (2)) * (-38)) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (5))\n end\n else\n if <(Stage) = [5]> then\n wait until <[-25] < ([x position v] of [player v])>\n set [mine v] to [15]\n repeat (31)\n change y by (Mine)\n change [mine v] by (-1)\n end\n else\n if <(Stage) = [6]> then\n go to x: (0) y: (-38)\n hide\n wait until <([x position v] of [player v]) < [-30]>\n show\n \n change y by (((0) - (y position)) / (5))\n end\n else\n if <(Stage) = [7]> then\n set [mine v] to (days since 2000)\n wait until <[2] < (((days since 2000) - (Mine)) * (86400))>\n repeat until <<[0] < ([x position v] of [player v])> and <[100] < (y position)>>\n change y by (((150) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (3))\n end\n else\n if <(Stage) = [9]> then\n \n go to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\n end\n else\n if <(Stage) = [10]> then\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (stage1 v)\n\nwhen I receive [delete v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Stage) = [3]> then\n wait until <[0] < (Player_jump)>\n repeat until <[100] < ([x position v] of [player v])>\n change y by (((38) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (3))\n end\nelse\n if <(Stage) = [4]> then\n repeat until <([x position v] of [player v]) < [-100]>\n change y by (((((Player_jump) mod (2)) * (38)) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (3))\n end\n else\n if <(Stage) = [6]> then\n go to x: (0) y: (0)\n hide\n wait until <[0] < (Player_jump)>\n show\n set [mine v] to [15]\n repeat (31)\n change y by ((Mine) * (-1.9))\n change [mine v] by (-1)\n end\n else\n if <(Stage) = [7]> then\n go to x: (0) y: (-38)\n hide\n set [mine v] to (days since 2000)\n wait until <[3] < (((days since 2000) - (Mine)) * (86400))>\n show\n repeat until <[0] < ([x position v] of [player v])>\n change y by (((0) - (y position)) / (5))\n end\n \n change y by (((-38) - (y position)) / (3))\n end\n else\n if <(Stage) = [9]> then\n go to x: (0) y: (-38)\n hide\n wait until <[-130] < ([x position v] of [player v])>\n show\n repeat until <[100] < ([x position v] of [player v])>\n change y by (((0) - (y position)) / (5))\n end\n \n change y by (((-38) - (y position)) / (3))\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@C25\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (200) y: (-140)\nset [ghost v] effect to (50)\nset size to (0) %\nshow\nforever\n change size by (((40) - (size)) / (5))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((50) - (size)) / (5))\n end\n set [ghost v] effect to (50)\n end\n go to [front v] layer\n go [backward v] (1) layers\nend\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@exposition\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (50)\nswitch costume to (stage1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nset [player_x v] to [0]\nrepeat until <[0.1] < (Player_x)>\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\ng\nrepeat until <[1] < (Player_y)>\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\ng\nbroadcast (ready v) and wait\nbroadcast (go v)\nrepeat until <[0] < ([x position v] of [player v])>\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\ng\nwait until <[180] < ([x position v] of [player v])>\nrepeat until <([x position v] of [player v]) < [120]>\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\ng\nhide\n\ndefine g\nrepeat (10)\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\nrepeat (5)\n change y by (-3)\n change [ghost v] effect by (20)\nend\nnext costume\n\n@Wall\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nrepeat (9)\n repeat until <<[170] < ([abs v] of ([x position v] of [player v]) )> and <(([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) = ((((Stage) mod (2)) * (2)) - (1))>>\n change x by (((((((Stage) mod (2)) * (2)) - (1)) * (-230)) - (x position)) / (5))\n end\n change [stage v] by (1)\n set [player_jump v] to [0]\n broadcast (delete v) and wait\n broadcast (re v)\n repeat until <(x position) < (((((Stage) mod (2)) * (2)) - (1)) * (240))>\n change x by (((((((Stage) mod (2)) * (2)) - (1)) * (260)) - (x position)) / (5))\n end\n set x to (((((Stage) mod (2)) * (2)) - (1)) * (-260))\nend\nhide\n\nset [stage v] to [1]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat until <[239] < ([x position v] of [player v])>\n set [ghost v] effect to ((([x position v] of [player v]) * ((-100) / (240))) + (100))\n go to [front v] layer\nend\nclear graphic effects\nwait (3) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nstop [all v]\n\n | The original broke when it became Scratch 3.0. However, I wanted to play it like Scratch 2.0, so I fixed it.\n-------------------------- \n Complete with 4 worlds and a total of 28 levels, Embark will keep you playing for a while and will amaze you with creative level design and atmosphere.\n--------------------------\nCloud Save has been added!\nLeaving the page does not reset the game progress.\n\n~~~~~~~~~~~~~~~~~~~CONTROLS~~~~~~~~~~~~~~~~~~~~~~\nRIGHT ARROW - Move Right\nLEFT ARROW - Move Left (unsurprisingly)\nUP ARROW - Jump\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
Wings of Fire platformer 3 | @Stage\n\nwhen flag clicked\nforever\n play sound [DJ Striden - Lights \[Dream Trance\] v] until done\nend\n\n@ground\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (Level)\n point in direction ((([sin v] of ((timer) * (100)) ) * (0)) + (90))\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-222) y: (0)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n go to [front v] layer\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <<touching (ground v)?> or <touching (hidden walls v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (hidden walls v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (hidden walls v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (hidden walls v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (hidden walls v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (hidden walls v)?>> then\n change x by ((XV) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(XV) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <<touching (ground v)?> or <touching (hidden walls v)?>> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching (hidden walls v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n set rotation style [left-right v]\n if <(y position) < [-160]> then\n go to x: (-222) y: (0)\n broadcast (Level re v)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <(x position) > [222]> then\n go to x: (-222) y: (0)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (Level re v)\n change [level v] by (1)\n end\n if <touching (death v)?> then\n go to x: (-222) y: (0)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (Level re v)\n end\n change y by (1)\nend\n\nwait (0.1) seconds\n\nchange y by (1)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@hidden walls\n\nwhen flag clicked\nforever\n switch costume to (Level)\n point in direction ((([sin v] of ((timer) * (100)) ) * (0)) + (90))\n set [ghost v] effect to (100)\nend\n\n@overlays\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (Level)\n point in direction ((([sin v] of ((timer) * (100)) ) * (0)) + (90))\nend\n\n@hidden walls2\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (Level)\n point in direction ((([sin v] of ((timer) * (100)) ) * (0)) + (90))\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (100)\nend\n\n | -----------------------------------|Colorless|-------------------------------Added WASD keys. Added text. Please do not hate this took a long time to make. Made wall jump bigger\n@lz0226 200 follower!!!\nControls:--------------------------------------------------------------------\nWASD \nArrow Keys \nMobile Friendly |
Astro / A Platformer / #games | @Stage\n\nwhen flag clicked\nforever\n play sound [LAKEY INSPIRED - Blossom v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) < [4]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) > [4]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) > [6]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Player\n\nwhen I receive [restart v]\nset [xs v] to [0]\nset [ys v] to [0]\ngo to x: (-190) y: (50)\n\ndefine Reset + Setup\nset [level v] to [1]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nReset + Setup\nset size to (130) %\nshow\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (costume2 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 change [xs v] by (-1.5)\n switch costume to (costume3 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 (costume1 v)\n end\n change x by (Xs)\n if <touching (level v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (level v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping) = [yes]> then\n set [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(x position) > [239]> then\n set size to (130) %\n change [level v] by (1)\n go to x: (-196) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n if then\n set size to (130) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-196) y: (15)\n end\nend\n\ndefine Check Touching Solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n switch costume to (Level)\nend\n\n@Decor\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nset [level v] to [5]\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nhide\n\n | More levels coming soon! Arrow keys to move\nYou are walking through your hometown and you notice that everybody has mysterious vanished... |
ElectroBox - A Puzzle Platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backdrop1 v)\nforever\n set volume to (100) %\n play sound [85046_newgrounds_parago.mp3 v] until done\nend\n\n@Main Character\n\nwhen flag clicked\nset [||level|| v] to [1]\nhide\nhide variable [distance v]\n\nwhen I receive [start v]\nset [distance v] to [0]\nset [dead? v] to [0]\nset [y vel v] to [0]\nhide variable [distance v]\nset [scrollx v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-200) y: (-80)\nforever\n if <(||LEVEL||) = [11]> then\n hide\n stop [this script v]\n else\n set size to (100) %\n ConvertUsername\n physics (12) (0.8)\n if <<(y position) < [-170]> or <touching (lava v)?>> then\n go to x: (-200) y: (-80)\n broadcast (Fall v)\n end\n if <touching (sprite2 v)?> then\n go to x: (-200) y: (-80)\n broadcast (Next Level v)\n change [||level|| v] by (1)\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (-80)\n broadcast (Fall v)\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <(Dead?) = [0]> then\n wait (0.1) seconds\n change [distance v] by (1)\n else\n set [distance v] to (Distance)\n end\nend\n\ndefine ConvertUsername\nset [username v] to (username)\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890_-"'.,?!@~{}\[\]\(\)*/\£$%^&+=]\nset [convertusername v] to (username)\nset [count1 v] to [0]\nrepeat (length of (username))\n change [count1 v] by (1)\n set [count2 v] to [0]\n repeat until <<(letter (Count2) of (Characters)) = (letter (Count1) of (username))> or <(Count2) > (length of (Characters))>>\n change [count2 v] by (1)\n end\n if <(Count2) < [9.5]> then\n add (join [0] (Count2)) to [usernamerec v]\n else\n add (Count2) to [usernamerec v]\n end\nend\nset [convertusername v] to (item (1) of [usernamerec v])\ndelete (1) of [usernamerec v]\nrepeat (length of [usernamerec v])\n set [convertusername v] to (join (ConvertUsername) (item (1) of [usernamerec v]))\n delete (1) of [usernamerec v]\nend\n\ndefine None\nchange y by (y vel)\nif <touching (spring v)?> then\n set [y vel v] to ((jump height) * (1.35))\nend\nif <<touching (terrain v)?> or <<touching (fall block v)?> or >> then\n repeat ([abs v] of (y vel) )\n if <<touching (terrain v)?> or <<touching (fall block v)?> or >> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <<touching (terrain v)?> or <<touching (fall block v)?> or >> then\n change y by (y vel)\n end\n if <<(y vel) < [0.01]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching (spring v)?> then\n set [y vel v] to ((jump height) * (1.35))\n else\n set [y vel v] to (jump height)\n end\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1)\n point in direction (90)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1)\n point in direction (-90)\n else\n end\nend\nchange x by (x vel)\nif <<touching (terrain v)?> or <<touching (fall block v)?> or >> then\n repeat ([ceiling v] of (([abs v] of (x vel) ) + (1)) )\n if <<touching (terrain v)?> or <<touching (fall block v)?> or >> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <<touching (terrain v)?> or <<touching (fall block v)?> or >> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\nend\nif <touching (spring v)?> then\n set [y vel v] to ((jump height) * (1.35))\nend\nset [x vel v] to ((x vel) * (friction))\nswitch costume to (1 v)\n\n@Sprite1\n\nwhen I receive [start v]\nwait (1.4) seconds\nshow\nset [distance v] to [0]\nerase all\nforever\n set size to (150) %\n go to [front v] layer\n go to x: (-230) y: (165)\n set [c v] to [1]\n erase all\n switch costume to ((letter (C) of (Distance)) + (1))\n change [c v] by (1)\n stamp\n if <(length of (Distance)) > [1]> then\n change x by (20)\n switch costume to ((letter (C) of (Distance)) + (1))\n change [c v] by (1)\n stamp\n end\n if <(length of (Distance)) > [2]> then\n change x by (20)\n switch costume to ((letter (C) of (Distance)) + (1))\n change [c v] by (1)\n stamp\n end\n if <(length of (Distance)) > [3]> then\n change x by (20)\n switch costume to ((letter (C) of (Distance)) + (1))\n change [c v] by (1)\n stamp\n end\n if <(length of (Distance)) > [4]> then\n change x by (20)\n switch costume to ((letter (C) of (Distance)) + (1))\n change [c v] by (1)\n stamp\n end\n if <(length of (Distance)) > [5]> then\n change x by (20)\n switch costume to ((letter (C) of (Distance)) + (1))\n change [c v] by (1)\n stamp\n end\nend\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [dead v]\nhide\nerase all\n\n@CLOUD\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\ndefine ConvertHiscore\nset [converthiscore v] to []\nset [count1 v] to [0]\nrepeat (length of (☁ HiscoreUsername))\n change [count1 v] by (1)\n set [converthiscore v] to (join (ConvertHiscore) (letter (join (letter ((((Count1) - (1)) * (2)) + (1)) of (☁ HiscoreUsername)) (letter ((((Count1) - (1)) * (2)) + (2)) of (☁ HiscoreUsername))) of (Characters)))\nend\nset [converthiscore v] to (join (ConvertHiscore) (join [ : ] (☁ Highscore)))\n\nwhen I receive [dead v]\nif <(Distance) < (☁ Highscore)> then\n set [☁ highscore v] to ((Distance) + (1))\n set [☁ hiscoreusername v] to (ConvertUsername)\n broadcast (HISCORE v)\nelse\nend\n\nwhen flag clicked\nwait (0.001) seconds\nset [dead? v] to [0]\nhide variable [convertusername v]\nhide variable [converthiscore v]\nswitch costume to (hud2 v)\nset [highestscore v] to [0]\nset [recglobalhighscore v] to [donotchange]\nhide variable [score v]\ngo to [front v] layer\nhide variable [converthiscore v]\nforever\n if <(Distance) < (Highestscore)> then\n set [highestscore v] to (Distance)\n else\n end\n if <not <(recglobalhighscore) = (☁ Highscore)>> then\n set [recglobalhighscore v] to (☁ Highscore)\n ConvertHiscore\n else\n end\n if <(Dead?) = [0]> then\n hide\n else\n show\n show variable [distance v]\n show variable [converthiscore v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [dead? v] to [0]\nforever\n if <(||LEVEL||) = [11]> then\n hide\n broadcast (Dead v)\n set [dead? v] to [1]\n end\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\nshow\nset [||level|| v] to [1]\nwait until <(||LEVEL||) = [1]>\ngo to x: (234) y: (-120)\nwait until <(||LEVEL||) = [2]>\ngo to x: (234) y: (-12)\nwait until <(||LEVEL||) = [3]>\ngo to x: (234) y: (-84)\nwait until <(||LEVEL||) = [4]>\ngo to x: (-234) y: (120)\nwait until <(||LEVEL||) = [5]>\ngo to x: (-210) y: (84)\nwait until <(||LEVEL||) = [6]>\ngo to x: (-234) y: (120)\nwait until <(||LEVEL||) = [7]>\ngo to x: (234) y: (72)\nwait until <(||LEVEL||) = [8]>\ngo to x: (234) y: (84)\nwait until <(||LEVEL||) = [9]>\ngo to x: (-234) y: (131)\nwait until <(||LEVEL||) = [10]>\ngo to x: (234) y: (84)\n\n@Lava\n\nwhen flag clicked\nwait (0.001) seconds\nforever\n if <(||LEVEL||) = [11]> then\n hide\n stop [this script v]\n else\n go to [front v] layer\n switch costume to ((||LEVEL||) - (2))\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nset size to (600) %\ngo to x: (0) y: (0)\nwait until <(||LEVEL||) = [3]>\ngo to x: (0) y: (0)\nshow\nwait until <(||LEVEL||) = [4]>\ngo to x: (0) y: (0)\nwait until <(||LEVEL||) = [5]>\n\n@Spring\n\nwhen I start as a clone\nhide\nforever\n go to [front v] layer\n if <(||LEVEL||) = [1]> then\n hide\n delete this clone\n else\n if <(||LEVEL||) = [5]> then\n show\n wait until <(||LEVEL||) = [6]>\n delete this clone\n else\n if <(||LEVEL||) = [6]> then\n show\n wait until <(||LEVEL||) = [7]>\n delete this clone\n else\n if <(||LEVEL||) = [7]> then\n show\n wait until <(||LEVEL||) = [8]>\n delete this clone\n else\n if <(||LEVEL||) = [8]> then\n show\n wait until <(||LEVEL||) = [9]>\n delete this clone\n else\n if <(||LEVEL||) = [9]> then\n show\n wait until <(||LEVEL||) = [10]>\n delete this clone\n else\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\nwait (0.001) seconds\nset size to (300) %\nhide\nwait until <(||LEVEL||) = [5]>\nshow\ngo to x: (18) y: (-54)\ncreate clone of (_myself_ v)\ngo to x: (234) y: (6)\nwait until <(||LEVEL||) = [6]>\ngo to x: (18) y: (78)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nwait until <(||LEVEL||) = [7]>\ngo to x: (6) y: (-67)\nwait until <(||LEVEL||) = [8]>\ngo to x: (150) y: (-90)\nwait until <(||LEVEL||) = [9]>\nhide\n\nwhen flag clicked\nhide\n\n@Fall Block\n\nwhen I start as a clone\nset [vel v] to [-1]\nforever\n if <(||LEVEL||) = [4]> then\n show\n wait until <(||LEVEL||) = [5]>\n delete this clone\n else\n if <(||LEVEL||) = [5]> then\n show\n wait until <(||LEVEL||) = [6]>\n delete this clone\n else\n if <(||LEVEL||) = [6]> then\n show\n wait until <(||LEVEL||) = [7]>\n delete this clone\n else\n if <(||LEVEL||) = [7]> then\n show\n wait until <(||LEVEL||) = [8]>\n delete this clone\n else\n if <(||LEVEL||) = [8]> then\n show\n wait until <(||LEVEL||) = [9]>\n delete this clone\n else\n if <(||LEVEL||) = [9]> then\n show\n wait until <(||LEVEL||) = [10]>\n delete this clone\n else\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.001) seconds\nhide\nwait until <(||LEVEL||) = [4]>\ngo to x: (91) y: (48)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nwait until <(||LEVEL||) = [5]>\ngo to x: (172) y: (102)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-108)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nwait until <(||LEVEL||) = [6]>\ngo to x: (-78) y: (102)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nchange x by (-12)\ncreate clone of (_myself_ v)\nwait until <(||LEVEL||) = [8]>\ngo to x: (-125) y: (-30)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\nwait until <(||LEVEL||) = [9]>\ngo to x: (30) y: (-90)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\ngo to x: (114) y: (-38)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\ngo to x: (192) y: (10)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\ngo to x: (114) y: (70)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\nchange x by (12)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nset size to (600) %\nset [x v] to (x position)\nset [y v] to (y position)\nforever\n if <(distance to [main character v]) < [17]> then\n wait (0.125) seconds\n repeat until <touching (_edge_ v)?>\n change [vel v] by (-0.9)\n change y by (Vel)\n end\n hide\n wait (2) seconds\n set [vel v] to [-1]\n go to x: (X) y: (Y)\n show\n else\n show\n end\nend\n\n@Terrain\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(||LEVEL||) = [11]> then\n hide\n stop [this script v]\n else\n go to x: (0) y: (0)\n switch costume to (||LEVEL||)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nset size to (200) %\ngo to x: (0) y: (100)\nclear graphic effects\n\nwhen I receive [start v]\nrepeat (40)\n change y by (10)\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-40)\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start v)\n repeat (40)\n change y by (10)\n end\n hide\n stop [this script v]\n end\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [hiscore v]\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nset size to (100) %\nrepeat (25)\n go to [front v] layer\n change size by (8)\n change [ghost v] effect by (4)\nend\n\n@Sprite6\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\nwhen I receive [dead v]\nshow\ngo to x: (0) y: (0)\ngo [backward v] (99) layers\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Sprite8\n\nwhen I receive [start v]\nrepeat (40)\n change y by (10)\nend\nhide\n\nwhen flag clicked\nshow\nset size to (600) %\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n | WASD, arrow keys / press x to skip a level\n\n\n |
The Hardest Platformer Ever! | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [スタート v]\nswitch backdrop to (2 v)\nset [brightness v] effect to (15)\nforever\n play sound [kanashiminoaimainataishou v] until done\nend\n\n@バネ\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (0.1) seconds\ngo to [front v] layer\nif <(ステージ) = [21]> then\n set [ghost v] effect to (0)\n switch costume to (21 v)\n show\nelse\n if <(ステージ) = [22]> then\n set [ghost v] effect to (0)\n switch costume to (22 v)\n show\n else\n if <(ステージ) = [23]> then\n set [ghost v] effect to (0)\n switch costume to (23 v)\n show\n else\n if <(ステージ) = [24]> then\n set [ghost v] effect to (0)\n switch costume to (24 v)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <key (p v) pressed?>\n hide variable [軽量化 v]\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n show variable [軽量化 v]\n wait until <not <key (p v) pressed?>>\nend\n\nset [☁ 世界記録 v] to [136.4]\n\n@YOUR Intro\n\nwhen flag clicked\nhide\nReset\nset [your intro: waiting v] to [0]\nset [your intro: clonenumber v] to [0]\nset [your intro: sides v] to [0]\nset [your intro: value v] to [0]\nset [your intro: velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [your intro: clonenumber v] to [1]\nset [your intro: i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(YOUR Intro: sides) = [1]> then\n set [your intro: sides v] to [0]\n change [your intro: value v] by (10)\n change [your intro: i v] by (-.4)\n else\n set [your intro: sides v] to [1]\n end\nend\nset [your intro: clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [your intro: value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [your intro: velocity v] to [17]\nset [your intro: waiting v] to [1]\nset [your intro: clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [your intro: clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [your intro: waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [your intro: velocity v] to ((YOUR Intro: velocity) * (.95))\n set size to ((100) + (YOUR Intro: velocity)) %\nend\nreset timer\nbroadcast (intro v)\nrepeat until <(timer) > [3]>\n set size to ((size) + (1)) %\n wait (0.05) seconds\n set size to ((size) + (2)) %\n wait (0.05) seconds\n set size to ((size) + (1)) %\n wait (0.05) seconds\n set size to ((size) + (0)) %\n wait (0.05) seconds\n set size to ((YOUR Intro: velocity) + (100)) %\n wait (0.05) seconds\nend\npoint in direction (90)\nset [your intro: value v] to [5]\nrepeat (16)\n turn right (YOUR Intro: value) degrees\n change [your intro: value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nbroadcast (intro2 v)\nrepeat until <(timer) > [7]>\n set size to ((size) + (1)) %\n wait (0.05) seconds\n set size to ((size) + (2)) %\n wait (0.05) seconds\n set size to ((size) + (1)) %\n wait (0.03) seconds\n set size to ((size) + (0)) %\n wait (0.05) seconds\n set size to ((YOUR Intro: velocity) + (100)) %\n wait (0.05) seconds\nend\nset [your intro: velocity v] to [12]\nrepeat (30)\n change size by (YOUR Intro: velocity)\n change [your intro: velocity v] by (-1)\n change [ghost v] effect by (3.3)\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(YOUR Intro: clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [your intro: velocity v] to [0]\n set [your intro: value v] to [0]\n repeat (15)\n change [your intro: value v] by (1)\n turn right (YOUR Intro: value) degrees\n change [your intro: velocity v] by (1)\n change size by (YOUR Intro: velocity)\n end\n set [your intro: value v] to [8]\n repeat (30)\n set [your intro: value v] to (((YOUR Intro: value) * (0.69)) + ((90) - (direction)))\n turn right (YOUR Intro: value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(YOUR Intro: clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (YOUR Intro: value)\n go to x: (0) y: (0)\n set [your intro: i v] to (YOUR Intro: i)\n if <(YOUR Intro: sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (YOUR Intro: i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (YOUR Intro: i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(YOUR Intro: clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (YOUR Intro: value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(YOUR Intro: waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(YOUR Intro: clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(YOUR Intro: clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [your intro: clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(YOUR Intro: clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [your intro: velocity v] to [0]\n set [your intro: value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(YOUR Intro: waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [your intro: velocity v] to [12]\n repeat (30)\n change size by (YOUR Intro: velocity)\n change [your intro: velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (YOUR Intro: velocity) ) / (2)) degrees\n end\n delete this clone\nend\nwait (2) seconds\nbroadcast (スタート v)\n\nchange size by (((150) - (size)) / (3))\n\nset size to ((YOUR Intro: velocity) + (100)) %\n\nset size to ((size) + (5)) %\nset size to ((size) + (6)) %\n\nwait (0.1) seconds\n\n@雲\n\nwhen flag clicked\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\nset [ghost v] effect to (pick random (10) to (50))\ngo to x: (230) y: (pick random (160) to (103))\nrepeat (150)\n move (-3) steps\nend\nhide\ndelete this clone\n\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide variable [軽量化 v]\nset [軽量化 v] to [0]\n\nwhen I receive [スタート v]\nshow variable [軽量化 v]\nforever\n if <(軽量化) = [0]> then\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (40)\n create clone of (_myself_ v)\n wait (3) seconds\n end\nend\n\n@針\n\nwhen I receive [次のステージ v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait (0.1) seconds\nif <(ステージ) = [2]> then\n set [ghost v] effect to (0)\n switch costume to (2 v)\n show\nelse\n if <(ステージ) = [3]> then\n set [ghost v] effect to (0)\n switch costume to (3 v)\n show\n else\n if <(ステージ) = [5]> then\n set [ghost v] effect to (0)\n switch costume to (5 v)\n show\n else\n if <(ステージ) = [7]> then\n set [ghost v] effect to (0)\n switch costume to (7 v)\n show\n else\n if <(ステージ) = [8]> then\n wait (1.5) seconds\n set [ghost v] effect to (0)\n switch costume to (8 v)\n show\n else\n if <(ステージ) = [13]> then\n set [ghost v] effect to (25)\n switch costume to (13 v)\n show\n else\n if <(ステージ) = [14]> then\n set [ghost v] effect to (25)\n switch costume to (14 v)\n show\n else\n if <(ステージ) = [15]> then\n set [ghost v] effect to (25)\n switch costume to (15 v)\n show\n else\n if <(ステージ) = [16]> then\n set [ghost v] effect to (25)\n switch costume to (16 v)\n show\n else\n if <(ステージ) = [17]> then\n set [ghost v] effect to (0)\n switch costume to (17 v)\n show\n else\n if <(ステージ) = [18]> then\n set [ghost v] effect to (0)\n switch costume to (18 v)\n show\n else\n if <(ステージ) = [19]> then\n set [ghost v] effect to (0)\n switch costume to (19 v)\n show\n else\n if <(ステージ) = [20]> then\n set [ghost v] effect to (0)\n switch costume to (20 v)\n show\n else\n if <(ステージ) = [22]> then\n set [ghost v] effect to (0)\n switch costume to (22 v)\n show\n else\n if <(ステージ) = [23]> then\n set [ghost v] effect to (0)\n switch costume to (23 v)\n show\n else\n if <(ステージ) = [24]> then\n set [ghost v] effect to (5)\n switch costume to (24 v)\n show\n else\n if <(ステージ) = [25]> then\n set [ghost v] effect to (5)\n switch costume to (25 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [7]> then\n switch costume to (7 v)\n go to x: (0) y: (0)\n show\n wait (1) seconds\n hide\n wait (1) seconds\n else\n if <(ステージ) = [9]> then\n go to [front v] layer\n switch costume to (9 v)\n glide (0.8) secs to x: (160) y: (0)\n wait (0.8) seconds\n glide (0.8) secs to x: (-150) y: (0)\n wait (0.8) seconds\n show\n else\n if <(ステージ) = [26]> then\n show\n go to [back v] layer\n switch costume to (26 v)\n go to x: (0) y: (-140)\n turn right (5) degrees\n else\n go to [back v] layer\n end\n end\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(ステージ) = [10]> then\n hide\n end\nend\n\nglide (0.8) secs to x: (160) y: (0)\nwait (0.8) seconds\nglide (0.8) secs to x: (-150) y: (0)\nwait (0.8) seconds\nshow\n\nwhen I receive [次のステージ v]\npoint in direction (90)\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (2)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Next!\n\nwhen I receive [次のステージ v]\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [動作 v] to [y]\n delete this clone\nend\n\nwhen I receive [\[intro\]end v]\nshow\n\nwhen flag clicked\nhide variable [タイム v]\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@サムネ\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\nchange [ghost v] effect by (-100)\n\ngo to x: (0) y: (0)\n\n@背景\n\nwhen I receive [次のステージ v]\nset [動作 v] to [n]\nchange [ステージ v] by (1)\nnext costume\n\nwhen flag clicked\nhide variable [クリア人数 v]\nhide\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [スタート v]\nforever\n go to x: (0) y: (0)\nend\n\ngo to x: (0) y: (0)\n\nset [☁世界記録\\(^o^\)/ v] to [1000]\n\n@本体\n\nwhen I receive [スタート v]\ngo to x: (-200) y: (0)\nshow\nset [y v] to [0]\nset [速さ v] to [0]\nset [動作 v] to [y]\nforever\n 動き\nend\n\nwhen I receive [スタート v]\nforever\n if <<touching (_edge_ v)?> and <(x position) > [215]>> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (次のステージ v)\n end\nend\n\nwhen I receive [スタート v]\npoint in direction (90)\nforever\n if <<touching (針 v)?> or <[-159] > (y position)>> then\n set [y v] to [0]\n set [x v] to [0]\n set [動作 v] to [n]\n start sound [ペタッ v]\n デス\n end\nend\n\nwhen flag clicked\nset [軽量化 v] to [0]\nhide variable [☁ 世界記録 v]\nhide variable [☁ クリアした人の数 v]\npoint in direction (90)\nset [ステージ v] to [1]\nhide\n\nwhen I receive [スタート v]\nset [タイム v] to [0]\nset [タイム終わり v] to [n]\nhide variable [タイム v]\nhide variable [☁ 世界記録 v]\nhide variable [☁ クリアした人の数 v]\nforever\n if <(タイム終わり) = [n]> then\n wait (0.1) seconds\n change [タイム v] by (0.1)\n if <(ステージ) = [27]> then\n hide variable [軽量化 v]\n show variable [☁ 世界記録 v]\n show variable [☁ クリアした人の数 v]\n show variable [タイム v]\n set [タイム終わり v] to [y]\n change [☁ クリアした人の数 v] by (1)\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n end\n end\n end\nend\n\nset [動作 v] to [y]\n\ndefine デス\ngo to [front v] layer\npoint in direction (90)\nset rotation style [all around v]\nset [範囲 v] to (pick random (15) to (18))\nrepeat until <[-170] > (y position)>\n show\n go to [front v] layer\n turn right (範囲) degrees\n change y by (範囲)\n change [範囲 v] by (-1)\nend\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [速さ v] to [0]\nset [動作 v] to [y]\npoint in direction (90)\n\nset [☁ 世界記録 v] to [508]\n\ndefine 動き\nforever\n if <(動作) = [y]> then\n go to [front v] layer\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.8)\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 [x v] by (0.8)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (背景 v)?> then\n change y by (1)\n if <touching (背景 v)?> then\n change y by (1)\n if <touching (背景 v)?> then\n change y by (1)\n if <touching (背景 v)?> then\n change y by (1)\n if <touching (背景 v)?> then\n change y by (1)\n if <touching (背景 v)?> then\n change y by (1)\n if <touching (背景 v)?> then\n change y by (-5)\n change x by ((0) - (x))\n if <<<mouse down?> and <[0] < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Pop v]\n if <[0] < (x)> then\n set [x v] to [-8.5]\n else\n set [x v] to [8.5]\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 change [y v] by (-1)\n change y by (y)\n if <touching (背景 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <touching (背景 v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Pop v]\n set [y v] to [15.5]\n end\n end\n change y by (1)\n if <touching (バネ v)?> then\n start sound [ペタッ v]\n set [y v] to [22]\n end\n end\nend\n\nforever\n if <(動作) = [y]> then\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [速さ v] by (-0.99)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [速さ v] by (0.99)\n end\n set [速さ v] to ((速さ) * (0.9))\n change x by (速さ)\n if <<touching (背景 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (-1)\n if <<touching (背景 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (-1)\n if <<touching (背景 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (-1)\n if <<touching (背景 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (-1)\n if <<touching (背景 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (-1)\n if <<touching (背景 v)?> and <not <touching color (#ff0000)?>>> then\n change y by (6)\n if <<(ステージ) = [10]> or <<(ステージ) = [11]> or <(ステージ) = [20]>>> then\n change y by (7.5)\n change x by ((速さ) * (5))\n change y by (-2.5)\n end\n change x by ((速さ) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[-25] < (mouse y)> and <mouse down?>>> then\n set [y v] to [12]\n if <(速さ) > [0]> then\n set [速さ v] to [-10]\n else\n set [速さ v] to [10]\n end\n else\n set [速さ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-2)\n if <<<touching (背景 v)?> and <not <touching color (#ff0000)?>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[-25] < (mouse y)> and <mouse down?>>>> then\n start sound [Pop v]\n set [y v] to [12]\n end\n change y by (2)\n change y by (y)\n change y by (-1)\n if <<touching (背景 v)?> and <not <touching color (#ff0000)?>>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (バネ v)?> then\n start sound [ペタッ v]\n set [y v] to [20]\n end\n end\nend\n\nwhen flag clicked\nset [軽量化 v] to [0]\nhide variable [軽量化 v]\nhide variable [☁ 世界記録 v]\n\nwhen flag clicked\n\n@@hizuki\n\ngo to [front v] layer\n\n@メンテナンス\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nif <(メンテナンス) = [メンテナンス中]> then\n show\n go to [front v] layer\n stop [all v]\nend\n\nset [メンテナンス v] to [メンテナンス中]\n\nset [メンテナンス v] to [何もなーい\\(^o^\)/]\n\n | New Game: https://scratch.mit.edu/projects/378358307\n\npart2: https://scratch.mit.edu/projects/362760993\n\nFollow me @dienex\n\n\nHEART STAR FOLLOW IF YOU LIKE THE GAME |
Wings of Fire platformer 4 | @Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Vexento - Syndrome 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 [0.9] [.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (costume2 v)\n else\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-220) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (2)\n change size by (-10)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-220) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (Finished v)\n stop [this script v]\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@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@Tb\n\nwhen flag clicked\nhide variable [total deaths: v]\nset [deaths: v] to [0]\nhide variable [☁ fastest time: v]\nset [time: v] to [0]\nhide variable [time: v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nshow variable [timer v]\nshow variable [deaths: v]\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nhide variable [deaths: v]\nhide variable [timer v]\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [finished v]\nshow variable [total deaths: v]\nset [total deaths: v] to (Deaths:)\nshow variable [☁ fastest time: v]\nshow variable [time: v]\nset [time: v] to (round (Timer))\nstop [this script v]\n\nwhen I receive [finished v]\nhide variable [timer v]\nif <(Time:) < (☁ Fastest time:)> then\n set [☁ fastest time: v] to (Time:)\nend\n\nwhen flag clicked\n\n@Love\n\nwhen flag clicked\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nshow\n\n@fave\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 broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nshow\n\n | Arrow keys to move\nAvoid spikes\nConsider loving and favoriting, I worked hard on this\nComment any feedback\nThank you!\nATTENTION, FOR MOBILE VERSION, SEE THIS REMIX:\nhttps://scratch.mit.edu/projects/630376856\n\n\n\n#Games #All #Fun #Platformer #Scrolling Platformer #Winter\n@sigma61 |
School Stuck 2 (Corridor)-Platformer #School #Corridor #Platformer | @Stage\n\nwhen flag clicked\n\nset [music v] to [1]\n\nwhen I receive [start! v]\nstop [other scripts in sprite v]\nset [level v] to [0]\nbroadcast (next level v)\nswitch backdrop to (backdrop5 v)\nforever\n if <(Level) = [13]> then\n play sound [good furret vana v] until done\n else\n play sound (music) until done\n end\nend\n\nadd [DJ Striden - Lights \[Dream Trance\]] to [music v]\n\nif then\n\nbroadcast (menu v)\n\nwhen I receive [menu v]\nset [level v] to [0]\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Menu Music v] until done\nend\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (230) y: (pick random (230) to (-230))\nset [brightness v] effect to (pick random (-5) to (5))\nset [ghost v] effect to (pick random (50) to (75))\nshow\nrepeat until <(x position) < [-230]>\n go to [back v] layer\n move (-7.5) steps\nend\ndelete this clone\n\nwhen I receive [start! v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.05)) seconds\nend\n\nwhen flag clicked\nforever\n if <(music) > (length of [music v])> then\n set [music v] to [1]\n end\nend\n\nreplace item (6) of [say v] with [ladder!]\n\nchange [color v] effect by (25)\n\n@text engine\n\ndefine new line\nset x to (-223)\nchange y by (-20)\n\nwhen I receive [next level v]\nnew line\nset y to (140)\nchange [level v] by (1)\nerase all\ntype (item (Level) of [say v])\n\nadd [AHH! now body love it!] to [say v]\n\nadd [take care a hole!] to [say v]\n\nwhen flag clicked\nerase all\nhide\n\ndefine type (type)\ngo to [back v] layer\nset [count v] to [0]\nshow\nrepeat (length of (type))\n change [count v] by (1)\n if <(letter (count) of (type)) = [a]> then\n switch costume to (a v)\n else\n if <(letter (count) of (type)) = [b]> then\n switch costume to (b v)\n else\n if <(letter (count) of (type)) = [c]> then\n switch costume to (c v)\n else\n if <(letter (count) of (type)) = [d]> then\n switch costume to (d v)\n else\n if <(letter (count) of (type)) = [e]> then\n switch costume to (e v)\n else\n if <(letter (count) of (type)) = [f]> then\n switch costume to (f v)\n else\n if <(letter (count) of (type)) = [g]> then\n switch costume to (g v)\n else\n if <(letter (count) of (type)) = [h]> then\n switch costume to (h v)\n else\n if <(letter (count) of (type)) = [i]> then\n switch costume to (i v)\n else\n if <(letter (count) of (type)) = [j]> then\n switch costume to (j v)\n else\n if <(letter (count) of (type)) = [k]> then\n switch costume to (k v)\n else\n if <(letter (count) of (type)) = [l]> then\n switch costume to (l v)\n else\n if <(letter (count) of (type)) = [m]> then\n switch costume to (m v)\n else\n if <(letter (count) of (type)) = [n]> then\n switch costume to (n v)\n else\n if <(letter (count) of (type)) = [o]> then\n switch costume to (o v)\n else\n if <(letter (count) of (type)) = [p]> then\n switch costume to (p v)\n else\n if <(letter (count) of (type)) = [q]> then\n switch costume to (q v)\n else\n if <(letter (count) of (type)) = [r]> then\n switch costume to (r v)\n else\n if <(letter (count) of (type)) = [s]> then\n switch costume to (s v)\n else\n if <(letter (count) of (type)) = [t]> then\n switch costume to (t v)\n else\n if <(letter (count) of (type)) = [u]> then\n switch costume to (u v)\n else\n if <(letter (count) of (type)) = [v]> then\n switch costume to (v v)\n else\n if <(letter (count) of (type)) = [w]> then\n switch costume to (w v)\n else\n if <(letter (count) of (type)) = [x]> then\n switch costume to (x v)\n else\n if <(letter (count) of (type)) = [y]> then\n switch costume to (y v)\n else\n if <(letter (count) of (type)) = [z]> then\n switch costume to (z v)\n else\n if <(letter (count) of (type)) = [0]> then\n switch costume to (0 v)\n else\n if <(letter (count) of (type)) = [1]> then\n switch costume to (1 v)\n else\n if <(letter (count) of (type)) = [2]> then\n switch costume to (2 v)\n else\n if <(letter (count) of (type)) = [3]> then\n switch costume to (3 v)\n else\n if <(letter (count) of (type)) = [4]> then\n switch costume to (4 v)\n else\n if <(letter (count) of (type)) = [5]> then\n switch costume to (5 v)\n else\n if <(letter (count) of (type)) = [6]> then\n switch costume to (6 v)\n else\n if <(letter (count) of (type)) = [7]> then\n switch costume to (7 v)\n else\n if <(letter (count) of (type)) = [8]> then\n switch costume to (8 v)\n else\n if <(letter (count) of (type)) = [9]> then\n switch costume to (9 v)\n else\n if <(letter (count) of (type)) = [-]> then\n switch costume to (dash v)\n else\n if <(letter (count) of (type)) = [_]> then\n switch costume to (dash2 v)\n else\n if <(letter (count) of (type)) = [ ]> then\n switch costume to (space v)\n else\n if <(letter (count) of (type)) = [.]> then\n switch costume to (. v)\n else\n if <(letter (count) of (type)) = [,]> then\n switch costume to (, v)\n else\n if <(letter (count) of (type)) = [!]> then\n switch costume to (! v)\n else\n if <(letter (count) of (type)) = [?]> then\n switch costume to (? v)\n else\n if <(letter (count) of (type)) = [']> then\n switch costume to (' v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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 go to [front v] layer\n stamp\n change x by (15)\nend\nhide\n\nset [count v] to (type)\n\nadd [teleport?] to [say v]\n\nreplace item (11) of [say v] with [AHH! no body love it!]\n\n@ground\n\nwhen I receive [start! v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@player\n\ndefine say (say what?) each (time) (seconds) (instrument) (for _beats) (play note)\nset instrument to ((instrument) v)\nbroadcast (say what?)\nset [say! v] to []\nset [idk v] to [0]\nrepeat until <(IDK) = (length of (say what?))>\n play note ((for _beats)) for (play note) beats\n change [idk v] by (1)\n set [say! v] to (join (say!) (letter (IDK) of (say what?)))\n say (say!)\n if <(letter (IDK) of (say what?)) = [.]> then\n wait (1) seconds\n else\n if <(letter (IDK) of (say what?)) = [,]> then\n wait (0.5) seconds\n else\n wait (time) seconds\n end\n end\nend\nwait (seconds) seconds\nsay []\n\nwhen I start as a clone\nshow\ngo to (player v)\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change y by (-1)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nforever\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-95)\n\ndefine respawn\ngo to x: (-205) y: (-95)\nset [xv v] to [0]\nset [yv v] to [0]\nset [blocked? v] to [0]\n\nwhen I receive [start! v]\nset size to (100) %\nshow\nrespawn\nforever\n switch costume to (1 v)\n go to [front v] layer\n go [backward v] (1) layers\n if <(Blocked?) = [0]> then\n if <<<(x position) > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (-1.2)\n else\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (1.2)\n end\n end\n end\n set [xv v] to ((xv) * (.85))\n change x by (xv)\n change y by (-5)\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <touching (lader v)?>> then\n switch costume to (Skin)\n set [yv v] to [0]\n set [blocked? v] to [1]\n change y by (2)\n repeat until <<touching (ground v)?> or <not <touching (lader v)?>>>\n change y by (5)\n end\n if <not <touching (ground v)?>> then\n DON"T GLITCH!\n end\n set [blocked? v] to [0]\n end\n if <<<<(y position) > (mouse y)> and <mouse down?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <touching (lader v)?>> then\n switch costume to (Skin)\n change y by (-1)\n set [yv v] to [0]\n set [blocked? v] to [1]\n change y by (-2)\n repeat until <<touching (ground v)?> or <not <touching (lader v)?>>>\n change y by (-5)\n end\n DON"T GLITCH!\n set [blocked? v] to [0]\n end\n change y by (5)\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 ((xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> or <not <(yv) < [-5]>>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (lader v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <<touching (ground v)?> and <not <touching (lader v)?>>>> then\n change [yv v] by ((([abs v] of ((xv) / (3)) ) + (3)) * (3))\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (next level v)\n end\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n broadcast (dead v)\n switch costume to (Skin)\n start sound [Crunch v]\n wait (0.01) seconds\n if <touching (spikes v)?> then\n switch costume to (Skin)\n repeat (5)\n change [ghost v] effect by (25)\n end\n clear graphic effects\n end\n respawn\n end\n if <touching (trampoline! v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n switch costume to (Skin)\n wait (0.01) seconds\n switch costume to (1 v)\n set [yv v] to [20]\n end\n if <touching (teleport!!!! v)?> then\n start sound [Teleport2 v]\n switch costume to (Skin)\n wait (0.01) seconds\n switch costume to (1 v)\n go to (teleport!!!!2 v)\n end\n switch costume to (Skin)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [skin! v]\nset size to (200) %\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [next skin v]\nnext costume\nif <(costume [number v]) = [1]> then\n next costume\nend\nset [skin v] to (costume [number v])\n\nwhen I receive [previous skin v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [1]> then\n switch costume to ((costume [number v]) - (1))\nend\nset [skin v] to (costume [number v])\n\nwhen I receive [back to menu v]\nhide\n\ndefine DON"T GLITCH!\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I receive [1 v]\n\nwhen I receive [1 v]\nsay [Don't even mind!] each [0.01] [1] [] [] []\nbroadcast (2 v)\n\nwhen I receive [3 v]\nsay [Yep] each [0.01] [1] [] [] []\nbroadcast (4 v)\n\nwhen I receive [fight! v]\npoint in direction (90)\nstop [other scripts in sprite v]\n\nwhen I receive [5 v]\nforever\n switch costume to (1 v)\n go to [front v] layer\n if <(Blocked?) = [0]> then\n if <<<(x position) > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (-1.2)\n else\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (1.2)\n end\n end\n end\n set [xv v] to ((xv) * (.85))\n change x by (xv)\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 ((xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> or <not <(yv) < [-5]>>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (lader v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <<touching (ground v)?> and <not <touching (lader v)?>>>> then\n change [yv v] by (15)\n end\n change y by (1)\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n broadcast (dead v)\n switch costume to (Skin)\n start sound [Crunch v]\n wait (0.01) seconds\n if <touching (spikes v)?> then\n switch costume to (Skin)\n repeat (5)\n change [ghost v] effect by (25)\n end\n clear graphic effects\n end\n respawn\n end\n if <touching (trampoline! v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n switch costume to (Skin)\n wait (0.01) seconds\n switch costume to (1 v)\n set [yv v] to [20]\n end\n if <touching (teleport!!!! v)?> then\n start sound [Teleport2 v]\n switch costume to (Skin)\n wait (0.01) seconds\n switch costume to (1 v)\n go to (teleport!!!!2 v)\n end\n if <<touching (boss v)?> or <<touching (rocket!!2 v)?> or <touching (rocket!! v)?>>> then\n broadcast (Fight! v)\n respawn\n switch costume to (Skin)\n stop [this script v]\n end\n switch costume to (Skin)\nend\n\nwhen I receive [retry v]\nrespawn\n\nwhen I receive [fight! v]\n\nwhen I receive [the end! v]\nstop [other scripts in sprite v]\npoint in direction (-90)\nglide (1) secs to x: (-205) y: (-95)\npoint in direction (90)\nsay [finally,I won him!] each [0.01] [1] [] [] []\nchange x by (5)\nset [yv v] to [20]\nrepeat (40)\n change y by (yv)\n change [yv v] by (-1)\n change [xv v] by (1.2)\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\nend\nbroadcast (bye :\( v)\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I start as a clone\nshow\ngo to x: (400) y: (pick random (60) to (160))\nswitch costume to (pick random (1) to (3))\nset size to (80) %\nrepeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\nwhen I receive [start! v]\nwait (0.01) seconds\nforever\n wait (pick random (0.8) to (4.0)) seconds\n create clone of (_myself_ v)\nend\n\n@lader\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start! v]\nshow\nforever\n switch costume to (Level)\nend\n\n@spikes\n\nwhen I receive [start! v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@trampoline!\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I receive [start! v]\nforever\n if <(Level) < [7]> then\n hide\n else\n if <(Level) = [7]> then\n show\n go to x: (-49) y: (-89)\n else\n if <(Level) = [8]> then\n show\n go to x: (0) y: (-89)\n else\n if <(Level) = [9]> then\n hide\n else\n if <(Level) = [12]> then\n show\n go to x: (-148) y: (-93)\n create clone of (_myself_ v)\n go to x: (0) y: (-93)\n create clone of (_myself_ v)\n go to x: (148) y: (-93)\n wait until <not <(Level) = [12]>>\n hide\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@skin\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(CLONE ID) = [1]> then\n go to x: (41) y: (0)\n point in direction (90)\n switch costume to (costume1 v)\nelse\n if <(CLONE ID) = [2]> then\n go to x: (-41) y: (0)\n point in direction (-90)\n switch costume to (costume1 v)\n else\n go to x: (200) y: (140)\n point in direction (90)\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nset [clone id v] to [0]\nrepeat (3)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [4]\n\nwhen I receive [skin! v]\nif <not <(CLONE ID) = [4]>> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Coin v]\n set size to (80) %\n if <(CLONE ID) = [1]> then\n broadcast (next skin v)\n else\n if <(CLONE ID) = [2]> then\n broadcast (previous skin v)\n else\n if <(CLONE ID) = [3]> then\n broadcast (back to menu v)\n end\n end\n end\n end\n else\n change size by (((110) - (size)) / (4))\n set [brightness v] effect to (0)\n say []\n end\n end\nend\n\nwhen I receive [back to menu v]\nhide\n\n@buttons\n\nwhen I receive [menu v]\nhide\ngo to x: (0) y: (0)\nset [clone id v] to [0]\nrepeat (4)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [5]\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nhide\ndelete this clone\n\nforever\n\nwhen I start as a clone\nshow\nif <(CLONE ID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\nelse\n if <(CLONE ID) = [2]> then\n go to x: (-144) y: (-55)\n switch costume to (costume2 v)\n else\n if <(CLONE ID) = [3]> then\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n else\n if <(CLONE ID) = [4]> then\n go to x: (144) y: (-55)\n switch costume to (costume4 v)\n end\n end\n end\nend\nforever\n if <not <(CLONE ID) = [3]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((250) - (size)) / (4))\n set [brightness v] effect to (10)\n if <(CLONE ID) = [2]> then\n if <(item ((music) + (1)) of [music v]) = []> then\n say (join (join [music on \(In game mode\) ] (item (music) of [music v])) (join [ next music is ] (item (1) of [music v])))\n else\n say (join (join [music on \(In game mode\) ] (item (music) of [music v])) (join [ next music is ] (item ((music) + (1)) of [music v])))\n end\n end\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Coin v]\n set size to (170) %\n if <(CLONE ID) = [1]> then\n broadcast (start! v)\n else\n if <(CLONE ID) = [2]> then\n change [music v] by (1)\n else\n if <(CLONE ID) = [4]> then\n broadcast (Skin! v)\n end\n end\n end\n end\n else\n change size by (((200) - (size)) / (4))\n set [brightness v] effect to (0)\n say []\n end\n else\n set x to ((0) + (([sin v] of ((timer) * (275)) ) * (7)))\n end\nend\n\nwhen I receive [skin! v]\nhide\n\nwhen I receive [back to menu v]\nif <not <(CLONE ID) = [5]>> then\n show\nend\n\n@pieces\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\ngo to (player v)\nclone [1]\n\ndefine clone (times)\nrepeat (times)\n switch costume to ((Skin) - (1))\n create clone of (_myself_ v)\n switch costume to (6 v)\n create clone of (_myself_ v)\n switch costume to (7 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [yv v] to (pick random (10) to (15))\nset [xv v] to (pick random (5) to (-5))\nforever\n go to [front v] layer\n change x by (XV)\n change y by (YV)\n turn right (((XV) * ([abs v] of (YV) )) / (2)) degrees\n change [yv v] by (-1)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n delete this clone\n end\nend\n\n@teleport!!!!\n\nchange [ghost v] effect by (10)\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nforever\n go to [back v] layer\n if <(Level) < [10]> then\n hide\n else\n if <(Level) = [10]> then\n show\n go to x: (-102) y: (-4)\n else\n if <(Level) = [11]> then\n go to x: (59) y: (67)\n show\n else\n if <(Level) = [12]> then\n hide\n end\n end\n end\n if <(Level) = [12]> then\n hide\n end\n end\nend\n\nwhen I receive [start! v]\nset [whirl v] effect to (500)\nforever\n turn right (15) degrees\nend\n\n@teleport!!!!2\n\nchange [ghost v] effect by (10)\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nforever\n go to [back v] layer\n if <(Level) < [10]> then\n hide\n else\n if <(Level) = [10]> then\n go to x: (102) y: (-4)\n show\n else\n if <(Level) = [11]> then\n go to x: (-200) y: (50)\n show\n else\n if <(Level) = [12]> then\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [start! v]\nset [whirl v] effect to (500)\nforever\n turn right (15) degrees\nend\n\n@BOSS\n\ndefine say (say what?) each (time) (seconds) (instrument) (for _beats) (play note)\nset instrument to ((instrument) v)\nbroadcast (say what?)\nset [say! v] to []\nset [idk v] to [0]\nrepeat until <(IDK) = (length of (say what?))>\n play note ((for _beats)) for (play note) beats\n change [idk v] by (1)\n set [say! v] to (join (say!) (letter (IDK) of (say what?)))\n say (say!)\n if <(letter (IDK) of (say what?)) = [.]> then\n wait (1) seconds\n else\n if <(letter (IDK) of (say what?)) = [,]> then\n wait (0.5) seconds\n else\n wait (time) seconds\n end\n end\nend\nwait (seconds) seconds\nsay []\n\nwhen flag clicked\nhide\ngo to x: (203) y: (-100)\n\nwhen I receive [start! v]\nwait until <(Level) = [13]>\nbroadcast (Fight! v)\n\nwhen I receive [2 v]\nsay [Are you sure?] each [0.01] [1] [] [] []\nbroadcast (3 v)\n\nwhen I receive [fight! v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nstop all sounds\nshow\nwait (1) seconds\nglide (1) secs to x: (150) y: (-100)\nsay [HAHA,you will never win me!] each [0.01] [1] [] [] []\nbroadcast (1 v)\n\nwhen I receive [4 v]\nsay [OK,let's start!] each [0.01] [1] [] [] []\nsay [Rockets,shoot! ] each [0.01] [1] [] [] []\nbroadcast (5 v)\nset [speed v] to [15]\nrepeat (20)\n set [y rocket v] to (pick random (-100) to (50))\n broadcast (ROCKET!!!!! v)\n wait (pick random (1) to (3)) seconds\n if <(pick random (1) to (3)) = [3]> then\n broadcast (say something v)\n end\n change [speed v] by (0.5)\nend\nsay [OH NO,YOU WON ME!!] each [0.01] [1] [] [] []\nbroadcast (LOL! v)\nglide (0.4) secs to x: (150) y: (180)\nhide\nbroadcast (THE END! v)\n\nwhen I receive [lol! v]\nforever\n switch costume to (costume5 v)\n wait (pick random (2) to (5)) seconds\nend\n\nwhen I receive [say something v]\nif <(pick random (1) to (4)) = [4]> then\n say [please die!] each [0.01] [1] [] [] []\nelse\n if <(pick random (1) to (3)) = [3]> then\n say [C'mon die!] each [0.01] [1] [] [] []\n else\n if <(pick random (1) to (2)) = [2]> then\n say [Stop it!] each [0.01] [1] [] [] []\n else\n say [AHH!] each [0.01] [1] [] [] []\n end\n end\nend\n\n@thumbail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [bye :\( v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\n@ROCKET!!\n\nwhen flag clicked\nhide\n\nwhen I receive [rocket!!!!! v]\nshow\ngo to x: (240) y: (y rocket)\npoint towards (player v)\nrepeat until <<touching (player v)?> or <(x position) < [-239]>>\n move (Speed) steps\nend\nhide\n\n@ROCKET!!2\n\nwhen flag clicked\nhide\n\nwhen I receive [rocket!!!!! v]\nshow\ngo to x: (240) y: ((y rocket) + (pick random (50) to (100)))\npoint towards (player v)\nrepeat until <<touching (player v)?> or <(x position) < [-239]>>\n move (Speed) steps\nend\nhide\n\n@Sprite1\n\nwhen I receive [start! v]\ngo to x: (200) y: (-154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((60) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set size to (40) %\n broadcast (retry v)\n start sound [Coin v]\n end\n else\n change size by (((50) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [fight! v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\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 (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@intro\n\nwhen flag clicked\nstart sound [Short_triumphal_fanfare-John_Stracke-815794903 v]\nset [clone id v] to [1]\nset [i v] to [0]\nhide\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nif <(clone ID) = [1]> then\n show\n go to x: (0) y: (0)\n switch costume to (backdrop1 v)\n go to [back v] layer\nelse\n if <(clone ID) = [2]> then\n set [yv v] to [0]\n show\n go to x: (0) y: (180)\n switch costume to (costume4 v)\n go to [front v] layer\n repeat until <(y position) < [19]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n repeat until <(costume [number v]) = [9]>\n next costume\n end\n start sound [Ding v]\n wait (0.5) seconds\n repeat until <(costume [number v]) = [3]>\n switch costume to ((costume [number v]) - (1))\n end\n broadcast (create v)\n wait until <(i) = [1]>\n switch costume to (costume4 v)\n wait until <(i) = [2]>\n switch costume to (costume3 v)\n wait until <(i) = [3]>\n else\n if <(clone ID) = [3]> then\n set [yv v] to [0]\n show\n go to x: (0) y: (180)\n switch costume to (costume1 v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (150) %\n repeat until <(y position) < [-50]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n set [i v] to [1]\n wait (1) seconds\n repeat (20)\n change x by (((120) - (x position)) / (4))\n end\n set [i v] to [2]\n set [clone id v] to [4]\n create clone of (_myself_ v)\n else\n if <(clone ID) = [4]> then\n set [yv v] to [0]\n show\n go to x: (-120) y: (180)\n switch costume to (heart and star v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (150) %\n repeat until <(y position) < [-50]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n set [clone id v] to [5]\n create clone of (_myself_ v)\n set [clone id v] to [6]\n create clone of (_myself_ v)\n else\n if <(clone ID) = [5]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (blaaack! v)\n glide (1) secs to x: (240) y: (0)\n else\n if <(clone ID) = [6]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (blaaack!2 v)\n glide (1) secs to x: (-240) y: (0)\n start sound [Thud v]\n broadcast (menu v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [create v]\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [menu v]\ndelete this clone\n\n | ---------------------------------------------------------------------\nUse arrows to move (↑ to jump, ← & →)\n---------------------------------------------------------------------\nTouch the right wall to get to the next level\n-------------------------------------------------------------------- |
Uncolored (A Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [LMan - “Vortex” \(C64\) v] until done\nend\n\n@game loop\n\ndefine Get Mouse State\nif <mouse down?> then\n change [mousepress v] by (1)\nelse\n set [mousepress v] to [0]\nend\nif <not <mouse down?>> then\n change [mouseup v] by (1)\nelse\n set [mouseup v] to [0]\nend\n\ndefine Init\nset [oldtime v] to (timer)\nset [actionvalue v] to [0]\nset [joystickactive v] to [0]\nset [joysticksize v] to [50]\nset [joystickox v] to [-170]\nset [joystickoy v] to [-110]\nset [mobilecontrols v] to [0]\nset [wasd_arrow v] to [0]\n\ndefine Mobile controls\nset [joystickvx v] to [0]\nset [joystickvy v] to [0]\nif <(ActionValue) = [1]> then\n set [actionvalue v] to [0]\nend\nif <<(JoyStickActive) = [0]> and <<(MousePress) = [1]> and <<<(mouse x) < [-100]> and <(mouse x) > [-220]>> and <<(mouse y) < [-50]> and <(mouse y) > [-160]>>>>> then\n set [joystickactive v] to [1]\n set [joystickox v] to (mouse x)\n set [joystickoy v] to (mouse y)\n set [actionvalue v] to [-1]\nelse\n if <<(MousePress) = [1]> and <(JoyStickActive) = [1]>> then\n set [actionvalue v] to [1]\n end\nend\nif <(JoyStickActive) = [1]> then\n if <<(MouseUp) = [1]> and <(ActionValue) = [-1]>> then\n set [actionvalue v] to [1]\n end\n set [~vx v] to ((mouse x) - (JoystickOx))\n set [~vy v] to ((mouse y) - (JoystickOy))\n set [~mag v] to ([sqrt v] of (((~vx) * (~vx)) + ((~vy) * (~vy))) )\n if <(~mag) > ((JoyStickSize) * (2.5))> then\n set [joystickactive v] to [0]\n set [joystickox v] to [-170]\n set [joystickoy v] to [-110]\n else\n if <(~mag) < ((JoyStickSize) * (0.1))> then\n set [joystickvx v] to [0]\n set [joystickvy v] to [0]\n else\n if <(~mag) > (JoyStickSize)> then\n set [joystickvx v] to ((~vx) / (~mag))\n set [joystickvy v] to ((~vy) / (~mag))\n else\n set [joystickvx v] to ((~vx) / (JoyStickSize))\n set [joystickvy v] to ((~vy) / (JoyStickSize))\n end\n end\n end\nend\n\nwhen flag clicked\nbroadcast (init v) and wait\nInit\nforever\n Game loop\nend\n\ndefine Game loop\nset [deltatime v] to ((timer) - (oldTime))\nset [oldtime v] to (timer)\nif <(DeltaTime) > [0.1]> then\n set [deltatime v] to [0.1]\nend\nGet Mouse State\nif <(MobileControls) = [1]> then\n Mobile controls\nend\nbroadcast (update v)\nerase all\nbroadcast (draw v)\nbroadcast (ui v)\n\n@Draw\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 Set Point 1 (x) (y) (z)\nset [x1 v] to (x)\nset [y1 v] to (y)\nset [z1 v] to (z)\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\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 Set Point 2 (x) (y) (z)\nset [x2 v] to (x)\nset [y2 v] to (y)\nset [z2 v] to (z)\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 Init\nset [nearz v] to [0.3]\nset [fl v] to [300]\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 [0.05]\nDraw 3D line - p1 ((x) + (sizex)) ((y) + ()) ((z) + ()) p2 ((x) + (sizex)) ((y) + (sizey)) ((z) + ()) size [0.05]\nDraw 3D line - p1 ((x) + (sizex)) ((y) + (sizey)) ((z) + ()) p2 ((x) + ()) ((y) + (sizey)) ((z) + ()) size [0.05]\nDraw 3D line - p1 ((x) + ()) ((y) + (sizey)) ((z) + ()) p2 ((x) + ()) ((y) + ()) ((z) + ()) size [0.05]\nDraw 3D line - p1 ((x) + ()) ((y) + ()) ((z) + (sizez)) p2 ((x) + (sizex)) ((y) + ()) ((z) + (sizez)) size [0.05]\nDraw 3D line - p1 ((x) + (sizex)) ((y) + ()) ((z) + (sizez)) p2 ((x) + (sizex)) ((y) + (sizey)) ((z) + (sizez)) size [0.05]\nDraw 3D line - p1 ((x) + (sizex)) ((y) + (sizey)) ((z) + (sizez)) p2 ((x) + ()) ((y) + (sizey)) ((z) + (sizez)) size [0.05]\nDraw 3D line - p1 ((x) + ()) ((y) + (sizey)) ((z) + (sizez)) p2 ((x) + ()) ((y) + ()) ((z) + (sizez)) size [0.05]\nDraw 3D line - p1 ((x) + ()) ((y) + ()) ((z) + ()) p2 ((x) + ()) ((y) + ()) ((z) + (sizez)) size [0.05]\nDraw 3D line - p1 ((x) + (sizex)) ((y) + ()) ((z) + ()) p2 ((x) + (sizex)) ((y) + ()) ((z) + (sizez)) size [0.05]\nDraw 3D line - p1 ((x) + ()) ((y) + (sizey)) ((z) + ()) p2 ((x) + ()) ((y) + (sizey)) ((z) + (sizez)) size [0.05]\nDraw 3D line - p1 ((x) + (sizex)) ((y) + (sizey)) ((z) + ()) p2 ((x) + (sizex)) ((y) + (sizey)) ((z) + (sizez)) size [0.05]\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 (40)\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\nset pen color to (#004c4c)\nset pen (transparency v) to (0)\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\n@Update\n\nwhen I receive [update v]\nUpdate\n\ndefine Update Camera Rotation\nif <(JoyStickActive) = [0]> then\n if <(MousePress) = [1]> then\n set [mousecamerax v] to (mouse x)\n set [mousecameray v] to (mouse y)\n set [mousecamera v] to [1]\n else\n if <<mouse down?> and <(MouseCamera) = [1]>> then\n change [camerarotx v] by (((mouse y) - (MouseCameraY)) * (0.5))\n change [cameraroty v] by (((mouse x) - (MouseCameraX)) * (-0.5))\n set [mousecamerax v] to (mouse x)\n set [mousecameray v] to (mouse y)\n end\n end\nelse\n if <(MobileControls) = [1]> then\n set [mousecamera v] to [0]\n end\nend\nif <(WASD_Arrow) = [0]> then\n change [camerarotx v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * ((180) * (DeltaTime)))\n change [cameraroty v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * ((-180) * (DeltaTime)))\nelse\n change [camerarotx v] by ((<<key (w v) pressed?> or <key (z v) pressed?>> - <key (s v) pressed?>) * ((180) * (DeltaTime)))\n change [cameraroty v] by ((<key (d v) pressed?> - <<key (a v) pressed?> or <key (q v) pressed?>>) * ((-180) * (DeltaTime)))\nend\nif <(CameraRotX) < [-90]> then\n set [camerarotx v] to [-90]\nend\nif <(CameraRotX) > [0]> then\n set [camerarotx v] to [0]\nend\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 Player\nPlayer Y movement <(PlayerVelY) > [0]>\nif <(MobileControls) = [1]> then\n set [movex v] to (JoystickVx)\n set [movez v] to (JoystickVy)\n set [mag v] to [1]\nelse\n if <(WASD_Arrow) = [0]> then\n set [movex v] to (<key (d v) pressed?> - <<key (a v) pressed?> or <key (q v) pressed?>>)\n set [movez v] to (<<key (w v) pressed?> or <key (z v) pressed?>> - <key (s v) pressed?>)\n else\n set [movex v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [movez v] to (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>)\n end\n set [mag v] to ([sqrt v] of (((moveX) * (moveX)) + ((moveZ) * (moveZ))) )\nend\nif <(mag) > [0]> then\n set [movex v] to (((moveX) / (mag)) * ((DeltaTime) * (4)))\n set [movez v] to (((moveZ) / (mag)) * ((DeltaTime) * (4)))\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 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 [blocktype v]) to [collisiontype v]\n end\n end\n end\nend\nif <[collisiontype v] contains [end]?> then\n set [collision v] to [end]\n change [level v] by (1)\n broadcast (InitLevel v)\n start sound [end v]\n set [joystickactive v] to [0]\n set [joystickox v] to [-170]\n set [joystickoy v] to [-110]\nend\nif <<[collisiontype v] contains [lava]?> or <(PlayerY) < [-3]>> then\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 [cameraroty v] to [0]\n set [collision v] to [0]\n start sound [die v]\n set [joystickactive v] to [0]\n set [joystickox v] to [-170]\n set [joystickoy v] to [-110]\nend\n\nwhen I receive [initlevel v]\nset [playervely v] to [0]\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 if <<(PlayerVelY) < ((-100) * (DeltaTime))> and <not <[collisiontype v] contains [bouncy]?>>> then\n start sound [ground v]\n end\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 <[collisiontype v] contains [bouncy]?> then\n set [playervely v] to [9]\n start sound [bouncy v]\n else\n if <<key (space v) pressed?> or <(ActionValue) = [1]>> then\n set [playervely v] to [6]\n start sound [jump v]\n end\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\ndefine Player Shadow\nset [c v] to [2]\nset [shadowy v] to [-999999]\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\nwhen I receive [initlevel v]\nset [collision v] to [0]\n\n@Levels\n\nwhen I receive [initlevel v]\nInit level\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 [blocktype v]\nset [cameraroty 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 show variable [☁ best time v]\n broadcast (tut v)\n if <(DEBUG) = [0]> then\n set [your time v] to (timer)\n show variable [your time v]\n if <(timer) < (☁ Best Time)> then\n set [☁ best time v] to (timer)\n end\n end\n Level 11\n stop [this script v]\nend\nif <(Level) = [12]> then\n Level 12\n stop [this script v]\nend\n\ndefine Level 1\nAdd Player [4.5] [0] [0.5]\nAdd Block at [4] [0] [0] size [2] [1] [2] type [ground]\nAdd Block at [3] [0] [0.5] size [1] [1] [1] type [ground]\nAdd Block at [0] [0] [0] size [3] [1] [4] type [ground]\nAdd Block at [1] [0] [4] size [1] [1] [3] type [ground]\nAdd Block at [0] [0] [7] size [3] [1] [4] type [ground]\nAdd Block at [4] [0] [7] size [2] [2] [2] type [ground]\nAdd Block at [7] [2] [5] size [1] [1] [1] type [ground]\nAdd Block at [8] [0] [7] size [2] [4] [2] type [ground]\nAdd Block at [8] [3] [7] size [4] [1] [2] type [ground]\nAdd Block at [13] [0] [6] size [4] [1] [4] type [end]\n\nwhen I receive [init v]\nInit\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 [blocktypename v]) of [blocktypecolor v]) to [blockcolor v]\nadd (type) to [blocktype v]\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 [blocktypename v]\nadd ((((r) * (65536)) + ((g) * (256))) + (b)) to [blocktypecolor v]\n\ndefine Init\nset [debug v] to <key (q v) pressed?>\nhide variable [☁ best time v]\nhide variable [your time v]\nset [level v] to [1]\nset [playersize v] to [0.8]\nset [camerarotx v] to [-20]\ndelete all of [blocktypename v]\ndelete all of [blocktypecolor v]\nInit Block Types\nbroadcast (InitLevel 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]\n\ndefine Level 2\nAdd Player [0] [1] [0]\nAdd Block at [0] [0] [0] size [1] [1] [1] type [ground]\nAdd Block at [0] [0] [3] size [3] [3] [3] type [ground]\nAdd Block at [0] [0] [8] size [5] [5] [5] type [ground]\nAdd Block at [0] [0] [16] size [11] [11] [11] type [ground]\nAdd Block at [2] [1] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [4] [3] [5] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [0] [16] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [2] [19] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [4] [22] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [6] [25] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [8] [27] size [1] [1] [1] type [bouncy]\nAdd Block at [3] [11] [19] size [5] [5] [5] type [ground]\nAdd Block at [3] [11] [18] size [1] [1] [1] type [bouncy]\nAdd Block at [7] [13] [18] size [1] [1] [1] type [bouncy]\nAdd Block at [4] [16] [20] size [3] [3] [3] type [ground]\nAdd Block at [4] [16] [23] size [3] [1] [1] type [ground]\nAdd Block at [5] [17] [23] size [1] [1] [1] type [ground]\nAdd Block at [5] [19] [21] size [1] [1] [1] type [end]\n\nwhen [n v] key pressed\nif <(DEBUG) = [1]> then\n change [level v] by (1)\n broadcast (InitLevel v)\nend\n\ndefine Level 3\nAdd Player [2] [1] [2]\nAdd Block at [1] [0] [1] size [3] [1] [3] type [ground]\nAdd Block at [2] [1] [5] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [3] [7] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [5] [9] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [7] [11] size [1] [1] [1] type [ground]\nAdd Block at [5] [8] [10] size [11] [0.5] [3] type [ground]\nAdd Block at [7] [8.5] [12] size [1] [0.5] [1] type [lava]\nAdd Block at [8] [8.5] [10] size [1] [0.5] [1] type [lava]\nAdd Block at [10] [8.5] [11] size [2] [0.5] [1] type [lava]\nAdd Block at [13] [8.5] [10] size [1] [0.5] [1] type [lava]\nAdd Block at [14] [8.5] [9] size [2] [0.5] [1] type [bouncy]\nAdd Block at [14] [0] [1] size [3] [0.5] [3] type [ground]\nAdd Block at [15] [0.5] [2] size [1] [0.1] [1] type [end]\n\ndefine Level 4\nAdd Player [1] [1] [1]\nAdd Block at [0] [0] [0] size [3] [1] [40] type [ground]\nAdd Block at [0] [1] [3] size [3] [0.1] [1] type [lava]\nAdd Block at [0] [1] [6] size [3] [0.1] [1] type [lava]\nAdd Block at [1] [1] [9] size [1] [1] [1] type [lava]\nAdd Block at [0] [1] [11.5] size [0.8] [1] [1] type [lava]\nAdd Block at [2.2] [1] [11.5] size [0.8] [1] [1] type [lava]\nAdd Block at [0] [1] [14] size [3] [1] [1] type [bouncy]\nAdd Block at [0] [1] [15] size [3] [3] [1] type [lava]\nAdd Block at [0.5] [1] [18] size [2.5] [0.1] [5] type [lava]\nAdd Block at [0] [1] [24.5] size [2.5] [0.1] [5] type [lava]\nAdd Block at [0.3] [1] [32] size [0.1] [2] [0.1] type [lava]\nAdd Block at [2.4] [1] [32] size [0.1] [2] [0.1] type [lava]\nAdd Block at [1.1] [1] [33] size [0.1] [2] [0.1] type [lava]\nAdd Block at [2.9] [1] [34] size [0.1] [2] [0.1] type [lava]\nAdd Block at [1.3] [1] [34] size [0.1] [2] [0.1] type [lava]\nAdd Block at [1] [1] [35] size [0.1] [2] [0.1] type [lava]\nAdd Block at [1] [1] [36.5] size [0.1] [2] [0.1] type [lava]\nAdd Block at [2] [1] [36.5] size [0.1] [2] [0.1] type [lava]\nAdd Block at [2.9] [1] [36.5] size [0.1] [2] [0.1] type [lava]\nAdd Block at [0] [1] [39] size [3] [4] [1] type [end]\n\ndefine Level 5\nAdd Player [5] [1] [5]\nAdd Block at [0] [0] [5] size [11] [1] [1] type [ground]\nAdd Block at [5] [0] [0] size [1] [1] [11] type [ground]\nAdd Block at [5] [9] [5] size [1] [1] [1] type [end]\nAdd Block at [5] [6] [5] size [1] [3] [1] type [ground]\nAdd Block at [0] [5] [5] size [11] [1] [1] type [ground]\nAdd Block at [5] [5] [0] size [1] [1] [11] type [ground]\nAdd Block at [7] [1] [7] size [1] [1] [1] type [bouncy]\nAdd Block at [9] [2.5] [9] size [1] [1] [1] type [bouncy]\nAdd Block at [11] [5] [7] size [1] [1] [5] type [bouncy]\nAdd Block at [7] [5] [11] size [5] [1] [1] type [bouncy]\nAdd Block at [3] [6] [3] size [1] [1] [1] type [bouncy]\n\ndefine Level 6\nAdd Player [0] [1] [0]\nAdd Block at [0] [0] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [12] [3] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [10] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [3] [10] [1] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [8] [1] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [7] [-3] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [5] [3] size [1] [1] [1] type [bouncy]\nAdd Block at [4] [4] [-2] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [3] [-2] size [1] [1] [1] type [bouncy]\nAdd Block at [3] [2] [-1] size [1] [1] [1] type [bouncy]\nAdd Block at [-3] [1] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [0] [2] [3] size [1] [1] [1] type [bouncy]\nAdd Block at [4] [4] [-3] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [5] [-4] size [1] [1] [1] type [bouncy]\nAdd Block at [3] [6] [-2] size [1] [1] [1] type [bouncy]\nAdd Block at [1] [7] [2] size [1] [1] [1] type [bouncy]\nAdd Block at [3] [8] [-3] size [1] [1] [1] type [bouncy]\nAdd Block at [2] [9] [-2] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [11] [4] size [1] [1] [1] type [bouncy]\nAdd Block at [-4] [12] [3] size [1] [1] [1] type [bouncy]\nAdd Block at [-1] [15] [0] size [1] [1] [1] type [end]\n\ndefine Level 7\nAdd Player [0] [10] [0]\nAdd Block at [0] [10] [0] size [1] [0.1] [1] type [ground]\nAdd Block at [6] [10] [0] size [1] [0.1] [1] type [ground]\nAdd Block at [6] [10] [0] size [1] [1] [1] type [end]\nAdd Block at [-7] [0] [0] size [0.5] [0.1] [0.5] type [end]\n\ndefine Level 8\nAdd Player [0] [1] [0]\nAdd Block at [0] [0] [0] size [12] [0.1] [9] type [lava]\nAdd Block at [0.35] [0] [0.35] size [0.1] [1] [0.1] type [ground]\nAdd Block at [1] [0] [3] size [0.1] [2] [0.1] type [ground]\nAdd Block at [3] [0] [3] size [0.1] [3] [0.1] type [ground]\nAdd Block at [4] [0] [1] size [0.1] [3.5] [0.1] type [ground]\nAdd Block at [7] [0] [1] size [0.1] [1] [0.1] type [ground]\nAdd Block at [9] [0] [1] size [0.1] [2] [0.1] type [bouncy]\nAdd Block at [7] [0] [3] size [0.1] [4.5] [0.1] type [bouncy]\nAdd Block at [3] [0] [5] size [0.1] [4.5] [0.1] type [bouncy]\nAdd Block at [1] [0] [7.5] size [0.1] [7] [0.1] type [bouncy]\nAdd Block at [6] [0] [7.5] size [0.1] [7] [0.1] type [ground]\nAdd Block at [11] [0] [8] size [0.1] [6.5] [0.1] type [ground]\nAdd Block at [10.5] [6.3] [7.5] size [1] [1] [1] type [end]\n\ndefine Level 9\nAdd Player [2] [1] [2]\nAdd Block at [2.5] [20] [2.5] size [0.1] [10] [0.1] type [end]\nAdd Block at [0] [0] [0] size [5] [0.1] [5] type [ground]\nAdd Block at [0] [5] [0] size [5] [0.1] [5] type [ground]\nAdd Block at [0] [10] [0] size [5] [0.1] [5] type [ground]\nAdd Block at [0] [15] [0] size [5] [0.1] [5] type [ground]\nAdd Block at [0] [20] [0] size [5] [0.1] [5] type [ground]\nAdd Block at [0] [0] [0] size [0.1] [20] [0.1] type [lava]\nAdd Block at [0] [0] [5] size [0.1] [20] [0.1] type [lava]\nAdd Block at [5] [0] [0] size [0.1] [20] [0.1] type [lava]\nAdd Block at [5] [0] [5] size [0.1] [20] [0.1] type [lava]\nAdd Block at [6] [1] [2] size [1] [0.1] [1] type [bouncy]\nAdd Block at [6] [3.5] [2] size [1] [0.1] [1] type [bouncy]\nAdd Block at [2] [5.5] [8] size [1] [0.1] [1] type [bouncy]\nAdd Block at [2] [7.5] [9] size [1] [0.1] [1] type [bouncy]\nAdd Block at [3] [9.5] [9] size [1] [0.1] [1] type [bouncy]\nAdd Block at [-1] [11] [-1] size [1] [0.1] [1] type [bouncy]\nAdd Block at [4] [11.5] [-1] size [1] [0.1] [1] type [bouncy]\nAdd Block at [7] [13] [2] size [1] [0.1] [1] type [bouncy]\nAdd Block at [3] [16] [3] size [1] [0.1] [1] type [bouncy]\nAdd Block at [7] [17] [3] size [1] [0.1] [1] type [bouncy]\nAdd Block at [7] [18.5] [7] size [1] [0.1] [1] type [bouncy]\n\ndefine Level 10\nAdd Player [0] [1] [0]\nAdd Block at [0] [0] [0] size [1] [1] [1] type [ground]\nAdd Block at [3] [0] [3] size [1] [1] [1] type [ground]\nAdd Block at [3.45] [1] [3.45] size [0.1] [1] [0.1] type [lava]\nAdd Block at [6] [0] [0] size [1] [1] [1] type [ground]\nAdd Block at [6.45] [1] [0.45] size [0.1] [1] [0.1] type [lava]\nAdd Block at [9] [0] [3] size [1] [1] [1] type [bouncy]\nAdd Block at [9.45] [1] [3.45] size [0.1] [1] [0.1] type [lava]\nAdd Block at [9] [4] [3] size [1] [1] [1] type [bouncy]\nAdd Block at [9] [3.8] [3] size [1] [0.2] [1] type [lava]\nAdd Block at [6] [2] [6] size [1] [1] [1] type [bouncy]\nAdd Block at [3] [4] [3] size [1] [1] [1] type [bouncy]\nAdd Block at [6] [4] [0] size [1] [1] [1] type [bouncy]\nAdd Block at [3] [8] [3] size [1] [0.2] [1] type [lava]\nAdd Block at [6] [8] [0] size [1] [0.2] [1] type [lava]\nAdd Block at [0] [6] [0] size [1] [1] [1] type [end]\n\ndefine Level 11\nAdd Player [6] [1] [0]\nAdd Block at [0] [0] [0] size [13] [0.1] [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 [6] [7] [3] size [1] [1] [1] type [end]\nAdd Block at [6] [0] [6] size [1] [1] [1] type []\nAdd Block at [6] [1] [8] size [1] [1] [1] type []\nAdd Block at [7] [2] [5] size [1] [1] [1] type []\n\nwhen [g v] key pressed\nif <(DEBUG) = [1]> then\n set [debugx v] to (PlayerX)\n set [debugy v] to (PlayerY)\n set [debugz v] to (PlayerZ)\nend\n\nwhen [t v] key pressed\nif <(DEBUG) = [1]> then\n set [playerx v] to (DebugX)\n set [playery v] to (DebugY)\n set [playerz v] to (DebugZ)\nend\n\ndefine Level 12\nAdd Player [0] [20] [0]\nrepeat (20)\n Add Block at (pick random (-10) to (10)) (pick random (0) to (20)) (pick random (-10) to (10)) size (pick random (0) to (3.0)) (pick random (0) to (3.0)) (pick random (0) to (3.0)) type [bouncy]\n Add Block at (pick random (-10) to (10)) (pick random (0) to (20)) (pick random (-10) to (10)) size (pick random (0) to (3.0)) (pick random (0) to (3.0)) (pick random (0) to (3.0)) type [lava]\nend\n\n@UI\n\ndefine Draw Joystick\nset pen size to ((JoyStickSize) * (2))\nset pen color to (#ffffff)\nset pen (transparency v) to (80)\ngo to x: (JoystickOx) y: (JoystickOy)\npen down\npen up\ngo to x: ((JoystickOx) + ((JoystickVx) * (JoyStickSize))) y: ((JoystickOy) + ((JoystickVy) * (JoyStickSize)))\nset pen size to (JoyStickSize)\nset pen (transparency v) to (75)\npen down\npen up\nset pen size to ((JoyStickSize) * (0.85))\nset pen (transparency v) to (75)\npen down\npen up\nif <(JoyStickActive) = [1]> then\n if <(ActionValue) = [1]> then\n set pen color to (#00f2ff)\n end\n go to x: (170) y: (-110)\n set pen size to ((JoyStickSize) * (2))\n set pen (transparency v) to (80)\n pen down\n pen up\n set pen size to ((JoyStickSize) * (1.8))\n set pen (transparency v) to (80)\n pen down\n pen up\nend\n\nwhen I receive [ui v]\nMobile Controls\nDraw Buttons\n\ndefine Mobile Controls\nif <(MobileControls) = [1]> then\n Draw Joystick\nend\nif <<<(mouse x) > [190]> and <(mouse y) > [150]>> and <(MousePress) = [1]>> then\n set [mobilecontrols v] to ((1) - (MobileControls))\nend\nif <(MobileControls) = [0]> then\n if <<<(mouse x) < [-190]> and <(mouse y) > [150]>> and <(MousePress) = [1]>> then\n set [wasd_arrow v] to ((1) - (WASD_Arrow))\n end\nend\n\ndefine Draw Buttons\nset pen size to (60)\nset pen color to (#ffffff)\nset pen (transparency v) to (80)\nDraw Line [300] [180] [220] [180]\nset pen size to (1)\nset pen (transparency v) to (0)\nif <(MobileControls) = [1]> then\n Draw Line [208] [162] [228] [162]\n Draw Line [228] [175] [228] [162]\n Draw Line [208] [175] [228] [175]\n Draw Line [208] [162] [208] [175]\n Draw Line [212] [155] [224] [155]\n set pen size to (3)\n Draw Line [218] [160] [218] [158]\nelse\n Draw Line [215] [155] [228] [155]\n Draw Line [228] [175] [228] [155]\n Draw Line [215] [175] [228] [175]\n Draw Line [215] [155] [215] [175]\n set pen size to (3)\n Draw Line [221.5] [158] [221.5] [158]\nend\nif <(MobileControls) = [0]> then\n set pen size to (60)\n set pen color to (#ffffff)\n set pen (transparency v) to (80)\n Draw Line [-300] [180] [-220] [180]\n set pen size to (1)\n if <(WASD_Arrow) = [1]> then\n set pen color to (#d47474)\n else\n set pen color to (#44d4d4)\n end\n Draw Line [-235] [157] [-211] [157]\n Draw Line [-235] [165] [-211] [165]\n Draw Line [-235] [157] [-211] [157]\n Draw Line [-227] [157] [-227] [173]\n Draw Line [-219] [157] [-219] [173]\n Draw Line [-235] [157] [-235] [165]\n Draw Line [-211] [157] [-211] [165]\n Draw Line [-227] [173] [-219] [173]\nend\n\ndefine Draw Line (x1) (y1) (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I receive [init v]\nhide\n\n@thumb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Tutorial?\n\nwhen flag clicked\nhide\nwait (60) seconds\nif <(Level) < [11]> then\n Do \nend\n\nwhen I receive [tut v]\nDo \n\ndefine Do <boolean>\ngo to x: (0) y: (-180)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change y by (0.4)\n change [ghost v] effect by (-2)\nend\nif <boolean> then\n wait (8) seconds\n repeat (50)\n change y by (-0.4)\n change [ghost v] effect by (2)\n end\n hide\nend\n\n | WASD or Arrow keys to move.\nJump over obstacles and gaps, Break blocks and earn coins. Get to the green flag at the end to pass the level.\npro tip: die to get more coins\n\nCurrently there are 4 levels\n\nWarning: This game might lag but probably wont. |
-Blue- A Platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nwait (10) seconds\ngo to [back v] layer\nforever\n play sound [Goodbye v] until done\nend\n\nwhen I receive [win v]\nset volume to (1) %\n\n@You\n\ndefine Player Move\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) + (1))\n replace item (3) of [player v] with [90]\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n replace item (1) of [player v] with ((item (1) of [player v]) - (1))\n replace item (3) of [player v] with [-90]\nend\nreplace item (1) of [player v] with ((item (1) of [player v]) * (0.88))\nchange x by (item (1) of [player v])\nswitch costume to (item (3) of [player v])\nrepeat (10)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change x by (() - (item (1) of [player v]))\n change y by (-10)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n replace item (1) of [player v] with ((6) - ((12) * <not <(item (1) of [player v]) < [0]>>))\n replace item (2) of [player v] with [10]\n end\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>>> then\n replace item (2) of [player v] with [14]\nend\nchange y by (1)\nreplace item (2) of [player v] with ((item (2) of [player v]) - (1))\nchange y by (item (2) of [player v])\nif <touching (ground v)?> then\n change y by (() - (item (2) of [player v]))\n replace item (2) of [player v] with [0]\nend\nreplace item (4) of [player v] with ((item (4) of [player v]) + ((x position) - ((item (4) of [player v]) - (item (6) of [player v]))))\nreplace item (5) of [player v] with ((item (5) of [player v]) + ((y position) - (((item (5) of [player v]) - (item (7) of [player v])) - (50))))\nreplace item (6) of [player v] with ((item (6) of [player v]) + (((item (4) of [player v]) - (item (6) of [player v])) / (10)))\nreplace item (7) of [player v] with ((item (7) of [player v]) + (((item (5) of [player v]) - (item (7) of [player v])) / (5)))\nset x to ((item (4) of [player v]) - (item (6) of [player v]))\nset y to (((item (5) of [player v]) - (item (7) of [player v])) - (50))\nif <(item (7) of [player v]) < [-400]> then\n Setting\nend\n\nbroadcast (Tick v)\n\ndefine Setting\nset size to (150) %\npoint in direction (90)\ngo to x: (0) y: (0)\ndelete (all) of [player v]\nadd [0] to [player v]\nadd [0] to [player v]\nadd [90] to [player v]\nadd [0] to [player v]\nadd [-100] to [player v]\nadd [0] to [player v]\nadd [-100] to [player v]\n\nwhen I receive [t v]\nSetting\nforever\n Player Move\nend\n\nwhen flag clicked\nforever\n if <touching (bad v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bad2 v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (crown v)?> then\n broadcast (Win v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: () y: ()\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Clouds\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (pick random (20) to (30))\ngo to x: (-400) y: (pick random (-40) to (20))\nforever\n repeat until <(x position) > [350]>\n move (1) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n create clone of (_myself_ v)\nend\n\n@Notification\n\nwhen flag clicked\nforever\n hide\n go to [front v] layer\n wait (pick random (10) to (50)) seconds\n go to x: (0) y: (-110)\n show\n glide (0.2) secs to x: (0) y: (10)\n glide (0.1) secs to x: (0) y: (0)\n wait (2) seconds\n glide (0.2) secs to x: (0) y: (-110)\n next costume\nend\n\n@sky\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (dusk v)\nset [day v] to [1]\nforever\n wait (20) seconds\n fin stage\n switch time period\n wait (30) seconds\n fin stage\n wait (30) seconds\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\ndefine fin stage\ncreate clone of (_myself_ v)\ngo to [back v] layer\nnext costume\n\ndefine switch time period\nif <(day) = [1]> then\n set [day v] to [0]\n broadcast (dusk v)\nelse\n set [day v] to [1]\n broadcast (dawn v)\nend\n\n@Ground\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nrepeat (10)\n\nClone ((480) * ()) [-100] [4]\n\nwhen flag clicked\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nClone ((480) * (6)) [-100] [7]\nforever\n broadcast (Tick v)\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (-195) y: (-135)\nswitch costume to (username v)\ncreate clone of (_myself_ v)\nswitch costume to (backgroundblock v)\ncreate clone of (_myself_ v)\nrepeat (5)\n switch costume to (backgroundblock v)\n change x by (90)\n create clone of (_myself_ v)\nend\nrepeat (3)\n change y by (90)\n set x to (-195)\n repeat (6)\n switch costume to (backgroundblock v)\n create clone of (_myself_ v)\n change x by (90)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [BackgroundBlock]> then\n set size to (0) %\n point in direction (-90)\n repeat (40)\n change size by (((101) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\nend\nif <(costume [name v]) = [Username]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n repeat (25)\n change size by (((150) - (size)) / (5))\n end\n \n point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\n switch costume to (empty v)\n change size by (((introNameSize) - (size)) / (5))\n switch costume to (username v)\n set [color v] effect to (1)\n end\nend\nif <(costume [name v]) = [Cool Square]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n set [color v] effect to (1)\n \n repeat (33)\n switch costume to (empty v)\n change size by (((350) - (size)) / (5))\n switch costume to (cool square v)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [intronamesize v] to [150]\nwait (0.001) seconds\nrepeat until <(IntroOver) = [1]>\n change [clonecoloreffect v] by (20)\n switch costume to (cool square v)\n create clone of (_myself_ v)\n switch costume to (end v)\n repeat (33)\n change [intronamesize v] by (((150) - (introNameSize)) / (5))\n end\n set [intronamesize v] to [500]\nend\n\nwhen flag clicked\nreset timer\nplay sound [Rob Gasser - Ricochet \[NCS Release\] v] until done\n\nwhen flag clicked\nset [introover v] to [0]\nclear graphic effects\nhide\nwait (6.96) seconds\nset [introover v] to [1]\nshow\nswitch costume to (end v)\ngo to x: (1000000000000000000) y: (10000000000)\ngo to [front v] layer\nrepeat (80)\n change x by (((0) - (x position)) / (15))\n change y by (((0) - (y position)) / (15))\nend\nbroadcast (IntroOver v)\n\nwhen I receive [introover v]\nif <not <(costume [number v]) = [5]>> then\n delete this clone\nend\nrepeat (25)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (BEGIN NOW v)\n\n@Crown\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nClone ((480) * (6)) [-100] [7]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nforever\n set size to ((([sin v] of (bounce) ) * (2)) + (100)) %\n point in direction ((([sin v] of ((bounce) + (50)) ) * (2)) + (90))\n change [bounce v] by (8)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nforever\n set size to ((([sin v] of (bounce) ) * (2)) + (100)) %\n point in direction ((([sin v] of ((bounce) + (50)) ) * (2)) + (90))\n change [bounce v] by (8)\nend\n\n@Bad\n\nwhen I receive [tick v]\nif <(costume [name v]) = [NONE]> then\n go to x: (0) y: (0)\n hide\n stop [this script v]\nelse\n Move ((-x-) - (item (6) of [player v])) ((-y-) - (item (7) of [player v]))\nend\n\ndefine Clone (-x-) (-y-) (-n-)\nset [-x- v] to (-x-)\nset [-y- v] to (-y-)\nset [-n- v] to ((-n-) + (1))\nswitch costume to ((-n-) + (1))\ncreate clone of (_myself_ v)\n\ndefine Move (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nswitch costume to (-n-)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nforever\n if <touching (you v)?> then\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nbroadcast (T v)\n\nwhen flag clicked\nhide\nClone ((480) * (0)) [-100] [1]\nClone ((480) * (1)) [-100] [2]\nClone ((480) * (2)) [-100] [3]\nClone ((480) * (3)) [-100] [4]\nClone ((480) * (4)) [-100] [5]\nClone ((480) * (5)) [-100] [6]\nforever\n broadcast (Tick v)\nend\n\n | update 28/0/2021: changed music because of copyright stuffs\nhttps://scratch.mit.edu/projects/407549571\n\nIMPORTANT: RESET IF THERE IS VOLUME PROBLEMS\n#6th on trending!\n98% by@yellowtrees\nStoryline: this land used to be full of joy. Now you have been pulled in the cave and the only way out is to unlock the courses. Can you surpass them all and go to the Land Of Joy again?\nSpam flag for no lag\nReload to clear glitches\nGet the key to open the lock/portal so you can get to the next level\n |
Apps 2 - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n play sound [Title screen v] until done\nend\n\nwhen I receive [start game v]\nswitch backdrop to (2 v)\n\nwhen backdrop switches to [19 v]\n\nbroadcast (end v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Sprite3\n\nwhen flag clicked\nhide\nbroadcast (start game v)\n\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nshow\n\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nstart sound [E trumpet v]\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [end v]\n\ngo to [front v] layer\n\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstop [all v]\n\n@Sprite1\n\nwhen I receive [start game v]\nshow\ngo to x: (-200) y: (-20)\nswitch costume to (costume3 v)\nset size to (150) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((XV) * (0.9))\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 y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching color (#000000)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n change [level v] by (1)\n set size to (150) %\n broadcast (next level v)\n go to x: (-200) y: (-20)\n if <(level) = [6]> then\n go to x: (-200) y: (50)\n end\n end\n if <touching color (#a97200)?> then\n go to x: (-200) y: (-20)\n end\n if <touching color (#f346ff)?> then\n set [yv v] to [11]\n end\n if <touching color (#00ff55)?> then\n set size to (75) %\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (50)\n end\n change y by (0.5)\nend\n\nwhen I receive [start game v]\nforever\n if <<touching color (#ff9400)?> and <(backdrop [name v]) = [9]>> then\n go to x: (120) y: (-20)\n end\n if <<touching color (#ff9400)?> and <(backdrop [name v]) = [10]>> then\n go to x: (120) y: (-20)\n end\n if <<touching color (#ff9400)?> and <(backdrop [name v]) = [14]>> then\n go to x: (120) y: (-20)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n | https://scratch.mit.edu/projects/874820085\n新作です良かったら見てください |
Sunstruck, A Mobile Friendly Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [green flag clicked v]\nswitch backdrop to (backdrop1 v)\n\n@pen engine\n\ndefine draw rectangle with dimensions (width) (height) at (x1) (y1) color (color) #iterations (iterations)\npen up\nif <(width) < (height)> then\n set [my variable v] to (width)\nelse\n set [my variable v] to (height)\nend\nset pen size to (my variable)\ngo to x: (((x1) - ((width) / (2))) + ((my variable) / (2))) y: (((y1) - ((height) / (2))) + ((my variable) / (2)))\npen down\ngo to x: (((x1) + ((width) / (2))) - ((my variable) / (2))) y: (((y1) + ((height) / (2))) - ((my variable) / (2)))\nrepeat (iterations)\n set [my variable v] to ((my variable) * (0.15))\n set pen size to (my variable)\n go to x: (((x1) - ((width) / (2))) + ((my variable) / (2))) y: (((y1) + ((height) / (2))) - ((my variable) / (2)))\n set x to (((x1) + ((width) / (2))) - ((my variable) / (2)))\n set y to (((y1) - ((height) / (2))) + ((my variable) / (2)))\n set x to (((x1) - ((width) / (2))) + ((my variable) / (2)))\n set y to (((y1) + ((height) / (2))) - ((my variable) / (2)))\nend\n\nset pen color to (#ce4e05)\n\ndefine draw rectangle with dimensions (width) (height) at (x1) (y1) color (color) #iterations (iterations)\npen up\nif <(width) < (height)> then\n set [my variable v] to (width)\nelse\n set [my variable v] to (height)\nend\nset pen size to (my variable)\ngo to x: (((x1) - ((width) / (2))) + ((my variable) / (2))) y: (((y1) - ((height) / (2))) + ((my variable) / (2)))\npen down\ngo to x: (((x1) + ((width) / (2))) - ((my variable) / (2))) y: (((y1) + ((height) / (2))) - ((my variable) / (2)))\nrepeat (iterations)\n set [my variable v] to ((my variable) * (0.15))\n set pen size to (my variable)\n go to x: (((x1) - ((width) / (2))) + ((my variable) / (2))) y: (((y1) + ((height) / (2))) - ((my variable) / (2)))\n set x to (((x1) + ((width) / (2))) - ((my variable) / (2)))\n set y to (((y1) - ((height) / (2))) + ((my variable) / (2)))\n set x to (((x1) - ((width) / (2))) + ((my variable) / (2)))\n set y to (((y1) + ((height) / (2))) - ((my variable) / (2)))\nend\n\ndefine draw line from x: (x1) y: (y1) to x2: (x2) y2: (y2) pen size (size) (1)\nif <(1) = [1]> then\n set pen color to (#58ff00)\nend\nif <(1) = [2]> then\n set pen color to (#1d00ff)\nend\nif <(1) = [3]> then\n set pen color to (#ff0000)\nend\nif <(1) = [4]> then\n set pen color to (#ebef00)\nend\nif <(1) = [5]> then\n set pen color to (#b1a62d)\nend\nif <(1) = [6]> then\n set pen color to (#9c9124)\nend\nif <(1) = [7]> then\n set pen color to (#ebef15)\nend\nif <(1) = [8]> then\n set pen color to (#e9ee37)\nend\nif <(1) = [9]> then\n set pen color to (#388aff)\nend\nif <(1) = [10]> then\n set pen color to (#9c912e)\nend\nset pen size to (size)\npen up\ngo to x: ((x1) + (scrollx)) y: ((y1) + (scrolly))\npen down\ngo to x: ((x2) + (scrollx)) y: ((y2) + (scrolly))\npen up\nif <(1) = [1]> then\n set pen color to (#ce4f06)\n pen up\n go to x: ((x1) + (scrollx)) y: ((y1) + ((scrolly) - (size)))\n pen down\n go to x: ((x2) + (scrollx)) y: ((y2) + ((scrolly) - (size)))\n pen up\n set pen color to (#58ff00)\nend\n\nerase all\n\nwhen flag clicked\nerase all\n\ndefine border\nset pen color to (#66dfff)\nset pen size to (50)\ndraw line from [-240] [180] [240] [180]\ndraw line from [240] [180] [240] [-180]\ndraw line from [240] [-180] [-240] [-180]\ndraw line from [-240] [-180] [-240] [180]\ngo to x: (0) y: (0)\n\ndefine draw line from (1) (2) (3) (4)\npen up\ngo to x: (1) y: (2)\npen down\ngo to x: (3) y: (4)\npen up\n\ndraw line from x: [1550] y: [0] to x2: [1400] y2: [0] pen size [10] []\n\ngo to x: (0) y: (0)\n\n\n\nset [key v] to [2]\n\nwhen I receive [green flag clicked v]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [spawnx v] to [0]\nset [spawny v] to [0]\nset [key v] to [0]\nforever\n erase all\n draw line from x: [-100] y: [-25] to x2: [100] y2: [-25] pen size [10] [1]\n draw line from x: [200] y: [-25] to x2: [400] y2: [-25] pen size [10] [1]\n draw line from x: [300] y: [20] to x2: [400] y2: [20] pen size [10] [1]\n draw line from x: [550] y: [30] to x2: [600] y2: [30] pen size [10] [2]\n draw line from x: [605] y: [170] to x2: [725] y2: [170] pen size [10] [1]\n draw line from x: [800] y: [100] to x2: [700] y2: [100] pen size [10] [1]\n draw line from x: [620] y: [30] to x2: [735] y2: [30] pen size [10] [1]\n draw line from x: [1000] y: [-100] to x2: [600] y2: [-100] pen size [10] [1]\n draw line from x: [600] y: [-80] to x2: [600] y2: [-100] pen size [10] [1]\n draw line from x: [645] y: [-40] to x2: [499] y2: [-40] pen size [10] [3]\n draw line from x: [610] y: [-90] to x2: [650] y2: [-90] pen size [10] [4]\n draw line from x: [780] y: [-45] to x2: [820] y2: [-45] pen size [10] [3]\n draw line from x: [900] y: [-50] to x2: [900] y2: [-90] pen size [10] [3]\n draw line from x: [1000] y: [-50] to x2: [1000] y2: [-90] pen size [10] [3]\n draw line from x: [1000] y: [-30] to x2: [1100] y2: [-30] pen size [10] [1]\n draw line from x: [1100] y: [-30] to x2: [1100] y2: [10] pen size [10] [3]\n draw line from x: [1100] y: [30] to x2: [1200] y2: [30] pen size [10] [1]\n draw line from x: [1200] y: [40] to x2: [1200] y2: [90] pen size [10] [3]\n draw line from x: [1190] y: [40] to x2: [1160] y2: [40] pen size [10] [2]\n draw line from x: [1250] y: [-50] to x2: [1350] y2: [-50] pen size [10] [1]\n draw line from x: [1450] y: [-25] to x2: [1600] y2: [-25] pen size [10] [1]\n draw line from x: [1500] y: [-15] to x2: [1550] y2: [-15] pen size [10] [3]\n draw line from x: [1560] y: [-15] to x2: [1600] y2: [-15] pen size [10] [2]\n draw line from x: [1700] y: [10] to x2: [1800] y2: [10] pen size [10] [1]\n draw line from x: [1725] y: [20] to x2: [1775] y2: [20] pen size [10] [2]\n draw line from x: [1850] y: [30] to x2: [2000] y2: [30] pen size [10] [1]\n draw line from x: [1850] y: [30] to x2: [1850] y2: [75] pen size [10] [3]\n draw line from x: [1950] y: [40] to x2: [1880] y2: [40] pen size [10] [7]\n draw line from x: [2500] y: [170] to x2: [2550] y2: [170] pen size [10] [1]\n draw line from x: [2510] y: [180] to x2: [2540] y2: [180] pen size [10] [2]\n draw line from x: [2350] y: [280] to x2: [2400] y2: [280] pen size [10] [1]\n draw line from x: [2360] y: [290] to x2: [2390] y2: [290] pen size [10] [8]\n if <(key) = [1]> then\n draw line from x: [2050] y: [50] to x2: [2050] y2: [50] pen size [15] [6]\n draw line from x: [2000] y: [30] to x2: [2100] y2: [30] pen size [10] [1]\n end\n draw line from x: [2100] y: [30] to x2: [2300] y2: [30] pen size [10] [1]\n draw line from x: [2150] y: [40] to x2: [2150] y2: [80] pen size [10] [3]\n draw line from x: [2200] y: [40] to x2: [2200] y2: [80] pen size [10] [3]\n draw line from x: [2250] y: [40] to x2: [2250] y2: [80] pen size [10] [3]\n draw line from x: [2350] y: [80] to x2: [2400] y2: [80] pen size [10] [1]\n draw line from x: [2360] y: [90] to x2: [2390] y2: [90] pen size [10] [2]\n draw line from x: [2130] y: [280] to x2: [2296] y2: [280] pen size [10] [1]\n draw line from x: [2230] y: [340] to x2: [2180] y2: [340] pen size [10] [1]\n set pen color to (#388aff)\n draw rectangle with dimensions [168] [50] at ((2210) + (scrollx)) ((300) + (scrolly)) color [] #iterations [1]\n set pen color to (#ce4e05)\n draw rectangle with dimensions [110] [50] at ((350) + (scrollx)) ((-10) + (scrolly)) color [] #iterations [1]\n draw rectangle with dimensions [110] [50] at ((550) + (scrollx)) ((-10) + (scrolly)) color [] #iterations [1]\n draw rectangle with dimensions [50] [200] at ((625) + (scrollx)) ((65) + (scrolly)) color [] #iterations [1]\n draw rectangle with dimensions [50] [400] at ((800) + (scrollx)) ((160) + (scrolly)) color [] #iterations [1]\n draw rectangle with dimensions [200] [50] at ((2200) + (scrollx)) ((250) + (scrolly)) color [] #iterations [1]\n draw rectangle with dimensions [50] [200] at ((2100) + (scrollx)) ((325) + (scrolly)) color [] #iterations [1]\n if <(key) = [0]> then\n draw line from x: [1325] y: [-30] to x2: [1325] y2: [-30] pen size [20] [5]\n draw line from x: [1350] y: [500] to x2: [1350] y2: [-50] pen size [10] [3]\n draw line from x: [1360] y: [500] to x2: [1360] y2: [-50] pen size [10] [3]\n draw line from x: [1370] y: [500] to x2: [1370] y2: [-50] pen size [10] [3]\n draw line from x: [1350] y: [-50] to x2: [1370] y2: [-50] pen size [10] [3]\n end\n if <(key) = [3]> then\n draw line from x: [2175] y: [500] to x2: [2250] y2: [500] pen size [10] [1]\n draw line from x: [2185] y: [510] to x2: [2240] y2: [510] pen size [10] [2]\n else\n draw line from x: [2100] y: [450] to x2: [2100] y2: [450] pen size [20] [10]\n end\n draw line from x: [2295] y: [320] to x2: [2295] y2: [280] pen size [10] [1]\n draw line from x: [2304] y: [320] to x2: [2304] y2: [240] pen size [10] [1]\n draw line from x: [2295] y: [320] to x2: [2295] y2: [280] pen size [10] [1]\n draw line from x: [2295] y: [320] to x2: [2295] y2: [280] pen size [10] [1]\n draw line from x: [2295] y: [320] to x2: [2295] y2: [320] pen size [10] [1]\n draw line from x: [2210] y: [700] to x2: [2179] y2: [750] pen size [10] [3]\n draw line from x: [2210] y: [700] to x2: [2242] y2: [750] pen size [10] [3]\n draw line from x: [2242] y: [750] to x2: [2178] y2: [750] pen size [10] [3]\n draw line from x: [2242] y: [770] to x2: [2178] y2: [770] pen size [10] [1]\n draw line from x: [2300] y: [625] to x2: [2375] y2: [625] pen size [10] [1]\n draw line from x: [2310] y: [635] to x2: [2365] y2: [635] pen size [10] [2]\n if <(key) = [4]> then\n draw line from x: [2100] y: [770] to x2: [2325] y2: [770] pen size [10] [1]\n draw line from x: [2100] y: [770] to x2: [2100] y2: [1000] pen size [10] [1]\n draw line from x: [2325] y: [770] to x2: [2325] y2: [1000] pen size [10] [1]\n end\n set pen color to (#6fa536)\n draw line from x: [2210] y: [800] to x2: [2210] y2: [800] pen size [20] []\n border\nend\n\n@Platforming\n\nwhen I receive [green flag clicked v]\nReset Level\nforever\n go to x: (0) y: (0)\n change [scrolly v] by (() - (speed y))\n change [scrollx v] by (() - (speed x))\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <[200] < (scrolly)> then\n Reset Level\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n broadcast (tick v) and wait\n Controls - Left and Right\n if <touching color (#ff0000)?> then\n Reset Level\n end\n if <touching color (#28cc4d)?> then\n stop [all v]\n end\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> then\n change x by ((0) - (speed))\n change [scrollx v] by (speed)\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max steep (max steep)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> 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 else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<touching color (#58ff00)?> or <touching color (#ce4e05)?>> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<touching color (#58ff00)?> or <touching color (#ce4e05)?>>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset [scrollx v] to (spawnx)\nset [scrolly v] to (spawny)\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nhide\nif <not <(username) = (username)>> then\n set [username v] to (username)\n change [☁ recent_view v] by (1)\nend\n\ngo to x: (0) y: (0)\n\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nend\n\nif <key (s v) pressed?> then\n set [in platforrm v] to [2]\nend\n\n\n\nset [change in x v] to [0]\n\nwhen flag clicked\nforever\n if <touching color (#1d00ff)?> then\n set [speed y v] to [25]\n end\n if <touching color (#eaee00)?> then\n set [spawnx v] to [-625]\n set [spawny v] to [80]\n end\n if <touching color (#eaee15)?> then\n set [spawnx v] to [-1915]\n set [spawny v] to [-60]\n end\n if <touching color (#e8ed36)?> then\n set [spawnx v] to [-2375]\n set [spawny v] to [-300]\n end\n if <touching color (#b1a62d)?> then\n set [key v] to [1]\n end\n if <touching color (#3789ff)?> then\n set [speed x v] to ((speed x) * (0.9))\n set [speed y v] to ((speed y) * (0.9))\n end\n if <touching color (#9c9123)?> then\n set [key v] to [2]\n end\n if <touching color (#9c912e)?> then\n set [key v] to [3]\n end\n if <touching color (#6fa436)?> then\n set [key v] to [4]\n end\nend\n\nset [speed x v] to [0]\n\nwait until <not >\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [green flag clicked v]\ngo to [front v] layer\n\n@Instruction\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n if <(costume [number v]) = [1]> then\n go to x: (() + (scrollx)) y: (() + (scrolly))\n end\n if <(costume [number v]) = [2]> then\n go to x: ((550) + (scrollx)) y: ((100) + (scrolly))\n end\n if <(costume [number v]) = [3]> then\n go to x: ((600) + (scrollx)) y: ((225) + (scrolly))\n end\n if <(costume [number v]) = [4]> then\n go to x: ((750) + (scrollx)) y: ((-70) + (scrolly))\n end\n if <(costume [number v]) = [5]> then\n go to x: ((1000) + (scrollx)) y: ((10) + (scrolly))\n end\n if <(costume [number v]) = [6]> then\n go to x: ((1200) + (scrollx)) y: ((10) + (scrolly))\n end\n if <(costume [number v]) = [7]> then\n go to x: ((1350) + (scrollx)) y: ((-75) + (scrolly))\n end\n if <(costume [number v]) = [8]> then\n go to x: ((800) + (scrollx)) y: ((500) + (scrolly))\n end\n if <(costume [number v]) = [9]> then\n go to x: ((1800) + (scrollx)) y: ((50) + (scrolly))\n end\n if <(costume [number v]) = [10]> then\n go to x: ((2050) + (scrollx)) y: ((100) + (scrolly))\n end\n if <(costume [number v]) = [11]> then\n go to x: ((2300) + (scrollx)) y: ((150) + (scrolly))\n end\n if <(costume [number v]) = [12]> then\n go to x: ((2300) + (scrollx)) y: ((400) + (scrolly))\n end\n if <(costume [number v]) = [13]> then\n if <not <(key) = [4]>> then\n hide\n end\n go to x: ((2210) + (scrollx)) y: ((900) + (scrolly))\n end\nend\n\nwhen I receive [green flag clicked v]\ngo to [front v] layer\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\n\nif <(username) = [-SimpleGames-]> then\n broadcast (stop v)\n forever\n if <key (right arrow v) pressed?> then\n change [scrollx v] by (-0.5)\n end\n if <key (left arrow v) pressed?> then\n change [scrollx v] by (0.5)\n end\n if <key (up arrow v) pressed?> then\n change [scrolly v] by (-0.5)\n end\n if <key (down arrow v) pressed?> then\n change [scrolly v] by (0.5)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (slime v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\nhide\nwait (0.6) seconds\nshow\nswitch costume to (simplegames v)\nset size to (100) %\ngo to x: (236) y: (0)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) * (0.2))\nend\nwait (1.2) seconds\nshow\nrepeat until <(y position) < [-150]>\n change y by (((-160) - (y position)) * (0.2))\nend\nhide\nbroadcast (Green Flag clicked v)\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nif <(costume [number v]) = [1]> then\n show\n go to x: (-236) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) * (0.2))\n end\n wait (2.3) seconds\n show\n repeat until <(x position) > [440]>\n change x by (((460) - (x position)) * (0.2))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (0.1) seconds\n show\n go to x: (-236) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) * (0.2))\n end\n wait (2) seconds\n show\n repeat until <(x position) > [200]>\n change x by (((300) - (x position)) * (0.2))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (0.4) seconds\n show\n go to x: (-236) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) * (0.2))\n end\n wait (1.2) seconds\n show\n repeat until <(x position) > [120]>\n change x by (((160) - (x position)) * (0.2))\n end\n delete this clone\nend\n\ngo to x: (-236) y: (0)\n\n | Minecraft Platformer 4\n\n➊ Use ARROW keys, WASD keys or MOBILE!\n➋ To chop, craft or attack press SPACE or ACTION!\n❸ Please love, fav and follow! |
» Topia - A Platformer | @Stage\n\nwhen I receive [開始 v]\nswitch backdrop to (プレイ中 v)\nforever\n play sound [Masked Heroes v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (読み込み中 v)\nset [チャット v] to [0]\n\nwhen I receive [聞く v]\nask [どのメッセージを送りますか? 半角数字で答えてください。] and wait\nset [チャット v] to (answer)\n\n@プレイヤー\n\ndefine ユザネ数値化\nset [雑用2 v] to [0]\nset [名前 v] to []\nrepeat (length of (username))\n change [雑用2 v] by (1)\n switch costume to (join [コスチューム] (letter (雑用2) of (username)))\n set [雑用1 v] to ((costume [number v]) + (10))\n set [名前 v] to (join (名前) (雑用1))\nend\nrepeat ((20) - (length of (username)))\n set [名前 v] to (join (名前) [75])\nend\n\ndefine 保存\nset [保存 v] to (join (([floor v] of (timer) ) mod (10)) (join (名前) (join (([floor v] of (x position) ) + (500)) (join (([floor v] of (y position) ) + (500)) (join (([floor v] of (direction) ) + (500)) (join ((ステージ) + (10)) ((チャット) + (10))))))))\nif <(プレイヤー) = [1]> then\n set [☁ 1p v] to (保存)\nelse\n if <(プレイヤー) = [2]> then\n set [☁ 2p v] to (保存)\n else\n if <(プレイヤー) = [3]> then\n set [☁ 3p v] to (保存)\n else\n if <(プレイヤー) = [4]> then\n set [☁ 4p v] to (保存)\n else\n set [☁ 5p v] to (保存)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n初期化\nset rotation style [left-right v]\nset [ステージ v] to [1]\nset [プレイヤー v] to [0]\nユザネ数値化\n確認\nbroadcast (開始 v)\nforever\n 確認\nend\n\ndefine 確認\nset [確認 v] to (join (letter (1) of (☁ 1P)) (join (letter (1) of (☁ 2P)) (join (letter (1) of (☁ 3P)) (join (letter (1) of (☁ 4P)) (letter (1) of (☁ 5P))))))\nwait (2) seconds\nif <(letter (1) of (☁ 1P)) = (letter (1) of (確認))> then\n set [☁ 1p v] to [0]\nend\nif <(letter (1) of (☁ 2P)) = (letter (2) of (確認))> then\n set [☁ 2p v] to [0]\nend\nif <(letter (1) of (☁ 3P)) = (letter (3) of (確認))> then\n set [☁ 3p v] to [0]\nend\nif <(letter (1) of (☁ 4P)) = (letter (4) of (確認))> then\n set [☁ 4p v] to [0]\nend\nif <(letter (1) of (☁ 5P)) = (letter (4) of (確認))> then\n set [☁ 5p v] to [0]\nend\nif <(プレイヤー) = [0]> then\n if <(☁ 1P) = [0]> then\n set [プレイヤー v] to [1]\n else\n if <(☁ 2P) = [0]> then\n set [プレイヤー v] to [2]\n else\n if <(☁ 3P) = [0]> then\n set [プレイヤー v] to [3]\n else\n if <(☁ 4P) = [0]> then\n set [プレイヤー v] to [4]\n else\n if <(☁ 5P) = [0]> then\n set [プレイヤー v] to [5]\n else\n set [プレイヤー v] to [0]\n broadcast (満員 v)\n end\n end\n end\n end\n end\nend\n\ndefine 読み込み\ndelete all of [データ v]\n(☁ 1P) を読み込む\n(☁ 2P) を読み込む\n(☁ 3P) を読み込む\n(☁ 4P) を読み込む\n(☁ 5P) を読み込む\n\ndefine (数値) を読み込む\nset [雑用1 v] to [0]\nset [雑用2 v] to []\nrepeat (20)\n change [雑用1 v] by (2)\n switch costume to ((join (letter (雑用1) of (数値)) (letter ((雑用1) + (1)) of (数値))) - (10))\n set [雑用2 v] to (join (雑用2) (letter (7) of (costume [name v])))\nend\nadd (雑用2) to [データ v]\nadd ((join (letter (42) of (数値)) (join (letter (43) of (数値)) (letter (44) of (数値)))) - (500)) to [データ v]\nadd ((join (letter (45) of (数値)) (join (letter (46) of (数値)) (letter (47) of (数値)))) - (500)) to [データ v]\nadd ((join (letter (48) of (数値)) (join (letter (49) of (数値)) (letter (50) of (数値)))) - (500)) to [データ v]\nadd ((join (letter (51) of (数値)) (letter (52) of (数値))) - (10)) to [データ v]\nadd (item ((join (letter (53) of (数値)) (letter (54) of (数値))) - (10)) of [チャット v]) to [データ v]\n\nwhen I receive [開始 v]\nforever\n 保存\n 読み込み\n switch costume to (プレイヤー v)\n if <(item ((プレイヤー) * (6)) of [データ v]) = []> then\n say (item (((プレイヤー) * (6)) - (5)) of [データ v])\n else\n say (item ((プレイヤー) * (6)) of [データ v])\n end\nend\n\nwhen I receive [開始 v]\ngo to [front v] layer\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.88))\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 (() - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-9]\n else\n set [x v] to [9]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n 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 (-2)\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <touching (地面 v)?> then\n start sound [Jump v]\n set [y v] to [13]\n end\n end\n change y by (1)\n if <<(y position) < [-170]> or <touching (障害物 v)?>> then\n start sound [Rip v]\n 初期化\n end\n if <(x position) > [235]> then\n hide\n 初期化\n broadcast (NEXT v) and wait\n wait until <(NEXT) = [0]>\n show\n end\nend\n\nwhen [space v] key pressed\nif <(username) = [syokaki]> then\n set [☁ 1p v] to [0]\n wait (0.2) seconds\n set [☁ 2p v] to [0]\n wait (0.2) seconds\n set [☁ 3p v] to [0]\n wait (0.2) seconds\n set [☁ 4p v] to [0]\n wait (0.2) seconds\n set [☁ 5p v] to [0]\nend\n\ndefine 初期化\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\n\n@周りの人\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nクローン\n\ndefine クローン\nset [クローンno. v] to [0]\nrepeat ((プレイヤー) - (1))\n change [クローンno. v] by (6)\n create clone of (_myself_ v)\nend\nchange [クローンno. v] by (6)\nrepeat ((5) - (プレイヤー))\n change [クローンno. v] by (6)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n if <<(item ((クローンNO.) - (5)) of [データ v]) = [33333333333333333333]> or <not <(item ((クローンNO.) - (1)) of [データ v]) = (ステージ)>>> then\n hide\n else\n show\n end\n go to x: (item ((クローンNO.) - (4)) of [データ v]) y: (item ((クローンNO.) - (3)) of [データ v])\n point in direction (item ((クローンNO.) - (2)) of [データ v])\n if <(item (クローンNO.) of [データ v]) = []> then\n say (item ((クローンNO.) - (5)) of [データ v])\n else\n say (item (クローンNO.) of [データ v])\n end\nend\n\n@地面\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (ステージ1 v)\ngo to [back v] layer\n\nwhen I receive [開始 v]\nshow\n\nwhen I receive [準備 v]\nnext costume\n\n@太陽\n\nwhen flag clicked\nhide\ngo to x: (210) y: (150)\n\nwhen I receive [開始 v]\nshow\nset [θ v] to [0]\nforever\n go to x: ((([sin v] of (θ) ) * (25)) + (230)) y: ((([sin v] of (θ) ) * (25)) + (160))\n change [θ v] by (2.5)\nend\n\n@読み込み中\n\nwhen flag clicked\n準備\nforever\n next costume\n wait (0.2) seconds\nend\n\nwhen I receive [開始 v]\nhide\nstop [other scripts in sprite v]\n\ndefine 準備\nswitch costume to (読み込み中1 v)\ngo to x: (0) y: (0)\nshow\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (障害物1 v)\n\nwhen I receive [開始 v]\nshow\n\nwhen I receive [準備 v]\nnext costume\n\n@チャットボタン\n\nwhen flag clicked\ngo to x: (-190) y: (-160)\nhide\nshow list [チャット v]\n\nwhen I receive [開始 v]\nshow\n\nwhen this sprite clicked\nhide list [チャット v]\nbroadcast (聞く v) and wait\nshow list [チャット v]\nwait (2) seconds\nset [チャット v] to [0]\n\n@NEXT\n\nwhen flag clicked\nhide\nset [y v] to [-26]\nset [next v] to [0]\n\nwhen I receive [next v]\nset [next v] to [1]\nswitch costume to (n v)\ngo to x: (-180) y: (378)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n glide (0.25) secs to x: ((x position) + (120)) y: (378)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nrepeat until <(y) > [-1]>\n change y by (y)\n change [y v] by (1)\nend\nwait (0.8) seconds\nif <(costume [number v]) = [1]> then\n change [ステージ v] by (1)\n broadcast (準備 v)\nend\nwait (0.2) seconds\nrepeat until <(y) < [-27]>\n change y by (y)\n change [y v] by (-1)\nend\nif <(costume [number v]) = [4]> then\n set [next v] to [0]\nend\ndelete this clone\n\n@さむね\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@ごめんなさい\n\nwhen flag clicked\ngo to x: (0) y: (150)\nhide\n\nwhen I receive [満員 v]\nshow\n\n | Дойти до платформы с надписью you win за минимальное время\nесли у вас всё слишком медленно - попробуйте играть на маленьком экране\n\nGet to the platform with the text "you win" in the shortest possible time\nplaying on a small screen\nMultiplayer: https://scratch.mit.edu/projects/417269467/ |
2.5D Platformer Engine (Remixable!) | @Stage\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n play sound [Vexento - Snowflakes v] until done\nend\n\nwhen I receive [level-up v]\nnext costume\n\nwhen flag clicked\nforever\n switch backdrop to (costume [number v])\nend\n\nwhen backdrop switches to [lvl 7 v]\nbroadcast (what v)\n\n@Smiley\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 I receive [play v]\nshow\ngo to x: (-227) y: (170)\nset [speed y v] to [0]\nforever\n change y by (speed y)\n change [speed y v] by (-1)\n touch ground <(speed y) > [0]>\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n walk (90) (4)\n end\n if <key (left arrow v) pressed?> then\n walk (-90) (-4)\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling) < [3]>> then\n set [speed y v] to [13]\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(x position) > [225]> then\n broadcast (level-up v)\n go to x: (-227) y: (170)\n end\n if <<<<(y position) < [-165]> or <touching color (#ff0000)?>> or <touching color (#cccc00)?>> or <touching (costume6 v)?>> then\n go to x: (-227) y: (170)\n change [deaths v] by (1)\n end\n if <touching (double2 v)?> then\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nset size to (60) %\nset [deaths v] to [0]\nhide variable [deaths v]\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 change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nbroadcast (play v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (100000) layers\nswitch costume to (pick random (1) to (2))\ngo to x: (240) y: (pick random (-125) to (180))\nrepeat (192)\n change x by (-2.5)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (83) y: (-94)\nset size to (100) %\nhide\n\n@costume6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [lvl 4 v]\nshow\nswitch costume to (lvl 4 v)\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [lvl 6 v]\nswitch costume to (costume6 v)\nshow\ngo to x: (0) y: (1)\n\nwhen backdrop switches to [lvl 7 v]\nswitch costume to (costume14 v)\nshow\ngo to x: (0) y: (1)\n\nwhen backdrop switches to [lvl5 v]\nhide\n\nwhen backdrop switches to [lvl 8 v]\nhide\n\n@costume14\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n | WASD to move- R to restart a level- Spikes and Lava are bad- Progress to the right of the screen- Look for secrets that may or may not exist. |
✧✨❖Sun-platformer❖✨✧ | @Stage\n\n@Player\n\nwhen I receive [play v]\nshow\nforever\n Griffpatch Platforming Engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\nQuick Scroll\n\n@Level ART\n\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Level HITBOX\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (costume1 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@Music\n\nwhen I receive [play bg music v]\nforever\n play sound [Cool BG Music v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n | MINECRAFT PLATFORMER 2 IS OUT! 7TH ON TRENDING FOR ALL!?! TYSM EVERYONE! :D\n\nhttps://scratch.mit.edu/projects/780188321/\n\nSpam the Green Flag\nFull Screen Recommended\nINSTRUCTIONS:\n-Use Arrow Keys\n-Avoid Zombies, Skeletons, and Lava.\n-Get to the end\nTURBOWARP: https://turbowarp.org/629776979\n\n***TELL US YOUR HIGHSCORE IN THE CHAT*** |
Sandstorm || A Platformer #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(gefbe) = [3]> then\n switch backdrop to (backdrop2 v)\n end\n if <(gefbe) = [1]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Sprite2\n\nrepeat until <<(y position) = [-127]> or <touching color (#00ff55)?>>\n change y by (-3)\nend\n\nwhen I receive [play v]\nshow\nswitch backdrop to (backdrop1 v)\nset size to (50) %\ngo to x: (-220) y: (100)\nset [yv v] to [0]\nset [xv v] to [0]\nswitch costume to (stand v)\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key (left 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 (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> 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 [5]\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) * (0.5))\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by ((Yv) * (-0.5))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#995900)?> then\n change y by (-1)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-220) y: (100)\nset [yv v] to [0]\nset [xv v] to [0]\n\nshow\nswitch backdrop to (backdrop1 v)\nset size to (50) %\nswitch costume to (stand v)\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key (left 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 (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> 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 [5]\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) * (0.5))\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n change y by ((Yv) * (-0.5))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <<touching (ground v)?> or <touching (ground1.0 v)?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#995900)?> then\n change y by (-1)\n end\nend\n\nwhen I receive [play v]\nsay [Where is everybody and everything?] for (5) seconds\nsay [I have to find them!] for (5) seconds\n\nwhen flag clicked\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen I receive [play v]\nset [gefbe v] to [1]\nforever\n if <(gefbe) = [1]> then\n set size to (10) %\n go to x: (-222) y: (-116)\n show\n wait until <touching (sprite2 v)?>\n hide\n broadcast (Unlocked1 v)\n wait until <not <(gefbe) = [1]>>\n end\n if <(gefbe) = [2]> then\n set size to (10) %\n show\n go to x: (109) y: (-14)\n wait until <touching (sprite2 v)?>\n hide\n broadcast (Unlocked1 v)\n wait until <not <(gefbe) = [2]>>\n end\n if <(gefbe) = [3]> then\n set size to (10) %\n show\n go to x: (-16) y: (-126)\n wait until <touching (sprite2 v)?>\n hide\n broadcast (Unlocked1 v)\n wait until <not <(gefbe) = [3]>>\n end\n if <(gefbe) = [3]> then\n set size to (10) %\n show\n go to x: (-16) y: (-126)\n wait until <touching (sprite2 v)?>\n hide\n broadcast (unlocked1 v)\n wait until <not <(gefbe) = [3]>>\n end\nend\n\nif then\nend\n\nrepeat until \nend\n\nhide\nbroadcast (Unlocked1 v)\n\ngo to x: (-222) y: (-116)\n\ngo to x: (109) y: (-14)\n\[email protected]\n\nwhen I receive [unlocked1 v]\nhide\n\nwhen I receive [play v]\npoint in direction (90)\ngo to x: (-210) y: (74)\nshow\n\nwhen flag clicked\n\ngo to x: (-213) y: (74)\n\ngo to x: (256) y: (80)\n\nwhen I receive [next level v]\nshow\nforever\n if <(gefbe) = [1]> then\n go to x: (-210) y: (74)\n point in direction (90)\n switch costume to (costume1 v)\n end\n if <(gefbe) = [2]> then\n go to x: (69) y: (68)\n point in direction (90)\n turn right (45) degrees\n end\n if <(gefbe) = [3]> then\n go to x: (69) y: (68)\n point in direction (90)\n turn right (45) degrees\n end\n if <(gefbe) = [4]> then\n go to x: (19) y: (49)\n point in direction (90)\n switch costume to (costume2 v)\n end\nend\n\nbroadcast (play v)\n\[email protected]\n\ngo to x: (-210) y: (74)\n\nwhen I receive [unlocked1 v]\ngo [backward v] (10000) layers\nforever\n show\n if <touching (sprite2 v)?> then\n broadcast (Next level v)\n change [gefbe v] by (1)\n if <(gefbe) = [4]> then\n set [gefbe v] to [1]\n end\n end\nend\n\nhide\n\nchange x by (-1)\n\nbroadcast (Play v)\n\nset size to (10) %\ngo to x: (-222) y: (-116)\nshow\nwait until <touching (sprite2 v)?>\n\nhide\nbroadcast (Unlocked1 v)\nwait until <not <(gefbe) = [1]>>\n\nwhen I receive [play v]\n\nset size to (10) %\nshow\ngo to x: (109) y: (-14)\nwait until <touching (sprite2 v)?>\nhide\nbroadcast (Unlocked1 v)\nwait until <not <(gefbe) = [1]>>\n\ngo to x: (-213) y: (74)\n\nwhen flag clicked\nforever\n if <(gefbe) = [1]> then\n go to x: (-213) y: (74)\n end\n if <(gefbe) = [2]> then\n go to x: (256) y: (80)\n end\n if <(gefbe) = [3]> then\n go to x: (148) y: (76)\n end\nend\n\nwhen flag clicked\ngo [backward v] (10000) layers\n\ngo to x: (256) y: (80)\n\n@Sprite3\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Play v)\nforever\n clear graphic effects\n hide\n if <not <touching (mouse-pointer v)?>> then\n show\n end\n go to [front v] layer\nend\n\n@Sprite4\n\n@Sprite5\n\nwhen I receive [play v]\nsay [Where is everybody and everything?] for (5) seconds\nsay [I have to find them!] for (5) seconds\n\n@Sprite6\n\n | Hello.\nThis is UFO Platformer!\n\nMy highscore was 87.3, can you beat my score?\n\nNo advertising unless you follow me!\n❤️ + ⭐ If you liked this game!\nScroll down for instructions!\n\nHard levels:\nLevel 25: Last level (@ThreeStasgamo (creator))\n(comment a hard level you think)\n\nInstructions:\n1. Use arrow keys, mobile drag, or WASD to move your player.\n2. Swipe up or w or up arrow to jump. \n3. Don't touch spikes or fall into the void level.\n4. Pink and blue portals change your size.\n5. Try to speedrun the game\n6. There are 25 levels so...\n...Good luck!\n\n\n\nTags:\n#all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art #all #games #trending #art |
Ancient Egypt - A Platformer (Educational) | @Stage\n\n@3D\n\nwhen flag clicked\nset size to (200) %\nset [map # v] to [1]\ninit\ncreate map (map #)\nhide\nrespawn\nforever\n erase all\n go to x: ((x) / (20)) y: (((y) / (5)) - (25))\n stamp\n render\n smarts\n touching bad?\nend\n\ndefine None\nset [length v] to ((z) + ((0.075) * ([sqrt v] of ((((x) - (x cam)) * ((x) - (x cam))) + (((y) - (y cam)) * ((y) - (y cam)))) )))\ngo to x: (((Size) * ((x) - (x cam))) / ((length) / (1))) y: (((Size) * ((y) - (y cam))) / ((length) / (1)))\n\ndefine None\nadd (x) to [x1 v]\nadd ((y) - (50)) to [y1 v]\nadd (x2) to [x2 v]\nadd ((y2) - (50)) to [y2 v]\n\ndefine None\nadd (x) to [hazard x v]\nadd ((y) - (50)) to [hazard y v]\nadd (x2) to [hazard x2 v]\nadd ((y2) - (50)) to [hazard y2 v]\n\ndefine init\ndelete (all) of [x1 v]\ndelete (all) of [x2 v]\ndelete (all) of [y1 v]\ndelete (all) of [y2 v]\ndelete (all) of [hazard x v]\ndelete (all) of [hazard y v]\ndelete (all) of [hazard x2 v]\ndelete (all) of [hazard y2 v]\n\ndefine smarts\nchange [y vel v] by (-0.16)\ntouching\nif <(touching?) = [1]> then\n set [y vel v] to ((() - (y vel)) / (4))\n if <key (up arrow v) pressed?> then\n set [y vel v] to [3.5]\n end\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\nend\nset [x vel v] to ((x vel) * (0.8))\nchange [x v] by (x vel)\nchange [y v] by (y vel)\nslope\n\ndefine render\nset [render.run v] to [0]\nset [x cam v] to ((x cam) + (((x) - (x cam)) / (3)))\nset [y cam v] to ((y cam) + (((y) - (y cam)) / (3)))\nset [size v] to ((Size) + (((40) - (Size)) / (15)))\nrepeat (length of [hazard x v])\n change [render.run v] by (1)\n pen up\n set pen size to (1)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (19)\n set pen color to (#ff0000)\n pen down\n set pen size to (4)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (24)\n go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (24)\n go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (19)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (19)\nend\nset [render.run v] to [0]\nrepeat (length of [x1 v])\n change [render.run v] by (1)\n pen up\n set pen size to (1)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\n set pen color to (#ffffff)\n pen down\n set pen size to (2)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (27)\n go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (27)\n go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (17)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\nend\ncreate player\n\ndefine slope\nchange [y v] by (2)\ntouching\nif <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n end\n end\n end\nend\nchange [y v] by (-2)\n\ndefine touching\nset [touching? v] to [0]\nset [touch.run v] to [0]\nrepeat (length of [x1 v])\n change [touch.run v] by (1)\n touching part (touch.run) of slope?\nend\n\ndefine level 2\n\ndefine level 1\n\ndefine respawn\nset [size v] to [70]\nset [length v] to [30]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [x v] to [0]\nset [y v] to [20]\nset [x cam v] to [0]\nset [y cam v] to [60]\nset [size v] to [3]\n\ndefine touching bad?\nset [bad.touch.run v] to [0]\nrepeat (length of [hazard x v])\n change [bad.touch.run v] by (1)\n if <<<(((y) + (-6)) + (-13)) < (((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v]))))> and <(((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y2 v]) - (item (bad.touch.run) of [hazard y v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v])))) < (((y) + (6)) + (-13))>> and <<(item (bad.touch.run) of [hazard x v]) < (x)> and <(x) < (item (bad.touch.run) of [hazard x2 v])>>> then\n respawn\n end\nend\n\ndefine level 3\n\ndefine create player\npen up\nset pen size to (1)\ngo to x: (x) y: ((y) - (4)) z: (14)\nset pen color to (#89cada)\nset pen size to (20)\npen down\npen up\nif <(y) < [-300]> then\n respawn\nend\nif <(y) > [490]> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\nend\n\ndefine draw the rubik's cublets\nadd platform from x: (rubiksX) y: (rubiksY) to x: ((rubiksX) + (50)) y: (rubiksY)\nadd platform from x: (rubiksX) y: (rubiksY) to x: (rubiksX) y: ((rubiksY) + (50))\nadd platform from x: ((rubiksX) + (50)) y: (rubiksY) to x: ((rubiksX) + (50)) y: ((rubiksY) + (50))\nadd platform from x: (rubiksX) y: ((rubiksY) + (50)) to x: ((rubiksX) + (50)) y: ((rubiksY) + (50))\n\ndefine None\nif <(#) = [1]> then\n set [rubiksx v] to [-10]\n set [rubiksy v] to [50]\n draw the rubik's cublets\n repeat (7)\n change [rubiksx v] by (50)\n draw the rubik's cublets\n end\n repeat (8)\n change [rubiksy v] by (50)\n set [rubiksx v] to [-10]\n repeat (8)\n draw the rubik's cublets\n change [rubiksx v] by (50)\n end\n end\nend\nif <(#) = [2]> then\n add platform from x: (-10) y: (0) to x: (50) y: (10)\n add platform from x: (50) y: (10) to x: (100) y: (30)\n add platform from x: (100) y: (30) to x: (150) y: (60)\n add platform from x: (150) y: (60) to x: (200) y: (100)\n add platform from x: (200) y: (100) to x: (250) y: (150)\n add platform from x: (250) y: (150) to x: (300) y: (210)\n add platform from x: (300) y: (210) to x: (350) y: (260)\n add platform from x: (350) y: (260) to x: (400) y: (300)\n add platform from x: (400) y: (300) to x: (450) y: (330)\n add platform from x: (450) y: (330) to x: (500) y: (350)\n add platform from x: (500) y: (350) to x: (550) y: (360)\n add platform from x: (550) y: (360) to x: (600) y: (350)\n add platform from x: (600) y: (350) to x: (650) y: (330)\n add platform from x: (650) y: (330) to x: (700) y: (320)\n add platform from x: (700) y: (320) to x: (750) y: (330)\n add platform from x: (750) y: (330) to x: (800) y: (350)\n add platform from x: (800) y: (350) to x: (850) y: (380)\n add platform from x: (850) y: (380) to x: (900) y: (420)\n add platform from x: (900) y: (420) to x: (950) y: (470)\n add platform from x: (950) y: (470) to x: (1000) y: (510)\nend\nif <(#) = [3]> then\n set [diamondsy v] to [0]\n add platform from x: (-40) y: ((diamondsY) + (50)) to x: (10) y: (diamondsY)\n add platform from x: (10) y: (diamondsY) to x: (60) y: ((diamondsY) + (50))\n add platform from x: (-40) y: ((diamondsY) + (50)) to x: (10) y: ((diamondsY) + (100))\n add platform from x: (10) y: ((diamondsY) + (100)) to x: (60) y: ((diamondsY) + (50))\n repeat (4)\n change [diamondsy v] by (100)\n add platform from x: (-40) y: ((diamondsY) + (50)) to x: (10) y: (diamondsY)\n add platform from x: (10) y: (diamondsY) to x: (60) y: ((diamondsY) + (50))\n add platform from x: (-40) y: ((diamondsY) + (50)) to x: (10) y: ((diamondsY) + (100))\n add platform from x: (10) y: ((diamondsY) + (100)) to x: (60) y: ((diamondsY) + (50))\n end\nend\nif <(#) = [4]> then\n draw rainbow\n add platform from x: (620) y: (50) to x: (640) y: (40)\n add platform from x: (640) y: (40) to x: (630) y: (0)\n add platform from x: (630) y: (0) to x: (660) y: (-40)\n add platform from x: (660) y: (-40) to x: (700) y: (-40)\n add platform from x: (700) y: (-40) to x: (730) y: (0)\n add platform from x: (720) y: (40) to x: (730) y: (0)\n add platform from x: (720) y: (40) to x: (740) y: (50)\n draw gold pellet at y: (80)\n draw gold pellet at y: (130)\n draw gold pellet at y: (180)\n draw gold pellet at y: (230)\n draw gold pellet at y: (280)\n draw gold pellet at y: (330)\n draw gold pellet at y: (380)\n draw gold pellet at y: (430)\n draw gold pellet at y: (480)\nend\nif <(#) = [5]> then\n add platform from x: (-20) y: (0) to x: (180) y: (0)\n add platform from x: (-20) y: (0) to x: (-20) y: (200)\n add platform from x: (20) y: (0) to x: (20) y: (200)\n add platform from x: (-20) y: (50) to x: (20) y: (50)\n add platform from x: (-20) y: (100) to x: (20) y: (100)\n add platform from x: (-20) y: (150) to x: (20) y: (150)\n add platform from x: (-20) y: (200) to x: (20) y: (200)\n add platform from x: (-20) y: (200) to x: (0) y: (250)\n add platform from x: (0) y: (250) to x: (20) y: (200)\n add platform from x: (140) y: (0) to x: (140) y: (200)\n add platform from x: (180) y: (0) to x: (180) y: (200)\n add platform from x: (140) y: (50) to x: (180) y: (50)\n add platform from x: (140) y: (100) to x: (180) y: (100)\n add platform from x: (140) y: (150) to x: (180) y: (150)\n add platform from x: (140) y: (200) to x: (180) y: (200)\n add platform from x: (140) y: (200) to x: (160) y: (250)\n add platform from x: (160) y: (250) to x: (180) y: (200)\n add platform from x: (20) y: (200) to x: (20) y: (350)\n add platform from x: (140) y: (200) to x: (140) y: (350)\n add platform from x: (20) y: (200) to x: (140) y: (200)\n add platform from x: (20) y: (250) to x: (140) y: (250)\n add platform from x: (20) y: (300) to x: (140) y: (300)\n add platform from x: (20) y: (350) to x: (140) y: (350)\n add platform from x: (20) y: (350) to x: (80) y: (450)\n add platform from x: (80) y: (450) to x: (140) y: (350)\n add platform from x: (60) y: (500) to x: (100) y: (500)\n add platform from x: (80) y: (450) to x: (80) y: (525)\nend\nif <(#) = [6]> then\n add platform from x: (-20) y: (0) to x: (190) y: (0)\n add platform from x: (-20) y: (100) to x: (190) y: (100)\n add platform from x: (-20) y: (0) to x: (-20) y: (100)\n add platform from x: (190) y: (0) to x: (190) y: (100)\n add platform from x: (0) y: (20) to x: (0) y: (80)\n add platform from x: (0) y: (80) to x: (50) y: (80)\n add platform from x: (0) y: (50) to x: (50) y: (50)\n add platform from x: (0) y: (20) to x: (50) y: (20)\n add platform from x: (70) y: (20) to x: (70) y: (80)\n add platform from x: (70) y: (80) to x: (120) y: (20)\n add platform from x: (120) y: (20) to x: (120) y: (80)\n add platform from x: (140) y: (20) to x: (140) y: (80)\n add platform from x: (140) y: (20) to x: (170) y: (50)\n add platform from x: (140) y: (80) to x: (170) y: (50)\nend\n\ndefine None\nif <<<(((y) + (-6)) + (-13)) < (((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v]))))> and <(((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v])))) < (((y) + (6)) + (-13))>> and <<(item (slo) of [x1 v]) < (x)> and <(x) < (item (slo) of [x2 v])>>> then\n set [touching? v] to [1]\nend\n\ndefine None\nadd platform from x: (670) y: (y) to x: (690) y: (y)\nadd platform from x: (670) y: ((y) + (20)) to x: (690) y: ((y) + (20))\nadd platform from x: (670) y: (y) to x: (670) y: ((y) + (20))\nadd platform from x: (690) y: (y) to x: (690) y: ((y) + (20))\n\ndefine draw rainbow\nadd platform from x: (-10) y: (0) to x: (70) y: (0)\nadd platform from x: (-10) y: (-20) to x: (70) y: (-20)\nadd platform from x: (-10) y: (0) to x: (-10) y: (-20)\nadd platform from x: (70) y: (0) to x: (70) y: (-20)\nadd platform from x: (40) y: (0) to x: (90) y: (70)\nadd platform from x: (90) y: (70) to x: (140) y: (120)\nadd platform from x: (140) y: (120) to x: (190) y: (150)\nadd platform from x: (190) y: (150) to x: (240) y: (160)\nadd platform from x: (240) y: (160) to x: (290) y: (160)\nadd platform from x: (50) y: (0) to x: (100) y: (70)\nadd platform from x: (100) y: (70) to x: (150) y: (120)\nadd platform from x: (150) y: (120) to x: (200) y: (150)\nadd platform from x: (200) y: (150) to x: (250) y: (160)\nadd platform from x: (250) y: (160) to x: (300) y: (160)\nadd platform from x: (60) y: (0) to x: (110) y: (70)\nadd platform from x: (110) y: (70) to x: (160) y: (120)\nadd platform from x: (160) y: (120) to x: (210) y: (150)\nadd platform from x: (210) y: (150) to x: (260) y: (160)\nadd platform from x: (260) y: (160) to x: (310) y: (160)\nadd platform from x: (70) y: (0) to x: (120) y: (70)\nadd platform from x: (120) y: (70) to x: (170) y: (120)\nadd platform from x: (170) y: (120) to x: (220) y: (150)\nadd platform from x: (220) y: (150) to x: (270) y: (160)\nadd platform from x: (270) y: (160) to x: (320) y: (160)\nadd platform from x: (320) y: (160) to x: (370) y: (150)\nadd platform from x: (370) y: (150) to x: (420) y: (120)\nadd platform from x: (420) y: (120) to x: (470) y: (70)\nadd platform from x: (470) y: (70) to x: (520) y: (0)\nadd platform from x: (260) y: (160) to x: (310) y: (160)\nadd platform from x: (310) y: (160) to x: (360) y: (150)\nadd platform from x: (360) y: (150) to x: (410) y: (120)\nadd platform from x: (410) y: (120) to x: (460) y: (70)\nadd platform from x: (460) y: (70) to x: (510) y: (0)\nadd platform from x: (250) y: (160) to x: (300) y: (160)\nadd platform from x: (300) y: (160) to x: (350) y: (150)\nadd platform from x: (350) y: (150) to x: (400) y: (120)\nadd platform from x: (400) y: (120) to x: (450) y: (70)\nadd platform from x: (450) y: (70) to x: (500) y: (0)\nadd platform from x: (240) y: (160) to x: (290) y: (160)\nadd platform from x: (290) y: (160) to x: (340) y: (150)\nadd platform from x: (340) y: (150) to x: (390) y: (120)\nadd platform from x: (390) y: (120) to x: (440) y: (70)\nadd platform from x: (440) y: (70) to x: (490) y: (0)\nadd platform from x: (490) y: (0) to x: (570) y: (0)\nadd platform from x: (490) y: (-20) to x: (570) y: (-20)\nadd platform from x: (490) y: (0) to x: (490) y: (-20)\nadd platform from x: (570) y: (0) to x: (570) y: (-20)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | YEEEET IT |
Hidden Turns - A Scrolling Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Sprite25\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <not <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n wait (3) seconds\n if <not <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen I receive [start v]\nhide\nwait (3) seconds\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change y by (1)\n if <touching (sprite6 v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00ff55)?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [11]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (sprite6 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (Change)\n end\n if <touching (sprite6 v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching color (#00ff55)?>> then\n set [yv v] to [8]\n end\n end\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n go to x: (-200) y: ((y position) + (40))\n end\nend\n\nwhen I receive [start v]\ngo to x: (-200) y: (10)\nset size to (30) %\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\n\nwhen I receive [start v]\nforever\n if <(x position) > [235]> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [bad v]\ngo to x: (-200) y: (11)\n\nwhen I receive [next level v]\ngo to x: (-200) y: (11)\n\nwhen flag clicked\nforever\n if <(person) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (11)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Relax in a Tranquil Bluebell Wood wo Music-Sounds of Nature-Bird Song-Forest-3D Trees-Dawn Chorus.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <(person) = [15]> then\n stop [this script v]\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nwait (2) seconds\nshow\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite6\n\nwhen I receive [start v]\nwait (2) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo [backward v] (0) layers\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\n@Sprite18\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nwait (2) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo [backward v] (100) layers\nforever\n if <touching (sprite25 v)?> then\n broadcast (bad v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (25)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume5 v)\n\nwhen I receive [start v]\nwait (1) seconds\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n broadcast (start v)\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nhide\nwait (3) seconds\n\nwhen flag clicked\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (2) seconds\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nhide\n\nset [ghost v] effect to (100)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (0.05) seconds\nchange [ghost v] effect by (-10)\nwait (2) seconds\n\nhide\n\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (1) seconds\nshow\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nwait (0.05) seconds\nchange [ghost v] effect by (10)\nhide\n\nwait (3) seconds\n\nwhen flag clicked\nforever\n if <(person) = [15]> then\n wait (10) seconds\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n end\nend\n\nforever\nend\n\n@Sprite12\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo [backward v] (5) layers\nforever\n go to x: ((mouse x) / (-50)) y: ((mouse y) / (-100))\nend\n\nwhen I receive [start v]\nwait (2) seconds\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume6 v)\n\nshow\n\n@Sprite14\n\nwhen flag clicked\nhide\nforever\n go to x: (239) y: (pick random (0) to (140))\n wait (pick random (0.5) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (-90)\nshow\nset size to (pick random (10) to (30)) %\ngo to [front v] layer\nswitch costume to (pick random (1) to (4))\nrepeat until <<(x position) < [-236.5]> or <(y position) > [179]>>\n move (5) steps\nend\nhide\n\nchange y by (-10)\n\nwhen I start as a clone\nrepeat until <(x position) < [-239]>\n turn right (pick random (1) to (5)) degrees\n wait (0.1) seconds\n turn left (pick random (1) to (5)) degrees\n wait (0.1) seconds\n turn right (pick random (1) to (5)) degrees\n wait (0.1) seconds\n turn left (pick random (1) to (5)) degrees\n wait (0.01) seconds\nend\n\nturn right (pick random (10) to (30)) degrees\nwait (1) seconds\nturn left (pick random (10) to (30)) degrees\nwait (1) seconds\n\nwhen flag clicked\n\nforever\n point in direction ((mouse x) + (mouse y))\nend\n\nwhen I start as a clone\nif <(x position) < [-239]> then\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(person) = [15]> then\n end\nend\n\nwhen I start as a clone\nforever\n if <(person) = [15]> then\n delete this clone\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (-25)) y: ((mouse y) / (-75))\nend\n\nwhen I receive [start v]\nwait (2) seconds\nhide\n\n@Sprite9\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (-40)) y: ((mouse y) / (-100))\nend\n\nwhen I receive [start v]\nwait (2) seconds\nhide\n\n@Sprite15\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\nwhen I receive [end v]\n\nwhen flag clicked\nforever\n if <(person) = [15]> then\n wait (11) seconds\n repeat (1)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n change [ghost v] effect by (-10)\n stop [all v]\n end\n end\nend\n\nshow\n\n@Sprite17\n\nwhen flag clicked\nset [person v] to [0]\nhide\n\nwhen I receive [next level v]\nchange [person v] by (1)\n\nwhen I receive [move v]\n\nwhen flag clicked\nforever\n if <(person) = [5]> then\n show\n go to x: (13) y: (-27)\n broadcast (move v)\n forever\n switch costume to (costume3 v)\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n next costume\n wait (pick random (1) to (3)) seconds\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite25 v)?> then\n broadcast (bad v)\n end\nend\n\nwait (10) seconds\n\nwait (pick random (1) to (3)) seconds\nswitch costume to (costume2 v)\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\n\nwhen flag clicked\n\nforever\n if <(person) = [8]> then\n show\n go to x: (13) y: (-27)\n broadcast (move v)\n forever\n switch costume to (costume3 v)\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n next costume\n wait (pick random (1) to (3)) seconds\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n end\n end\nend\n\nif then\nend\n\nwhen flag clicked\nforever\n if <(person) = [6]> then\n hide\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nset [person v] to [0]\nhide\n\nwhen I receive [next level v]\n\nwhen I receive [move v]\n\nwhen flag clicked\nforever\n if <(person) = [6]> then\n show\n go to x: (40) y: (-27)\n broadcast (move v)\n forever\n switch costume to (costume4 v)\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n next costume\n wait (pick random (1) to (3)) seconds\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite25 v)?> then\n broadcast (bad v)\n end\nend\n\nwait (10) seconds\n\nwait (pick random (1) to (3)) seconds\nswitch costume to (costume2 v)\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\n\nchange [person v] by (1)\n\nif then\nend\n\nwhen flag clicked\nforever\n if <(person) > [6]> then\n hide\n end\nend\n\n@Sprite20\n\nwhen flag clicked\nset size to (10) %\ngo to x: (220) y: (-160)\n\nshow\nrepeat (9)\n change y by (-20)\n change size by (10)\nend\n\nhide\n\n@Sprite21\n\nwhen flag clicked\nset [person v] to [0]\nhide\n\nwhen I receive [next level v]\n\nwhen I receive [move v]\n\nwhen flag clicked\nforever\n if <touching (sprite25 v)?> then\n broadcast (bad v)\n end\nend\n\nwait (10) seconds\n\nwait (pick random (1) to (3)) seconds\nswitch costume to (costume2 v)\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\nwait (0.1) seconds\nchange x by (10)\n\nchange [person v] by (1)\n\nwhen flag clicked\nforever\n if <(person) > [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(person) = [13]> then\n show\n go to x: (127) y: (9)\n broadcast (move v)\n forever\n switch costume to (costume3 v)\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change x by (-2)\n next costume\n wait (pick random (1) to (3)) seconds\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n end\n end\nend\n\n@Sprite22\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n go to x: (-200) y: ((y position) + (40))\n end\nend\n\nwhen I receive [start v]\ngo to x: (-200) y: (10)\nset size to (30) %\ngo to [front v] layer\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (-200) y: (11)\n\nwhen I receive [start v]\nforever\n if <(x position) > [235]> then\n broadcast (next level v)\n end\nend\n\nforever\nend\n\nwhen I receive [bad v]\ngo to x: (-200) y: (11)\n\nwhen flag clicked\n\nforever\n if <not <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n wait (3) seconds\n if <not <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (costume3 v)\n end\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(person) = [12]> then\n go to [front v] layer\n show\n forever\n repeat until <(person) > [12]>\n wait (0.3) seconds\n next costume\n end\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(person) > [12]> then\n hide\n end\nend\n\n@Sprite24\n\nwhen flag clicked\nforever\n if <(person) = [14]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait until <(person) = [15]>\ngo to x: (-213) y: (-94)\nshow\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume1 v)\nglide (5) secs to x: (-35) y: (-94)\nswitch costume to (costume3 v)\n\nif then\nend\n\nwhen flag clicked\n\nif <(person) = [15]> then\n wait (10) seconds\n broadcast (end v)\nend\n\n@Sprite26\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\nforever\n wait (0.01) seconds\n next costume\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\nforever\n wait (0.01) seconds\n next costume\nend\n\n | Arrow keys to move\nJump over spikes and avoid dangerous traps\nClimb grass patches and jump high with jump pads\nFollow me, love and fav (Follow to get a chance to get a golden skin!) (just ask me)\nIf you are stuck to the ground jump!\nEnjoy\nPlay my other games NO ADVERTISING |
Right - Scrolling Platformer #games | @Stage\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll x)) (join [- ] ((mouse y) + (Scroll y))))\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide variable [all coins v]\nhide variable [coins v]\nhide variable [level v]\nif <(Level) = [1]> then\n switch backdrop to (backdrop1 v)\nend\nif <(Level) = [2]> then\n next backdrop\nend\n\nhide variable [timer v]\n\nwhen I receive [true start v]\nshow variable [all coins v]\nshow variable [coins v]\nshow variable [level v]\n\nshow variable [timer v]\n\nwhen flag clicked\nforever\n play sound [Girl Like You v] until done\nend\n\nwhen flag clicked\n\nforever\n\nif <key (space v) pressed?> then\n change [all coins v] by (1)\nend\n\nif <(game mode) = [play]> then\n\n\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen flag clicked\nrepeat until <(stop timer?) = [true]>\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\n\nwhen [m v] key pressed\nforever\n stop all sounds\nend\n\n@Blank\n\n@platform\n\nwhen I receive [green flag is clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [stop timer? v] to [false]\nif <(Level) = [1]> then\n switch costume to (level 1: 1 v)\n clone at x [600] y [0]\n clone at x [600] y [111]\n clone at x [600] y [-100]\n clone at x [600] y [-100]\n clone at x [700] y [0]\n clone at x [580] y [50]\n clone at x [500] y [0]\n clone at x [600] y [0]\n clone at x [0] y [400]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2: 1 v)\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [0] y [200]\n clone at x [500] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3: 1 v)\n clone at x [500] y [0]\n clone at x [500] y [0]\n clone at x [500] y [0]\n clone at x [500] y [0]\n clone at x [550] y [0]\n else\n switch costume to (level 34: 1 v)\n set [stop timer? v] to [true]\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(game mode) = [play]> then\n show\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by ((x) + (125))\nchange [y v] by (y)\nnext costume\n\nclone at x [-3] y [310]\n\nclone at x [0] y [200]\n\nchange [level v] by (1)\n\ncreate clone of (_myself_ v)\n\nrepeat (30)\n\nnext costume\n\nset [stop timer? v] to [true]\n\nclone at x [550] y [0]\n\n@intro2\n\nwhen flag clicked\nhide\n\nnext costume\n\nwhen I receive [lets start v]\ngo to x: (0) y: (0)\nswitch costume to (unknown v)\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (true start v)\n\n@Clouds\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\ngo to x: (400) y: (pick random (60) to (160))\nswitch costume to (pick random (1) to (3))\nset size to (80) %\nrepeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\nwait (0.01) seconds\nforever\n wait (pick random (0.8) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n\n@thunbnail\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (blur thumnail v)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (lets start v)\n\n@love and fave detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\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@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [true start v]\nshow\nset [game mode v] to [menu]\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n hide\n set [game mode v] to [play]\n end\n else\n clear graphic effects\n end\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n set size to ((([sin v] of ((timer) * (600)) ) * (10)) + (100)) %\n go to [front v] layer\nend\n\nset [run? v] to [no]\n\n@bla\n\nwhen flag clicked\nhide\n\nwhen I receive [true start v]\nforever\n if <(game mode) = [play]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\n@+++\n\nwhen flag clicked\nhide\n\nwhen I receive [+ 1 coin v]\nchange [dollars v] by (50)\nclear graphic effects\ngo to (player v)\nchange y by (5)\nshow\nwait (0.2) seconds\nplay sound [Collect v] until done\nrepeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\nend\n\nrepeat (10)\n\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\n@dot2\n\nwhen I receive [green flag is clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player2 v)?> then\n broadcast (new coin colected v)\n change [coins v] by (1)\n if <(coins) = (all coins)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [all coins v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (ball-a v)\n clone at x [159] y [29]\nelse\n if <(Level) = [2]> then\n clone at x [87] y [36]\n else\n clone at x [-164] y [-55]\n end\nend\nset [x v] to [-999999]\nset [y v] to [0]\n\nclone at x [69] y [21]\nclone at x [730] y [-5 ]\nclone at x [758] y [78]\nclone at x [844] y [8]\nclone at x [1465] y [151]\nclone at x [1551] y [227]\nclone at x [1380] y [266]\nclone at x [1673] y [275]\nclone at x [2278] y [71]\nclone at x [3805] y [-36]\nclone at x [4899] y [-137]\n\nclone at x [277] y [36]\nclone at x [1494] y [22]\nclone at x [1940] y [13]\nclone at x [3956] y [408]\n\nif <(run?) = [true]> then\n\nclone at x [108] y [425]\nclone at x [508] y [589]\nclone at x [604] y [732]\nif <(Level) = [2]> then\n switch costume to (costume1 v)\nend\n\ndefine position (x) (y)\nif <(game mode) = [play]> then\n show\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [all coins v] by (1)\n\nclone at x [54] y [-53]\nclone at x [711] y [26]\nclone at x [1031] y [69]\nclone at x [997] y [158]\nclone at x [1703] y [-36]\nclone at x [1781] y [7]\nclone at x [2904] y [229]\nclone at x [3524] y [642]\nclone at x [3588] y [827]\n\n@portal2\n\nwhen I receive [green flag is clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <<touching (player2 v)?> and <(costume [name v]) = [open]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [set up v]\nhide\nswitch costume to (close v)\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n clone at x [5836] y [394]\nelse\n if <(Level) = [2]> then\n clone at x [4757] y [273]\n else\n if <(Level) = [3]> then\n clone at x [3101] y [51]\n else\n clone at x [99999999] y [1591]\n end\n end\nend\n\nswitch costume to (close v)\n\ndefine position (x) (y)\nif <(game mode) = [play]> then\n show\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nchange [all coins v] by (1)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\n\n@player2\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag is clicked v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game on v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (set up v) and wait\n Game on\n repeat until <(exit) > []>\n broadcast (tick v) and wait\n Tick\n end\n if <(exit) = [win]> then\n lllll-win\n else\n game over\n end\n switch costume to (new piskel \(2\) v)\nend\n\ndefine Game on\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <(game mode) = [play]> then\n show\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [sx v] by (2)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [sx v] by (-2)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change player y (sy)\n Position\n test-die\n test bounce\n set [scroll x v] to (x)\n if <(Scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (Scroll y)) / (10)))\n if <(Scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-200]> then\n set [exit v] to [dead]\n end\nelse\n hide\nend\n\nChange player x by [-8]\n\ndefine Change player y (sy)\nchange [in air v] by (1)\nchange [y v] by (sy)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n end\n set [sy v] to [0]\n set [in air v] to [0]\n Position\nend\n\ndefine game over\nset [exit v] to []\nrepeat (20)\n change y by (5)\n change [ghost v] effect by (5)\nend\nhide\nwait (1) seconds\n\nhide\nwait (0.1) seconds\nshow\nwait (0.1) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [dead]\nend\n\nwhen flag clicked\nswitch costume to (new piskel \(2\) v)\nforever\n wait (pick random (1) to (3)) seconds\n wait (0.002) seconds\n switch costume to (new piskel \(2\)3 v)\n wait (0.002) seconds\n switch costume to (new piskel \(2\)4 v)\n wait (0.002) seconds\n switch costume to (new piskel \(2\)5 v)\n wait (0.002) seconds\n switch costume to (new piskel \(2\) v)\nend\n\nswitch costume to (costume1 v)\n\nwhen I receive [true start v]\nbroadcast (Green flag is clicked v) and wait\nbroadcast (GAme on v) and wait\n\nif <(game mode) = [play]> then\n\nbroadcast (tell them v)\n\nwhen flag clicked\n\ndefine test bounce\nif <touching (bounce v)?> then\n set [sy v] to [30]\nend\n\nreset timer\nbroadcast (tick v)\n\nrepeat (5)\n\nnext costume\n\nif <<<key (down arrow v) pressed?> or > or <key (s v) pressed?>> then\n switch costume to (new piskel \(2\)2 right v)\nend\n\nset [exit v] to [win]\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Game-win\nrepeat (50)\n point towards (portal2 v)\n turn right (65) degrees\n move ((distance to [portal2 v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nchange [level v] by (1)\nwait (1) seconds\nhide\n\ndefine clone at x (x) y (y)\n\ndefine lllll-win\nrepeat (50)\n point towards (portal2 v)\n turn right (65) degrees\n move ((distance to [portal2 v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nchange [level v] by (1)\nwait (1) seconds\nhide\n\n@bounce\n\nwhen I receive [green flag is clicked v]\nhide\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [stop timer? v] to [false]\nif <(Level) = [1]> then\n switch costume to (level 1: 1 v)\n clone at x [800] y [0]\n clone at x [700] y [111]\n clone at x [700] y [-100]\n clone at x [700] y [-100]\n clone at x [700] y [0]\n clone at x [680] y [50]\n clone at x [600] y [0]\n clone at x [600] y [0]\n clone at x [0] y [400]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2: 1 v)\n clone at x [400] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [0] y [200]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n else\n switch costume to (level 3: 1 v)\n set [stop timer? v] to [true]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(game mode) = [play]> then\n show\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nif <(game mode) = [play]> then\n show\nelse\n hide\nend\n\nclone at x [-3] y [310]\n\nclone at x [600] y [250]\nclone at x [500] y [100]\nclone at x [0] y [250]\nclone at x [400] y [1]\nclone at x [600] y [200]\nclone at x [530] y [100]\nclone at x [400] y [1]\nclone at x [600] y [300]\nclone at x [500] y [300]\nclone at x [450] y [300]\nclone at x [500] y [200]\nclone at x [500] y [200]\nclone at x [500] y [200]\n\nclone at x [0] y [200]\n\nchange [level v] by (1)\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 [tick v]\nposition (((x) - (Scroll x)) * ((size) / (100))) (((y) - (Scroll y)) * ((size) / (100)))\n\nrepeat (20)\n\nchange size by (1)\nchange [brightness v] effect by (2)\n\n@danger\n\nwhen I receive [green flag is clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [stop timer? v] to [false]\nif <(Level) = [1]> then\n switch costume to (level 1: 1 v)\n clone at x [600] y [0]\n clone at x [700] y [111]\n clone at x [700] y [-100]\n clone at x [700] y [-100]\n clone at x [700] y [0]\n clone at x [680] y [50]\n clone at x [600] y [0]\n clone at x [600] y [0]\n clone at x [0] y [400]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2: 1 v)\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [0] y [200]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3: 1 v)\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n else\n set [stop timer? v] to [true]\n switch costume to (level 34: 1 v)\n end\n end\nend\n\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [0] y [200]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [0] y [200]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(game mode) = [play]> then\n show\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by ((x) + (125))\nchange [y v] by (y)\nnext costume\n\nif <(game mode) = [play]> then\n show\nelse\n hide\nend\n\nclone at x [-3] y [310]\n\nclone at x [0] y [200]\n\nchange [level v] by (1)\n\ncreate clone of (_myself_ v)\n\nclone at x [0] y [200]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\nrepeat (30)\n\nchange [level v] by (1)\n\nnext costume\n\nclone at x [550] y [0]\n\nset [stop timer? v] to [true]\n\nswitch costume to (level 3: 1 v)\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\nclone at x [600] y [0]\nclone at x [600] y [111]\nclone at x [600] y [-100]\nclone at x [700] y [-100]\nclone at x [700] y [0]\nclone at x [680] y [50]\nclone at x [600] y [0]\nclone at x [600] y [0]\nclone at x [0] y [400]\n\nwhen [space v] key pressed\nset [exit v] to [win]\n\n@words\n\nwhen I receive [green flag is clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [stop timer? v] to [false]\nif <(Level) = [1]> then\n switch costume to (level 1: 1 v)\n clone at x [600] y [0]\n clone at x [700] y [111]\n clone at x [700] y [-100]\n clone at x [700] y [-100]\n clone at x [700] y [0]\n clone at x [680] y [50]\n clone at x [600] y [0]\n clone at x [600] y [0]\n clone at x [0] y [400]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2: 1 v)\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [0] y [200]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3: 1 v)\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n clone at x [550] y [0]\n else\n set [stop timer? v] to [true]\n switch costume to (level 34: 1 v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(game mode) = [play]> then\n show\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nif <(game mode) = [play]> then\n show\nelse\n hide\nend\n\nclone at x [-3] y [310]\n\nclone at x [0] y [200]\n\nchange [level v] by (1)\n\ncreate clone of (_myself_ v)\n\nclone at x [0] y [200]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\nrepeat (30)\n\nset [exit v] to [win]\nchange [level v] by (1)\n\nnext costume\n\nswitch costume to (level 3: 1 v)\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\nset [stop timer? v] to [true]\n\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [0] y [200]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\nclone at x [550] y [0]\n\nclone at x [550] y [0]\n\n | ▶✨マインクラフトプラットフォーマー✨◀\n ゾンビ親子の旅編\n\n✨祝 初のマインクラフトプラットフォーマーです!\n \nMinecraft Platformaer2\nhttps://scratch.mit.edu/projects/894283630\n\nよかったら❤&⭐お願いします!!\n\n✨Congratulations, the first Minecraft platformer!\n \nI'm aiming for the#1st popularity#1p!\nIf you like it, please ❤&⭐! !\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\n✳遊び方説明✳\n\n▪矢印キーで操作 モバイル対応!\n▪マグマなど障害物に当たると死んでしまいます\n▪ゾンビ親子を無事家に着くことができるのか、、、\n\n✳ How to play ✳\n\n▪ Operate with arrow keys; mobile compatible!\n▪ If you hit an obstacle such as magma, you will die.\n▪Will you be able to get the zombie parent and child home safely?\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\n▶クレジット表記\n\n▪ブロック @griffpatch\n▪プラットフォマープログラム @youking2010\n▪参考 @king-whale 様 @kuri-pa-2 様\n▪音楽 @stotnatna @T7EMDWFM\n▪ゲームクリアの動き @kiri2020\n▪サムネのマインクラフト @Kensuke17\n▪ゾンビ @-firstwave-\n▪マーク素材 @Kinniku1199\n▪タボフィ @boudannsyounenndann\nクレジットが違う場合はコメントください\n\n▶Credit notation\n\n▪ Block @griffpatch\n▪ Platformer program @youking2010\n▪ Reference: Mr. @king-whale Mr. @kuri-pa-2\n▪ Music @stotnatna @T7EMDWFM\n▪ Movement to clear the game @ kiri2020\n▪ Minecraft thumbnail @Kensuke17\n▪ Zombie @-firstwave-\n▪ Mark material @Kinniku1199\n\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\n▶作品について&その他\n難易度!\n★★☆☆☆\n製作期間 1週間\n目標 ❤&⭐100!\n\n#game #Minecraft #Platformer #zyo-ka-da |
No jump a platformer 1 | @Stage\n\nwhen I receive [start button v]\nswitch backdrop to (game start v)\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Blank\n\n@ Icey\n\nwhen I receive [dead v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [levelup v]\nchange [level v] by (1)\ngo to x: (-180) y: (-50)\n\ndefine CheckFallingOffScreen\nif <(y position) < [-170]> then\n go to x: (-180) y: (-50)\nend\n\ndefine CheckTouchingEnemy\nif <touching (enemy v)?> then\n go to x: (-180) y: (-50)\n broadcast (Icey Death v)\nend\n\ndefine CheckTouchingWater/lava\nif <touching (lava v)?> then\n go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nswitch costume to (icey v)\nhide\n\nwhen I receive [start button v]\nset [level v] to [1]\nforever\n if <touching (spikes v)?> then\n broadcast (dead v)\n end\n if <(x position) > [242]> then\n if <not <([costume # v] of [sentences v]) = [14]>> then\n broadcast (levelup v)\n end\n end\nend\n\nwhen I receive [start button v]\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n CheckFallingOffScreen\n CheckTouchingWater/lava\n CheckTouchingEnemy\n CheckTouchingSpikes\n CheckTouchingLaser\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen I receive [start button v]\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine CheckTouchingSpikes\nif <touching (spikes v)?> then\n go to x: (-180) y: (-50)\nend\n\ndefine CheckTouchingLaser\nif <<touching (lasers 14 v)?> or <touching (lasers 15 v)?>> then\n go to x: (-180) y: (-50)\nend\n\n@Level\n\nwhen I receive [levelup v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [start button v]\nshow\nswitch costume to (l1 v)\ngo to x: (0) y: (0)\nchange [level v] by (1)\n\nwhen flag clicked\nhide\nswitch costume to (l1 v)\n\n@Spikes\n\nwhen I receive [start button v]\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (49) y: (-85)\nhide\n\nwhen I receive [levelup v]\nnext costume\n\n@Enemy\n\nwhen I receive [start button v]\nshow\nswitch costume to (l1 v)\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n Move - Left or Right\n Move - Down\n Kill - Sword\nend\n\ndefine Move - Down\nset [speed y v] to [-1]\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nif <touching (enemy borders v)?> then\n move (-2) steps\n turn right (180) degrees\nend\n\ndefine Kill - Sword\nif <touching (flamed katana v)?> then\n start sound [Hit v]\n broadcast (Enemy Death v)\n hide\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [level v]) = [L3]> then\n go to x: (30) y: (-86)\n wait until <not <([costume name v] of [level v]) = [L3]>>\n end\n if <([costume name v] of [level v]) = [L4]> then\n go to x: (50) y: (42)\n wait until <not <([costume name v] of [level v]) = [L4]>>\n end\n if <([costume name v] of [level v]) = [L6]> then\n go to x: (130) y: (81)\n wait until <not <([costume name v] of [level v]) = [L6]>>\n end\n if <([costume name v] of [level v]) = [L8]> then\n go to x: (124) y: (40)\n wait until <not <([costume name v] of [level v]) = [L8]>>\n end\n if <([costume name v] of [level v]) = [L9]> then\n go to x: (216) y: (-84)\n wait until <not <([costume name v] of [level v]) = [L9]>>\n end\n if <([costume name v] of [level v]) = [L13]> then\n go to x: (5) y: (-31)\n wait until <not <([costume name v] of [level v]) = [L13]>>\n end\n if <([costume name v] of [level v]) = [L15]> then\n go to x: (158) y: (54)\n wait until <not <([costume name v] of [level v]) = [L15]>>\n end\nend\n\nwhen I receive [levelup v]\nshow\nnext costume\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (-90)\nhide\n\n@Lava\n\nwhen I receive [start button v]\nshow\nswitch costume to (l1 v)\ngo to [front v] layer\n\nwhen I receive [start button v]\nset y to (0)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nhide\n\n@Ad\n\nwhen flag clicked\nhide\nforever\n wait (pick random (15) to (25)) seconds\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.7) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <(SCREEN) = [1]> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (47) y: (28)\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n repeat (5)\n change [ghost v] effect by (10)\n end\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((90) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (right v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n end\nend\n\n@Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <(SCREEN) = [1]> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-47) y: (30)\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n repeat (5)\n change [ghost v] effect by (10)\n end\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((90) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (left v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (6) y: (109)\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n repeat (5)\n change [ghost v] effect by (10)\n end\n end\nend\n\n@Play Button\n\nwhen flag clicked\nset [screen v] to [1]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Start Button v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n repeat (5)\n change [ghost v] effect by (10)\n end\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume2 v)\n else\n change size by (((75) - (size)) / (5))\n switch costume to (costume1 v)\n end\nend\n\n@Music\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n switch costume to (costume5 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (50) %\nend\n\nwhen flag clicked\nset [screen v] to [1]\nset volume to (50) %\nshow\nswitch costume to (costume1 v)\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n go to x: (0) y: (-72)\n else\n go to x: (-210) y: (-156)\n end\n if <touching (mouse-pointer v)?> then\n if <(volume) = [50]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\n if <(SCREEN) = [1]> then\n change size by (((80) - (size)) / (5))\n else\n change size by (((73) - (size)) / (5))\n end\n else\n switch costume to (costume1 v)\n if <(volume) = [50]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume5 v)\n end\n if <(SCREEN) = [1]> then\n change size by (((75) - (size)) / (5))\n else\n change size by (((63) - (size)) / (5))\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Sound Tracker\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(IN) = [1]>> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nshow\nforever\n if <(SCREEN) = [1]> then\n set size to (75) %\n go to x: (0) y: (-72)\n else\n set size to (65) %\n go to x: (-210) y: (-156)\n end\nend\n\n@Play Character\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nshow\ngo [forward v] (6) layers\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume7 v)\n change size by (((89) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n start sound [Low Boing v]\n repeat (3)\n change size by (-3)\n end\n repeat (3)\n change size by (3)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n end\nend\n\nwhen flag clicked\nswitch costume to (default icey v)\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nshow\ngo [forward v] (6) layers\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (8)))\nend\n\n@Menu\n\nwhen flag clicked\ngo to x: (-210) y: (150)\nset [openmenu v] to [no]\nforever\n if <(SCREEN) = [1]> then\n hide\n else\n show\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((90) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n if <(OpenMenu) = [no]> then\n set [openmenu v] to [yes]\n wait until <not <mouse down?>>\n else\n set [openmenu v] to [no]\n wait until <not <mouse down?>>\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n end\nend\n\n@Menu Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-58) y: (8)\nforever\n if <(OpenMenu) = [yes]> then\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((90) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (left v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(OpenMenu) = [yes]> then\n show\n else\n hide\n end\nend\n\n@Menu Right\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (36) y: (8)\nforever\n if <(OpenMenu) = [yes]> then\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((90) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (right v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(OpenMenu) = [yes]> then\n show\n else\n hide\n end\nend\n\n@Menu Character\n\nwhen flag clicked\nswitch costume to (default icey v)\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume7 v)\n change size by (((89) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n start sound [Low Boing v]\n repeat (3)\n change size by (-3)\n end\n repeat (3)\n change size by (3)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n end\nend\n\ngo [forward v] (200) layers\n\nwhen flag clicked\ngo [forward v] (6) layers\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (8)))\nend\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n if <(OpenMenu) = [yes]> then\n show\n else\n if <(OpenMenu) = [no]> then\n hide\n end\n end\nend\n\n@Skin Names\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-8) y: (58)\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nforever\n if <(OpenMenu) = [yes]> then\n show\n change [titleturn v] by (1)\n else\n hide\n end\nend\n\n@Flamed Katana\n\nwhen flag clicked\nhide\n\nwhen I receive [got katana v]\nset [currently sword swinging v] to [0]\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n go to ( icey v)\n point in direction ([x position v] of [ icey v])\n clear graphic effects\n change y by (20)\n show\n start sound [ninja katana v]\n if <([direction v] of [ icey v]) > [-90]> then\n point in direction (90)\n switch costume to (swing v)\n set [currently sword swinging v] to [1]\n repeat (10)\n turn right (30) degrees\n go to ( icey v)\n end\n set [currently sword swinging v] to [0]\n hide\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n else\n point in direction (90)\n switch costume to (swing2 v)\n set [currently sword swinging v] to [1]\n repeat (10)\n turn right (-30) degrees\n go to ( icey v)\n end\n set [currently sword swinging v] to [0]\n hide\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n end\n end\nend\n\nwhen I receive [levelup v]\nwait (0.01) seconds\nhide\nif <(Weapons Unlocked) > [1]> then\n stop [other scripts in sprite v]\n broadcast (Got katana v)\nend\n\nwhen I receive [start button v]\nwait (0.1) seconds\nif <([costume name v] of [level v]) = [L1]> then\n stop [other scripts in sprite v]\n switch costume to (hover v)\n show\n go to x: (-1) y: (-2)\n clear graphic effects\n point in direction (90)\n set size to (115) %\n forever\n if <not <([costume name v] of [level v]) = [L1]>> then\n hide\n stop [this script v]\n end\n repeat (20)\n if <touching ( icey v)?> then\n set [weapons unlocked v] to [2]\n set [weapon selected v] to [2]\n broadcast (Got katana v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n change y by (0.25)\n end\n repeat (20)\n if <touching ( icey v)?> then\n set [weapons unlocked v] to [2]\n broadcast (Got katana v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n change y by (-0.25)\n end\n end\nend\n\n@Enemy Borders\n\nwhen I receive [start button v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nhide\n\n@Enemy Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [enemy 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 (enemy v)\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@Death Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [icey 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 (enemy v)\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@Selected\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-8) y: (-33)\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nforever\n if <(OpenMenu) = [yes]> then\n show\n change [titleturn v] by (1)\n else\n hide\n end\nend\n\n@Lasers 14\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (-40) y: (-133)\ngo to [back v] layer\nwait until <([costume name v] of [level v]) = [L14]>\nswitch costume to (1 v)\nrepeat until <not <([costume name v] of [level v]) = [L14]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [level v]) = [L14]> then\n show\n else\n hide\n end\nend\n\n@Lasers 15\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (165) y: (-33)\ngo to [back v] layer\nwait until <([costume name v] of [level v]) = [L15]>\nswitch costume to (1 v)\nrepeat until <not <([costume name v] of [level v]) = [L15]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [level v]) = [L15]> then\n show\n else\n hide\n end\nend\n\n@Love and fave reminder2\n\nwhen I receive [start button v]\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (180) 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 I receive [start button v]\nwait (2.5) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (blue 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\nset [ghost v] effect to (100)\nbroadcast (glow v)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen I receive [glow v]\nshow\nforever\n go to ( icey v)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (7) layers\n\nwhen I receive [裏ステージ v]\nhide\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nswitch costume to (blue v)\n\n | Normal controls |
☀ D̾e̾s̾e̾r̾t̾ ̾l̾a̾n̾d̾ ☀ [Platformer Game] | @Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\n\nwhen flag clicked\nwait (1) seconds\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [_level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [_xvelocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [_xvelocity v] by (1.5)\n end\n set [_xvelocity v] to ((_XVelocity) * (0.85))\n change x by (_XVelocity)\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by (-4)\n change x by ((_XVelocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(_XVelocity) > [0]> then\n set [_xvelocity v] to [-10]\n else\n set [_xvelocity v] to [10]\n end\n set [_yvelocity v] to [15]\n else\n set [_xvelocity v] to [0]\n end\n end\n change [_yvelocity v] by (-1)\n change y by (_YVelocity)\n if <<touching (ground v)?> or <touching (moving ground v)?>> then\n change y by ((_YVelocity) - ((_YVelocity) * (2)))\n set [_yvelocity 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)?> or <touching (moving ground v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [_yvelocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [_level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (trampoline v)?> then\n set [_yvelocity v] to [20]\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 [_xvelocity v] to [0]\nset [_yvelocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen [r v] key pressed\nbroadcast (Reset v)\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 (15)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (_level)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n set size to (pick random (50) to (75)) %\n switch costume to (pick random (1) to (6))\n point in direction (pick random (180) to (-180))\n if <(pick random (1) to (2)) = [1]> then\n go to x: (400) y: (pick random (180) to (0))\n else\n go to x: (-400) y: (pick random (180) to (0))\n end\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (50) to (70))\ngo [backward v] (9999999999) layers\nif <(x position) < [0]> then\n go to [back v] layer\n repeat until <(x position) = (_XPosition)>\n go to [back v] layer\n set [_xposition v] to (x position)\n change x by ((2) * ((size) / (100)))\n end\nelse\n repeat until <(x position) = (_XPosition)>\n go to [back v] layer\n set [_xposition v] to (x position)\n change x by ((-2) * ((size) / (100)))\n end\nend\ndelete this clone\n\n@Tree\n\nwhen flag clicked\nforever\n switch costume to (tree v)\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\ngo to [back v] layer\nhide\n\nshow\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to (_level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (_level)\nend\n\n@trampoline\n\ndefine clone (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\nshow\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\nforever\n if <(_level) = [7]> then\n point in direction (90)\n go to [back v] layer\n clone [25] [-70]\n else\n hide\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [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@Moving Ground\n\nwhen flag clicked\nhide\nforever\n if <(_level) = [8]> then\n switch costume to (costume1 v)\n show\n go to x: (36) y: (28)\n repeat until <(_level) = [9]>\n glide (1) secs to x: (120) y: (28)\n glide (1) secs to x: (0) y: (28)\n end\n else\n if <(_level) = [9]> then\n show\n switch costume to (costume2 v)\n go to x: (145) y: (87)\n repeat until <(_level) = [10]>\n glide (1) secs to x: (185) y: (87)\n glide (1) secs to x: (100) y: (87)\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(_level) = [8]> or <(_level) = [9]>>> then\n hide\n end\nend\n\n@Sun\n\nwhen flag clicked\nreset timer\nshow\nforever\n set [ghost v] effect to (20)\n set size to ((100) - ((([sin v] of ((timer) * (50)) ) * (200)) / (10))) %\nend\n\n | |
Icey (#2) - A Platformer #Games #All #Platformer #Trending | @Stage\n\nwhen flag clicked\nswitch backdrop to (sky blue v)\n\nwhen I receive [start v]\nstop all sounds\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n broadcast (get away villager! v)\n end\n if <(Level) = [11]> then\nend\n\n@Blank\n\n@Platform\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nchange [level v] by (1)\n\n@Spikes\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n switch costume to (Level)\n if <(Level) = [7]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [start v]\nshow\n\nchange [level v] by (1)\n\n@Portal\n\nwhen flag clicked\nhide\nforever\n turn left (6) degrees\n go to [back v] layer\nend\n\nwhen I receive [start v]\nhide\nwait (23) seconds\nshow\nforever\n if <(Level) = [1]> then\n go to x: (180) y: (-100)\n switch costume to (costume1 v)\n else\n if <(Level) = [2]> then\n show\n go to x: (200) y: (-73)\n else\n if <(Level) = [4]> then\n go to x: (200) y: (150)\n else\n if <(Level) = [5]> then\n go to x: (9) y: (97)\n else\n if <(Level) = [6]> then\n go to x: (210) y: (-74)\n else\n if <(Level) = [7]> then\n go to x: (4) y: (-74)\n switch costume to (costume2 v)\n switch backdrop to (sky blue v)\n else\n if <(Level) = [8]> then\n go to x: (210) y: (-74)\n switch backdrop to (notebook v)\n else\n if <(Level) = [10]> then\n go to x: (0) y: (-150)\n else\n if <(Level) = [11]> then\n go to x: (-210) y: (-150)\n else\n if <(Level) = [12]> then\n go to x: (213) y: (40)\n else\n if <(Level) = [13]> then\n go to x: (213) y: (40)\n switch costume to (costume3 v)\n else\n if <(Level) = [14]> then\n go to x: (238) y: (-61)\n broadcast (Dark v)\n switch backdrop to (dark v)\n else\n if <(Level) = [15]> then\n go to x: (210) y: (-50)\n else\n if <(Level) = [16]> then\n go to x: (210) y: (134)\n else\n if <(Level) = [16]> then\n go to x: (210) y: (100)\n else\n if <(Level) = [17]> then\n go to x: (200) y: (30)\n else\n if <(Level) = [18]> then\n go to x: (210) y: (-50)\n else\n if <(Level) = [19]> then\n go to x: (0) y: (100)\n switch costume to (costume4 v)\n else\n if <(Level) = [20]> then\n hide\n broadcast (Light v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Move?) = [no]> then\n hide\n else\n if <(Move?) = [yes]> then\n show\n end\n end\nend\n\n@Spikes 2\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to x: (2) y: (-58)\n glide (0.3) secs to x: (2) y: (-100)\n wait (0.8) seconds\n glide (0.6) secs to x: (2) y: (-58)\nend\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@decor\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (50) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\n if <<([costume name v] of [platform v]) > [6]> and <([costume name v] of [platform v]) < [11]>> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\nif <(Level) = [8]> then\n forever\n hide\n end\nelse\nend\n\nwhen I receive [dark v]\nhide\n\nwhen I receive [nonono v]\nshow\n\nwhen I receive [start v]\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\n@tn\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go [forward v] (999999) layers\n set [ghost v] effect to (100)\nend\n\nwhen I receive [menu v]\n\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwhen flag clicked\n\nwhen I receive [start v]\nhide\nforever\n if <touching (player v)?> then\n switch costume to (close flag2 v)\n else\n switch costume to (close flag v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [2]> then\n hide\n else\n if <(Level) = [3]> then\n hide\n else\n if <(Level) = [8]> then\n go to x: (-180) y: (-112)\n show\n else\n if <(Level) = [9]> then\n hide\n else\n if <(Level) = [10]> then\n hide\n end\n end\n end\n end\n end\n end\nend\n\ngo to x: (10) y: (-110)\nshow\n\n@Player\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nset [y v v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (oof v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nhide\ngo to x: (-200) y: (-100)\nbroadcast (die v)\nreset\n\ndefine reset\nswitch costume to (center v)\nclear graphic effects\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\ngo to x: (-200) y: (-10)\npoint in direction (90)\nset size to (120) %\nshow\n\nwhen I receive [start v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen [timer v] > (0.01)\n\nforever\n go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (over right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (over left v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not >>> then\n switch costume to (center v)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (center v)\n\nwhen I receive [start v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (120) %\nreset\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (y position)) > [50]>> and <touching (platform v)?>>>\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<touching (spikes v)?> or <touching (big boi crush v)?>> or <<touching (saw v)?> or <<touching (spikes 2 v)?> or <touching (lava v)?>>>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (trampoline v)?> then\n set [y v v] to [16]\n end\nend\n\nwhen I receive [start v]\nswitch costume to (center v)\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nset [change? v] to [0]\nforever\n if < and <(dead?) = [0]>> then\n go to [back v] layer\n reset\n broadcast (NEXT LEVEL v)\n broadcast (@cheekyscuola's Transition v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(y position) = [-179]> then\n switch costume to (oof v)\n Spin off screen\n hide\n wait (1) seconds\n go to x: (-200) y: (0)\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nset [timer v] to [.1]\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (timer)\nhide\n\nwhen I receive [next level v]\nreset\n\nbroadcast (cutscene boss v)\n\ngo to x: (-215) y: (-111)\n\n@moving platform\n\nwhen flag clicked\nhide\ngo to x: (35) y: (25)\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (35)\n change x by (5)\n end\n repeat (35)\n change x by (-5)\n end\nend\n\nwait (.5) seconds\n\n@Saw\n\nwhen flag clicked\nset [direction saw v] to [15]\nforever\n repeat until <(direction saw) = [-15]>\n turn right (direction saw) degrees\n change [direction saw v] by (-0.25)\n end\n repeat until <(direction saw) = [15]>\n turn right (direction saw) degrees\n change [direction saw v] by (0.25)\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (close flag v)\nforever\n go to [back v] layer\n if <(Level) = [10]> then\n show\n go to x: (30) y: (-51)\n else\n if <(Level) = [11]> then\n show\n go to x: (30) y: (-42)\n else\n if <(Level) = [11]> then\n hide\n else\n if <(Level) = [12]> then\n hide\n else\n if <(Level) = [13]> then\n show\n go to x: (30) y: (-42)\n else\n if <(Level) = [14]> then\n show\n go to x: (80) y: (-105)\n else\n if <(Level) = [15]> then\n hide\n else\n if <(Level) = [17]> then\n show\n go to x: (100) y: (-25)\n switch costume to (dark saw v)\n else\n if <(Level) = [18]> then\n hide\n else\n if <(Level) = [19]> then\n hide\n else\n if <(Level) = [20]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [trans on or off v] to [On]\ngo [forward v] (10000) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Character\n\nwhen flag clicked\nset [clone? v] to [0]\nhide\ndelete (all) of [items: v]\ndelete (all) of [errands: v]\n\nwhen I receive [start v]\ngo [backward v] (2) layers\nswitch costume to (scientist v)\nclear graphic effects\npoint in direction (-90)\nshow\nset [move? v] to [no]\ngo to x: (150) y: (-100)\nwait (0.4) seconds\nglide (1) secs to x: (-70) y: (-100)\nsay [Welcome to the Forest!] for (3) seconds\nsay [We have recently discovered portals to different worlds!] for (4) seconds\nsay [You must explore these worlds so we can gather more knowledge on each area.] for (4) seconds\nsay [My friend will accompany you on the other side of this portal.] for (4) seconds\nsay [Use \[<\], \[>\], \[^\] to move and \[SPACE/TAP\] to talk or interact.] for (4) seconds\nsay [Best of luck to you!] for (2) seconds\npoint in direction (90)\nglide (1) secs to x: (150) y: (-100)\nset [move? v] to [yes]\nforever\n hide\n if <(Level) = [2]> then\n switch costume to (guard v)\n go [backward v] (2) layers\n point in direction (-90)\n go to x: (10) y: (-86)\n show\n if <touching (player v)?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [move? v] to [no]\n say [ Hello 𝘌𝘹𝘱𝘭𝘰𝘳𝘦𝘳...] for (2) seconds\n say [Look lets get something straight. Don't trust anybody you find in these portals. ] for (5) seconds\n say [Okay? Good. I will guide you and give you suggestions, as you explore. Go to the portal...] for (6) seconds\n wait (0.7) seconds\n set [move? v] to [yes]\n end\n end\n end\n if <(Level) = [6]> then\n switch costume to (nice villager v)\n go [backward v] (2) layers\n point in direction (-90)\n go to x: (20) y: (-87)\n show\n if <touching (player v)?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [move? v] to [no]\n say [ Hello! I haven't seen you around here before... ] for (3) seconds\n say [Oh you want to know about the portals? Well our boss named Chr_Avila_07663 said to not go into them.] for (6) seconds\n say [Well I can tell you this, this portal leads to another portal but with a different color...] for (5) seconds\n say [Go to the portal! I hope Chr_Avila_07663. didn't hear me...] for (5) seconds\n wait (0.5) seconds\n set [move? v] to [yes]\n end\n end\n end\n if <(Level) = [12]> then\n switch costume to (0014049 v)\n go [backward v] (2) layers\n point in direction (-90)\n go to x: (20) y: (-87)\n show\n if <touching (player v)?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [move? v] to [no]\n say [Oh hello...] for (3) seconds\n say [I was just talking to this player, and he says I shouldn't help you. But I will!] for (5) seconds\n say [ I watched the Scratch News today, and they announced that every platformer has a secret portal that leads to another one...] for (7) seconds\n say [There is a different portal up ahead...] for (4) seconds\n wait (0.5) seconds\n set [move? v] to [yes]\n end\n end\n end\n if <(Level) = [18]> then\n switch costume to (yotacopaco1 v)\n go [backward v] (2) layers\n point in direction (-90)\n go to x: (20) y: (-22)\n show\n if <touching (player v)?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [move? v] to [no]\n say [I have been waiting for you...] for (3) seconds\n say [In the next entry you will find a different portal...] for (5.5) seconds\n say [Go in it and find the diamond...] for (5) seconds\n say [If you do not bring it to me, I will destroy all of scratch's platformers!] for (4) seconds\n say [Now Go!] for (4) seconds\n wait (0.5) seconds\n set [move? v] to [yes]\n end\n end\n end\nend\n\nwhen flag clicked\n\n@Lava\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (60)\ngo to [back v] layer\nrepeat until <(homecoming) = [1]>\n set [time v] to [2]\n switch costume to (Level)\n repeat (10)\n change y by (time)\n switch costume to (Level)\n end\n repeat (10)\n change y by ((time) * (-1))\n switch costume to (Level)\n end\nend\nhide\n\nwhen flag clicked\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I receive [animate v]\nhide\nstop [other scripts in sprite v]\n\n@Dark\n\nwhen flag clicked\nhide\n\nwhen I receive [win2 v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (y position)\ngo to (player v)\n\nwhen I receive [back v]\ngo to (player v)\n\nwhen flag clicked\nforever\n\nwhen I receive [start v]\n\ngo to x: (210) y: (y position)\n\n\n\nif <not <([costume # v] of [land v]) = (Level:)>> then\n\nwhen flag clicked\n\nbroadcast (next v)\nchange [level: v] by (1)\n\nset [brightness v] effect to (0)\n\nwait until <([costume # v] of [land v]) = (Level:)>\ngo to x: (-210) y: (y position)\nset [brightness v] effect to (0)\n\nwhen flag clicked\n\nswitch costume to (3 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nswitch costume to (3 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nforever\n if <(x position) > [240]> then\nend\n\nforever\n if <(x position) < [-241]> then\nend\n\ngo to (player v)\n\nwhen I receive [dark v]\nshow\nforever\n go to (player v)\n switch costume to (2 v)\n if <<(costume [number v]) = [1]> and <(size) < [200]>> then\n set size to (200) %\n switch costume to (4 v)\n end\nend\n\nstop [other scripts in sprite v]\nforever\n\nswitch costume to (3 v)\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\n\nwhen I receive [light v]\nhide\n\n@menutitle\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\ngo to [front v] layer\n\nchange size by (10)\n\nwhen I receive [start v]\nhide\n\n@play button\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nset y to ((([sin v] of ((timer) * (500)) ) * (5)) + (-38))\n\nwhen I receive [menu v]\ngo to x: (-12) y: (-40)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\n@Menu\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [menu v]\ngo to [back v] layer\nshow\n\nwhen I receive [start v]\nhide\n\n@intro2\n\nwhen flag clicked\nset volume to (100) %\nshow\nset [my variable v] to [0]\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (background v)\nstamp\nswitch costume to (pmc v)\ngo to x: (-500) y: (0)\nrepeat (35)\n change x by ((x position) / (-5))\nend\nstart sound [DJVI - Supercharge v]\nstamp\nswitch costume to (-pandamc- v)\ngo to x: (500) y: (0)\nrepeat (35)\n change x by ((x position) / (-5))\nend\nstamp\nbroadcast (\(Intro\) reset v)\nbroadcast (\(Intro\) bubbles v)\nrepeat (150)\n change [my variable v] by (10)\n point in direction ((90) + (([sin v] of (my variable) ) * (10)))\nend\npoint in direction (90)\nerase all\nswitch costume to (full2 v)\nrepeat (20)\n change volume by (-5)\n change [ghost v] effect by (5)\nend\nstop all sounds\nhide\nbroadcast (MENU v)\n\nwhen I receive [\(intro\) reset v]\ngo to x: (0) y: (0)\nerase all\nswitch costume to (background v)\nstamp\nswitch costume to (full v)\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (bubblesssss v)\nset [ghost v] effect to (pick random (20) to (50))\nset size to (pick random (40) to (80)) %\npoint in direction (pick random (-60) to (-90))\ngo to [back v] layer\nset [intro v] to [20]\nset [ghost v] effect to (pick random (40) to (82))\ngo to x: (238) y: (pick random (18) to (-182))\nshow\nforever\n repeat until <<(x position) = [-246]> or <(x position) < [-230]>>\n move (Intro) steps\n end\n delete this clone\nend\n\nwhen I receive [\(intro\) bubbles v]\nrepeat (100)\n create clone of (_myself_ v)\nend\n\n | This is a platformer game. You can use the arrow keys or WASD keys to move. You can use the mouse to aim and shoot an arrow.\n\nOn most screens, you will need to hit all of the targets with an arrow to be able to move on. Some levels might be hard, so if you get stuck then you can press the X key to automatically break all of the targets.\n\nYou can press the Z key to turn on or off a guide, which will show you were the arrow will go.\n\nThere are some platforms that you can jump up through. And you can press the down arrow to drop down through them. |
Rainy Night (Mobile Friendly) | Platformer | #Games | @Stage\n\nwhen flag clicked\nforever\n play sound [Castle in the sky – Carrying you \(instrumental\) \(128 kbps\)-\[AudioTrimmer v] until done\nend\n\n@Background\n\nwhen flag clicked\nswitch costume to (mercury v)\nset x to (0)\nset y to (0)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n glide (0.2) secs to x: (2) y: (0)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n glide (0.2) secs to x: (-2) y: (0)\n else\n glide (0.1) secs to x: (0) y: (0)\n end\n end\n go to [back v] layer\nend\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch costume to (stars v)\n end\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (mercury v)\nset [level v] to [1]\nbroadcast (respawn v)\nforever\n if <(level) = [1]> then\n SET HACK SIZE TO [200]\n change [y vel v] by (0.6)\n end\n if <(level) = [2]> then\n SET HACK SIZE TO [250]\n change [y vel v] by (0.9)\n end\n if <(level) = [3]> then\n SET HACK SIZE TO [266]\n change [y vel v] by (1)\n end\n if <(level) = [4]> then\n SET HACK SIZE TO [210]\n change [y vel v] by (0.6)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [20]> and <mouse down?>>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[-20] > (mouse x)> and <mouse down?>>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [30]> and <mouse down?>>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\ndefine SET HACK SIZE TO (number or text)\nset [size hack platform v] to (costume [number v])\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (size hack platform)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [bounce v]\nset [y vel v] to [-20]\n\nwhen flag clicked\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (hitbox v)\nshow\nforever\n change y by (-5)\n if <touching (flag v)?> then\n broadcast (next lvl v)\n change [level v] by (1)\n broadcast (respawn v)\n wait (1) seconds\n end\n if <<(level) = [3]> and <touching color (#f7ef00)?>> then\n broadcast (bounce v)\n end\n change y by (5)\nend\n\nif <touching color (#ff0000)?> then\n broadcast (respawn v)\nend\n\nif <(level) = [5]> then\n hide\nelse\n show\nend\n\n@flag\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n set hack size [200]\n end\n if <(level) = [2]> then\n set hack size [250]\n end\n if <(level) = [3]> then\n set hack size [266]\n end\n if <(level) = [4]> then\n set hack size [210]\n end\nend\n\ndefine set hack size (size)\nset [size hack flag v] to (costume [number v])\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (size hack flag)\n\n@text\n\nwhen flag clicked\nshow\nswitch costume to (mercury v)\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\ngo to [front v] layer\n\ndefine set hack size (size)\nset [size hack flag v] to (costume [number v])\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (size hack flag)\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n set hack size [200]\n end\n if <(level) = [2]> then\n set hack size [250]\n end\n if <(level) = [3]> then\n set hack size [266]\n end\n if <(level) = [4]> then\n set hack size [210]\n end\nend\n\nwhen I receive [next lvl v]\nnext costume\n\n@particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(level) = [2]> then\n if <(size) > [99]> then\n glide (4) secs to x: (240) y: (y position)\n delete this clone\n end\n if <(size) > [80]> then\n glide (3) secs to x: (240) y: (y position)\n delete this clone\n end\n if <(size) > [65]> then\n glide (2) secs to x: (240) y: (y position)\n delete this clone\n end\n if <(size) > [50]> then\n glide (1.5) secs to x: (240) y: (y position)\n delete this clone\n end\n if <(size) > [40]> then\n glide (1) secs to x: (240) y: (y position)\n delete this clone\n end\nend\nif <(level) = [3]> then\n if <(size) > [99]> then\n glide (6) secs to x: (x position) y: (240)\n delete this clone\n end\n if <(size) > [80]> then\n glide (5) secs to x: (x position) y: (240)\n delete this clone\n end\n if <(size) > [65]> then\n glide (4) secs to x: (x position) y: (240)\n delete this clone\n end\n if <(size) > [50]> then\n glide (3) secs to x: (x position) y: (240)\n delete this clone\n end\n if <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (240)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (-240) y: (pick random (-100) to (180))\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\n end\n if <(level) = [3]> then\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\n end\nend\n\n@water\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (mercury v)\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\ndefine set hack size (size)\nset [size hack flag v] to (costume [number v])\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (size hack flag)\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n set hack size [200]\n end\n if <(level) = [2]> then\n set hack size [250]\n end\n if <(level) = [3]> then\n set hack size [266]\n end\n if <(level) = [4]> then\n set hack size [210]\n end\nend\n\nwhen I receive [next lvl v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nhide\nforever\n if <(level) = [5]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nset x to (0)\nset y to (0)\n\n@Sprite3\n\nwhen flag clicked\nshow\nset size to (100) %\nset x to (180)\nset y to (-140)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n if <(level) = [5]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (respawn v)\nbroadcast (next lvl v)\nforever\n set [timer v] to [none]\nend\n\nwhen [r v] key pressed\nbroadcast (respawn v)\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n repeat until <(level) = [5]>\n wait (0.05) seconds\n change [timer v] by (1)\n end\nend\n\n@player2\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <touching color (#ff0000)?> then\n broadcast (respawn v)\n end\n if <(level) = [5]> then\n hide\n else\n show\n end\nend\n\n@highscore\n\nwhen flag clicked\nforever\n if <<(level) = [5]> and <<not <(timer) = [none]>> and <not <(☁ High Score) = [0]>>>> then\n if <(timer) < (☁ High Score)> then\n set [☁ high score v] to (timer)\n end\n end\n if <(☁ High Score) = [0]> then\n set [☁ high score v] to [100000]\n end\n if <(level) = [5]> then\n show variable [☁ high score v]\n else\n hide variable [☁ high score v]\n end\nend\n\n | Arrow / WASD / Mobile to move.\nLove, Favorite, and maybe even Follow?? :D\nThis project has been in the making now for 3 months.\n\nReal Time I have spent: 23 Hours |
Halloween Platformer | @Stage\n\nwhen I receive [start! v]\nforever\n Broadcast\nend\n\nwhen flag clicked\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch backdrop to (backdrop1 v)\nelse\n switch backdrop to (blur v)\nend\nif <(username) = [stratfordjames]> then\n show variable [fps v]\n set [coins v] to [500]\nelse\n hide variable [fps v]\n set [coins v] to [0]\nend\nhide variable [@player v]\nhide variable [☁ cloud4 v]\nhide variable [☁ cloud5 v]\nhide variable [☁ cloud6 v]\nhide variable [☁ cloud7 v]\nhide variable [☁ cloud8 v]\nhide variable [☁ cloud9 v]\nhide variable [☁ cloud10 v]\nshow list [usernames v]\nhide variable [☁ cloud1 v]\nhide variable [☁ cloud2 v]\nshow list [cloud list v]\nhide variable [☁ cloud3 v]\nshow list [active check v]\nforever\n if <<(username) = [stratfordjames]> or <<(username) = [stratfordjames_test]> or <(username) = [icedsnow]>>> then\n wait until <key (v v) pressed?>\n hide list [usernames v]\n show variable [☁ cloud1 v]\n show variable [☁ cloud2 v]\n show variable [☁ cloud3 v]\n show variable [@player v]\n show variable [☁ cloud4 v]\n show variable [☁ cloud5 v]\n show variable [☁ cloud6 v]\n show variable [☁ cloud7 v]\n show variable [☁ cloud8 v]\n show variable [☁ cloud9 v]\n show variable [☁ cloud10 v]\n hide list [cloud list v]\n hide list [active check v]\n wait until <not <key (v v) pressed?>>\n wait until <key (v v) pressed?>\n hide variable [☁ cloud1 v]\n hide variable [☁ cloud2 v]\n show list [usernames v]\n show list [cloud list v]\n hide variable [@player v]\n hide variable [☁ cloud3 v]\n show list [active check v]\n hide variable [☁ cloud5 v]\n hide variable [☁ cloud6 v]\n hide variable [☁ cloud7 v]\n hide variable [☁ cloud4 v]\n hide variable [☁ cloud8 v]\n hide variable [☁ cloud9 v]\n hide variable [☁ cloud10 v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))) mod (50))\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\nwhen I receive [online start v]\nforever\n broadcast (online_tick v)\nend\n\ndefine Broadcast\nbroadcast (Tick v)\nbroadcast (Tick_Water v)\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen [timer v] > (1.2)\nif <(exit) = [reg]> then\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch costume to (day v)\n else\n switch costume to (night v)\n end\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Game_Level_Art\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [0]\nset [@offset_y v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [280]\n switch costume to (1l v)\n Clone [-660] [100]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1s v)\n Clone [0] [360]\n switch costume to (1t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Game_Level_Hitbox\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offsetx v] to [0]\nset [@offsety v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n set [@offsetx v] to [1950]\n set [@offsety v] to [145]\n switch costume to (1m v)\n Clone [20] [240]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1t v)\n Clone [400] [360]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (99)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nset [ghost v] effect to (100)\n\n@Game_Level_JUMPTHROUGH\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [3630]\nset [@offset_y v] to [205]\nhide\nrepeat (1)\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [240]\n switch costume to (1l v)\n Clone [-660] [140]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n set [@offset_x v] to [530]\n set [@offset_y v] to [945]\n switch costume to (1s v)\n Clone [0] [0]\n switch costume to (t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + ())\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nset [ghost v] effect to (100)\n\n@Game_player\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\nset [time v] to [0]\nbroadcast (green flag v)\nbroadcast (Setup v)\nbroadcast (restart v)\nwait (0.01) seconds\nbroadcast (start! v)\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-174]\nset [scroll y v] to [-80]\nset [offset x v] to [-180]\nset [offset y v] to [-80]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nchange player x by (round ((XV) / (1.8)))\nif <<<(click2) = [false]> and <<(mouse x) > ((x position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [8]> then\n change [xv v] by (2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-10))> and <<mouse down?> and <<(click2) = [false]> and <[0] = (clickShop)>>>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [8]> then\n change [xv v] by (-2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\nend\nif <<<<(mouse y) > ((y position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>> and <(click2) = [false]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n if <(water) > [5]> then\n set [yv v] to [10]\n end\n else\n if <(in air) < [4]> then\n if <(jumpBOOST?) = [1]> then\n set [yv v] to [14.5]\n else\n set [yv v] to [12.4]\n end\n end\n end\nend\nswitch costume to (water v)\nif <touching (game_level_liquid v)?> then\n change [yv v] by (2)\nend\nswitch costume to (hitbox v)\nif <touching (game_level_liquid v)?> then\nSlope\nchange player y by (YV)\nPosition\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (5)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\nposition\nset [xv v] to ((XV) * (0.7))\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (game_level_hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (game_level_hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (game_level_hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\nwhen I receive [tick v]\nif <(pause) = [0]> then\n Tick\nend\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by ((sy) * (1))\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (game_level_hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <<not <touching (game_level_jumpthrough v)?>> and <not <touching (game_level_movingplatform_graphics v)?>>>\n switch costume to (hitboxjumpth v)\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <touching (game_level_liquid v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\nelse\n set [water v] to [0]\nend\nif <(Offset X) < [-223]> then\n set [offset x v] to [-223]\nend\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\nif <(YV) < [-9]> then\n set [yv v] to [-9]\nend\n\nwhen I receive [start! v]\nrepeat (3)\n reset\nend\n\nwhen I receive [reset v]\nrepeat (3)\n reset\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (left v)\nif <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [8]\nelse\n switch costume to (right v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [8]\n else\n switch costume to (left2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n end\nend\nSet Costume\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen [o v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [3430]\n set [scroll y v] to [0]\n set [offset x v] to [3430]\n set [offset y v] to [0]\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [1481]\n set [scroll y v] to [540]\n set [offset x v] to [1481]\n set [offset y v] to [530]\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (game_level_danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open caht v] to ((1) - (open caht))\nif <(open caht) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbn] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbn] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\n@Game_Level_DANGER\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [1490]\nset [@offset_y v] to [585]\nhide\nrepeat (1)\n switch costume to (1p v)\n Clone [0] [0]\n set [@offset_x v] to [2619]\n set [@offset_y v] to [-310]\n switch costume to (1e v)\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [x_offset\(mp\) v] to [0]\n\n@Game_Collectable\n\nwhen I receive [restart v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nclone\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nif <(@layer) = [front]> then\n go to [front v] layer\n go [backward v] (115) layers\nelse\n go to [back v] layer\nend\nforever\n if <touching (game_player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n repeat until <(size) > [250]>\n change size by (((251) - (size)) / (6))\n change [ghost v] effect by (5)\n end\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nwait (2) seconds\nset [lootxy v] to [none]\nforever\n if <not <(LOOTXY) = [none]>> then\n set [@layer v] to [front]\n set [offsetx v] to ((join (join (letter (1) of (LOOTXY)) (letter (2) of (LOOTXY))) (join (letter (3) of (LOOTXY)) (letter (4) of (LOOTXY)))) - (5000))\n set [offsety v] to ((join (join (letter (5) of (LOOTXY)) (letter (6) of (LOOTXY))) (join (letter (7) of (LOOTXY)) (letter (8) of (LOOTXY)))) - (5000))\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [35]\n Clone [0] [35]\n switch costume to (blank v)\n wait (0.1) seconds\n set [lootxy v] to [none]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [0]\nset [offsety v] to [0]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n set [@layer v] to [back]\n switch costume to (heart v)\n set [offsetx v] to [1653]\n set [offsety v] to [798]\n Clone [0] [60]\n set [@layer v] to [front]\n switch costume to (coin v)\n set [offsetx v] to [0]\n set [offsety v] to [0]\n Clone [35] [-142]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [239]\n set [offsety v] to [-88]\n Clone [0] [0]\n Clone [0] [35]\n set [offsetx v] to [311]\n set [offsety v] to [-449]\n Clone [0] [35]\n Clone [0] [35]\n Clone [0] [35]\n Clone [35] [-70]\n Clone [0] [35]\n Clone [0] [35]\n set [offsetx v] to [1070]\n set [offsety v] to [-218]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [73] [45]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [1490]\n set [offsety v] to [-317]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1665]\n set [offsety v] to [-284]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1875]\n set [offsety v] to [-313]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2062]\n set [offsety v] to [-249]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2580]\n set [offsety v] to [-215]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [back]\n set [offsetx v] to [3191]\n set [offsety v] to [314]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [2913]\n set [offsety v] to [414]\n Clone [0] [-30]\n Clone [35] [0]\n set [offsetx v] to [2225]\n set [offsety v] to [405]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [front]\n set [offsetx v] to [1779]\n set [offsety v] to [610]\n Clone [0] [-28]\n Clone [-30] [-17]\n Clone [-30] [-17]\n Clone [-30] [-17]\n set [@layer v] to [back]\n set [offsetx v] to [1639]\n set [offsety v] to [810]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [1539]\n set [offsety v] to [777]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [593]\n set [offsety v] to [-160]\n Clone [0] [0]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [3114]\n set [offsety v] to [-120]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [70] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [890]\n set [offsety v] to [674]\n Clone [0] [-22]\n Clone [-35] [0]\n Clone [-35] [0]\n Clone [-35] [0]\n set [offsetx v] to [230]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [195]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n switch costume to (star v)\n set [@layer v] to [back]\n set [offsetx v] to [905]\n set [offsety v] to [1130]\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\n@Game_Level_liquid\n\nwhen I receive [setup v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [1480]\nset [offsety v] to [-350]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n switch costume to (1a v)\n Clone [165] [0]\n switch costume to (1b v)\n Clone [620] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (30) layers\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Game_Level_Parralax\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [level-hitbox: x v] to (pick random (-3000) to (-5000))\nset [level-hitbox: y v] to [0]\nhide\nrepeat (10)\n switch costume to (join [Hills] (pick random (2) to (1)))\n Clone ((pick random (550) to (650)) / (0.2)) [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to ((round ((Level-Hitbox: x) + ((0) - (SCROLL X)))) * (0.2)) (Y_SHAKE)\n\ndefine Clone (x) (y)\nchange [level-hitbox: x v] by (x)\nchange [level-hitbox: y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n set [brightness v] effect to (0)\nelse\n set [brightness v] effect to (-30)\nend\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(openmenu?) = [0]> then\n show\n switch costume to (button v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-35]>\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n hide\n set [move_layering v] to [1]\n switch costume to (s000 v)\n set [ypos_menu v] to [-225]\n show\n repeat until <(ypos_menu) > [-1]>\n if <(ypos_menu) > [-60]> then\n change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n else\n change [ypos_menu v] by (13)\n end\n end\n set [openmenu? v] to [1]\n wait until <not <mouse down?>>\n end\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <(openmenu?) = [1]> then\n switch costume to (s000 v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-225]>\n if <(y position) < [-50]> then\n change [ypos_menu v] by (-14)\n else\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n end\n hide\n set [move_layering v] to [0]\n switch costume to (button v)\n set [ypos_menu v] to [-36]\n show\n repeat until <(ypos_menu) > [-0.2]>\n change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n end\n set [openmenu? v] to [0]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n RenderCoin_Value\n end\n end\nend\n\nwhen I receive [tick v]\nlayering/movement\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n change [coins v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n if <(coins) > [39]> then\n set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n change [coins v] by (-40)\n set [emojichat? v] to [1]\n check\n set [@clone v] to [f3]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n if <(coins) > [19]> then\n set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n change [coins v] by (-20)\n change [lives v] by (1)\n check\n wait until <not <mouse down?>>\n end\n end\n end\n if <(openmenu?) = [1]> then\n set [clickshop v] to [1]\n else\n if <touching (mouse-pointer v)?> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [bought v] to [000]\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\nset [move_layering v] to [0]\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n if <(coins) > [29]> then\n set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n change [coins v] by (-30)\n set [jumpboost? v] to [1]\n check\n set [@clone v] to [f2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n switch costume to (zcheck v)\n go to (mouse-pointer v)\n set [ghost v] effect to (100)\n show\n set size to (10) %\n repeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\n end\n repeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\n end\n repeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [f]> then\n switch costume to (join [front] (letter (2) of (@clone)))\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\n\ndefine RenderCoin_Value\nif <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n change [ghost v] effect by (-10)\nelse\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\nend\n\ndefine layering/movement\nif <(costume [name v]) = [heart]> then\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n go to [front v] layer\n go [backward v] (15) layers\nelse\n if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (costume [name v])) = [S]> then\n go to [front v] layer\n go [backward v] (9) layers\n else\n if <(letter (1) of (costume [name v])) = [f]> then\n go to [front v] layer\n go [backward v] (4) layers\n else\n go to [front v] layer\n end\n end\n end\nend\nif <(letter (1) of (costume [name v])) = [S]> then\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n switch costume to (s100 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n switch costume to (s010 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n switch costume to (s001 v)\n else\n switch costume to (s000 v)\n end\n end\n end\nend\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n goto\nend\nif <(costume [name v]) = [button]> then\n goto\nend\n\n@Multiplayer v1.2\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nEncode (username) [20]\nset [username_encoded v] to (output)\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (1) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_4) of [active check v]) = [0]> then\n set [@player v] to (c_4)\n replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n stop [this script v]\n else\n change [c_4 v] by (1)\n end\nend\nset [@player v] to [full]\nstop [this script v]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n set [save v] to [0000000099991036565656565656565656565656565656565656565]\n set [☁ cloud1 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud2 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud3 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud4 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud5 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud6 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud7 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud8 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud9 v] to (Save)\n wait (0.1) seconds\n set [☁ cloud10 v] to (Save)\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n if <(letter (c_1) of (input)) = []> then\n switch costume to ( v)\n else\n if < [1234567890] contains (letter (c_1) of (input))?> then\n switch costume to (join (letter (c_1) of (input)) [s])\n else\n switch costume to (letter (c_1) of (input))\n end\n end\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c_2 v] by (2)\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Pulse\n wait (1.5) seconds\n Kick AFK (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n determine players\n end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n set [☁ cloud1 v] to (value)\nelse\n if <(@player) = [2]> then\n set [☁ cloud2 v] to (value)\n else\n if <(@player) = [3]> then\n set [☁ cloud3 v] to (value)\n else\n if <(@player) = [4]> then\n set [☁ cloud4 v] to (value)\n else\n if <(@player) = [5]> then\n set [☁ cloud5 v] to (value)\n else\n if <(@player) = [6]> then\n set [☁ cloud6 v] to (value)\n else\n if <(@player) = [7]> then\n set [☁ cloud7 v] to (value)\n else\n if <(@player) = [8]> then\n set [☁ cloud8 v] to (value)\n else\n if <(@player) = [9]> then\n set [☁ cloud9 v] to (value)\n else\n if <(@player) = [10]> then\n set [☁ cloud10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import Cloud_Data (input)\nset [cloudstring v] to []\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nset [c_7 v] to [1]\nrepeat ((length of (input)) / (55))\n repeat (2)\n Import string to letter [4] of input from (input)\n end\n Import string to letter [4] of input from (input)\n Import string to letter [2] of input from (input)\n Import string to letter [1] of input from (input)\n Import string to letter [40] of input from (input)\n change [c_7 v] by (1)\nend\nreplace item (((@Player) * (6)) - (5)) of [cloud list v] with ((round ((SCROLL X) + ([x position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (4)) of [cloud list v] with ((round ((SCROLL Y) + ([y position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (3)) of [cloud list v] with (pulse)\nreplace item (((@Player) * (6)) - (2)) of [cloud list v] with ((chat item) + (10))\nreplace item (((@Player) * (6)) - (1)) of [cloud list v] with (localcostume)\nset [c_8 v] to (((@Player) * (6)) - (5))\nrepeat (5)\n set [cloudstring v] to (join (CloudString) (item (c_8) of [cloud list v]))\n change [c_8 v] by (1)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n change [tick v] by (1)\n if <(timer) > [1]> then\n set [fps v] to ((tick) / (timer))\n reset timer\n set [tick v] to [0]\n end\nend\n\nwhen I receive [online start v]\nif <<(IsAClone?) = [0]> and <not <(username) = [stratfordjames]>>> then\n if <(@Player) = [full]> then\nend\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n wait until <not <(@Player) = [null]>>\n wait (1.5) seconds\n if <not <(@Player) = [error]>> then\n if <(@Player) = [full]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Cloud_Data (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n Postition @Player (@Player) set to (join (CloudString) (username_encoded))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n if <(@Player) = [full]> then\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n set [@player v] to [full]\n stop [this script v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\ndefine SETUP\nset [pulse v] to [9999]\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n add [] to [usernames v]\n add [null] to [active check v]\n add [1] to [pulse v]\n repeat (6)\n add [] to [cloud list v]\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\nset [@player v] to [null]\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n Decode (item ((c_9) * (6)) of [cloud list v])\n replace item (c_9) of [usernames v] with (output)\n change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active check v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n if <(item (c_c) of [active check v]) = [1]> then\n change [active check v] by (1)\n end\n change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n set [var v] to [46]\n replace item (c_3) of [pulse v] with []\n repeat (4)\n replace item (c_3) of [pulse v] with (join (item (c_3) of [pulse v]) (letter (((c_3) * (55)) - (var)) of (join (join (join (join (join (join (join (join (join (☁ Cloud1) (☁ Cloud2)) (☁ Cloud3)) (☁ Cloud4)) (☁ Cloud5)) (☁ Cloud6)) (☁ Cloud7)) (☁ Cloud8)) (☁ Cloud9)) (☁ Cloud10))))\n change [var v] by (-1)\n end\n change [c_3 v] by (1)\nend\n\ndefine Kick AFK (input)\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_3) of [pulse v]) = (join (join (letter (((c_3) * (55)) - (46)) of (input)) (letter (((c_3) * (55)) - (45)) of (input))) (join (letter (((c_3) * (55)) - (44)) of (input)) (letter (((c_3) * (55)) - (43)) of (input))))> then\n replace item (c_3) of [active check v] with [0]\n else\n replace item (c_3) of [active check v] with [1]\n end\n change [c_3 v] by (1)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n set [pulse v] to (pick random (1111) to (9999))\n wait (0.0001) seconds\n end\nend\n\nwhen flag clicked\nset [count v] to [0]\nforever\n wait (1) seconds\n change [count v] by (1)\nend\n\nwhen I receive [tick v]\nif <<mouse down?> or <key (any v) pressed?>> then\n set [count v] to [0]\nend\n\n@@Cloud_Players\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nset size to (84) %\nsay []\nshow\nset [ghost v] effect to (100)\nset rotation style [don't rotate v]\n\nwhen flag clicked\nhide\nset [names v] to [0]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556))\nswitch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\nif <(item (@player) of [active check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]> or <(item (((@player) * (6)) - (2)) of [cloud list v]) = [10]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (@player) of [usernames v])\n else\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n say (item (@player) of [usernames v])\n else\n say []\n end\n end\n else\n say (item ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)) of [chat list v])\n end\nelse\n change [ghost v] effect by (20)\n say []\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_EMOJI\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat ((length of [active check v]) + (1))\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nsay []\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nif <(@ID) = [11]> then\n go to (game_player v)\n change y by (35)\n switch costume to (join [emoji] ((item (((@Player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <<(item (((@Player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@Player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\nelse\n change x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556)))\n switch costume to (join [emoji] ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <(item (@player) of [active check v]) = [1]> then\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n else\n change [ghost v] effect by (20)\n end\nend\nshow\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_Arrow\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (15) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (93) %\nset rotation style [all around v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nswitch costume to (arrow v)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (4))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (4))\nif <(names) = [1]> then\n change [ghost v] effect by (20)\nelse\n if <(item (@player) of [active check v]) = [1]> then\n if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (20)\n end\n else\n change [ghost v] effect by (20)\n end\nend\npoint towards (blank v)\nturn right (180) degrees\nswitch costume to (arrow2 v)\nmove (-20) steps\nrepeat until <touching (_edge_ v)?>\n move (2) steps\nend\nmove (-10) steps\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@Game_Level_MovingPlatform_GRAPHICS\n\ndefine Clone @ (x) (y) (x change) (y change) (type)\nswitch costume to (join [Type] (type))\nset [@offsetx\(local\) v] to (x)\nset [@offsety\(local\) v] to (y)\nset [x change \(l\) v] to (x change)\nset [y change \(l\) v] to (y change)\nset [movex v] to [0]\nset [movey v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\ngoto (((moveX) + (@offsetx\(local\))) - (SCROLL X)) ((((moveY) + (@offsety\(local\))) - (SCROLL Y)) + (Y_SHAKE))\n\ndefine goto (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick_water v]\nif <(timer) > [25]> then\n set [movex v] to ((((((100) - ((timer) * (2))) * ((x change \(l\)) / (50))) - (moveX)) / (5)) + (moveX))\n set [movey v] to ((((((100) - ((timer) * (2))) * ((y change \(l\)) / (50))) - (moveY)) / (5)) + (moveY))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (-1.35)\n end\n end\nelse\n if <(timer) < [26]> then\n set [movex v] to ((moveX) + (((((timer) * (2)) * ((x change \(l\)) / (50))) - (moveX)) / (5)))\n set [movey v] to ((moveY) + (((((timer) * (2)) * ((y change \(l\)) / (50))) - (moveY)) / (5)))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (1.35)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nClone @ [1245] [490] [162] [0] [A]\nswitch costume to (blank v)\n\n@Game_Moving\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\nif <(timer) > [25]> then\n set [@change_offset v] to ((((((100) - ((timer) * (2))) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)) + (@Change_OFFSET))\n point in direction (-90)\nend\nif <(timer) < [26]> then\n set [@change_offset v] to ((@Change_OFFSET) + (((((timer) * (2)) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)))\n point in direction (90)\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (6)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [lootxy v] to (join (round (((@offsetx) + (@Change_OFFSET)) + (5000))) (round ((@offsety) + (5000))))\n delete this clone\n else\n broadcast (die v)\n end\n wait (4) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (125) layers\nif <(costume [name v]) = [red1]> then\n forever\n if <<([abs v] of ((y position) - ([y position v] of [game_player v])) ) < [200]> and <<(([x position v] of [game_player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [game_player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [restart v]\nrepeat (1)\n delete this clone\nend\nCLONE @ [351] [6] [red1] [140]\nCLONE @ [260] [-474] [red1] [90]\nCLONE @ [935] [-437] [bot1] [70]\nCLONE @ [3435] [-220] [bot1] [100]\nCLONE @ [3306] [37] [bot1] [100]\nCLONE @ [2583] [409] [red1] [100]\nCLONE @ [3155] [-219] [red1] [150]\nswitch costume to (blank v)\n\n@AlertsUI\n\nwhen I receive [afk v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [turbo v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (turbo v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\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 [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [@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 [@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 <(@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 <(@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 else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\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 wait (2) seconds\n repeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\n end\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 [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (150) %\n set [pause v] to [1]\n repeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (restart v)\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [open caht v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open caht v] to [0]\nforever\n set [ghost v] effect to (ghost)\n if <(open caht) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n go to x: (-150) y: (0)\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (15) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open caht) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open caht v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open caht v] to ((1) - (open caht))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [tick v]\nset [click2 v] to <<mouse down?> and <<(ghost) < [30]> and <touching (mouse-pointer v)?>>>\n\nwhen I receive [mobile v]\nreset\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (10)\n broadcast (alert v)\n stop [this script v]\n else\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n | Here is my new game guys! Thanks for 800 follows!!\nThis is my first time animating everything about the player, idle, jump, die and run/walk\nGlitch fixed!\n For 2k followers everybody! |
$1 Jetpack - platformer #games # all | @Stage\n\nwhen flag clicked\nswitch backdrop to (slopes v)\nforever\n play sound [song v] until done\nend\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n switch backdrop to (temple v)\nend\n\n@Guy\n\nwhen I start as a clone\nswitch costume to (trail1 v)\nclear graphic effects\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nSetup\nbroadcast (Game Loop v)\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen flag clicked\n\ndefine Fix Collisions in direction (dir)\nset [temporary dir v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (168)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temporary dir)\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 Solid\nif <<touching (ground v)?> or <touching (sword button v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nhide variable [speed x v]\n\nwhen flag clicked\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\ndefine Setup\ngo to x: (-200) y: (50)\npoint in direction (90)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (45) %\nswitch costume to (middle v)\nset drag mode [not draggable v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [level v] to [1]\n\ndefine Left / Right Movement\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [speed x v] by (-1)\n point in direction (-90)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [speed x v] by (1)\n point in direction (90)\nend\nset [speed x v] to ((speed x) * (0.9))\nchange x by (speed x)\n\nwhen I receive [game loop v]\nset [dead? v] to [0]\nforever\n create clone of (_myself_ v)\n Set Costume\n Left / Right Movement\n Horizontal Collision and Wall Jump\n Up / Down Movement\n Check Death / Win\nend\n\ndefine Horizontal Collision and Wall Jump\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change x by ((speed 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 <(speed x) > [0]> then\n set [speed x v] to [-7]\n else\n set [speed x v] to [7]\n end\n set [speed y v] to [14]\n else\n set [speed x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-3)\n\ndefine Up / Down Movement\nCheck Touching Solid\nif <(touching) = [1]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [speed y v] to [14]\n end\nend\nchange y by (3)\nchange [speed y v] by (-1)\nchange y by (speed y)\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\nend\n\ndefine Check Death / Win\nif <(x position) > [230]> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <(y position) < [-170]> then\n broadcast (Death v)\nend\nif <touching (spike v)?> then\n broadcast (Death v)\nend\nif <touching (lava v)?> then\n broadcast (Death v)\nend\nif <touching (saw v)?> then\n broadcast (Death v)\nend\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nset [speed x v] to [0]\nif <(Level) = [12]> then\n go to x: (-235) y: (100)\nelse\n go to x: (-245) y: (-50)\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nset [dead? v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nif <(Level) = [12]> then\n go to x: (-235) y: (100)\nelse\n go to x: (-235) y: (-50)\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nshow\nbroadcast (Game Loop v)\ndelete this clone\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\n\nwhen I receive [game loop v]\ndelete this clone\n\nwhen I receive [game loop v]\n\nFix Collisions in direction [0]\nFix Collisions in direction [90]\n\nwhen I receive [next level v]\nwait (0.01) seconds\nFix Collisions in direction [0]\n\nwhen I receive [90 v]\nset [speed y v] to [20]\nchange y by (speed y)\n\nwhen I receive [-90 v]\nset [speed y v] to [-20]\nchange y by (speed y)\n\nstop [this script v]\n\nwhen I receive [180 v]\nset [speed x v] to [25]\n\nwhen I receive [next level v]\nFix Collisions in direction [0]\n\nwhen I receive [game loop v]\nFix Collisions in direction [0]\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\nwhen I receive [bounce v]\nset [speed y v] to [10]\n\ngo to [back v] layer\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\nswitch costume to (level1 v)\n\nnext costume\n\n@Lava\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nif <(Level) = [4]> then\n show\n switch costume to (lava0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [5]> then\n show\n switch costume to (lava2.0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava2.] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [7]> then\n show\n switch costume to (costume3 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava3.] (([floor v] of (frame) ) mod (4)))\n end\nend\nhide\n\nwhen flag clicked\nhide\n\nnext costume\n\n@Spike\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nclear graphic effects\ngo to [back v] layer\nif <(Level) = [4]> then\n show\n switch costume to (4 v)\n stop [this script v]\nend\nif <(Level) = [6]> then\n show\n switch costume to (6 v)\n forever\n if <touching (guy v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n end\nend\nif <(Level) = [7]> then\n show\n switch costume to (7 v)\n stop [this script v]\nend\nif <(Level) = [12]> then\n show\n switch costume to (12 v)\n stop [this script v]\nend\nhide\n\nif <(Level) = [3]> then\nif <(Level) = [4]> then\n hide\nend\n\nstop [this script v]\n\nif <(Level) = [14]> then\n show\n switch costume to (14 v)\n stop [this script v]\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0) seconds\ngo to [back v] layer\nClone at [-60] [-80] level [9] dir [90]\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <touching (guy v)?> then\n switch costume to (costume1 v)\n broadcast (direction)\n wait (0.08) seconds\n switch costume to (spring2 v)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nchange y by (50)\n\ndefine Clone at (x) (y) level (level) dir (dir)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nwait (0) seconds\n\ngo to x: (-60) y: (-60)\n\n@Saw\n\nwhen I receive [next level v]\ngo to [back v] layer\nwait (0) seconds\nClone at [131] [-118] size [120] level [2]\nClone at [-76] [-118] size [120] level [2]\nClone at [-8] [68] size [120] level [2]\nClone at [-240] [68] size [120] level [2]\nClone at [200] [68] size [120] level [2]\nClone at [-93] [-93] size [120] level [7]\nClone at [-72] [67] size [120] level [12]\nClone at [144] [21] size [120] level [13]\n\ngo to x: (30) y: (50)\nset size to (200) %\ncreate clone of (_myself_ v)\ngo to x: (166) y: (-112)\nset size to (100) %\ncreate clone of (_myself_ v)\ngo to x: (-120) y: (-106)\n\nif <(Level) = [10]> then\n go to x: (-120) y: (-106)\n set size to (150) %\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n set size to (80) %\n go to x: (-23) y: (123)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set size to (120) %\n go to x: (-71) y: (-118)\n create clone of (_myself_ v)\n go to x: (131) y: (-57)\n create clone of (_myself_ v)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn left (15) degrees\nend\n\nrepeat until <(Level) = [9]>\n\ndelete this clone\n\ngo to x: (26) y: (-33)\n\nwhen I receive [next level v]\ndelete this clone\n\ngo to x: (-23) y: (123)\n\ngo to x: (131) y: (-57)\nset size to (120) %\n\ndefine Clone at (x) (y) size (size) level (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set size to (size) %\n create clone of (_myself_ v)\nend\n\nset size to (140) %\n\nchange x by (-20)\n\nchange y by (-10)\n\n@Cloud\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nswitch costume to (big v)\nset x to (280)\nCreate Cloud\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [costume v] to (costume [number v])\nset [ghost v] effect to (pick random (30) to (70))\nset y to (pick random (80) to (180))\nset [sx v] to (pick random (3.) to (5.))\nrepeat ((600) / (sx))\n go to [back v] layer\n switch costume to (big v)\n change x by ((-1) * (sx))\n switch costume to (costume)\nend\ndelete this clone\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n stop [other scripts in sprite v]\n delete this clone\nend\n\nset [ghost v] effect to (20)\nshow\n\ndefine Create Cloud\nforever\n switch costume to (big v)\n create clone of (_myself_ v)\n wait (pick random (1.) to (2.)) seconds\nend\n\nforever\n\n@Word\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nswitch costume to (join [Level] (Level))\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nshow\n\n@Enemy\n\ndefine Spawn (type) at (x) (y) level (level) dir (dir) size (size) with (weapon) size (weapon size)\nif <(type) = []> then\n if <(level) = (Level)> then\n switch costume to (type)\n go to x: (x) y: (y)\n point in direction (dir)\n set size to (size) %\n set [type v] to (type)\n create clone of (_myself_ v)\n if <(weapon) > []> then\n switch costume to (weapon)\n set [type v] to (weapon)\n set size to (weapon size) %\n create clone of (_myself_ v)\n end\n set [type v] to []\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [frame v] to []\nif <(type) = [Slime]> then\n Spawn Slime\nend\nif <(type) = [Tall]> then\n Spawn Tall\nend\nif <(type) = [Spiky]> then\n Spawn Spiky\nend\nif <(type) = [spear*]> then\n set rotation style [all around v]\n Spawn spear\nend\nif <(type) = [sword*]> then\n spawn sword*\nend\nMove - Down\nforever\n point towards (guy v)\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nSpawn All Enemies\n\nwhen flag clicked\nset [frame v] to [0]\nset [type v] to []\nset rotation style [left-right v]\nhide\n\ndefine Move - Down\nchange [sy v] by (-1)\nchange y by (sy)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [sy v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (invisible enemy wall v)?>>>> then\n stop [this script v]\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player?\nif <touching (guy v)?> then\n if <(speed y) < [-2]> then\n switch costume to (join (costume [name v]) [Squish])\n broadcast (Bounce v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(DEAD?) = [0]> then\n broadcast (Death v)\n end\n end\nend\n\nwhen I receive [game loop v]\nwait (0) seconds\nSpawn All Enemies\n\nwhen I receive [game loop v]\ndelete this clone\n\ndefine Spawn Slime\nforever\n if <(frame) = [20]> then\n set [sy v] to [8]\n set [frame v] to [0]\n end\n Move - Down\n Move - Left or Right\n Touching Player?\n change [frame v] by (0.5)\nend\n\ndefine Spawn Tall\nforever\n Move - Down\n Move - Left or Right\n Touching Player?\nend\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine Spawn All Enemies\nSpawn [Tall] at [150] [10] level [3] dir [-90] size [60] with [] size []\nSpawn [Slime] at [30] [-60] level [3] dir [-90] size [60] with [] size []\nSpawn [Spiky] at [200] [-60] level [3] dir [-90] size [60] with [] size []\nSpawn [Spear] at [30] [-70] level [8] dir [-90] size [60] with [spear*] size [50]\nSpawn [Spear] at [-110] [-70] level [9] dir [-90] size [60] with [spear*] size [50]\nSpawn [Sword] at [100] [30] level [9] dir [-90] size [60] with [sword*] size [70]\nSpawn [Spear] at [-100] [-70] level [11] dir [-90] size [60] with [spear*] size [50]\nSpawn [Sword] at [0] [-70] level [11] dir [-90] size [60] with [sword*] size [70]\nSpawn [Spear] at [-140] [55] level [11] dir [-90] size [60] with [spear*] size [50]\nSpawn [Sword] at [-40] [55] level [11] dir [-90] size [60] with [sword*] size [70]\nSpawn [Spear] at [90] [55] level [11] dir [-90] size [60] with [spear*] size [70]\nSpawn [Spear] at [-103] [-62] level [13] dir [-90] size [60] with [spear*] size [70]\nSpawn [Sword] at [-23] [-22] level [13] dir [-90] size [60] with [sword*] size [70]\n\ndefine Spawn Spiky\nforever\n if <(frame) = [20]> then\n set [sy v] to [8]\n set [frame v] to [0]\n end\n Move - Down\n Move - Left or Right\n if <<touching (guy v)?> and <(DEAD?) = [0]>> then\n broadcast (Death v)\n end\n change [frame v] by (0.5)\nend\n\nbroadcast (next level v)\n\nSpawn [Slime] at [30] [-40] level [4] dir [-90] size [60] with [] size []\nSpawn [Slime] at [-50] [-60] level [4] dir [-90] size [60] with [] size []\nSpawn [Tall] at [140] [0] level [5] dir [90] size [60] with [] size []\nSpawn [Slime] at [70] [-20] level [5] dir [-90] size [60] with [] size []\nSpawn [Tall] at [0] [-30] level [5] dir [-90] size [60] with [] size []\nSpawn [Slime] at [-60] [-60] level [5] dir [90] size [60] with [] size []\nSpawn [Tall] at [-130] [-80] level [5] dir [90] size [60] with [] size []\nSpawn [Tall] at [20] [-40] level [11] dir [-90] size [60] with [] size []\nSpawn [Spiky] at [-60] [-70] level [13] dir [-90] size [60] with [] size []\nSpawn [Spiky] at [80] [-70] level [13] dir [-90] size [60] with [] size []\nSpawn [Spiky] at [210] [-70] level [13] dir [-90] size [60] with [] size []\nSpawn [Spiky] at [170] [0] level [14] dir [-90] size [60] with [] size []\n\ndefine Spawn spear\nforever\n go to [back v] layer\n point towards (guy v)\n if <(distance to [guy v]) < [120]> then\n Poke them\n end\nend\n\ndefine Poke them\nrepeat (4)\n move (2) steps\nend\nrepeat (4)\n move (-2) steps\nend\n\ndelete this clone\n\nset [type v] to []\n\nwait (0.2) seconds\n\ndefine Check Death\nforever\n if <<touching (guy v)?> and <(DEAD?) = [0]>> then\n broadcast (Death v)\n end\nend\n\nwhen I start as a clone\nif < (type) contains [*]?> then\n set rotation style [all around v]\n Check Death\nend\n\nSpawn spear\n\nbroadcast (next level v)\n\ndefine spawn sword*\nforever\n go to [back v] layer\n if <([x position v] of [guy v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set rotation style [all around v]\n if <(distance to [guy v]) < [120]> then\n repeat (36)\n turn right (10) degrees\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\ngo to x: (100) y: (30)\n\n@Nothing\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n show\n stop [this script v]\nend\nhide\n\nforever\n if <touching (guy v)?> then\n change [ghost v] effect by (5)\n else\n set [ghost v] effect to (0)\n end\nend\n\nset [ghost v] effect to (60)\n\nwhen flag clicked\nhide\n\n@Glow\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n set [ghost v] effect to (50)\n show\nend\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen I receive [next level v]\n\nif <(Level) = [11]> then\n hide\n switch backdrop to (slopes v)\nend\n\n@people\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n go to x: (20) y: (-75)\n show\n forever\n if <touching (guy v)?> then\n say [Beware! A gang of bad guys had take over the temple for the ruby!]\n else\n say []\n end\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Arrow and bow\n\nwhen I start as a clone\nshow\nif <(type) = [arrow]> then\n set [type v] to []\n switch costume to (arrow v)\n repeat until <<touching (guy v)?> or <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (sword v)?>>>>\n move (15) steps\n end\n if <touching (sword v)?> then\n turn right (180) degrees\n repeat until <<touching (guy v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (15) steps\n end\n end\n if <touching (guy v)?> then\n broadcast (Death v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [next level v]\nset [type v] to []\nif then\n delete this clone\nend\nif <(Level) = [7]> then\n set [type v] to [bow]\n go to x: (-187) y: (105)\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n set [type v] to [bow]\n go to x: (180) y: (50)\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n set [type v] to [bow]\n go to x: (-160) y: (-100)\n create clone of (_myself_ v)\nend\n\ndefine Animation\nswitch costume to (bow 0 v)\nwait (1) seconds\nrepeat (10)\n next costume\nend\nwait (1) seconds\nset [type v] to [arrow]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [type v] to []\n\nwhen I start as a clone\nif <(type) = [bow]> then\n forever\n Animation\n end\nend\n\nwhen I start as a clone\nif <(type) = [bow]> then\n forever\n point towards (guy v)\n end\nend\n\nbroadcast (next level v)\n\nset [type v] to [bow]\ngo to x: (-180) y: (50)\ncreate clone of (_myself_ v)\n\n@Sword\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n show\n point in direction (45)\n go to x: (-24) y: (-29)\n forever\n if <touching (guy v)?> then\n set [sword v] to [1]\n hide\n forever\n go to (guy v)\n end\n end\n end\nend\n\nwhen [space v] key pressed\nbroadcast (Swing Sword v)\n\nwhen flag clicked\nset [sword v] to [0]\nhide\n\nwhen I receive [next level v]\nif <(sword) = [1]> then\n forever\n go to (guy v)\n end\nend\n\nhide\n\nrepeat (10)\n\nturn right (15) degrees\n\nwhen I receive [swing sword v]\nshow\nif <<(sword) = [1]> and <(using) = [0]>> then\n if <([direction v] of [guy v]) > [0]> then\n switch costume to (sword v)\n point in direction (15)\n repeat (10)\n turn right (15) degrees\n end\n else\n switch costume to (sword2 v)\n point in direction (-15)\n repeat (10)\n turn left (15) degrees\n end\n end\nend\nhide\nset [using v] to [1]\nwait until <not <key (space v) pressed?>>\nset [using v] to [0]\n\n@Sword button\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n forever\n if <([sword v] of [sword v]) = [1]> then\n show\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Swing Sword v)\n\nwhen flag clicked\ngo to x: (52) y: (-46)\nhide\n\nhide\n\ngo [backward v] (1) layers\n\nwhen [s v] key pressed\nif <([sword v] of [sword v]) = [1]> then\n go to [front v] layer\n next costume\nend\n\n | New game out! https://scratch.mit.edu/projects/219448041/\nPixel Platformer 2.0 is out! \nhttps://scratch.mit.edu/projects/204398021/\nHow to make a good platformer: (by MathisAnimations)\nhttps://scratch.mit.edu/projects/203497752/\nPLEASE READ ALL OF THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n1. Arrow keys to move left/right and jump.\n2. Click on the character to choose it.\n3 Once you do step 2 the game will start\nAll the other instructions you will find in-game.\nAll levels are possible.\nPlease remix and add your own levels!\nLove and fave if you enjoyed it! And if you want to see more projects like this, follow me.\nPlease share any glitches in the comments and I will try to fix them.\nThanks for top loved!!!!!!!!!!!!!\nAnd top remixed!\n32.4k views!!!!!!!!!!!!!!!!!!\n2.9k loves!!!!!!!!!!!!!!!!!\nPlease don't advertise in the comments. |
NEON - Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [HAPPIER x SUNFLOWER \[Mashup\] Marshmello, Post Malone, Swae Lee, Bastille v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0000001)\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\n\n@Player\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n broadcast (Restart v)\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n end\nend\n\ndefine Player Physics\ngo to [front v] layer\ngo [backward v] (9) layers\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [playerx v] by (1.5)\n switch costume to (player - right v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [playerx v] by (-1.5)\n switch costume to (player - left v)\nend\nif <<<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 (player - upright v)\nend\nif <<<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 (player - upleft v)\nend\nif <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 (player - normal v)\nend\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player - bent v)\nend\nchange x by (PlayerX)\nif <touching (platforms v)?> then\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(PlayerX) > [0]> then\n set [playerx v] to [-15]\n set [playery v] to [10]\n else\n set [playerx v] to [15]\n set [playery v] to [10]\n end\n else\n set [playerx v] to [0]\n end\nelse\n set [playerx v] to ((PlayerX) * (0.8))\nend\nchange y by (PlayerY)\nif <touching (platforms v)?> then\n change y by ((PlayerY) * (-1))\n set [playery v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping?) = [yes]> then\n set [playery v] to [12]\n set [jumping? v] to [no]\n end\n end\nelse\n change [playery v] by (-1)\n set [jumping? v] to [yes]\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n go to x: (-190) y: (20)\n broadcast (Restart v)\n set [playerx v] to [0]\n set [playery v] to [0]\nend\nif <touching (bouncy v)?> then\n if <(Jumping?) = [yes]> then\n set [playery v] to [16]\n set [jumping? v] to [no]\n end\nend\nif <<<touching (danger v)?> or <(y position) < [-178]>> or <<touching (saws v)?> or <touching (lava v)?>>> then\n go to x: (-190) y: (50)\n set [playerx v] to [0]\n set [playery v] to [0]\n change [death v] by (1)\nend\n\nwhen I receive [-intro done v]\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [death v] to [0]\nset [signal v] to [disactivated]\nhide variable [death v]\nshow\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [playerx v] to [0]\nset [playery v] to [0]\nforever\n Player Physics\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (0.1)\nend\n\n@Art\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\n set [ghost v] effect to (50)\nend\n\n@Light\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\n@Sprite2\n\ndefine size (zz)\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nrepeat (30)\n change size by (((zz) - (size)) / (5))\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (30)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point in direction (pick random (0) to (360))\n set size to (pick random (1) to (3)) %\n create clone of (_myself_ v)\n wait (0.5) seconds\n switch costume to (pick random (1) to (3))\nend\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nsize (pick random (50) to (200))\n\n@Saws\n\ndefine New Saw at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\nwhen I receive [restart v]\nwait (0.01) seconds\nset size to (150) %\nhide\nif <(Level) = [2]> then\n New Saw at [-80] [-90]\nend\nif <(Level) = [3]> then\n New Saw at [-54] [77]\nend\nif <(Level) = [4]> then\n New Saw at [-23] [-85]\n New Saw at [75] [-91]\nend\nif <(Level) = [5]> then\n New Saw at [-110] [-91]\n New Saw at [184] [38]\nend\nif <(Level) = [6]> then\n New Saw at [2] [3]\n New Saw at [51] [22]\n New Saw at [111] [149]\nend\nif <(Level) = [7]> then\n\nwhen I receive [restart v]\ndelete this clone\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n@Board\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n wait (pick random (25) to (45)) seconds\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\n\n@Who\n\nwhen flag clicked\nRead In Visited Lists\nAdd Me To Visited List (username)\nDisplay and Store Visited List\n\ndefine Read In Visited Lists\ndelete (all) of [who list v]\ndelete (all) of [when list v]\ndelete (all) of [count list v]\nInit Reader (☁ Who Visited)\nrepeat until <(parseIdx) > (length of (parseStr))>\n Read String\n add (?Val) to [who list v]\n Read Number\n add (?Val) to [when list v]\n Read Number\n add (?Val) to [count list v]\nend\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\nwhen flag clicked\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 <(?Val) > [8388608]> then\n set [?val v] to ((?Val) - (16777215))\nend\nchange [parseidx v] by (1)\n\ndefine Write Number (val)\nif <(val) < [0]> then\n set [?val v] to (round ((val) + (16777215)))\nelse\n set [?val v] to (round (val))\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [ti v] to [1]\nrepeat (length of (txt))\n set [tc v] to (letter (ti) of (txt))\n set [ti2 v] to [1]\n repeat until <<(tc) = (letter (ti2) of (_Chars))> or <(ti2) > (length of (_Chars))>>\n change [ti2 v] by (1)\n end\n if <(ti2) < [10]> then\n set [?val v] to (join (?Val) [0])\n end\n set [?val v] to (join (?Val) (ti2))\n change [ti v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Read String\nRead Number\nset [parselen v] to (?Val)\nset [?val v] to []\nrepeat (parseLen)\n set [ti2 v] to (((letter (parseIdx) of (parseStr)) * (10)) + (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (letter (ti2) of (_Chars)))\n change [parseidx v] by (2)\nend\n\ndefine Add Me To Visited List (who)\nset [whoidx v] to [1]\nset [found? v] to [0]\nrepeat (length of [who list v])\n set [who v] to (item (whoIdx) of [who list v])\n if <(who) = (who)> then\n set [when v] to (item (whoIdx) of [when list v])\n if <(when) = ([floor v] of (days since 2000) )> then\n set [found? v] to [1]\n set [count v] to ((item (whoIdx) of [count list v]) + (1))\n replace item (whoIdx) of [count list v] with (count)\n end\n end\n change [whoidx v] by (1)\nend\nif <(found?) = [0]> then\n insert (who) at (1) of [who list v] \n insert ([floor v] of (days since 2000) ) at (1) of [when list v] \n insert [1] at (1) of [count list v] \nend\n\ndefine Display and Store Visited List\ndelete (all) of [visited list v]\nset [whoidx v] to [1]\nInit Reader []\nset [last when v] to [0]\nrepeat (length of [who list v])\n set [who v] to (item (whoIdx) of [who list v])\n set [when v] to (item (whoIdx) of [when list v])\n set [count v] to (item (whoIdx) of [count list v])\n Write String (who)\n Write Number (when)\n Write Number (count)\n if <not <(last when) = (when)>> then\n set [last when v] to (when)\n set [when v] to (([floor v] of (days since 2000) ) - (when))\n if <(when) = [0]> then\n set [when v] to [Today]\n else\n if <(when) = [1]> then\n set [when v] to [Yesterday]\n else\n set [when v] to (join (when) [ days ago])\n end\n end\n add [] to [visited list v]\n add (join [>>>>> ] (join (when) [ <<<<<])) to [visited list v]\n add [] to [visited list v]\n end\n add (join (who) (join [ x] (count))) to [visited list v]\n change [whoidx v] by (1)\nend\ndelete (1) of [visited list v]\nset [☁ who visited v] to (parseStr)\n\nset [☁ who visited v] to []\n\n@Danger2\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Lava2\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n | ✿ The Lost Creature ✿\n ✿ Multiplayer Scrolling Platformer ✿\n\nWant to advertise? Go here:\nhttps://scratch.mit.edu/studios/26606276/\n\nCheck it out on itch.io thanks to @runnyanimate!\nhttps://officialiglusstudos.itch.io/the-lost-creature\n\nEnter the dark cave! This cave is filled with treasures,\nsuch as loves and favorites! On your journey, collect 20 total. Play with other creatures to explore together! If you enjoyed it, a ❤️ and ⭐ would be appreciated ツ\n ✦✦✦Instructions✦✦✦\n➜ Collect 10 loves and 10 favorites total\n➜ Comment your time below! My best is 87 sec.\n➜ [T] to chat, [#] to select phrase/tap on player and tap on phrase (mobile)\n➜ [N] to toggle names\n➜ [WASD], arrow keys, or mobile to move\n➜ [R] to restart\n ✦✦✦News✦✦✦\n(5/9/20) #3 on trending!\n(5/8/20) Top REMIXED!!✨\n(5/7/20) TOP LOVED!! ❤️ 2 Days?!?!\n(5/6/20) Trending!\n(5/5/20) Project shared (finally)\n(4/0/20) Project created\n ✦✦✦Loves/faves✦✦✦\n@Sterlon ❤️⭐\n@sharkyshar ❤️⭐\n@TimMcTest ❤️⭐\n@TimMcCool ❤️⭐\n@-PhantomAnimations- ❤️\n@CapAnimation ❤️⭐\n@Capt_Boanerges ❤️\n@krishtheking123 ❤️⭐\n@noodlebot743 ❤️⭐\n@Lukas1410 ❤️⭐\n@icmy123 ❤️\n@PaddlerGames ❤️\n@Game-Cloud ❤️⭐\n@Lazy_otter2_0 ❤️⭐\n@IcedSnow ❤️⭐\n@judgefan99 ❤️\n@Benelem12 ❤️⭐\n@dayfin ❤️\n@Awesomebricks1 ❤️⭐\n ✦✦✦Credits✦✦✦\n➜ Big thanks to @ivanbb3 for cloud beta testing!\n➜ Multiplayer engine @StratfordJames\n➜ Art drawn by @StratfordJames\n➜ Art inspired @CrystalKeeper7\n ✦✦✦Inspiring Quotes✦✦✦\n\n "It's one of the best scrolling \n platformers I have ever played"\n @Timmccool\n\n "AMAZING"\n @Lukas1410\n\n "great game!"\n @Sterlon\n\n "cool!"\n @JWhandle\n\n ✦✦✦Tags✦✦✦\n#games #multiplayer #scrolling #platformer #cloud #platformers #player #lost #creature #stratfordjames #art #videogames #trending\n\nsymbols I used: ❤️⭐✨❌✔✦✿➜☁️⚠️★ |
platformer Mario! | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Current Theme)\nend\n\n@Empty\n\n@Player\n\nwhen I receive [start v]\nforever\n set [die v] to []\n Reset\n repeat until <not <(Die) = []>>\n broadcast (Collision v)\n tick\n end\n Die\nend\n\ndefine Die\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.3) seconds\nset [die v] to []\n\nwhen flag clicked\nset [game mode v] to [Make]\nGreen Flag: Reset\nbroadcast (Reset v)\nset [current cos v] to [1]\n\ndefine tick\nshow\ngo to x: (0) y: (0)\nswitch costume to (hitbox v)\nset size to ((Tile Size) * (2)) %\ngo to [front v] layer\ngo [backward v] (36) layers\nif <(Game Mode) = [Play]> then\n Play\nelse\n Make [7]\nend\n\ndefine yv (yv)\nchange [jump v] by (2)\nif <not <[collision v] contains [6]?>> then\n if <not <[collision v] contains [10]?>> then\n change [player_y v] by (yv)\n else\n set [jump v] to [0]\n set [xv v] to ((xv) * (0.97))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n change [player_y v] by ((yv) / (3))\n else\n change [player_y v] by ((yv) / (4))\n end\n end\nelse\n set [jump v] to [0]\n set [xv v] to ((xv) * (0.95))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [player_y v] by ((yv) / (2))\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [player_y v] by ((yv) / (2))\n end\nend\nPosition\nrepeat until <not <[collision v] contains [1]?>>\n if <(yv) > [0]> then\n change [player_y v] by (-1)\n else\n change [player_y v] by (1)\n set [yv v] to [0]\n set [jump v] to [0]\n end\n set [yv v] to [0]\n Position\nend\n\ndefine xv (xv)\nchange [player_x v] by (xv)\nPosition\nif <[collision v] contains [1]?> then\n repeat until <not <[collision v] contains [1]?>>\n if <(xv) > [0]> then\n change [player_x v] by (-1)\n else\n change [player_x v] by (1)\n end\n Position\n end\n if <(walljump) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(xv) > [0]> then\n set [xv v] to (((-7) / (30)) * (Tile Size))\n else\n set [xv v] to (((7) / (30)) * (Tile Size))\n end\n set [yv v] to (((15) / (30)) * (Tile Size))\n end\n else\n set [xv v] to [0]\n end\n end\nend\nPosition\n\nset [jump v] to [0]\n\nset [jump v] to [0]\n\ndefine Position\nset [player_y v] to (round (Player_Y))\nset [player_x v] to (round (Player_X))\nCollision\ngo to x: ((Player_X) - (Camera X)) y: ((Player_Y) - (Camera Y))\nif <not <((Player_Y) - (Camera Y)) = (y position)>> then\n hide\nelse\n show\nend\n\ndefine Reset\ngo to x: (0) y: (0)\nset [current cos v] to [1]\nif <(Game Mode) = [Make]> then\n set [win v] to [0]\nend\nset [player_x v] to ((CheckX) * (Tile Size))\nset [player_y v] to ((CheckY) * (Tile Size))\nset [camera x v] to (Player_X)\nset [camera y v] to (Player_Y)\nset [xv v] to [0]\nset [yv v] to [0]\nset [die v] to []\nset [ghost v] effect to (0)\n\ndefine Collision\ndelete all of [collision v]\nset [collision # v] to [1]\nrepeat (length of [x v])\n add [0] to [collision v]\n if <(item (Collision #) of [cos v]) = [3]> then\n if <<((item (Collision #) of [y v]) * (Tile Size)) < ((Player_Y) + (((Tile Size) / (4)) * (3)))> and <((item (Collision #) of [y v]) * (Tile Size)) > ((Player_Y) - (((Tile Size) / (4)) * (3)))>> then\n if <<((item (Collision #) of [x v]) * (Tile Size)) < ((Player_X) + (((Tile Size) / (4)) * (3)))> and <((item (Collision #) of [x v]) * (Tile Size)) > ((Player_X) - (((Tile Size) / (4)) * (3)))>> then\n replace item (Collision #) of [collision v] with (item (Collision #) of [cos v])\n end\n end\n else\n if <(item (Collision #) of [cos v]) = [15]> then\n if <<((item (Collision #) of [y v]) * (Tile Size)) < ((Player_Y) + (Tile Size))> and <([abs v] of ((item (Collision #) of [y v]) * (Tile Size)) ) > ((Player_Y) - (Tile Size))>> then\n if <<((item (Collision #) of [x v]) * (Tile Size)) < ((Player_X) + (Tile Size))> and <((item (Collision #) of [x v]) * (Tile Size)) > ((Player_X) - (Tile Size))>> then\n if <(item (Collision #) of [coins v]) = [0]> then\n replace item (Collision #) of [collision v] with (item (Collision #) of [cos v])\n end\n end\n end\n else\n if <<((item (Collision #) of [y v]) * (Tile Size)) < ((Player_Y) + (((Tile Size) / (35)) * (34)))> and <((item (Collision #) of [y v]) * (Tile Size)) > ((Player_Y) - (((Tile Size) / (35)) * (35)))>> then\n if <<((item (Collision #) of [x v]) * (Tile Size)) < ((Player_X) + (((Tile Size) / (25)) * (23)))> and <((item (Collision #) of [x v]) * (Tile Size)) > ((Player_X) - (((Tile Size) / (25)) * (23)))>> then\n replace item (Collision #) of [collision v] with (item (Collision #) of [cos v])\n end\n end\n end\n end\n change [collision # v] by (1)\nend\n\ndefine Play\nset [player_y v] to (round (Player_Y))\nif <(Win) = [0]> then\n if <[10] > ([abs v] of (xv) )> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [cos v] to [1]\n change [xv v] by (((2) / (30)) * (Tile Size))\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [cos v] to [2]\n change [xv v] by (((-2) / (30)) * (Tile Size))\n else\n set [cos v] to [3]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n Position\n if <(jump) < [5]> then\n change [jump v] by (3)\n set [yv v] to (((21) / (30)) * (Tile Size))\n end\n end\nend\nset [yv v] to ((yv) * (0.99))\nset [xv v] to ((xv) * (0.8))\nif <(yv) > [-13]> then\n change [yv v] by ((((2) / (30)) * (Tile Size)) * (-1))\nend\nyv (yv)\nif <([abs v] of (xv) ) > [0]> then\n xv (xv)\nend\nif <(Player_Y) < [-400]> then\n hide\nend\nif <<<[collision v] contains [3]?> or <[collision v] contains [12]?>> or <(Player_Y) < [-500]>> then\n set [die v] to [Die]\nend\nif <<[collision v] contains [4]?> or <[collision v] contains [5]?>> then\n set [yv v] to (((25) / (30)) * (Tile Size))\nend\nchange [camera x v] by (round (((Player_X) - (Camera X)) / (((8) * (30)) / (Tile Size))))\nif <(Player_Y) > [-200]> then\n change [camera y v] by (round (((Player_Y) - (Camera Y)) / (((8) * (30)) / (Tile Size))))\nend\nPosition\nswitch costume to (Cos)\nCollision\n\ndefine Make (speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((speed) * (-1))\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to ((speed) + (3))\nelse\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(Player_Y) > [-50]>> then\n set [yv v] to (((speed) + (3)) * (-1))\n end\nend\nset [yv v] to ((yv) * (0.6))\nset [xv v] to ((xv) * (0.5))\nchange [player_x v] by (xv)\nchange [player_y v] by (yv)\nset [camera x v] to (Player_X)\nset [camera y v] to (Player_Y)\nswitch costume to (3 v)\ngo to x: ((0) - (Camera X)) y: ((Tile Size) - (Camera Y))\n\nwhen I receive [play game v]\nGreen Flag: Reset\nReset\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [backward v] (50) layers\n broadcast (Game Loop v)\nend\n\ndefine Green Flag: Reset\nset [checkx v] to [0]\nset [checky v] to [0]\nset [has won? v] to [0]\n\nset [win v] to [0]\nset [has won? v] to [0]\n\nwhen I receive [play game v]\n\n@Blocks\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(Game Mode) = [Make]> then\n if <(Signtype) = [0]> then\n Add block\n end\n end\n end\nend\n\nwhen flag clicked\ndelete all of [blocks v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [cos v]\ndelete all of [previous v]\n\ndefine Costumes (cos) (t) (txt)\nclear graphic effects\nif <(cos) = [Empty]> then\n switch costume to (empty v)\nend\nif <(cos) = [M]> then\n switch costume to (e v)\n switch costume to (Current Cos)\n set [ghost v] effect to (50)\n if <(Current Cos) = [1]> then\n switch costume to (join (t) [M])\n end\nelse\n if <(cos) < [3]> then\n if <[blocks v] contains (join (BlockX) (join [_] ((BlockY) + (1))))?> then\n if <<(item (item # of (join (BlockX) (join [_] ((BlockY) + (1)))) in [blocks v]) of [cos v]) = [1]> or <(item (item # of (join (BlockX) (join [_] ((BlockY) + (1)))) in [blocks v]) of [cos v]) = [10]>> then\n if <(item (item # of (join (BlockX) (join [_] ((BlockY) + (1)))) in [blocks v]) of [cos v]) = [10]> then\n switch costume to (join (t) [M])\n else\n switch costume to (join [2] (t))\n end\n else\n switch costume to (join [1] (t))\n end\n else\n switch costume to (join [1] (t))\n end\n else\n if <(cos) < [4]> then\n switch costume to (3 v)\n else\n if <(cos) < [6]> then\n if <[blocks v] contains (join (BlockX) (join [_] ((BlockY) + (1))))?> then\n if <(item (item # of (join (BlockX) (join [_] ((BlockY) + (1)))) in [blocks v]) of [cos v]) = [4]> then\n switch costume to (5 v)\n else\n switch costume to (4 v)\n end\n else\n switch costume to (4 v)\n end\n else\n if <(cos) < [10]> then\n switch costume to (6 v)\n else\n if <(cos) < [11]> then\n if <[blocks v] contains (join (BlockX) (join [_] ((BlockY) + (1))))?> then\n if <<(item (item # of (join (BlockX) (join [_] ((BlockY) + (1)))) in [blocks v]) of [cos v]) = [10]> or <(item (item # of (join (BlockX) (join [_] ((BlockY) + (1)))) in [blocks v]) of [cos v]) = [1]>> then\n switch costume to (11 v)\n else\n switch costume to (10 v)\n end\n else\n switch costume to (10 v)\n end\n else\n if <(cos) < [14]> then\n if <[blocks v] contains (join (BlockX) (join [_] ((BlockY) + (1))))?> then\n if <<(item (item # of (join (BlockX) (join [_] ((BlockY) + (1)))) in [blocks v]) of [cos v]) = [12]> or <(item (item # of (join (BlockX) (join [_] ((BlockY) + (1)))) in [blocks v]) of [cos v]) = [1]>> then\n switch costume to (13 v)\n else\n switch costume to (12 v)\n end\n else\n switch costume to (12 v)\n end\n else\n if <(cos) < [15]> then\n switch costume to (14 v)\n else\n if <(cos) < [16]> then\n switch costume to (15 v)\n else\n if <(cos) < [17]> then\n switch costume to (16 v)\n go to [back v] layer\n if <<[collision v] contains [16]?> and <not <<(item (item # of [16] in [collision v]) of [x v]) = [0]> and <(item (item # of [16] in [collision v]) of [y v]) = [1]>>>> then\n set [checkx v] to (item (item # of [16] in [collision v]) of [x v])\n set [checky v] to (item (item # of [16] in [collision v]) of [y v])\n end\n else\n if <(cos) < [18]> then\n go to [back v] layer\n switch costume to (17 v)\n if <[collision v] contains [17]?> then\n set [checkx v] to (item (item # of [17] in [collision v]) of [x v])\n set [checky v] to (item (item # of [17] in [collision v]) of [y v])\n if <(Has won?) = [0]> then\n broadcast (Win v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine erase\nif <not <<(join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) = [0_0]> or <(join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) = (join [0] [1])>>> then\n if <[blocks v] contains (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size)))))?> then\n delete (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [x v]\n delete (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [y v]\n delete (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [cos v]\n delete (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [signtxt v]\n delete (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [coins v]\n delete (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [blocks v]\n Save\n end\nend\n\nwhen I receive [signtxt v]\nset [signtype v] to [1]\nhide\nask [Enter text for sign.] and wait\nif <<(answer) = []> or << (answer) contains [}]?> or < (answer) contains [{]?>>> then\n delete (length of [blocks v]) of [x v]\n delete (length of [blocks v]) of [y v]\n delete (length of [blocks v]) of [cos v]\n delete (length of [blocks v]) of [coins v]\n delete (length of [blocks v]) of [blocks v]\nelse\n add (answer) to [signtxt v]\nend\nset [signtype v] to [0]\n\ndefine Add block\nif <<<<[-150] < (mouse y)> and <(mouse y) < [140]>> and <<(theme out/in) = [0]> and <(setting) = [1]>>> and <not <<(Camera Y) < [-100]> and <(((round (((mouse y) + (Camera Y)) / (Tile Size))) * (Tile Size)) - (Camera Y)) < [-100]>>>> then\n if <(timer) > [0.5]> then\n if <not <(Current Cos) = [E]>> then\n if <not <[blocks v] contains (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size)))))?>> then\n if <not <(Current Cos) = [17]>> then\n if <not <(Current Cos) = [15]>> then\n if <not <(Current Cos) = [14]>> then\n add (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) to [blocks v]\n add (round (((mouse x) + (Camera X)) / (Tile Size))) to [x v]\n add (round (((mouse y) + (Camera Y)) / (Tile Size))) to [y v]\n add (Current Cos) to [cos v]\n add [0] to [signtxt v]\n add [] to [coins v]\n else\n add (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) to [blocks v]\n add (round (((mouse x) + (Camera X)) / (Tile Size))) to [x v]\n add (round (((mouse y) + (Camera Y)) / (Tile Size))) to [y v]\n add (Current Cos) to [cos v]\n add [] to [coins v]\n broadcast (signtxt v)\n end\n else\n add (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) to [blocks v]\n add (round (((mouse x) + (Camera X)) / (Tile Size))) to [x v]\n add (round (((mouse y) + (Camera Y)) / (Tile Size))) to [y v]\n add (Current Cos) to [cos v]\n add [0] to [signtxt v]\n add [0] to [coins v]\n end\n else\n if <not <[cos v] contains [17]?>> then\n add (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) to [blocks v]\n add (round (((mouse x) + (Camera X)) / (Tile Size))) to [x v]\n add (round (((mouse y) + (Camera Y)) / (Tile Size))) to [y v]\n add (Current Cos) to [cos v]\n add [0] to [signtxt v]\n add [] to [coins v]\n end\n end\n Block history\n Save\n end\n else\n erase\n end\n end\nend\n\ndefine Rename sign (x) (y)\nset [signtype v] to [1]\nhide\nask [Rename sign to:] and wait\nif <<(answer) = []> or << (answer) contains [\]]?> or < (answer) contains [\[]?>>> then\nset [signtype v] to [0]\n\nwhen I receive [rename sign v]\nRename sign (round (((mouse x) + (Camera X)) / (Tile Size))) (round (((mouse y) + (Camera Y)) / (Tile Size)))\n\ndefine Coins\nset [coin # v] to [0]\nrepeat (length of [coins v])\n change [coin # v] by (1)\n if <(item (Coin #) of [coins v]) = [1]> then\n replace item (Coin #) of [coins v] with [0]\n end\nend\n\ndefine Costumes\nif <key (1 v) pressed?> then\n set [current cos v] to [1]\nelse\n if <key (2 v) pressed?> then\n set [current cos v] to [3]\n else\n if <key (3 v) pressed?> then\n set [current cos v] to [10]\n else\n if <key (4 v) pressed?> then\n set [current cos v] to [12]\n else\n if <key (5 v) pressed?> then\n set [current cos v] to [4]\n else\n if <key (6 v) pressed?> then\n set [current cos v] to [14]\n else\n if <key (7 v) pressed?> then\n set [current cos v] to [6]\n else\n if <key (8 v) pressed?> then\n set [current cos v] to [15]\n else\n if <key (9 v) pressed?> then\n set [current cos v] to [16]\n else\n if <key (0 v) pressed?> then\n set [current cos v] to [17]\n else\n if <key (space v) pressed?> then\n set [current cos v] to [E]\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 [game loop v]\nCostumes\n\ndefine Save\nset [savecode# v] to [0]\nset [save v] to (join (join (walljump) (Current Theme)) (join (Tile Size) [}]))\nrepeat (length of [blocks v])\n change [savecode# v] by (1)\n if <(item (Savecode#) of [cos v]) = [14]> then\n set [save v] to (join (SAVE) (join (join (join (join (item (Savecode#) of [x v]) [}]) (join (item (Savecode#) of [y v]) [}])) (join (join [t] (item (Savecode#) of [signtxt v])) [}])) [{]))\n else\n set [save v] to (join (SAVE) (join (join (join (join (item (Savecode#) of [x v]) [}]) (join (item (Savecode#) of [y v]) [}])) (join (item (Savecode#) of [cos v]) [}])) [{]))\n end\nend\nset [save v] to (join (SAVE) [}])\nif <not <[previous v] contains (SAVE)?>> then\n insert (SAVE) at ((length of [previous v]) + (1)) of [previous v] \nend\n\ndefine Load (savecode)\nif <(length of (savecode)) < [16]> then\n Invalid code\n stop [this script v]\nend\ndelete all of [blocks v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [cos v]\ndelete all of [coins v]\ndelete all of [signtxt v]\nset [walljump v] to (letter (2) of (savecode))\nset [current theme v] to (letter (3) of (savecode))\nset [savecode# v] to [4]\nset [tile size v] to []\nrepeat until <(letter (Savecode#) of (savecode)) = [}]>\n set [tile size v] to (join (Tile Size) (letter (Savecode#) of (savecode)))\n change [savecode# v] by (1)\nend\nrepeat until <(Savecode#) > (length of (savecode))>\n set [loadtype v] to [1]\n set [current_load v] to []\n repeat until <<(letter (Savecode#) of (savecode)) = [{]> or <(Savecode#) > (length of (savecode))>>\n set [current_load v] to []\n repeat until <(letter (Savecode#) of (savecode)) = [}]>\n if <<not <[letters used v] contains (letter (Savecode#) of (savecode))?>> and <(LoadType) < [3]>> then\n Invalid code\n stop [this script v]\n end\n set [current_load v] to (join (CURRENT_LOAD) (letter (Savecode#) of (savecode)))\n change [savecode# v] by (1)\n if <(Savecode#) > (length of (savecode))> then\n Invalid code\n stop [this script v]\n end\n end\n if <(LoadType) = [1]> then\n add (CURRENT_LOAD) to [x v]\n else\n if <(LoadType) = [2]> then\n add (CURRENT_LOAD) to [y v]\n else\n if <(LoadType) = [3]> then\n if <(letter (1) of (CURRENT_LOAD)) = [t]> then\n add [14] to [cos v]\n set [textload# v] to [2]\n set [textload v] to []\n repeat (length of (CURRENT_LOAD))\n set [textload v] to (join (textload) (letter (textload#) of (CURRENT_LOAD)))\n change [textload# v] by (1)\n end\n add (textload) to [signtxt v]\n add [] to [coins v]\n add (join (join (item (length of [x v]) of [x v]) [_]) (item (length of [x v]) of [y v])) to [blocks v]\n if <(length of [x v]) > (length of [y v])> then\n Invalid code\n stop [this script v]\n end\n else\n add (CURRENT_LOAD) to [cos v]\n add [0] to [signtxt v]\n if <(CURRENT_LOAD) = [15]> then\n add [0] to [coins v]\n else\n add [] to [coins v]\n end\n add (join (join (item (length of [x v]) of [x v]) [_]) (item (length of [x v]) of [y v])) to [blocks v]\n end\n end\n end\n end\n change [loadtype v] by (1)\n change [savecode# v] by (1)\n end\n change [savecode# v] by (1)\nend\nset [savecode# v] to [0]\ndelete (length of [x v]) of [x v]\nif <not <(length of [x v]) = (length of [y v])>> then\n Invalid code\n stop [this script v]\nend\nif <(letter (1) of (savecode)) = [1]> then\n broadcast (Code imported! v)\nend\nreplace item (1) of [blocks v] with [0_-1000]\nreplace item (1) of [cos v] with [M]\n\nwhen flag clicked\nshow list [how to export v]\n\nwhen I receive [save v]\nSave\ndelete all of [how to export v]\nhide list [how to export v]\nadd [Triple-click on the code to select the whole code. Press Ctrl+C to copy the code.] to [how to export v]\nadd (SAVE) to [how to export v]\nadd [] to [how to export v]\nadd [You can share your code with others here:] to [how to export v]\nadd [https://scratch.mit.edu/discuss/topic/478905/] to [how to export v]\nadd [] to [how to export v]\nadd [Please don't post your code in the comments, many codes are too long!] to [how to export v]\nadd [] to [how to export v]\n\nwhen I receive [load v]\nLoad (join [1] (SAVE))\n\nwhen I receive [enter save v]\nEnter save\n\ndefine Enter save\nhide\nask [Enter savecode:] and wait\nbroadcast (Light thing v)\nwait (0.3) seconds\nif <(timer) < [0.5]> then\n set [game mode v] to [play]\n broadcast (Start v)\n Setup\nend\nset [save v] to (answer)\nwait (0.3) seconds\nLoad (join [1] (SAVE))\nstop [this script v]\n\nwhen I receive [history v]\nLoad (join [0] (item (history#) of [previous v]))\n\ndefine Block history\nset [history# v] to ((length of [previous v]) + (1))\n\ndefine Invalid code\nif <(timer) < [0.5]> then\n Setup\n broadcast (Invalid code! v)\nelse\n Load (join [0] (item (history#) of [previous v]))\n broadcast (Invalid code! v)\nend\n\ndefine Clone(stamp)\nbroadcast (Pos player v)\nerase all\nset [letter # v] to [1]\nrepeat (length of [blocks v])\n go to [back v] layer\n if <not <(item (Letter #) of [cos v]) = [M]>> then\n if <([abs v] of (((item (Letter #) of [x v]) * (Tile Size)) - (Camera X)) ) < [300]> then\n if <([abs v] of (((item (Letter #) of [y v]) * (Tile Size)) - (Camera Y)) ) < [300]> then\n if <not <(item (Letter #) of [cos v]) = [15]>> then\n Go (item (Letter #) of [x v]) (item (Letter #) of [y v])\n Costumes (item (Letter #) of [cos v]) (Current Theme) (item (Letter #) of [signtxt v])\n stamp\n else\n if <(item (Letter #) of [coins v]) = [0]> then\n go to x: (((item (Letter #) of [x v]) * (Tile Size)) - (Camera X)) y: (((item (Letter #) of [y v]) * (Tile Size)) - (Camera Y))\n Go (item (Letter #) of [x v]) (item (Letter #) of [y v])\n Costumes (item (Letter #) of [cos v]) (Current Theme) (item (Letter #) of [signtxt v])\n stamp\n end\n end\n end\n end\n else\n if <not <(Current Cos) = [E]>> then\n if <not <<[blocks v] contains (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size)))))?> or <not <(Game Mode) = [Make]>>>> then\n Go (round (((mouse x) + (Camera X)) / (Tile Size))) (round (((mouse y) + (Camera Y)) / (Tile Size)))\n Costumes [M] (Current Theme) (item (Letter #) of [signtxt v])\n stamp\n end\n end\n end\n change [letter # v] by (1)\nend\nif <(Current Cos) = [E]> then\n broadcast (Ereaser v)\nend\n\nwhen I start as a clone\nshow\n\ndefine Coin\nif <(Game Mode) = [Play]> then\n repeat (length of [collision v])\n if <[collision v] contains [15]?> then\n replace item (item # of [15] in [collision v]) of [coins v] with [1]\n end\n end\nelse\n Coins\nend\n\nwhen flag clicked\nforever\n Coin\nend\n\ndefine Setup\nset [game mode v] to [Make]\nswitch costume to (empty v)\nhide\ngo to x: (0) y: (0)\ndelete all of [blocks v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [cos v]\ndelete all of [collision v]\ndelete all of [signtxt v]\ndelete all of [coins v]\nset [history# v] to [1]\nset [current theme v] to [G]\nset [tile size v] to [30]\nset size to ((Tile Size) * (2)) %\nset [blockx v] to [-100000]\nset [blocky v] to [-100000]\nset [signtype v] to [0]\nadd [0_-1000] to [blocks v]\nadd [0] to [x v]\nadd [-1000] to [y v]\nadd [M] to [cos v]\nadd [0] to [signtxt v]\nadd [] to [coins v]\nadd [0_0] to [blocks v]\nadd [0] to [x v]\nadd [0] to [y v]\nadd [1] to [cos v]\nadd [0] to [signtxt v]\nadd [] to [coins v]\nadd [0_1] to [blocks v]\nadd [0] to [x v]\nadd [1] to [y v]\nadd [16] to [cos v]\nadd [0] to [signtxt v]\nadd [] to [coins v]\nSave\n\nwhen flag clicked\nSetup\n\nwhen I receive [reset blocks v]\nSetup\n\nwhen I receive [create new level v]\nSetup\n\ndefine Go (x) (y)\nswitch costume to (empty v)\nset size to (5000) %\ngo to x: (((x) * (Tile Size)) - (Camera X)) y: (((y) * (Tile Size)) - (Camera Y))\nset size to ((Tile Size) * (2)) %\nset [blockx v] to (x)\nset [blocky v] to (y)\n\nwhen I receive [game loop v]\nClone(stamp)\n\nswitch costume to (empty v)\n\nswitch costume to (empty v)\n\nwhen I receive [theme v]\nSave\n\n@Interface\n\nwhen flag clicked\nswitch costume to (invalid v)\ncreate clone of (_myself_ v)\nswitch costume to (out v)\nshow\nset size to (100) %\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (comment: secret message v)\nend\n\ngo [backward v] (100) layers\n\nwhen I start as a clone\ngo to x: (0) y: (170)\n\nwhen I receive [invalid code! v]\nbroadcast (Light thing v)\nwait (0.8) seconds\nif <<(costume [name v]) = [invalid]> or <(costume [name v]) = [succes]>> then\n show\n switch costume to (invalid v)\n glide (1) secs to x: (0) y: (115)\n wait (1) seconds\n glide (1) secs to x: (0) y: (170)\nend\n\nwhen I receive [code imported! v]\nbroadcast (Light thing v)\nwait (0.8) seconds\nif <<(costume [name v]) = [invalid]> or <(costume [name v]) = [succes]>> then\n show\n switch costume to (succes v)\n glide (1) secs to x: (0) y: (115)\n wait (1) seconds\n glide (1) secs to x: (0) y: (170)\nend\n\nwhen I receive [game loop v]\nif <(costume [name v]) = [Out]> then\n set size to (100) %\n if <(Game Mode) = [Make]> then\n show\n else\n hide\n end\nelse\n go to [back v] layer\n if <(Game Mode) = [Make]> then\n show\n else\n hide\n end\nend\n\nset size to (100) %\n\nif <(timer) > [0.2]> then\n\n@Win\n\nwhen flag clicked\nset [win v] to [0]\nclear graphic effects\nhide\nswitch costume to (bg v)\nset [ghost v] effect to (30)\nset [ghost effect v] to [30]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (other v)\nset [ghost v] effect to (0)\nset [ghost effect v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nset [win v] to [1]\nset [has won? v] to [1]\nset size to (0) %\n\nwait until \n\nwhen I receive [game loop v]\nif <(Win) = [1]> then\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n set [win v] to [0]\n end\n if <(Game Mode) = [Play]> then\n show\n else\n hide\n end\n set size to (100) %\n if <(costume [name v]) = [other]> then\n show\n if <(Ghost effect) > [0]> then\n change [ghost v] effect by (-10)\n change [ghost effect v] by (-10)\n end\n else\n if <(Ghost effect) > [30]> then\n change [ghost v] effect by (-10)\n change [ghost effect v] by (-10)\n end\n end\nelse\n if <not <(Ghost effect) > [99]>> then\n change [ghost v] effect by (10)\n change [ghost effect v] by (10)\n else\n hide\n end\nend\n\n@BlockPicker\n\ndefine Clone\nswitch costume to (costume1 v)\nset size to (50) %\nclear graphic effects\nset [blockpickery v] to [-163]\ngo to x: (-268) y: (BlockPickerY)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (-240) y: (BlockPickerY)\nrepeat (11)\n create clone of (_myself_ v)\n next costume\n change x by (28)\nend\nswitch costume to (e v)\n\nwhen flag clicked\nClone\nforever\n go to [front v] layer\n go [backward v] (7) layers\nend\n\nwhen I receive [game loop v]\nset y to (BlockPickerY)\nif <(Game Mode) = [Make]> then\n if <(costume [name v]) = [bottom]> then\n go to x: (0) y: (BlockPickerY)\n set size to (100) %\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n repeat until <(BlockPickerY) > [-163]>\n change [blockpickery v] by (3)\n end\n else\n repeat until <[-190] > (BlockPickerY)>\n change [blockpickery v] by (-3)\n end\n end\n end\n if <<(costume [name v]) = [17]> and <[cos v] contains [17]?>> then\n hide\n else\n show\n end\n if <(costume [name v]) = [E]> then\n if <<(costume [name v]) = [E]> and <[cos v] contains [17]?>> then\n go to x: (40) y: (BlockPickerY)\n else\n go to x: (70) y: (BlockPickerY)\n end\n end\n if <(letter (1) of (costume [name v])) = [5]> then\n switch costume to (join [51] (Current Theme))\n end\n if <<(Current Cos) = (costume [name v])> or <<(letter (1) of (costume [name v])) = [5]> and <(Current Cos) = [1]>>> then\n set [ghost v] effect to (10)\n else\n if <not <(costume [name v]) = [bottom]>> then\n if <touching (mouse-pointer v)?> then\n if <<(costume [name v]) = [17]> and <[cos v] contains [17]?>> then\n hide\n else\n set [ghost v] effect to (20)\n if <mouse down?> then\n set [current cos v] to (costume [name v])\n if <(letter (1) of (costume [name v])) = [5]> then\n set [current cos v] to [1]\n end\n end\n end\n else\n set [ghost v] effect to (50)\n end\n end\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (48) %\n\nwhen flag clicked\nset size to (50) %\n\nset [blockpickery v] to [-163]\n\nset [blockpickery v] to [-200]\n\ngo to [back v] layer\n\n@UI\n\nwhen flag clicked\nClone\nforever\n if <(Game Mode) = [Make]> then\n go to [front v] layer\n go [backward v] (6) layers\n end\nend\n\ndefine Clone\ngo to x: (-180) y: (160)\nshow\nswitch costume to (costume3 v)\nset size to (50) %\nclear graphic effects\npoint in direction (90)\nrepeat (20)\n create clone of (_myself_ v)\n next costume\n set [cloneid v] to (costume [name v])\n change x by (90)\nend\ncreate clone of (_myself_ v)\nswitch costume to (0 v)\nset [cloneid v] to [0]\nset [setting v] to [1]\nset [theme out/in v] to [0]\nset [walljump v] to [0]\n\nwhen I receive [start v]\nif << (cloneid) contains [slider]?> and <(letter (length of (cloneid)) of (cloneid)) = [e]>> then\n go to x: ((((Tile Size) + (15)) * (2.2)) + (58)) y: (BlockPickerY)\nend\nif < (cloneid) contains [setting_button]?> then\n set x to (350)\nend\nforever\n if <(Game Mode) = [Make]> then\n show\n if <(cloneid) = [edit]> then\n hide\n end\n if <(cloneid) = [theme]> then\n go to x: (-180) y: (160)\n end\n if < (cloneid) contains [setting_button]?> then\n if <(letter (length of (cloneid)) of (cloneid)) = [1]> then\n Go\n set y to (80)\n else\n if <(letter (length of (cloneid)) of (cloneid)) = [2]> then\n Go\n set y to (0)\n else\n if <(letter (length of (cloneid)) of (cloneid)) = [3]> then\n Go\n set y to (-80)\n else\n Go\n set y to (0)\n end\n end\n end\n end\n if < (cloneid) contains [slider]?> then\n set y to (BlockPickerY)\n if <(letter (length of (cloneid)) of (cloneid)) = [e]> then\n if <(x position) < [135]> then\n go to x: (150) y: (BlockPickerY)\n else\n if <(x position) > [240]> then\n go to x: (255) y: (BlockPickerY)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n Slider\n end\n end\n else\n go to x: (160) y: (BlockPickerY)\n end\n end\n if <(cloneid) = [setting]> then\n go to x: (215) y: (160)\n end\n if <(cloneid) = [forward]> then\n go to x: (177) y: (160)\n end\n if <(cloneid) = [back]> then\n go to x: (140) y: (160)\n end\n if < (cloneid) contains [Theme1]?> then\n set x to (-180)\n if <not <(letter (1) of (cloneid)) = [T]>> then\n if <(theme out/in) = [0]> then\n hide\n else\n if <(theme out/in) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [current theme v] to (letter (1) of (cloneid))\n set [theme out/in v] to [0]\n change [history# v] by (1)\n broadcast (Theme v)\n end\n end\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\n show\n else\n hide\n end\n set y to (134)\n end\n else\n if <(theme out/in) = [0]> then\n if <(y position) < [250]> then\n change y by (5)\n end\n else\n if <[135] < (y position)> then\n change y by (-5)\n set [theme out/in v] to [2]\n else\n set [theme out/in v] to [1]\n end\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n if <not <<< (cloneid) contains [Theme1]?> or <(cloneid) = [setting_button]>> or < (cloneid) contains [slider]?>>> then\n set size to ((size) + (((58) - (size)) / (8))) %\n end\n else\n if <(timer) > [1]> then\n set size to ((size) + (((50) - (size)) / (6))) %\n end\n end\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n if <(cloneid) = [play]> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (Light thing v)\n wait (0.5) seconds\n set [game mode v] to [Play]\n broadcast (PLay game v)\n end\n end\n end\n end\n else\n if < (cloneid) contains [setting_button]?> then\n Go\n end\n set [setting v] to [1]\n hide\n if <(cloneid) = [edit]> then\n go to x: (-195) y: (155)\n show\n go to [back v] layer\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n wait until <not <mouse down?>>\n broadcast (Light thing v)\n wait (0.25) seconds\n set [game mode v] to [Make]\n wait (0.25) seconds\n broadcast (PLay game v)\n end\n end\n set size to ((size) + (((63) - (size)) / (8))) %\n else\n set size to ((size) + (((50) - (size)) / (6))) %\n end\n reset timer\n end\n end\nend\n\ndefine Theme (out/in)\nif <(out/in) = [0]> then\n set [theme out/in v] to [2]\nelse\n set [theme out/in v] to [0]\nend\n\nwhen I start as a clone\nforever\n if <(Game Mode) = [Make]> then\n if <(cloneid) = [theme]> then\n if <(timer) > [0.2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n Theme (theme out/in)\n end\n end\n else\n set [theme out/in v] to [0]\n end\n end\n end\nend\n\ndefine walljump (wall)\nif <(wall) = [0]> then\n set [walljump v] to [1]\nelse\n set [walljump v] to [0]\nend\n\nwhen I start as a clone\nforever\n if <(Game Mode) = [Make]> then\n if < (cloneid) contains [Walljump]?> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n walljump (walljump)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (50) %\n\nwhen I start as a clone\nforever\n if <(Game Mode) = [Make]> then\n if < (cloneid) contains [export]?> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (Save v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Game Mode) = [Make]> then\n if < (cloneid) contains [import]?> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (enter save v) and wait\n end\n end\n end\n end\nend\n\nwhen I receive [save v]\nif < (cloneid) contains [export]?> then\n hide\n ask [Confirm that you copied the whole code here:] and wait\n if <(answer) = (SAVE)> then\n show list [how to export v]\n else\n repeat until <(answer) = (SAVE)>\n hide\n ask [The whole code wasn't copied! Try again!] and wait\n end\n show list [how to export v]\n end\n show\nend\n\nwhen I start as a clone\nforever\n if <(Game Mode) = [Make]> then\n if <(cloneid) = [back]> then\n if <(history#) > [1]> then\n set [ghost v] effect to (0)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [history# v] by (-1)\n broadcast (History v)\n end\n end\n else\n set [ghost v] effect to (50)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(cloneid) = [forward]> then\n if <(Game Mode) = [Make]> then\n if <(length of [previous v]) > (history#)> then\n set [ghost v] effect to (0)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [history# v] by (1)\n broadcast (History v)\n end\n end\n else\n set [ghost v] effect to (50)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Game Mode) = [Make]> then\n if <(cloneid) = [setting]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(setting) = [0]> then\n set [setting v] to [1]\n else\n set [setting v] to [0]\n end\n end\n end\n end\n end\nend\n\ndefine Go\nif <(cloneid) = [setting_button]> then\n if <(setting) = [1]> then\n if <[350] > (x position)> then\n change x by (9)\n else\n hide\n end\n else\n if <(x position) > [150]> then\n change x by (-9)\n end\n show\n end\nelse\n if <(setting) = [1]> then\n if <[350] > (x position)> then\n change x by (9)\n else\n hide\n end\n else\n if <(x position) > [150]> then\n change x by (-9)\n end\n show\n end\nend\nif <(setting) = [0]> then\n if <(letter (length of (cloneid)) of (cloneid)) = [3]> then\n if <(walljump) = [0]> then\n switch costume to (setting_button3 v)\n else\n switch costume to (setting_button43 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <(walljump) = [0]> then\n set [walljump v] to [1]\n else\n set [walljump v] to [0]\n end\n end\n end\n if <(letter (length of (cloneid)) of (cloneid)) = [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Light thing v)\n wait (0.5) seconds\n broadcast (Reset Blocks v)\n broadcast (Start v)\n end\n end\n if <(letter (length of (cloneid)) of (cloneid)) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Light thing v)\n wait (0.5) seconds\n broadcast (Home v)\n end\n end\nend\n\nwhen I receive [start v]\nset [setting v] to [1]\nreset timer\n\ndefine Slider\nif <(mouse x) < [135]> then\n go to x: (150) y: (BlockPickerY)\nelse\n if <(mouse x) > [240]> then\n go to x: (255) y: (BlockPickerY)\n else\n go to x: ((mouse x) + (20)) y: (BlockPickerY)\n end\n set [tile size v] to ((round (((x position) - (90)) / (2))) - (11))\n reset timer\nend\ngo to x: ((((Tile Size) + (15)) * (2.2)) + (58)) y: (BlockPickerY)\n\n@Txt\n\ndefine Sign\ngo to [back v] layer\nset [ghost v] effect to (100)\nshow\nset size to (Tile Size) %\nif <[collision v] contains [14]?> then\n go to x: (((item (item # of [14] in [collision v]) of [x v]) * (Tile Size)) - (Camera X)) y: (((item (item # of [14] in [collision v]) of [y v]) * (Tile Size)) - (Camera Y))\n say (item (item # of [14] in [collision v]) of [signtxt v])\nelse\n say []\nend\n\nwhen I receive [game loop v]\nset [ghost v] effect to (100)\nif <(Game Mode) = [Play]> then\n Sign\nelse\n Editor\nend\n\ndefine Editor\nset [ghost v] effect to (100)\nif <<[blocks v] contains (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size)))))?> and <(item (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [cos v]) = [14]>> then\n if <(Signtype) = [0]> then\n go to x: (((item (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [x v]) * (Tile Size)) - (Camera X)) y: (((item (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [y v]) * (Tile Size)) - (Camera Y))\n say (join (item (item # of (join (round (((mouse x) + (Camera X)) / (Tile Size))) (join [_] (round (((mouse y) + (Camera Y)) / (Tile Size))))) in [blocks v]) of [signtxt v]) [ \("e" to edit\)])\n if <key (e v) pressed?> then\n broadcast (Rename sign v)\n end\n end\nelse\n say []\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [light thing v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\n switch costume to (costume1 v)\nend\nrepeat (15)\n switch costume to (costume1 v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (10) layers\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (100) layers\nend\n\n@Sprite2\n\nwhen I receive [ereaser v]\nif <(Game Mode) = [Make]> then\n set size to ((Tile Size) * (2)) %\n show\n go to x: (mouse x) y: (mouse y)\n set [ghost v] effect to (50)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Stat\n\nwhen flag clicked\nSetup\n\nwhen flag clicked\nset [home v] to [1]\nbroadcast (Green Flag v)\n\ndefine Setup\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [start v]\nwait (1) seconds\ndelete this clone\n\nwhen I receive [home v]\nstop [other scripts in sprite v]\nset [home v] to [0]\nbroadcast (Green Flag v)\nSetup\n\nwhen I receive [green flag v]\nforever\n reset timer\n if <(costume [number v]) = [4]> then\n go to x: (-108) y: (-20)\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((115) - (size)) / (6))) %\n set [ghost v] effect to (3)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Light thing v)\n wait (0.5) seconds\n broadcast (Create new level v)\n broadcast (Start v)\n end\n else\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\n end\n else\n go to x: (-110) y: (90)\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (6))) %\n set [ghost v] effect to (3)\n else\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\n end\n else\n if <(costume [number v]) = [5]> then\n go to x: (-108) y: (-97)\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((115) - (size)) / (6))) %\n set [ghost v] effect to (3)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (enter save v) and wait\n end\n else\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\n end\n else\n go to x: (0) y: (0)\n set size to (100) %\n end\n end\n end\nend\n\nwhen I receive [code imported! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n | |
Soccer Platformer ver. 2 | @Stage\n\nwhen flag clicked\nforever\n play sound [myinstants.download v] until done\n play sound [myinstants.download2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [x v] to [0]\npoint in direction (90)\nhide\nset size to (20) %\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [game on v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n set [tick v] to [0]\n broadcast (Setup v) and wait\n GameOn\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n Tick\n broadcast (Clock v) and wait\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n Game-die\n end\nend\n\ndefine GameOn\nset [in air v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nset size to (20) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <not <key (any v) pressed?>> then\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By: (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(in air) < [5]> then\n set [sy v] to [15]\n end\nend\nchange [sy v] by (-2)\nChange Player Y by: (sy)\nTest-die\nif <key (any v) pressed?> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (15)))\nend\nif <not <key (any v) pressed?>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nend\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (45)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\nif <touching (platforms v)?> then\n point in direction (90)\nend\n\ndefine Change Player Y by: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X By: (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game-die\nset [scroll x v] to [0]\nset [exit v] to []\nrepeat (10)\n change size by (0.5)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\n\ndefine Test-die\nif <touching (lava v)?> then\n set [exit v] to [die]\nend\n\ndefine Game-Win\npoint in direction (90)\nhide\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nwhen I receive [end intro v]\nbroadcast (Green Flag v) and wait\nshow\nbroadcast (Game On v) and wait\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [eye 2 v]\nswitch costume to (eye 2 v)\n\nwhen I receive [eye v]\nswitch costume to (eye v)\n\nwhen I receive [blank v]\nswitch costume to (blank v)\n\n@BG\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [clock v]\nPosition (((x) - (SCROLL X)) / (2)) (((y) - (SCROLL Y)) / (2))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (1 v)\n Clone At x: [0] 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)\ngo to [back v] layer\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 go to [back v] layer\nend\n\nwhen I start as a clone\nshow\n\n@Lava\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1.1 v)\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\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)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nrepeat (9)\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\n\ngo to [back v] layer\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (costume1 v)\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n if <(Level) = [3]> then\n switch costume to (costume6 v)\n Clone At x: [500] y: [0]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [exit v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [aatimer2 v] to (timer)\nend\n\nwhen [timer v] > (AAtimer2)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) (((y) + ((5) * ([sin v] of (((x) + (TICK)) * (10)) ))) - (SCROLL Y))\nif <<<(costume [name v]) = [open]> and <touching (player v)?>> and <<(Level) = [1]> or <(Level) = [2]>>> then\n start sound [modern-checkpoint v]\n set [exit v] to [win]\n broadcast (END GAME v) and wait\n wait (1) seconds\nend\nif <<(Collected) = (Collected Max)> or <(Collected) > (Collected Max)>> then\n switch costume to (open v)\nend\nif <<<(costume [name v]) = [open]> and <touching (player v)?>> and <(Level) = [3]>> then\n broadcast (END GAME v) and wait\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (closed v)\n Clone At x: [2145] y: [5]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [collected v] to [0]\n\n@Play\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (costume v) and wait\n broadcast (end intro v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n hide\n broadcast (START_GAME v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\n@Select2\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (2)\nend\n\n@Play2\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (DIRECTIONS v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nbroadcast (costume v) and wait\n\nwhen I receive [exit v]\nshow\n\nstop [other scripts in sprite v]\nstop [this script v]\n\n@RIGHT\n\nwhen I receive [green flag v]\nhide\n\nbroadcast (end intro v) and wait\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwait (.1) seconds\n\nhide\n\n@LEFT\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (LEFT v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwait (.1) seconds\n\nbroadcast (START_GAME v) and wait\n\n@Costume Selection\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [next v]\nnext\n\nwhen I receive [costume v]\nif <(costume [number v]) = [1]> then\n broadcast (blank v) and wait\nend\nif <(costume [number v]) = [2]> then\n broadcast (eye v) and wait\nend\nif <(costume [number v]) = [3]> then\n broadcast (eye 2 v) and wait\nend\n\nwhen I receive [left v]\nback\n\nrepeat (9)\n\nnext costume\n\ndefine back\nrepeat (5)\n change [ghost v] effect by (20)\nend\nrepeat (8)\n next costume\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine next\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Directions\n\nwhen flag clicked\nhide\n\nwhen I receive [directions v]\nshow\ngo to [front v] layer\n\nwhen I receive [exit v]\nhide\n\n@Game End\n\nwhen flag clicked\nhide\n\nwhen I receive [end game v]\nshow\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nhide\n\n | CLICK THE FLAG 3 TIMES OR THERE WILL BE GLITCHES.\n\nCONTROLS:\nIf there are bugs, tell me.\nArrow Keys/WASD/Mobile to move.\nAvoid spikes, lava, crushers, saws, lasers and cannons!\nRide on moving platforms (you move too!)\nPink blocks go invisible when you are close.\nPurple blocks are quite weak and can't hold much weight.\nUse perfect timing on phasing blocks.\nBounce on yellow trampolines.\nSpeed boosts push you right.\nGet the the green areas to advance to the next level. |
cubed - a platformer [demo] | @Stage\n\nwhen [m v] key pressed\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Intro v)\n\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nset [deaths: v] to [0]\n\nwhen I receive [play game v]\nset [easter egg costume switch v] to [1]\nset [level: v] to (Start level)\nforever\n broadcast (RESET v)\n broadcast (Set up v)\n Game On\n repeat until <(EXIT) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [speed y v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (90)\n change [sx v] by (-3)\nend\nif <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (-90)\n change [sx v] by (3)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X by (round (sx))\nend\nif <<<mouse down?> and <(mouse y) > [0]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(In air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-15]> 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\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform 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 Change Player X by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<mouse down?> and <(mouse y) > [0]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nchange [deaths: v] by (1)\n\ndefine Test - die\nif <touching (danger\( lava spikes etc\) v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nset rotation style [all around v]\nrepeat (50)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nset rotation style [left-right v]\nhide\nif <(Level:) < [6]> then\n change [level: v] by (1)\n wait (1) seconds\nelse\n set [level: v] to [bonus]\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(mouse y) < [-100]>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (2 duck v)\n end\n if <not <<<mouse down?> and <(mouse y) < [-100]>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n switch costume to (easter egg costume switch)\n if <touching (pirates flag \(easter egg\) v)?> then\n set [easter egg costume switch v] to [2]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <touching (statue v)?> then\n think [What an odd looking man] for (4) seconds\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\n@Platform\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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [250]\n Clone at x: [550] y: [0]\n Clone at x: [0] y: [-250]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [400] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [250] y: [250]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [450]\n Clone at x: [650] y: [-450]\n Clone at x: [550] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [750] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [-1300] y: [400]\n Clone at x: [300] y: [100]\n Clone at x: [300] y: [-100]\n Clone at x: [1350] y: [-400]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [bonus]> then\n switch costume to (level bonus 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@danger( lava spikes etc)\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 [set up v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [250]\n Clone at x: [550] y: [0]\n Clone at x: [0] y: [-250]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [5]> then\n go to [front v] layer\n switch costume to (level 5 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [100] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [-100]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [6]> then\n go to [back v] layer\n switch costume to (level 6 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [bonus]> then\n switch costume to (level bonus 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Text & fake objects\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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [250]\n Clone at x: [450] y: [-250]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [350]\n Clone at x: [550] y: [350]\n Clone at x: [0] y: [-700]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [400] y: [0]\n Clone at x: [0] y: [250]\n Clone at x: [250] y: [250]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [0] y: [600]\n Clone at x: [650] y: [-600]\n Clone at x: [550] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [550] y: [0]\n else\n if <(Level:) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n else\n if <(Level:) = [bonus]> then\n switch costume to (level bonus 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@exit portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\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 (open v)\n Clone at x: [3335] y: [-35]\nelse\n if <(Level:) = [2]> then\n Clone at x: [3335] y: [-35]\n else\n if <(Level:) = [3]> then\n Clone at x: [4045] y: [2010]\n else\n if <(Level:) = [4]> then\n Clone at x: [4730] y: [-35]\n else\n if <(Level:) = [5]> then\n Clone at x: [6170] y: [-20]\n else\n if <(Level:) = [6]> then\n Clone at x: [4739] y: [-20]\n else\n if <(Level:) = [bonus]> then\n Clone at x: [4739] y: [-20]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@clouds\n\nwhen flag clicked\nchange [ghost v] effect by (15)\nhide\nforever\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (6) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (300) y: (pick random (195) to (125))\nshow\nrepeat until <(x position) < [-250]>\n change x by (-3)\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Intro p:1\n\nwhen I receive [intro v]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume6 v)\nwait (0.1) seconds\nswitch costume to (costume7 v)\nwait (0.1) seconds\nswitch costume to (costume8 v)\nwait (0.1) seconds\nswitch costume to (costume3 v)\nwait (3) seconds\nrepeat (2)\n switch costume to (costume9 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume4 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume10 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume11 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume12 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume13 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume14 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume15 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume16 v)\n wait (0.1) seconds\n change size by (-5)\n switch costume to (costume17 v)\n wait (0.1) seconds\n change size by (-5)\nend\nhide\nbroadcast (Start screen v)\n\nwhen I receive [intro v]\nstart sound [Outro music v]\n\n@Intro p:2\n\nwhen I receive [intro v]\nhide variable [level: v]\nhide variable [deaths: v]\nshow\n\nwhen I receive [start screen v]\nhide\n\n@Start screen\n\ngo to x: (0) y: (0)\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [start screen v]\nshow\n\nwhen I receive [play game v]\nhide\n\n@play game\n\nwhen I receive [start screen v]\nshow\nset [start level v] to [1]\ngo to x: (8) y: (75)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwait (0.1) seconds\nswitch costume to (costume3 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nwait (0.1) seconds\n\nwhen I receive [intro v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Play Game v) and wait\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [play game v]\nshow variable [deaths: v]\nshow variable [level: v]\n\n@Level select start\n\nwhen I receive [start screen v]\nshow\ngo to x: (8) y: (11)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwait (0.1) seconds\nswitch costume to (costume3 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nwait (0.1) seconds\n\nwhen I receive [intro v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Level select v) and wait\n\nwhen I receive [play game v]\nhide\n\n@grey tint\n\ngo to [front v] layer\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\nshow\nset [ghost v] effect to (25)\n\nchange [ghost v] effect by (25)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\nshow\nset [ghost v] effect to (25)\n\nwhen I receive [pause game v]\nshow\nset [ghost v] effect to (25)\n\n@select level to play\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\ngo to [front v] layer\nshow\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\n\n@level 1 select\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\nshow\n\nwhen this sprite clicked\nset [start level v] to [1]\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [level select v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\n@Sprite6\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\nshow\n\nwhen this sprite clicked\nset [start level v] to [2]\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [level select v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\n@level 2 select\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\nshow\n\nwhen this sprite clicked\nset [start level v] to [3]\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [level select v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\n@level 4 select\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\nshow\n\nwhen this sprite clicked\nset [start level v] to [4]\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [level select v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\n@level 5 select\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\nshow\n\nwhen this sprite clicked\nset [start level v] to [5]\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [level select v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\n@Level 6 select\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level select v]\nshow\n\nwhen this sprite clicked\nset [start level v] to [6]\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [level select v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian2 v)\n wait (0.1) seconds\n switch costume to (1 mian v)\n wait (0.1) seconds\n switch costume to (1 mian3 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (1 mian v)\n end\nend\n\n@Pirates flag (easter egg)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(Level:) = [5]> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n hide\nelse\n if <(Level:) = [5]> then\n switch costume to (piarte flag v)\n Clone at x: [740] y: [610]\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\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\n@Pause\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\nshow\n\nhide\n\nwhen this sprite clicked\ngo to [front v] layer\nhide\nbroadcast (Pause game v)\n\nbroadcast (level select in game v)\n\nwhen I receive [back v]\ngo to [front v] layer\nshow\n\n@Back\n\nwhen I receive [green flag v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Back v)\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [pause game v]\ngo to [front v] layer\nshow\n\nwhen I receive [pause game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [level select in game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\n@music\n\nwhen I receive [green flag v]\nset volume to (100) %\nhide\n\nwhen I receive [play game v]\nstop all sounds\nforever\n wait (3) seconds\n play sound [Tobu - Candyland v] until done\nend\n\nwhen I receive [start screen v]\nstop all sounds\nwait (1) seconds\nstart sound [Elevator Music v]\n\nwhen I receive [the end v]\nstop all sounds\n\nforever\n play sound [AVENGERS ENDGAME-whiteout12 v] until done\nend\n\nwhen I receive [set up v]\nif <(Level:) = [bonus]> then\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (bonus level music v) and wait\nend\n\nwhen I receive [play game v]\nshow\nset size to (30) %\ngo to x: (-185) y: (160)\nforever\n if <(Mute?) = [no]> then\n switch costume to (costume1 v)\n set volume to (100) %\n else\n switch costume to (costume2 v)\n set volume to (0) %\n end\nend\n\nwhen this sprite clicked\nif <(Mute?) = [yes]> then\n set [mute? v] to [no]\nelse\n set [mute? v] to [yes]\nend\n\nwait (1) seconds\nplay sound [AVENGERS ENDGAME-whiteout12 v] until done\n\n@RESET\n\nwhen this sprite clicked\nhide\nset [start level v] to (Level:)\nbroadcast (Play Game v)\n\nwhen I receive [level select in game v]\nhide\n\nwhen I receive [pause game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [back v]\nhide\n\n@in game level select\n\nwhen this sprite clicked\nhide\nbroadcast (level select in game v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [level select in game v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [pause game v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\n@Settings\n\nwhen I receive [pause game v]\ngo to [front v] layer\nshow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [level select in game v]\nhide\n\nwhen I receive [back v]\nhide\n\n@statue\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [set up v]\nif <(Level:) = [6]> then\n hide\n set [x v] to [0]\n set [y v] to [0]\n if <(Level:) = [6]> then\n show\n switch costume to (closed v)\n Clone at x: [1804] y: [-25]\n else\n hide\n switch costume to (closed2 v)\n end\nelse\n hide\n switch costume to (closed2 v)\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)\nif <(Level:) = [6]> then\n set [x v] to (x)\n set [y v] to (y)\nelse\n hide\n go to x: (-300) y: (300)\nend\n\nwhen I receive [bonus level music v]\nforever\n wait (2) seconds\n play sound [F-777 - The Seven Seas v] until done\nend\n\n@Thumb nail!\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\n | A,D to move and W to jump or arrow keys :D\n\n#games |
The Impossible Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [scroll x v] to [230]\nset [scroll y v] to [30]\nshow\nforever\n Movement\nend\n\ndefine Movement\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n \n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#353535)?> then\n change y by (1)\n if <touching color (#353535)?> then\n change y by (1)\n if <touching color (#353535)?> then\n change y by (1)\n if <touching color (#353535)?> then\n change y by (1)\n end\n if <touching color (#353535)?> then\n change y by (1)\n if <touching color (#353535)?> 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 switch costume to (idle/jump v)\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#333333)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#333333)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (idle/jump v)\n set [yv v] to [12]\n end\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <<<touching (sprite3 v)?> or <touching (sprite7 v)?>> or <<(Scroll Y) > [500]> or <touching (sprite8 v)?>>> then\n switch costume to (dead v)\n broadcast (oof v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n switch costume to (idle/jump v)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n set [ghost v] effect to (0)\n end\n if <touching color (#000000)?> then\n broadcast (Next Level v)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nswitch costume to (idle/jump v)\nset rotation style [left-right v]\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n wait (0.05) seconds\n switch costume to (run1 v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n wait (0.05) seconds\n switch costume to (run2 v)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n wait (0.05) seconds\n switch costume to (crouch1 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\nend\n\nset instrument to (20 v)\n\nplay note (60) for (0.15) beats\n\nplay note (60) for (0.25) beats\n\nwhen flag clicked\nset volume to (100) %\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\n if <(costume [number v]) = [11]> then\n broadcast (birbs v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (morebirbs v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (nobirbs v)\n end\nend\n\nwhen I receive [next level v]\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite4\n\n@Sprite5\n\n@Sprite6\n\nwhen I receive [oof v]\nshow\nset [ghost v] effect to (75)\nwait (0.6) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [birbs v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [morebirbs v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [morebirbs v]\nshow\n\nwhen I receive [nobirbs v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nset volume to (100) %\nhide\n\n@Sprite10\n\nwhen flag clicked\nforever\n play sound [Undertale OST 100 - Megalovania v] until done\nend\n\n | The Guy - Platformer\n\n1. Controls:\nW / ▲ - Jump\nA / ◀ - Left\nD / ▶ - Right\nX / M - Interaction\nZ / N - Attack\nR - Reset\n(1, 2, 3 - DEBUG)\n |
Mario Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Summertime v] until done\nend\n\n@pen\n\ndefine Print (message ) at x: (x) y: (y) direction: (direction) size (size) thickness (thickness) height (height) width (width) spacing (spacing)\nset pen size to (thickness)\nset pen color to (#000000)\nset [penloops v] to [0]\npoint in direction (direction)\nrepeat (length of (message ))\n change [penloops v] by (1)\n if <[letters v] contains (letter (penloops) of (message ))?> then\n set [penloops2 v] to [1]\n go to x: (x) y: (y)\n move (((penloops) - (1)) * ((size) * ((9) + (spacing)))) steps\n move ((letter (penloops2) of (item (item # of (letter (penloops) of (message )) in [letters v]) of [letter data v])) * ((size) * ((1) + ((width) / (100))))) steps\n turn left (90) degrees\n move ((letter ((penloops2) + (1)) of (item (item # of (letter (penloops) of (message )) in [letters v]) of [letter data v])) * ((size) * ((1) + ((height) / (100))))) steps\n turn left (-90) degrees\n set [penx v] to (x position)\n set [peny v] to (y position)\n repeat (((length of (item (item # of (letter (penloops) of (message )) in [letters v]) of [letter data v])) / (2)) - (0))\n go to x: (x) y: (y)\n move (((penloops) - (1)) * ((size) * ((9) + (spacing)))) steps\n move ((letter (penloops2) of (item (item # of (letter (penloops) of (message )) in [letters v]) of [letter data v])) * ((size) * ((1) + ((width) / (100))))) steps\n turn left (90) degrees\n move ((letter ((penloops2) + (1)) of (item (item # of (letter (penloops) of (message )) in [letters v]) of [letter data v])) * ((size) * ((1) + ((height) / (100))))) steps\n turn left (-90) degrees\n set [prevpenx v] to (penx)\n set [prevpeny v] to (peny)\n set [penx v] to (x position)\n set [peny v] to (y position)\n go to x: (prevpenx) y: (prevpeny)\n pen down\n go to x: (penx) y: (peny)\n pen up\n change [penloops2 v] by (2)\n end\n end\nend\n\ndefine load letters\ndelete all of [letters v]\ndelete all of [letter data v]\nadd [abcdefghijklmnopqrstuvwxyz] to list\nadd [004864246480] to [letter data v]\nadd [000868868564046483826000] to [letter data v]\nadd [8668280602206082] to [letter data v]\nadd [00085885835000] to [letter data v]\nadd [88080484040080] to [letter data v]\nadd [880804840400] to [letter data v]\nadd [86682806022060828444] to [letter data v]\nadd [000804848088] to [letter data v]\nadd [4048] to [letter data v]\nadd [8882602002] to [letter data v]\nadd [000804880480] to [letter data v]\nadd [080080] to [letter data v]\nadd [0008408880] to [letter data v]\nadd [00088088] to [letter data v]\nadd [608286682806022060] to [letter data v]\nadd [00087887857404] to [letter data v]\nadd [608286682806022060714480] to [letter data v]\nadd [0008788785740480] to [letter data v]\nadd [88180705147483817000] to [letter data v]\nadd [08884840] to [letter data v]\nadd [080220608288] to [letter data v]\nadd [084088] to [letter data v]\nadd [0820486088] to [letter data v]\nadd [0880448800] to [letter data v]\nadd [0844884440] to [letter data v]\nadd [08880080] to [letter data v]\n\ndefine add (msg) to list\nset [penloops v] to [0]\nrepeat (length of (msg))\n change [penloops v] by (1)\n add (letter (penloops) of (msg)) to [letters v]\nend\n\nwhen flag clicked\nset [level v] to [1]\n\ndefine physics\nleft and right movement\nwall detection\nup-down movement\nspecial detection\n\ndefine render\nerase all\nset pen color to (#4377ff)\ngo to x: (0) y: (0)\nset pen size to (600)\npen down\npen up\nset pen color to (#f8ff00)\ngo to x: (((() - (camx)) / (80)) + (-50)) y: (((() - (camy)) / (10)) + (100))\nset pen size to (60)\npen down\npen up\npoint in direction ((move) / (5))\nset pen size to (10)\nrepeat (5)\n go to x: (((() - (camx)) / (80)) + (-50)) y: (((() - (camy)) / (10)) + (100))\n move (40) steps\n pen down\n move (30) steps\n pen up\n move (-70) steps\n turn right (35) degrees\n move (40) steps\n pen down\n move (15) steps\n pen up\n turn right (35) degrees\nend\nClouds\nset [loops v] to [0]\nrepeat (length of [treex v])\n change [loops v] by (1)\n Render tree ((item (loops) of [treex v]) - (camx)) ((item (loops) of [treey v]) - (camy)) (item (loops) of [treetype v]) (item (loops) of [treecolor v]) (item (loops) of [treeseason v]) (item (loops) of [treeheight v])\nend\nset pen size to (20)\nset pen (color v) to ((move) / (10))\nset pen (saturation v) to (100)\nset pen (brightness v) to (70)\ngo to x: (((x) - (7)) - (camx)) y: (((y) - (7)) - (camy))\npen down\ngo to x: (((x) - (7)) - (camx)) y: (((y) + (10)) - (camy))\ngo to x: (((x) + (7)) - (camx)) y: (((y) + (10)) - (camy))\ngo to x: (((x) + (7)) - (camx)) y: (((y) - (7)) - (camy))\ngo to x: (((x) - (7)) - (camx)) y: (((y) - (7)) - (camy))\npen up\nif <(eye color) = [0]> then\n set pen color to (#000000)\nelse\n set pen color to (#ffffff)\nend\nset pen size to (5)\ngo to x: ((((x) + (xv)) - (-5)) - (camx)) y: (((y) + (10)) - (camy))\npen down\ngo to x: ((((x) + (xv)) - (-5)) - (camx)) y: (((y) - (0)) - (camy))\npen up\ngo to x: ((((x) + (xv)) - (5)) - (camx)) y: (((y) + (10)) - (camy))\npen down\ngo to x: ((((x) + (xv)) - (5)) - (camx)) y: (((y) - (0)) - (camy))\npen up\nif <(eye color) = [0]> then\n set pen color to (#ffffff)\nelse\n set pen color to (#000000)\nend\nset pen size to (5)\ngo to x: ((((x) + (xv)) - (-5)) - (camx)) y: (((y) + (7)) - (camy))\npen down\ngo to x: ((((x) + (xv)) - (-5)) - (camx)) y: (((y) + (4)) - (camy))\npen up\ngo to x: ((((x) + (xv)) - (5)) - (camx)) y: (((y) + (7)) - (camy))\npen down\ngo to x: ((((x) + (xv)) - (5)) - (camx)) y: (((y) + (4)) - (camy))\npen up\nset [loops v] to [0]\nrepeat (length of [waterx v])\n change [loops v] by (1)\n render water ((item (loops) of [waterx v]) - (camx)) ((item (loops) of [watery v]) - (camy)) ((item (loops) of [waterx2 v]) - (camx)) ((item (loops) of [watery2 v]) - (camy))\nend\nset [loops v] to [0]\nrepeat (length of [groundx v])\n change [loops v] by (1)\n set pen color to (#c35e00)\n Render Rectangle ((item (loops) of [groundx v]) - (camx)) ((item (loops) of [groundy v]) - (camy)) ((item (loops) of [groundx2 v]) - (camx)) ((item (loops) of [groundy2 v]) - (camy))\n set pen color to (#21f300)\n if <(item (loops) of [groundseason v]) = [winter]> then\n set pen color to (#ffffff)\n end\n if <(item (loops) of [groundseason v]) = [autumn]> then\n set pen color to (#ff6100)\n end\n if <not <(item (loops) of [groundseason v]) = [none]>> then\n set pen size to (20)\n go to x: ((item (loops) of [groundx v]) - (camx)) y: (((item (loops) of [groundy2 v]) - (camy)) - (10))\n pen down\n go to x: ((item (loops) of [groundx2 v]) - (camx)) y: (((item (loops) of [groundy2 v]) - (camy)) - (10))\n pen up\n end\nend\nset pen size to (5)\ngrass\nparticles\n\ndefine up-down movement\nchange [yv v] by (-0.5)\nchange [y v] by (yv)\nget collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\nchange [y v] by (5)\nif <[collisions v] contains [1]?> then\n repeat (20)\n get collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\n if <[collisions v] contains [1]?> then\n change [y v] by (-1)\n set [yv v] to [-5]\n end\n end\n if <[collisions v] contains [1]?> then\n change [y v] by (10)\n end\nend\nchange [y v] by (-7)\nget collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\nif <[collisions v] contains [1]?> then\n change [y v] by (() - (yv))\n set [yv v] to [0]\n repeat (30)\n if <[collisions v] contains [1]?> then\n change [y v] by (1)\n get collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\n end\n end\n if <[collisions v] contains [1]?> then\n broadcast (death v)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> then\n if <[collisions v] contains [5]?> then\n set [yv v] to [1]\n else\n set [yv v] to [12]\n end\n end\nend\n\ndefine left and right movement\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-50]>>> then\n change [xv v] by (-1.5)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> then\n change [xv v] by (1.5)\nend\nset [xv v] to ((xv) * (0.8))\nchange [x v] by (xv)\n\ndefine get collision (x) (y) (x2) (y2)\ndelete all of [collisions v]\nset [loops v] to [0]\nrepeat (length of [x v])\n change [loops v] by (1)\n if <<<(item (loops) of [x v]) < (x2)> and <(x) < (item (loops) of [x2 v])>> and <<(item (loops) of [y v]) < (y2)> and <(y) < (item (loops) of [y2 v])>>> then\n add (item (loops) of [type v]) to [collisions v]\n end\nend\n\ndefine wall detection\nchange [y v] by (1)\nget collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\nrepeat (10)\n if <[collisions v] contains [1]?> then\n get collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\n change [y v] by (1)\n end\nend\nif <[collisions v] contains [1]?> then\n change [y v] by (-10)\n change [x v] by ((xv) * (-1))\n set [xv v] to [0]\nend\n\ndefine special detection\nget collision ((x) - (15)) ((y) - (20)) ((x) + (15)) ((y) + (20))\nif <[collisions v] contains [2]?> then\n broadcast (death v)\nend\nif <[collisions v] contains [3]?> then\n set [yv v] to [20]\nend\nif <[collisions v] contains [5]?> then\n change [yv v] by (0.5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> then\n change [yv v] by (1)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [-50]>>> then\n change [yv v] by (-1)\n end\n set [yv v] to ((yv) * (0.9))\nend\nif <(x) > [11000]> then\n broadcast (win v)\nend\n\ndefine create rect (x) (y) (x2) (y2) (type)\nif <(x2) > (x)> then\n add (x) to [x v]\n add (x2) to [x2 v]\nelse\n add (x2) to [x v]\n add (x) to [x2 v]\nend\nif <(y2) > (y)> then\n add (y) to [y v]\n add (y2) to [y2 v]\nelse\n add (y2) to [y v]\n add (y) to [y2 v]\nend\nadd (type) to [type v]\n\ndefine get colors\ndelete all of [colors v]\nadd [30] to [colors v]\nadd [0] to [colors v]\nadd [20] to [colors v]\nadd [40] to [colors v]\n\nwhen I receive [seasons v]\nlevel\nset pen color to (#ff0000)\nset [x v] to [0]\nset [y v] to [0]\nset [yv v] to [0]\nswitch costume to (costume1 v)\nset size to (50000000) %\nswitch costume to (costume1 v)\nhide\nget colors\nforever\n broadcast (seasontick v)\nend\n\nwhen flag clicked\nbroadcast (seasons v)\n\ndefine level\ndelete all of [waterx v]\ndelete all of [waterx2 v]\ndelete all of [watery v]\ndelete all of [watery2 v]\ndelete all of [groundx v]\ndelete all of [groundx2 v]\ndelete all of [groundy v]\ndelete all of [groundy2 v]\ndelete all of [groundseason v]\ndelete all of [grassx v]\ndelete all of [grassy v]\ndelete all of [grasssway v]\ndelete all of [treeheight v]\ndelete all of [treeseason v]\ndelete all of [treetype v]\ndelete all of [treex v]\ndelete all of [treey v]\ndelete all of [treecolor v]\ndelete all of [grassmagnitude v]\ndelete all of [grasslength v]\ndelete all of [grassdir v]\ndelete all of [x v]\ndelete all of [x2 v]\ndelete all of [y v]\ndelete all of [y2 v]\ndelete all of [type v]\n// [summer]\ncreate rect [-240] [-400] [200] [-50] [1]\nAdd Ground Block [-240] [-400] [200] [-50] [summer] \ncreate rect [200] [-400] [500] [0] [1]\nAdd Ground Block [200] [-400] [500] [0] [summer] \ncreate rect [500] [-100] [700] [0] [5]\nadd water [500] [-100] [700] [0]\ncreate rect [500] [-400] [700] [-100] [1]\nAdd Ground Block [500] [-400] [700] [-100] [none] <> <>\ncreate rect [700] [-400] [800] [0] [1]\nAdd Ground Block [700] [-400] [800] [0] [summer] \ncreate rect [800] [-400] [1000] [-50] [1]\nAdd Ground Block [800] [-400] [1000] [-50] [summer] \ncreate rect [1000] [-400] [1200] [-100] [1]\nAdd Ground Block [1000] [-400] [1200] [-100] [summer] \nadd water [1200] [-300] [1300] [-110]\ncreate rect [1200] [-300] [1300] [-110] [5]\nAdd Ground Block [1200] [-400] [1800] [-300] [none] <> <>\ncreate rect [1200] [-400] [1800] [-300] [1]\ncreate rect [1300] [-200] [1600] [-100] [1]\nAdd Ground Block [1300] [-200] [1600] [-100] [summer] \nadd water [1300] [-400] [1700] [-205]\ncreate rect [1300] [-400] [1700] [-205] [5]\ncreate rect [1600] [-200] [1700] [100] [1]\nAdd Ground Block [1600] [-200] [1700] [100] [summer] \nadd water [1700] [-400] [1800] [0]\ncreate rect [1700] [-400] [1800] [0] [5]\ncreate rect [1800] [-400] [2200] [0] [1]\nAdd Ground Block [1800] [-400] [2200] [0] [summer] \n// [autumn]\nAdd Ground Block [2200] [-400] [2400] [-50] [autumn] <> \ncreate rect [2200] [-400] [2400] [-50] [1]\nadd water [2400] [-150] [2600] [-60]\ncreate rect [2400] [-150] [2600] [-60] [5]\nAdd Ground Block [2400] [-400] [2600] [-150] [none] <> <>\ncreate rect [2400] [-400] [2600] [-150] [1]\nAdd Ground Block [2600] [-400] [2800] [0] [autumn] <> \ncreate rect [2600] [-400] [2800] [0] [1]\nAdd Ground Block [2800] [-400] [3000] [50] [autumn] <> \ncreate rect [2800] [-400] [3000] [50] [1]\nAdd Ground Block [3000] [-400] [3100] [-50] [autumn] <> \ncreate rect [3000] [-400] [3100] [-50] [1]\nAdd Ground Block [3100] [-400] [3500] [-100] [none] <> <>\ncreate rect [3100] [-400] [3500] [-100] [1]\nAdd Ground Block [3150] [0] [3400] [100] [autumn] <> \ncreate rect [3150] [0] [3400] [100] [1]\nAdd Ground Block [3500] [-400] [3600] [150] [autumn] <> \ncreate rect [3500] [-400] [3600] [150] [1]\nAdd Ground Block [3600] [-400] [3800] [50] [autumn] <> \ncreate rect [3600] [-400] [3800] [50] [1]\nAdd Ground Block [4000] [-200] [4050] [200] [autumn] <> \ncreate rect [4000] [-200] [4050] [200] [1]\nAdd Ground Block [3800] [-100] [3950] [-50] [autumn] <> \ncreate rect [3800] [-100] [3950] [-50] [1]\nAdd Ground Block [3850] [-200] [4000] [-150] [none] <> <>\ncreate rect [3850] [-200] [4000] [-150] [1]\nAdd Ground Block [3800] [-400] [4050] [-250] [none] <> <>\ncreate rect [3800] [-400] [4050] [-250] [1]\nAdd Ground Block [4050] [-400] [4200] [-250] [autumn] <> \ncreate rect [4050] [-400] [4200] [-250] [1]\nAdd Ground Block [4200] [-400] [4300] [-150] [autumn] <> \ncreate rect [4200] [-400] [4300] [-150] [1]\nAdd Ground Block [4300] [-400] [4400] [-50] [autumn] <> \ncreate rect [4300] [-400] [4400] [-50] [1]\nadd water [4400] [-150] [4600] [-60]\ncreate rect [4400] [-150] [4600] [-60] [5]\nAdd Ground Block [4400] [-400] [4600] [-150] [none] <> <>\ncreate rect [4400] [-400] [4600] [-150] [1]\nAdd Ground Block [4600] [-400] [5000] [0] [autumn] <> \ncreate rect [4600] [-400] [5000] [0] [1]\n// [winter]\nAdd Ground Block [5000] [-400] [5200] [50] [winter] <> \ncreate rect [5000] [-400] [5200] [50] [1]\nAdd Ground Block [5200] [-400] [5400] [0] [winter] <> \ncreate rect [5200] [-400] [5400] [0] [1]\nAdd Ground Block [5400] [-400] [5600] [-200] [winter] <> \ncreate rect [5400] [-400] [5600] [-200] [1]\nAdd Ground Block [5600] [-400] [5650] [-150] [winter] <> \ncreate rect [5600] [-400] [5650] [-150] [1]\nAdd Ground Block [5650] [-400] [5700] [-100] [winter] <> \ncreate rect [5650] [-400] [5700] [-100] [1]\nAdd Ground Block [5700] [-400] [5750] [-50] [winter] <> \ncreate rect [5700] [-400] [5750] [-50] [1]\nAdd Ground Block [5750] [-400] [5800] [0] [winter] <> \ncreate rect [5750] [-400] [5800] [0] [1]\nAdd Ground Block [5800] [-400] [5850] [50] [winter] <> \ncreate rect [5800] [-400] [5850] [50] [1]\nAdd Ground Block [5850] [-400] [6000] [100] [winter] <> \ncreate rect [5850] [-400] [6000] [100] [1]\nAdd Ground Block [6000] [-400] [6050] [0] [winter] <> \ncreate rect [6000] [-400] [6050] [0] [1]\nAdd Ground Block [6050] [-400] [7000] [-100] [none] <> <>\ncreate rect [6000] [-400] [7000] [-100] [1]\nAdd Ground Block [6150] [0] [6200] [100] [winter] <> \ncreate rect [6150] [0] [6200] [100] [1]\nAdd Ground Block [6300] [0] [6350] [100] [winter] <> \ncreate rect [6300] [0] [6350] [100] [1]\nAdd Ground Block [6500] [0] [6600] [100] [winter] <> \ncreate rect [6500] [0] [6600] [100] [1]\nAdd Ground Block [6800] [0] [6900] [100] [winter] <> \ncreate rect [6800] [0] [6900] [100] [1]\nAdd Ground Block [7000] [-400] [7200] [150] [winter] <> \ncreate rect [7000] [-400] [7200] [150] [1]\nAdd Ground Block [6050] [-400] [6150] [-100] [winter] <> <>\nAdd Ground Block [6200] [-400] [6300] [-100] [winter] <> <>\nAdd Ground Block [6350] [-400] [6500] [-100] [winter] <> <>\nAdd Ground Block [6600] [-400] [6800] [-100] [winter] <> <>\nAdd Ground Block [6900] [-400] [7000] [-100] [winter] <> <>\nadd water [7200] [-100] [7400] [0]\ncreate rect [7200] [-100] [7400] [0] [5]\nAdd Ground Block [7200] [-400] [7400] [-100] [none] <> <>\ncreate rect [7200] [-400] [7400] [-100] [1]\nAdd Ground Block [7400] [-400] [7600] [0] [winter] <> \ncreate rect [7400] [-400] [7600] [0] [1]\nAdd Ground Block [7600] [-400] [7800] [50] [winter] <> \ncreate rect [7600] [-400] [7800] [50] [1]\nAdd Ground Block [7800] [-400] [8000] [100] [winter] <> \ncreate rect [7800] [-400] [8000] [100] [1]\n// [spring]\ncreate rect [8000] [-400] [8200] [50] [1]\nAdd Ground Block [8000] [-400] [8200] [50] [spring] \nadd water [8200] [-100] [8400] [0]\ncreate rect [8200] [-100] [8400] [0] [5]\nAdd Ground Block [8200] [-400] [8400] [-100] [none] <> <>\ncreate rect [8200] [-400] [8400] [-100] [1]\nAdd Ground Block [8400] [-400] [8600] [0] [spring] \ncreate rect [8400] [-400] [8600] [0] [1]\nadd water [8600] [-300] [10000] [-20]\ncreate rect [8600] [-300] [10000] [-10] [5]\nAdd Ground Block [8600] [-400] [10000] [-300] [none] <> <>\ncreate rect [8600] [-400] [10000] [-300] [1]\nAdd Ground Block [8900] [-100] [9100] [0] [spring] \ncreate rect [8900] [-100] [9100] [0] [1]\nAdd Ground Block [9100] [-100] [9300] [50] [spring] \ncreate rect [9100] [-100] [9300] [50] [1]\nAdd Ground Block [9500] [-100] [9700] [50] [spring] \ncreate rect [9500] [-100] [9700] [50] [1]\nAdd Ground Block [9700] [-100] [10000] [100] [spring] \ncreate rect [9700] [-100] [10000] [100] [1]\nAdd Ground Block [10000] [-400] [10200] [0] [spring] \ncreate rect [10000] [-400] [10200] [0] [1]\nAdd Ground Block [10200] [-400] [10400] [-50] [spring] \ncreate rect [10200] [-400] [10400] [-50] [1]\nadd water [10400] [-150] [10600] [-60]\ncreate rect [10400] [-150] [10600] [-50] [5]\nAdd Ground Block [10400] [-400] [10600] [-150] [none] <> <>\ncreate rect [10400] [-400] [10600] [-150] [1]\ncreate rect [10600] [-400] [11000] [0] [1]\nAdd Ground Block [10600] [-400] [11000] [0] [spring] \n\nwhen I receive [seasontick v]\nrender\nphysics\nchange [camx v] by (((x) - (camx)) / (10))\nchange [camy v] by (((y) - (camy)) / (10))\nif <(camy) < [-200]> then\n set [camy v] to [-200]\nend\nif <(camx) < [0]> then\n set [camx v] to [0]\nend\nif <(x) < [-240]> then\n set [x v] to [-240]\nend\nif <(camx) > [10760]> then\n set [camx v] to [10760]\nend\nchange [move v] by (1)\nset [season v] to [summer]\nif <(x) > [2200]> then\n set [season v] to [autumn]\nend\nif <(x) > [5000]> then\n set [season v] to [winter]\nend\nif <(x) > [8000]> then\n set [season v] to [spring]\nend\nPrint (season) at x: [-220] y: [150] direction: [90] size [1] thickness [1.5] height [75] width [] spacing [2]\n\ndefine Render Rectangle (x) (y) (x2) (y2)\nif <not <<<(x2) < [-240]> or <(x) > [240]>> or <<(y2) < [-180]> or <(y) > [180]>>>> then\n if <((x2) - (x)) > ((y2) - (y))> then\n set [pen size v] to ((y2) - (y))\n else\n set [pen size v] to ((x2) - (x))\n end\n repeat (10)\n set [pen size v] to ((pen size) / (2))\n set pen size to (pen size)\n go to x: ((x) + (pen size)) y: ((y) + (pen size))\n pen down\n go to x: ((x) + (pen size)) y: ((y2) - (pen size))\n go to x: ((x2) - (pen size)) y: ((y2) - (pen size))\n go to x: ((x2) - (pen size)) y: ((y) + (pen size))\n go to x: ((x) + (pen size)) y: ((y) + (pen size))\n pen up\n end\nend\n\ndefine Add Ground Block (x) (y) (x2) (y2) (season) <grass?> <trees?>\nif <grass?> then\n set [loops v] to [0.5]\n repeat (([ceiling v] of (((x2) - (x)) / (7)) ) - (1))\n add (((loops) * (7)) + (x)) to [grassx v]\n add ((y2) - (5)) to [grassy v]\n add [0] to [grasssway v]\n add [0] to [grassmagnitude v]\n add (pick random (10) to (20)) to [grasslength v]\n add [0] to [grassdir v]\n change [loops v] by (1)\n end\nend\nif <trees?> then\n set [loops v] to [0.5]\n repeat (([ceiling v] of (((x2) - (x)) / (40)) ) - (1))\n if <(pick random (1) to (2)) = [1]> then\n add (pick random (1) to (4)) to [treecolor v]\n add (pick random (40) to (60)) to [treeheight v]\n add (pick random (1) to (3)) to [treetype v]\n add (((loops) * (40)) + (x)) to [treex v]\n add (y2) to [treey v]\n add (season) to [treeseason v]\n end\n change [loops v] by (1)\n end\nend\nif <(x2) > (x)> then\n add (x) to [groundx v]\n add (x2) to [groundx2 v]\nelse\n add (x2) to [groundx v]\n add (x) to [groundx2 v]\nend\nif <(y2) > (y)> then\n add (y) to [groundy v]\n add (y2) to [groundy2 v]\nelse\n add (y2) to [groundy v]\n add (y) to [groundy2 v]\nend\nadd (season) to [groundseason v]\n\ndefine grass\nset pen color to (#20f200)\nset [loops v] to [0]\nrepeat (length of [grassdir v])\n change [loops v] by (1)\n if <<((item (loops) of [grassx v]) - (camx)) < [240]> and <((item (loops) of [grassx v]) - (camx)) > [-240]>> then\n if <((((item (loops) of [grassx v]) - (x)) * ((item (loops) of [grassx v]) - (x))) + (((item (loops) of [grassy v]) - (y)) * ((item (loops) of [grassy v]) - (y)))) < [1000]> then\n replace item (loops) of [grasssway v] with [0]\n replace item (loops) of [grassmagnitude v] with (((xv) + (pick random (-2.0) to (2.0))) * (7))\n end\n replace item (loops) of [grassdir v] with ((0) - (([sin v] of (item (loops) of [grasssway v]) ) * (item (loops) of [grassmagnitude v])))\n replace item (loops) of [grasssway v] with ((item (loops) of [grasssway v]) - (10))\n replace item (loops) of [grassmagnitude v] with ((0.97) * (item (loops) of [grassmagnitude v]))\n go to x: ((item (loops) of [grassx v]) - (camx)) y: ((item (loops) of [grassy v]) - (camy))\n point in direction (item (loops) of [grassdir v])\n pen down\n move (item (loops) of [grasslength v]) steps\n pen up\n end\nend\n\ndefine render water (x) (y) (x2) (y2)\nset pen color to (#66c5ff)\nset pen (transparency v) to (20)\nif <not <<<(x2) < [-240]> or <(x) > [240]>> or <<(y2) < [-180]> or <(y) > [180]>>>> then\n set [waterloops v] to [-0.5]\n set pen size to (5.1)\n repeat ([ceiling v] of (((x2) - (x)) / (5)) )\n change [waterloops v] by (1)\n go to x: ((x) + ((waterloops) * (5))) y: ((y) - (5))\n pen down\n go to x: ((x) + ((waterloops) * (5))) y: ((y2) + (([cos v] of (((waterloops) + (move)) * (7)) ) * (5)))\n pen up\n end\nend\n\ndefine add water (x) (y) (x2) (y2)\nif <(x2) > (x)> then\n add (x) to [waterx v]\n add (x2) to [waterx2 v]\nelse\n add (x2) to [waterx v]\n add (x) to [waterx2 v]\nend\nif <(y2) > (y)> then\n add (y) to [watery v]\n add (y2) to [watery2 v]\nelse\n add (y2) to [watery v]\n add (y) to [watery2 v]\nend\n\ndefine Render tree (x) (y) (type) (color) (season) (height)\nif <not <<<(x) < [-300]> or <(x) > [300]>> or <<(y) < [-300]> or <(y) > [300]>>>> then\n go to x: (x) y: (y)\n set pen color to (#c56800)\n set pen size to (10)\n pen down\n change y by (height)\n pen up\n if <<(season) = [winter]> and <not <(type) = [2]>>> then\n set pen size to (7)\n pen down\n point in direction (45)\n move (30) steps\n move (-16) steps\n point in direction (75)\n move (20) steps\n move (-20) steps\n point in direction (45)\n move (-15) steps\n point in direction (0)\n move (60) steps\n move (-25) steps\n point in direction (45)\n move (20) steps\n move (-20) steps\n point in direction (0)\n move (-20) steps\n point in direction (-20)\n move (35) steps\n move (-20) steps\n point in direction (-90)\n move (20) steps\n pen up\n else\n if <<(season) = [summer]> or <(season) = [winter]>> then\n if <(color) = [1]> then\n set pen color to (#00ff21)\n end\n if <(color) = [2]> then\n set pen color to (#1fc532)\n end\n if <(color) = [3]> then\n set pen color to (#00ec17)\n end\n if <(color) = [4]> then\n set pen color to (#4fe458)\n end\n end\n if <(season) = [autumn]> then\n if <(color) = [1]> then\n set pen color to (#ffae00)\n end\n if <(color) = [2]> then\n set pen color to (#ff0000)\n end\n if <(color) = [3]> then\n set pen color to (#fff600)\n end\n if <(color) = [4]> then\n set pen color to (#ff5400)\n end\n end\n if <(season) = [spring]> then\n if <(color) = [1]> then\n set pen color to (#ff8585)\n end\n if <(color) = [2]> then\n set pen color to (#ffaaaa)\n end\n if <(color) = [3]> then\n set pen color to (#4cff00)\n end\n if <(color) = [4]> then\n set pen color to (#ffd3d3)\n end\n end\n if <(type) = [1]> then\n set pen size to (40)\n pen down\n change y by (20)\n pen up\n end\n if <(type) = [2]> then\n set pen size to (20)\n pen down\n change x by (10)\n point in direction (-15)\n move (40) steps\n point in direction (-165)\n move (40) steps\n change x by (10)\n pen up\n end\n if <(type) = [3]> then\n set pen size to (40)\n pen down\n pen up\n change y by (10)\n change x by (10)\n change pen (brightness v) by (5)\n pen down\n pen up\n change x by (-20)\n change pen (brightness v) by (-10)\n change pen (brightness v) by (15)\n pen down\n pen up\n change y by (20)\n change x by (10)\n change pen (brightness v) by (-5)\n pen down\n pen up\n end\n end\nend\n\ndefine // ()\n\nlevel\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [loops v] to [-240]\nset [loops2 v] to [-2000]\nset [loops3 v] to [-10000]\nset pen color to (#ff0000)\nrepeat (60)\n change [loops v] by (((240) - (loops)) / (5))\n change [loops2 v] by (((240) - (loops2)) / (5))\n change [loops3 v] by (((240) - (loops3)) / (5))\n set pen (color v) to (0)\n Render Rectangle [-240] [-180] (loops) [180]\n set pen (color v) to (15)\n Render Rectangle [-240] [-180] (loops2) [180]\n set pen (color v) to (30)\n Render Rectangle [-240] [-180] (loops3) [180]\nend\nset pen color to (#000000)\nPrint [YOU WIN] at x: [-200] y: [-25] direction: [90] size [5] thickness [10] height [75] width [] spacing [3]\n\ndefine particles\nif <(season) = [autumn]> then\n if <((move) mod (5)) = [0]> then\n add (pick random (-400) to (400)) to [particlesx v]\n add [180] to [particlesy v]\n add (pick random (1) to (360)) to [particlesdir v]\n add ((pick random (1) to (4)) + (1)) to [particlestype v]\n end\nend\nif <(season) = [winter]> then\n if <((move) mod (2)) = [0]> then\n add (pick random (-400) to (400)) to [particlesx v]\n add [180] to [particlesy v]\n add [0] to [particlesdir v]\n add [1] to [particlestype v]\n end\nend\nif <(season) = [spring]> then\n if <((move) mod (5)) = [0]> then\n add (pick random (-400) to (400)) to [particlesx v]\n add [180] to [particlesy v]\n add (pick random (1) to (360)) to [particlesdir v]\n add ((pick random (1) to (4)) + (5)) to [particlestype v]\n end\nend\nset [loops v] to [0]\nrepeat (length of [particlesx v])\n change [loops v] by (1)\n if <(item (loops) of [particlestype v]) > [5]> then\n set pen size to (20)\n go to x: (item (loops) of [particlesx v]) y: (item (loops) of [particlesy v])\n set pen color to (#ff0000)\n set pen (saturation v) to (((item (loops) of [particlestype v]) * (7)) + (-7))\n set pen (transparency v) to (50)\n pen down\n point in direction (item (loops) of [particlesdir v])\n repeat (5)\n move (3) steps\n change pen (saturation v) by (-6)\n change pen size by (-2.5)\n end\n pen up\n end\n if <(item (loops) of [particlestype v]) = [1]> then\n set pen size to (10)\n go to x: (item (loops) of [particlesx v]) y: (item (loops) of [particlesy v])\n set pen color to (#ffffff)\n set pen (transparency v) to (20)\n pen down\n pen up\n end\n if <<(item (loops) of [particlestype v]) > [1]> and <(item (loops) of [particlestype v]) < [6]>> then\n set pen size to (5)\n if <(item (loops) of [particlestype v]) = [2]> then\n set pen color to (#ff0000)\n end\n if <(item (loops) of [particlestype v]) = [3]> then\n set pen color to (#ffbb00)\n end\n if <(item (loops) of [particlestype v]) = [4]> then\n set pen color to (#d4ff00)\n end\n if <(item (loops) of [particlestype v]) = [5]> then\n set pen color to (#ce6b00)\n end\n set pen (transparency v) to (0)\n point in direction (item (loops) of [particlesdir v])\n go to x: (item (loops) of [particlesx v]) y: (item (loops) of [particlesy v])\n pen down\n move (7) steps\n move (6) steps\n set pen size to (7)\n pen down\n pen up\n move (-6) steps\n turn right (-122) degrees\n set pen size to (3)\n pen down\n repeat (5)\n move (7) steps\n turn right (138) degrees\n move (7) steps\n turn left (66) degrees\n end\n pen up\n end\n replace item (loops) of [particlesy v] with (((item (loops) of [particlesy v]) - (5)) - ((yv) / (2)))\n replace item (loops) of [particlesx v] with ((item (loops) of [particlesx v]) - ((xv) / (1)))\n replace item (loops) of [particlesdir v] with ((item (loops) of [particlesdir v]) + (5))\n if <(item (loops) of [particlesy v]) < [-180]> then\n delete (loops) of [particlesx v]\n delete (loops) of [particlesy v]\n delete (loops) of [particlestype v]\n delete (loops) of [particlesdir v]\n change [loops v] by (-1)\n end\nend\n\nwhen flag clicked\nload letters\n\nbroadcast (win v)\n\ndefine Clouds\nif <((move) mod (300)) = [0]> then\n add [240] to [cloudsx v]\n add (pick random (0) to (150)) to [cloudsy v]\nend\nset [loops v] to [0]\nrepeat (length of [cloudsx v])\n change [loops v] by (1)\n go to x: (item (loops) of [cloudsx v]) y: ((item (loops) of [cloudsy v]) - ((camy) / (3)))\n set pen color to (#ffffff)\n set pen size to (20)\n pen down\n change x by (100)\n change x by (-50)\n change y by (30)\n change x by (-30)\n change x by (100)\n pen up\n replace item (loops) of [cloudsx v] with ((item (loops) of [cloudsx v]) - ((1) + ((xv) / (10))))\n if <(item (loops) of [cloudsx v]) < [-400]> then\n delete (loops) of [cloudsx v]\n delete (loops) of [cloudsy v]\n change [loops v] by (-1)\n end\nend\n\nwhen flag clicked\nset [☁ people who played \(yes i stalk you guys\) v] to [0]\nset [eye color v] to [0]\n\nwhen I receive [seasons v]\n\nwhen [space v] key pressed\nset [eye color v] to ((1) - (eye color))\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\n | ▶❤️ & ⭐️ FOR 10 COINS AND TECHNOBLADE SKIN!!\n\n ☁ Minecraft || Multiplayer Platformer ☁\n=====================================\nGoal of the project: 7000 ❤️&⭐️!\nHello everyone, I 've been working on ''Minecraft Mutiplayer Platformer'' for more than a week now, I promised I would share this when I hit 1.5k and we gained 500+ followers in less than 3 days! This is one of my Best Games yet! Hope you enjoy playing it! Follow me at (@TinyDxde) for more Fun Games. It's been 1 year since Technoblade has left us.. He will never be forgotten and will always be in our Hearts! =)\n\nPlease follow me I am trying to get 2500 followers! :D\n✦2000 follower Q&A https://scratch.mit.edu/projects/872418728 :D\n\n*** CONTROLS ***\n➡ Use Arrow keys, WASD, or tap to use (Mobile)\n➡ Watch out for cactus and lava\n➡ Press the shop button to open the shop and press the x to close it. To purchase something, type the number corresponding to the thing you want to purchase.\n➡ Press T or the chat button to open the chat and press the x to close it\n\n⚠️Play on turbowrap for smoother movement and less lag: https://turbowarp.org/862014723/fullscreen#?token=1688041151_5b5340f4a4142d37f50fa34f3d9b30109264d5dbf97de7321f659d3afdde8544494e0710ffe7e440a243bbe809bc7551f4b3f839cb861d5f32b5ebb8d631ebcc\n\n⛔Ads = Report\n⛔Hate = Report\n\nNews:\n30 June - Initial Release (500 views and 120+ likes and stars within 4 hours)\n30 June - reshared and fixed the chat and cloud variable glitches.\n30 June - mass reported :(\n1 July - reshared (also fixed the lag with cloud server as it was taken down by the st), \n1 July - 3RD ON TRENDING ALL!! and TOP LOVED! OMG =)\n2 July - 1000 likes for 10k views! :o and top remixed.. lol\n2 July - no.#2 on trending all\n3 July - NO#1 ON TRENDING ALL!!\n5 July - 50k views, 2.9k & 2.7k likes & favs, 125+ remixes\n7 July - 4k likes 78k views\n11 July - 100k+ and 5k+ likes\n=====================================\n\nTags: (Ignore :p)\n#games #all #art #music #Minecraft #multiplayer #scrolling #platformer #trending #TinyDxde #mobile #firendly #games #all #art #music #Minecraft #multiplayer #scrolling #platformer #trending #TinyDxde #mobile #firendly \n\n\n\nPress T and D at the same time for a surprise!! ;) |
1D Platformer | @Stage\n\nwhen I receive [play v]\nwait until <<(Mobile mode y/n) = [y]> or <(Mobile mode y/n) = [n]>>\nbroadcast (Play 2 v)\n\nwhen I receive [next v]\nchange [level v] by (1)\n\nwhen I receive [play 2 v]\nforever\n if <<(Trans.) = [0]> and <(Dead?) = [0]>> then\n wait (1) seconds\n change [time v] by (1)\n end\n set [your time v] to (join [You finished the game in ] (join (time) [ seconds]))\n if <(Level) = [11]> then\n stop [this script v]\n end\nend\n\nwhen I receive [play 2 v]\nforever\n if <(Level) = [11]> then\n show variable [your time v]\n if <(time) < (☁ Cloud)> then\n set [☁ cloud v] to (time)\n end\n stop [this script v]\n end\nend\n\n@intro\n\nwhen flag clicked\nstart sound [Vicetone - United We Dance3 v]\nswitch costume to (j v)\nhide\nswitch backdrop to (backdrop1 v)\nset size to (75) %\nset size to (2) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (2.3) seconds\nshow\nrepeat until <(size) > [85]>\n change size by (10)\nend\nwait (1) seconds\nglide (1) secs to x: (-110) y: (0)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (5) seconds\nrepeat (22)\n turn right (12) degrees\n change x by (10)\nend\nbroadcast (Intro1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nbroadcast (Animation finished v)\nswitch backdrop to (backdrop2 v)\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (j2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (6)\n change y by (5)\n end\n wait (.7) seconds\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nelse\n switch costume to (j3 v)\n go to x: (-110) y: (-55)\n go to [back v] layer\n glide (.7) secs to x: (115) y: (-55)\nend\n\nwhen flag clicked\nset [cloneid v] to [0]\nset volume to (100) %\ngo to [front v] layer\nclear graphic effects\nforever\n repeat (5)\n change size by (2.5)\n end\n repeat (5)\n change size by (-2.5)\n end\nend\n\nwhen I receive [intro1 v]\ndelete this clone\n\nwhen I receive [intro1 v]\nforever\n turn right (12) degrees\n change x by (10)\nend\n\n@Title\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\ngo to x: (-110) y: (117)\nset [timer v] to [0]\nhide\n\nwhen I receive [animation finished v]\nrepeat (7)\n create clone of (_myself_ v)\n change [timer v] by (1)\n change x by (35)\n next costume\n wait (.5) seconds\nend\ngo to x: (236) y: (-183)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n set y to ((110) - (([sin v] of (((timer) - ((timer) * (3))) * (275)) ) * (7)))\nend\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [costumes v]\nhide\n\n@thx\n\nwhen I receive [outro v]\nshow\npoint in direction (90)\nset size to (100) %\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set y to ((-70) + (([sin v] of ((timer) * (275)) ) * (7)))\n set x to ((0) + (([sin v] of ((timer) * (275)) ) * (7)))\nend\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\n@Play button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (1) y: (-56)\npoint in direction (90)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [animation finished v]\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen this sprite clicked\nbroadcast (Play v)\n\n@Cloud\n\nwhen flag clicked\nset [random variable1 v] to [0]\nswitch costume to (costume1 v)\nset size to (250) %\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (50) y: (-144)\npoint in direction (90)\nhide\n\nwhen I receive [animation finished v]\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Cloud v)\n\nwhen I receive [back v]\nset size to (250) %\ngo to x: (50) y: (-144)\nset [random variable1 v] to [0]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nset [random variable1 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-40)\nforever\n set size to (190) %\n point in direction (90)\nend\n\nwhen I receive [back v]\ndelete this clone\n\n@Back button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (207) y: (146)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [instructions v]\nshow\n\nwhen I receive [cloud v]\nshow\n\nwhen this sprite clicked\nbroadcast (Back v)\n\n@Musics\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-100) y: (-56)\npoint in direction (90)\nset [music v] to []\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [animation finished v]\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen this sprite clicked\nbroadcast (Music v)\n\nwhen I receive [play 2 v]\nset [volume v] to [100]\nif <(MUSIC) = []> then\n forever\n play sound (pick random (1) to (13)) until done\n end\nelse\n if <(MUSIC) = [1]> then\n forever\n play sound [Marshmello - Alone \(Official Music Video\).mp3 v] until done\n end\n else\n if <(MUSIC) = [2]> then\n forever\n play sound [TheFatRat - Windfall v] until done\n end\n else\n if <(MUSIC) = [3]> then\n forever\n play sound [the piano music v] until done\n end\n else\n if <(MUSIC) = [4]> then\n forever\n play sound [Disfigure - Blank.mp3 v] until done\n end\n else\n if <(MUSIC) = [5]> then\n forever\n play sound [Modulation - on the move v] until done\n end\n else\n if <(MUSIC) = [6]> then\n forever\n play sound [COMA NA DANÇA v] until done\n end\n else\n if <(MUSIC) = [7]> then\n forever\n play sound [TheFatRat - Time Lapse v] until done\n end\n else\n if <(MUSIC) = [8]> then\n forever\n play sound [Vexento - We Are One v] until done\n end\n else\n if <(MUSIC) = [9]> then\n forever\n play sound [Revenge v] until done\n end\n else\n if <(MUSIC) = [10]> then\n forever\n play sound [Vexento - Empty v] until done\n end\n else\n if <(MUSIC) = [11]> then\n forever\n play sound [Lights \[Dream Trance\] v] until done\n end\n else\n if <(MUSIC) = [12]> then\n forever\n play sound [Vexento - Pegasus v] until done\n end\n else\n if <(MUSIC) = [13]> then\n forever\n play sound [Never gonna give you up v] until done\n end\n else\n forever\n play sound [Avicii - Levels v] until done\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 [unpased v]\nset volume to (Volume) %\n\nwhen I receive [paused v]\nset volume to (0) %\n\nwhen [m v] key pressed\nset volume to (0) %\nset [volume v] to [0]\n\nwhen [u v] key pressed\nset volume to (100) %\nset [volume v] to [100]\n\n@Marshmello - Alone\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-207) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [1]\nbroadcast (Back v)\n\n@TheFatRat - Windfall\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-107) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [2]\nbroadcast (Back v)\n\n@??\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-7) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [3]\nbroadcast (Back v)\n\n@Disfigure - Blank\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (93) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [4]\nbroadcast (Back v)\n\n@Modulation - On the move\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (193) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [5]\nbroadcast (Back v)\n\n@???\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-207) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [6]\nbroadcast (Back v)\n\n@Instructions\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-58) y: (-144)\nset [random variable2 v] to [0]\nset size to (250) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen this sprite clicked\nbroadcast (Instructions v)\n\nwhen I receive [instructions v]\nset [random variable2 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\nset size to (250) %\nset [random variable2 v] to [0]\nswitch costume to (costume1 v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [back v]\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction (90)\nend\n\nwhen I start as a clone\nforever\n set size to (100) %\n point in direction (90)\n go to x: (-50) y: (0)\nend\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [animation finished v]\npoint in direction (90)\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@TheFatRat - Time Lapse\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-107) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [7]\nbroadcast (Back v)\n\n@Vexento - We Are One\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-7) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [8]\nbroadcast (Back v)\n\n@Revenge\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (93) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [9]\nbroadcast (Back v)\n\n@Vexento - Empty\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (193) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [10]\nbroadcast (Back v)\n\n@Lights [Dream Trance]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-207) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [11]\nbroadcast (Back v)\n\n@Vexento - Pegasus\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-107) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [12]\nbroadcast (Back v)\n\n@Never gonna give you up\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-7) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [13]\nbroadcast (Back v)\n\n@Avicii - Levels\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (93) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [14]\nbroadcast (Back v)\n\n@Random\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (193) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to []\nbroadcast (Back v)\n\n@Mobile mode y/n\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nset [cloneid v] to [0]\nset [mobile mode y/n v] to []\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play v]\nwait (.1) seconds\nshow\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [mobile mode y/n v] to []\n\nwhen I start as a clone\nshow\nif <(CloneID) = [1]> then\n switch costume to (costume2 v)\n go to x: (50) y: (-65)\nelse\n switch costume to (costume3 v)\n go to x: (-50) y: (-65)\nend\n\nwhen I receive [play 2 v]\nhide\n\nwhen I receive [play 2 v]\ndelete this clone\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [y]\nelse\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [n]\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Costume selection\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (109) y: (-56)\npoint in direction (90)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (Costumes v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [animation finished v]\npoint in direction (90)\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Arrow2\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (62) y: (0)\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nif <(My variable 2) = [0]> then\n broadcast (Change costume +1 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [costumes selection v]) = [7]> then\n set [my variable 2 v] to [1]\n set [ghost v] effect to (80)\n else\n set [my variable 2 v] to [0]\n clear graphic effects\n end\nend\n\n@Arrow\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-62) y: (0)\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nif <(My variable) = [0]> then\n broadcast (Change costume -1 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [costumes selection v]) = [1]> then\n set [my variable v] to [1]\n set [ghost v] effect to (80)\n else\n set [my variable v] to [0]\n clear graphic effects\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Costumes selection\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [change costume +1 v]\nnext costume\n\nwhen I receive [change costume -1 v]\nswitch costume to ((costume [number v]) - (1))\n\n@Player\n\nwhen flag clicked\nwait (0.001) seconds\nset [trans. v] to [0]\nhide\n\nwhen I receive [play 2 v]\nswitch costume to ([costume # v] of [costumes selection v])\nReset\nset [dead? v] to [0]\nclear graphic effects\nshow\nwait (.2) seconds\nforever\n if <(Paused? y/n) = [n]> then\n if <(Trans.) = [0]> then\n if <(Dead?) = [0]> then\n if <(Mobile mode y/n) = [n]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n 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 (-2)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-2)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (15)\n end\n end\n change y by (2)\n else\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [x v] by (1)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<mouse down?> and <(mouse y) > (y position)>> 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 (-2)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-2)\n if <touching (level v)?> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n change [y v] by (15)\n end\n end\n change y by (2)\n end\n end\n end\n end\nend\n\ndefine Reset\ngo to x: (-205) y: (-90)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen I receive [play 2 v]\nforever\n if <<touching (spikes v)?> or <(y position) < [-170]>> then\n "Animation"1\n Reset\n "Animation"2\n end\n if <<(x position) > [225]> and <not <(Level) = [11]>>> then\n broadcast (Trans. v) and wait\n end\nend\n\ndefine "Animation"1\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\n change [pixelate v] effect by (4)\nend\n\ndefine "Animation"2\nrepeat (25)\n change [ghost v] effect by (-4)\n change [pixelate v] effect by (-4)\nend\nset [dead? v] to [0]\n\nwhen I receive [next v]\nReset\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\n@Text engine\n\nwhen flag clicked\nwait (.001) seconds\nhide\n\nwhen I receive [cloud v]\nwait (.3) seconds\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (400) %\n go to x: (((digits) * (40)) - (88)) y: (-45)\n if <(length of (☁ Cloud)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (☁ Cloud))\n end\nend\n\nwhen I receive [back v]\nhide\ndelete this clone\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nif <touching (play button v)?> then\n switch costume to (play game v)\nelse\n if <touching (vexento - masked heroes v)?> then\n switch costume to (modulation- on the move v)\n else\n if <touching (musics v)?> then\n switch costume to (music v)\n else\n if <touching (modulation - on the move v)?> then\n switch costume to (modulation- on the move v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (lights \[dream trance\] v)?> then\n switch costume to (lights \[dream trance\] v)\n else\n if <touching (random v)?> then\n switch costume to (random v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (marshmello - alone v)?> then\n switch costume to (marshmello - alone v)\n else\n if <touching (thefatrat - windfall v)?> then\n switch costume to (thefatrat - windfall v)\n else\n if <<touching (?? v)?> or <touching (??? v)?>> then\n switch costume to (??? v)\n else\n if <touching (disfigure - blank v)?> then\n switch costume to (disfigure - blank v)\n else\n if <touching (thefatrat - time lapse v)?> then\n switch costume to (thefatrat - time lapse v)\n else\n if <touching (vexento - we are one v)?> then\n switch costume to (vexento - we are one v)\n else\n if <touching (revenge v)?> then\n switch costume to (revenge v)\n else\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (never gonna give you up v)?> then\n switch costume to (never gonna give you up v)\n else\n if <touching (avicii - levels v)?> then\n switch costume to (avicii - levels v)\n else\n if <<touching (cloud v)?> and <(Random variable1) = [0]>> then\n switch costume to (highscore v)\n else\n if <<touching (instructions v)?> and <(Random variable2) = [0]>> then\n switch costume to (instructions v)\n else\n if <touching (costume selection v)?> then\n switch costume to (costume selection v)\n else\n if <(LOL variable) = [1]> then\n go to [front v] layer\n switch costume to (resume v)\n else\n if <<touching (pause/play button v)?> and <([costume # v] of [pause/play button v]) = [1]>> then\n switch costume to (pause v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\n@detector\n\nwhen flag clicked\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 (1) seconds\nshow\ngo to x: (0) y: (-100)\nset [timer v] to [0]\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\nset [timer v] to [0]\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\nset [timer v] to [0]\nforever\n go to [front v] layer\n change [timer v] by (.097)\nend\n\n@Level\n\nwhen flag clicked\nwait (0.001) seconds\nset [level v] to [1]\nhide\n\nwhen I receive [play 2 v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\nwhen I receive [play 2 v]\nshow\ngo to [back v] layer\nclear graphic effects\nforever\n switch costume to (Level)\nend\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Shadow\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset rotation style [left-right v]\npoint in direction (90)\nhide\n\nwhen I receive [play 2 v]\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen I receive [play 2 v]\nforever\n if <(Dead?) = [1]> then\n broadcast (message1 v) and wait\n end\nend\n\nwhen I receive [message1 v]\n"Animation"1\n"Animation"2\n\ndefine "Animation"2\nrepeat (25)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-2)\nend\n\ndefine "Animation"1\nrepeat (25)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\n\n@Trans.\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-310) y: (0)\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [trans. v]\nset [trans. v] to [1]\nshow\nswitch costume to (costume2 v)\nclear graphic effects\nset x to (-310)\npoint in direction (90)\ncreate clone of (_myself_ v)\nrepeat until <(round (x position)) = [0]>\n if <(Paused? y/n) = [n]> then\n change x by ((x position) * ((.2) * (-1)))\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\nbroadcast (Next v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset x to (310)\nrepeat until <(round (x position)) = [0]>\n if <(Paused? y/n) = [n]> then\n change x by ((x position) * ((.2) * (-1)))\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nset [trans. v] to [0]\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Pause/Play button\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-208) y: (-160)\nswitch costume to (costume1 v)\nset [lol variable v] to [0]\nset [cloneid v] to [0]\nset [paused? y/n v] to [n]\nset size to (175) %\nhide\n\nwhen I receive [play 2 v]\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (-65)\n switch costume to (costume2 v)\n set size to (350) %\n go to [front v] layer\n set [paused? y/n v] to [y]\n broadcast (Paused v)\n go to [front v] layer\n repeat until <(Paused? y/n) = [n]>\n if <touching (mouse-pointer v)?> then\n set [lol variable v] to [1]\n else\n set [lol variable v] to [0]\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n set [lol variable v] to [0]\n go to x: (-208) y: (-160)\n switch costume to (costume1 v)\n set size to (175) %\n set [paused? y/n v] to [n]\n clear graphic effects\n broadcast (Unpased v)\n end\nend\n\nwhen I start as a clone\nif <(ClOnEID) = [1]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n set [ghost v] effect to (50)\n go to [back v] layer\nelse\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (costume4 v)\n clear graphic effects\nend\n\nwhen I receive [unpased v]\ndelete this clone\n\nwhen I receive [paused v]\nset [cloneid v] to [0]\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ClOnEID) = [2]> then\n repeat until <(Paused? y/n) = [n]>\n go to [front v] layer\n end\nend\n\n@TB\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [your time v]\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n | \n 傾向1pありがとうございます。!\n \nーーーー【How to use:操作方法】ーーーーー\n【english】\nThis is a game where you aim for a high score by avoiding obstacles.\nUse the up and down arrow keys.\n【日本語】ーーーーーーーーーーーーーーー\n・障害物を避けハイスコアを目指すゲームです。\n・ハートマーク星マークを押すとスコアがアップします。\n・上下の矢印キーで操作 \n・右向き矢印キーを押しっぱなしにするとはやく加速します。\n・mキーを押すとBGMが変わります。\n・太陽タップでコスチューム変更\n・敵のキャラは踏むことができません。\n・りんごが、針にふれると潰れて消えます。\nーーーー【リミックスに付いて】ーーーーーーー\n無変更okドンドン拡散してくださいお願いします。\n\n_【クレジット】____________________________\n木、草 参考\n@omokai様\n@YY-H様\nコイン参考\n@YY-H様\nプレイヤー死亡時の演出参考\n@ryougen0719\n【BGM】\n・BGMre\nBGM軽量化サイト\n・ユーチュブコンバーター\n【サムネ】\n文字・cooltext\n【拡散して頂いた方々】\n@hiro0612\n@waka097\n@arukan\n@akuritosoon\n@pikaripikari\n@kirari326\n@sakunbo\n@tonnkatukare-\n@ma-kundesu\n【タグ】 タグ乱用しておりません\n#platformer\n#all\n#game\n#games\n#PLATFORMER\n#tutorial\n[目指せ傾向1p]\n【プログラム:アイデア】\nby HRT0425\n【投稿日】\n2023/11/11 13:40\n【ゲーム名】\nAVOID PLATFORMER 避けるプラットフォーマー\n【アプデ履歴】\n2023/11/19\n・サムネデザイン変更\n2023/11/16\n・障害物に触れた時の反応を改善\n【傾向履歴】\nコミュニティー好き\n・2023/11/12 〜25位\n・2023/11/13 〜14位\n・2023/11/15 〜7位\n・2023/11/17 〜3位\n・2023/11/18 〜4位\n・2023/11/20 〜5位・7位\n・2023/11/21 〜8位\n・202311/21 〜9位\n・202311/22 〜10位・16位\n【モバイル対応】\n【コメントについて】\n宣伝okです。\n人を不快にするようなコメントは、ご遠慮下さい。\nバグ報告は、コメント欄へ\n【⚠バグがある可能性があります。】 |
Apps - Platformer | @Stage\n\nset [light v] to [0]\n\nwhen flag clicked\nforever\n if <(Room#) = [1]> then\n if <(Using Door!) = [0]> then\n repeat until <not <(Using Door!) = [0]>>\n play sound [Room 1 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [2]> then\n if <(Using Door!) = [0]> then\n repeat until <not <(Using Door!) = [0]>>\n play sound [Room 2 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <(Using Door!) = [0]> then\n repeat until <not <(Using Door!) = [0]>>\n play sound [Room 3 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [4]> then\n if <(Using Door!) = [0]> then\n repeat until <not <(Using Door!) = [0]>>\n play sound [Room 4 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch backdrop to (Room#)\nend\n\nset [room# v] to [4]\n\nwhen flag clicked\nforever\n if <(Room#) = [2]> then\n if <(light) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-100)\n end\n end\nend\n\nwhen flag clicked\n\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n repeat until <(BP Fade in) = [1]>\n set [brightness v] effect to (-100)\n end\n wait until <(BP Fade in) = [2]>\n set [brightness v] effect to (-100)\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\n set [bp fade in v] to [0]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-1]> then\n set [brightness v] effect to (0)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [6]> and <(Surprise Music) = [1]>> then\n if <(Using Door!) = [0]> then\n repeat until <not <(Using Door!) = [0]>>\n play sound [Room 6 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Battle) = [1]> then\n repeat until <(Boss Battle) = [0]>\n play sound [Room 5 Battle v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Cutscene) = [1]>> then\n repeat until <not <<(Room#) = [5]> and <(Cutscene) = [1]>>>\n play sound [Room 5 Dialogue v] until done\n end\n end\nend\n\nset [boss battle v] to [1]\n\nwhen flag clicked\nforever\n if <(Room#) = [6]> then\n repeat until <(P Fade In) = [1]>\n set [brightness v] effect to (-100)\n end\n set [brightness v] effect to (-100)\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n stop [this script v]\n end\nend\n\nwait until <(BP Fade in) = [2]>\n\nwhen flag clicked\nforever\n if <(Using Door!) = [1]> then\n set [brightness v] effect to (0)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\n@Dessie\n\nwhen flag clicked\nforever\n if <(distance to [forwarddoor v]) < [6]> then\n repeat until <<(distance to [forwarddoor v]) > [5]> or <key (down arrow v) pressed?>>\n if <key (down arrow v) pressed?> then\n if <(WalkAllowed) = [1]> then\n set [using door! v] to [1]\n set [frame v] to [0]\n wait until <(Using Door!) = [2]>\n go [backward v] (100) layers\n wait until <(Using Door!) = [3]>\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [5]>\n go to [front v] layer\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n set [dessie x v] to (x position)\n set [dessie y v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <((y-velocity) * (-1)) > (Momentum)> then\n set [momentum v] to ((y-velocity) * (-1))\n end\n if <(falling?) = [6]> then\n set [momentum v] to [0]\n end\nend\n\nset x to (31)\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [1]> then\n go to x: (19) y: (-115)\n set [y-velocity v] to [-18]\n wait (0.05) seconds\n set [pipe where v] to [0]\n set [piping v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Pipe Where) = [2]> or <(Pipe Where) = [4]>> then\n go to x: (170) y: (-153)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [5]> then\n go to x: (28) y: (-70)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [6]> then\n set [size v] to [1]\n wait until <(size) = [100]>\n go to x: (63) y: (-5)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [7]> then\n set [size v] to [1]\n wait until <(size) = [100]>\n go to x: (-209) y: (-153)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [8]> then\n go to x: (-66) y: (77)\n set [size v] to [1]\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [9]> then\n go to x: (40) y: (53)\n set [size v] to [2]\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [10]> then\n go to x: (-53) y: (128)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [11]> then\n go to x: (168) y: (-91)\n wait (0.1) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [12]> then\n go to x: (-9) y: (-86)\n if <(Momentum) > [7]> then\n set [y-velocity v] to ((Momentum) + (1))\n else\n set [y-velocity v] to [8]\n end\n wait (0.007) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [13]> then\n go to x: (-115) y: (-170)\n if <(Momentum) > [7]> then\n set [y-velocity v] to ((Momentum) + (1))\n else\n set [y-velocity v] to [8]\n end\n wait (0.007) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [14]> then\n go to x: (-91) y: (137)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [15]> then\n go to x: (236) y: (45)\n set [size v] to [2]\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [16]> then\n go to x: (168) y: (-91)\n wait (0.1) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\ngo to x: (168) y: (-91)\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [17]> then\n go to x: (79) y: (-149)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [20]> then\n set [size v] to [0.5]\n wait until <(size) = [50]>\n go to x: (-179) y: (45)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [21]> then\n go to x: (-220) y: (-86)\n if <(Momentum) > [7]> then\n set [y-velocity v] to ((Momentum) + (1))\n else\n set [y-velocity v] to [8]\n end\n wait (0.007) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [22]> then\n go to x: (231) y: (126)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nset [size v] to [1]\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <<<not <touching (ground v)?>> and <not <touching (gates v)?>>> and <not <touching (fan v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nif <(frame) < [1]> then\n set [frame v] to [1]\nend\nif <(frame) < [8]> then\n change [frame v] by (0.5)\nelse\n set [frame v] to [1]\nend\n\nwhen flag clicked\nforever\n if <<(Dog Angry) = [1]> and <(Dog Moving) = [0]>> then\n if <(Dog Level) = [0]> then\n repeat until <<<(x position) > [180]> and <(falling?) = [0]>> or <(Dog Angry) = [0]>>\n set [walkallowed v] to [0]\n point in direction (-90)\n change x by (4)\n if <<(falling?) = [0]> and <not <(x position) > [180]>>> then\n set [y-velocity v] to [5]\n end\n end\n set [dog angry v] to [0]\n set [walkallowed v] to [1]\n end\n if <(Dog Level) = [1]> then\n repeat until <<<(x position) < [-120]> and <(falling?) = [0]>> or <(Dog Angry) = [0]>>\n set [walkallowed v] to [0]\n point in direction (90)\n if <(x position) > [-155]> then\n change x by (-4)\n end\n if <<(falling?) = [0]> and <not <(x position) < [-120]>>> then\n set [y-velocity v] to [5]\n end\n end\n set [dog angry v] to [0]\n set [walkallowed v] to [1]\n end\n if <(Dog Level) = [2]> then\n repeat until <<<(x position) > [115]> and <(falling?) = [0]>> or <(Dog Angry) = [0]>>\n set [walkallowed v] to [0]\n point in direction (-90)\n if <(x position) < [138]> then\n change x by (4)\n end\n if <<(falling?) = [0]> and <not <(x position) > [115]>>> then\n set [y-velocity v] to [5]\n end\n end\n set [dog angry v] to [0]\n set [walkallowed v] to [1]\n end\n end\nend\n\nset [dog angry v] to [0]\n\nwhen flag clicked\nforever\n if <<<(WalkAllowed) = [1]> and <(Dog Level) = [1]>> and <(x position) > [-151]>> then\n if <touching (ball 1 v)?> then\n set [walkallowed v] to [0]\n point in direction (90)\n set [y-velocity v] to [5]\n repeat until <<(falling?) = [0]> or <(x position) < [-179]>>\n if <(x position) > [-180]> then\n change x by (-4)\n end\n end\n set [walkallowed v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(WalkAllowed) = [1]> and <(Dog Level) = [2]>> and <(x position) < [150]>> then\n if <touching (ball 2 v)?> then\n set [walkallowed v] to [0]\n point in direction (-90)\n set [y-velocity v] to [5]\n repeat until <<(falling?) = [0]> or <(x position) > [179]>>\n if <(x position) < [180]> then\n change x by (4)\n end\n end\n set [walkallowed v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n set size to ((100) * (size)) %\nend\n\nwhen flag clicked\nforever\n if <([abs v] of (Using Door!) ) > [0]> then\n set [walkallowed v] to [0]\n wait until <([abs v] of (Using Door!) ) = [0]>\n set [walkallowed v] to [1]\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <not <(Room#) = [3]>> then\n set [size v] to [1]\n end\nend\n\ndelete (all) of [balloons gotten v]\n\nwhen flag clicked\nset [frame2 v] to [1]\nset [y-velocity v] to [0]\nset [falling? v] to [10]\nset [boss battle v] to [0]\nforever\n if <(Using Door!) = [0]> then\n switch costume to (hitbox v)\n change [y-velocity v] by (-1)\n change y by (y-velocity)\n Touch Ground <(y-velocity) > [0]>\n if <key (right arrow v) pressed?> then\n if <(WalkAllowed) = [1]> then\n if <(Dog Seen) = [1]> then\n Walk (90) (2)\n else\n Walk (90) (3)\n end\n end\n else\n if <key (left arrow v) pressed?> then\n if <(WalkAllowed) = [1]> then\n if <(Dog Seen) = [1]> then\n Walk (-90) (-2)\n else\n Walk (-90) (-3)\n end\n end\n else\n set [frame v] to [0]\n end\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n if <(WalkAllowed) = [1]> then\n if <(Floating) = [0]> then\n set [y-velocity v] to [10]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\n else\n set [jump key v] to [0]\n end\n end\n Set Costume\nend\n\nwhen flag clicked\nforever\n if <(distance to [backdoor v]) < [6]> then\n repeat until <<(distance to [backdoor v]) > [5]> or <key (down arrow v) pressed?>>\n if <key (down arrow v) pressed?> then\n if <(WalkAllowed) = [1]> then\n set [using door! v] to [-1]\n set [frame v] to [0]\n wait until <(Using Door!) = [-2]>\n go [backward v] (100) layers\n wait until <(Using Door!) = [-3]>\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-5]>\n go to [front v] layer\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nswitch costume to (fall v)\nswitch costume to (fly v)\n\nadd [DPink] to [balloons gotten v]\nadd [LBlue] to [balloons gotten v]\nadd [Purple] to [balloons gotten v]\nadd [LYellow] to [balloons gotten v]\nset [room# v] to [4]\ngo to x: (120) y: (140)\n\nwhen flag clicked\nforever\n if <<touching (ball 1 v)?> or <touching (ball 2 v)?>> then\n start sound [ball v]\n wait until <not <<touching (ball 1 v)?> or <touching (ball 2 v)?>>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (squeaky bone v)?> then\n start sound [bone v]\n wait until <not <touching (squeaky bone v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [23]> then\n go to x: (-225) y: (134)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nset [box switcher v] to [1]\nforever\n if <(Pipe Where) = [24]> then\n if <(Box Switcher) = [1]> then\n go to x: (164) y: (15)\n wait until <(Pipe Where) = [0]>\n set [box switcher v] to [-1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [24]> then\n if <(Box Switcher) = [-1]> then\n go to x: (94) y: (-94)\n wait until <(Pipe Where) = [0]>\n set [box switcher v] to [1]\n end\n end\nend\n\nset y to (-25)\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [18]> then\n go to x: (120) y: (-168)\n if <(Momentum) > [7]> then\n set [y-velocity v] to (Momentum)\n else\n set [y-velocity v] to [8]\n end\n wait (0.02) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [25]> then\n go to x: (-225) y: (134)\n wait until <(Pipe Where) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [26]> then\n go to x: (156) y: (56)\n if <(Momentum) > [7]> then\n set [y-velocity v] to (Momentum)\n else\n set [y-velocity v] to [8]\n end\n wait (0.5) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [27]> then\n go to x: (82) y: (-21)\n if <(Momentum) > [7]> then\n set [y-velocity v] to (Momentum)\n else\n set [y-velocity v] to [8]\n end\n wait (0.5) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [28]> then\n go to x: (22) y: (-19)\n if <(Momentum) > [7]> then\n set [y-velocity v] to (Momentum)\n else\n set [y-velocity v] to [8]\n end\n wait (0.5) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [29]> then\n go to x: (-131) y: (-28)\n if <(Momentum) > [7]> then\n set [y-velocity v] to (Momentum)\n else\n set [y-velocity v] to [8]\n end\n wait (0.5) seconds\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(WalkAllowed) = [1]> and <(Dog Level) = [2]>> and <(x position) < [150]>> then\n if <touching (squeaky bone v)?> then\n start sound [bone v]\n set [walkallowed v] to [0]\n point in direction (-90)\n change y by (1)\n set [y-velocity v] to [8]\n set [falling? v] to [1]\n repeat until <<<(y-velocity) = [0]> and <(falling?) = [0]>> or <(x position) > [179]>>\n if <(x position) < [180]> then\n change x by (3)\n end\n end\n set [walkallowed v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bomb Explode) = [1]> then\n set [walkallowed v] to [0]\n set [piping v] to [0]\n set [pipe where v] to [0]\n change y by (1)\n set [y-velocity v] to [8]\n set [falling? v] to [1]\n repeat until <<(y-velocity) = [0]> and <(falling?) = [0]>>\n if <<(Room#) = [5]> and <(Dessie X) > [169]>> then\n set x to (170)\n end\n if <<(Room#) = [5]> and <(Dessie X) < [170]>> then\n move (-3) steps\n end\n end\n set [bomb explode v] to [0]\n set [piping v] to [0]\n set [pipe where v] to [0]\n set [walkallowed v] to [1]\n end\nend\n\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(BP Health) = [0]> then\n set [box switcher v] to [-1]\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\nwhen flag clicked\nforever\n if <(frame2) = [4]> then\n wait (0.1) seconds\n set [frame2 v] to [1]\n end\n if <(frame2) < [4]> then\n wait (0.1) seconds\n change [frame2 v] by (1)\n end\nend\n\nwhen flag clicked\nwait until <(Room#) = [6]>\npoint in direction (90)\ngo to x: (-200) y: (-153)\nwait until <(WalkAllowed) = [1]>\nset [cutscene v] to [1]\nwait until <(round ((Dessie X) / (3))) = [0]>\npoint in direction (90)\ngo to x: (0) y: (-153)\nset [walkallowed v] to [0]\n\n\n\nwhen flag clicked\nforever\n if <<<(Room#) = [5]> and <(Dessie X) > [169]>> and <(Boss Battle) = [1]>> then\n if <key (right arrow v) pressed?> then\n set x to (170)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(WalkAllowed) = [0]> then\n set [frame v] to [0]\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n if <(falling?) > [1]> then\n start sound [108617__juskiddink__thud-dry v]\n end\n set [falling? v] to [0]\n end\n set [y-velocity v] to [0]\n if <(falling?) > [1]> then\n start sound [108617__juskiddink__thud-dry v]\n end\nend\n\nset [pipe where v] to [0]\nset [piping v] to [0]\n\nwhen flag clicked\nforever\n if <(Turn Dessie) = [4]> then\n wait (0.1) seconds\n point in direction (90)\n wait (0.5) seconds\n set [turn dessie v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Turn Dessie) = [1]> or <(Turn Dessie) = [3]>> then\n point in direction (-90)\n change y by (1)\n set [y-velocity v] to [4]\n set [falling? v] to [1]\n set [turn dessie v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Turn Dessie) = [2]> then\n point in direction (90)\n change y by (1)\n set [y-velocity v] to [4]\n set [falling? v] to [1]\n set [turn dessie v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [19]> then\n go to x: (-65) y: (36)\n set [y-velocity v] to [0]\n wait (0.05) seconds\n set [pipe where v] to [0]\n set [piping v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (tramp v)?> then\n start sound [Tramp v]\n set [y-velocity v] to [17]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-153)\npoint in direction (90)\nset [room# v] to [0]\nset [walkallowed v] to [0]\nset [cutscene v] to [1]\ndelete (all) of [balloons gotten v]\nadd [DPink] to [balloons gotten v]\nadd [LBlue] to [balloons gotten v]\nadd [Purple] to [balloons gotten v]\nadd [LYellow] to [balloons gotten v]\nadd [LPink] to [balloons gotten v]\nadd [DYellow] to [balloons gotten v]\nadd [DBlue] to [balloons gotten v]\n\nwhen flag clicked\nforever\n if <(Pipe Where) = [3]> then\n go to x: (232) y: (-78)\n wait until <(Pipe Where) = [0]>\n end\nend\n\ndefine Set Costume\nif <(Floating) = [0]> then\n if <(falling?) < [3]> then\n if <(frame) = [0]> then\n if <<(frame2) = [2]> or <(frame2) = [4]>> then\n if <(Secret) = [0]> then\n switch costume to (stand v)\n else\n switch costume to (2stand v)\n end\n end\n if <(frame2) = [1]> then\n if <(Secret) = [0]> then\n switch costume to (stand2 v)\n else\n switch costume to (2stand2 v)\n end\n end\n if <(frame2) = [3]> then\n if <(Secret) = [0]> then\n switch costume to (stand3 v)\n else\n switch costume to (2stand3 v)\n end\n end\n else\n if <(Secret) = [0]> then\n switch costume to (frame)\n else\n switch costume to ((frame) + (16))\n end\n end\n else\n if <(y-velocity) > [0]> then\n if <(Secret) = [0]> then\n switch costume to (jump v)\n else\n switch costume to (2jump v)\n end\n end\n if <(y-velocity) = [0]> then\n if <(Secret) = [0]> then\n switch costume to (jump3 v)\n else\n switch costume to (2jump2 v)\n end\n end\n if <(y-velocity) < [0]> then\n if <(Secret) = [0]> then\n switch costume to (fall v)\n else\n switch costume to (2fall v)\n end\n end\n end\nelse\n if <<(frame2) = [2]> or <(frame2) = [4]>> then\n if <(Floating) = [1]> then\n if <(Secret) = [0]> then\n switch costume to (fall v)\n else\n switch costume to (2fall v)\n end\n end\n end\n if <<(frame2) = [1]> or <(frame2) = [3]>> then\n if <(Floating) = [1]> then\n if <(Secret) = [0]> then\n switch costume to (fly v)\n else\n switch costume to (2fly v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(direction) = [-90]> then\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [17]>> then\n set [hand x v] to ((x position) + ((2) * (size)))\n set [hand y v] to ((y position) + ((10) * (size)))\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [18]>> then\n set [hand x v] to ((x position) + ((3) * (size)))\n set [hand y v] to ((y position) + ((9) * (size)))\n end\n if <<<<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> or <(costume [number v]) = [9]>> or <<<(costume [number v]) = [19]> or <(costume [number v]) = [23]>> or <(costume [number v]) = [25]>>> then\n set [hand x v] to ((x position) + ((4) * (size)))\n set [hand y v] to ((y position) + ((10) * (size)))\n end\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [20]>> then\n set [hand x v] to ((x position) + ((5) * (size)))\n set [hand y v] to ((y position) + ((11) * (size)))\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [21]>> then\n set [hand x v] to ((x position) + ((6) * (size)))\n set [hand y v] to ((y position) + ((10) * (size)))\n end\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [22]>> then\n set [hand x v] to ((x position) + ((5) * (size)))\n set [hand y v] to ((y position) + ((9) * (size)))\n end\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [24]>> then\n set [hand x v] to ((x position) + ((2) * (size)))\n set [hand y v] to ((y position) + ((11) * (size)))\n end\n if <<(costume [number v]) = [10]> or <(costume [number v]) = [26]>> then\n set [hand x v] to ((x position) + ((4) * (size)))\n set [hand y v] to ((y position) + ((11) * (size)))\n end\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [27]>> then\n set [hand x v] to ((x position) + ((4) * (size)))\n set [hand y v] to ((y position) + ((9) * (size)))\n end\n if <<(costume [number v]) = [13]> or <(costume [number v]) = [29]>> then\n set [hand x v] to ((x position) + ((4) * (size)))\n set [hand y v] to ((y position) + ((9) * (size)))\n end\n if <<(costume [number v]) = [14]> or <(costume [number v]) = [30]>> then\n set [hand x v] to ((x position) + ((7) * (size)))\n set [hand y v] to ((y position) + ((11) * (size)))\n end\n if <<<(costume [number v]) = [15]> or <(costume [number v]) = [16]>> or <<(costume [number v]) = [31]> or <(costume [number v]) = [32]>>> then\n set [hand x v] to ((x position) + ((10) * (size)))\n set [hand y v] to ((y position) + ((13) * (size)))\n end\n end\n if <(direction) = [90]> then\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [17]>> then\n set [hand x v] to ((x position) + ((-2) * (size)))\n set [hand y v] to ((y position) + ((10) * (size)))\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [18]>> then\n set [hand x v] to ((x position) + ((-3) * (size)))\n set [hand y v] to ((y position) + ((9) * (size)))\n end\n if <<<<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> or <(costume [number v]) = [9]>> or <<<(costume [number v]) = [19]> or <(costume [number v]) = [23]>> or <(costume [number v]) = [25]>>> then\n set [hand x v] to ((x position) + ((-4) * (size)))\n set [hand y v] to ((y position) + ((10) * (size)))\n end\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [20]>> then\n set [hand x v] to ((x position) + ((-5) * (size)))\n set [hand y v] to ((y position) + ((11) * (size)))\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [21]>> then\n set [hand x v] to ((x position) + ((-6) * (size)))\n set [hand y v] to ((y position) + ((10) * (size)))\n end\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [22]>> then\n set [hand x v] to ((x position) + ((-5) * (size)))\n set [hand y v] to ((y position) + ((9) * (size)))\n end\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [24]>> then\n set [hand x v] to ((x position) + ((-2) * (size)))\n set [hand y v] to ((y position) + ((11) * (size)))\n end\n if <<(costume [number v]) = [10]> or <(costume [number v]) = [26]>> then\n set [hand x v] to ((x position) + ((-4) * (size)))\n set [hand y v] to ((y position) + ((11) * (size)))\n end\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [27]>> then\n set [hand x v] to ((x position) + ((-4) * (size)))\n set [hand y v] to ((y position) + ((9) * (size)))\n end\n if <<(costume [number v]) = [13]> or <(costume [number v]) = [29]>> then\n set [hand x v] to ((x position) + ((-4) * (size)))\n set [hand y v] to ((y position) + ((9) * (size)))\n end\n if <<(costume [number v]) = [14]> or <(costume [number v]) = [30]>> then\n set [hand x v] to ((x position) + ((-7) * (size)))\n set [hand y v] to ((y position) + ((11) * (size)))\n end\n if <<<(costume [number v]) = [15]> or <(costume [number v]) = [16]>> or <<(costume [number v]) = [31]> or <(costume [number v]) = [32]>>> then\n set [hand x v] to ((x position) + ((-10) * (size)))\n set [hand y v] to ((y position) + ((13) * (size)))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [15]> or <(costume [number v]) = [31]>> then\n start sound [poof v]\n wait until <not <<(costume [number v]) = [15]> or <(costume [number v]) = [31]>>>\n end\nend\n\nset [room# v] to [4]\n\nwhen flag clicked\nforever\n if <<<(costume [number v]) = [2]> or <(costume [number v]) = [6]>> or <<(costume [number v]) = [18]> or <(costume [number v]) = [22]>>> then\n start sound [219068__annabloom__click2 v]\n wait until <not <<<(costume [number v]) = [2]> or <(costume [number v]) = [6]>> or <<(costume [number v]) = [18]> or <(costume [number v]) = [22]>>>>\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [13]> or <(costume [number v]) = [29]>> then\n start sound [woosh v]\n wait until <not <<(costume [number v]) = [13]> or <(costume [number v]) = [29]>>>\n end\nend\n\nwhen flag clicked\nwait until <(Room#) = [5]>\npoint in direction (90)\ngo to x: (-200) y: (-153)\nwait until <(WalkAllowed) = [1]>\nset [cutscene v] to [1]\nrepeat until <(Cutscene) = [0]>\n set [walkallowed v] to [0]\nend\n\nwait (0.1) seconds\n\n@Ground\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<not <(Room#) = [0]>> and <not <(Bomb Explode) = [1]>>> then\n switch costume to (Room#)\n else\n switch costume to (title v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nif <not <(Bomb Explode) = [1]>> then\n switch costume to (title v)\nend\n\nif <not <(Bomb Explode) = [1]>> then\n\ndelete (last) of [balloons gotten v]\n\n@Tramp\n\nwhen flag clicked\nforever\n switch costume to (Room#)\nend\n\nadd [-153] to [back y v]\n\nswitch backdrop to (2: light off v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (dessie v)?> then\n set [dog angry v] to [0]\n end\nend\n\nset [walkallowed v] to [1]\n\n@BackDoor\n\nwhen flag clicked\nshow\nforever\n if <(Using Door!) = [-1]> then\n stop all sounds\n wait (0.5) seconds\n start sound [opendoor v]\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 (costume3 v)\n wait (0.5) seconds\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume5 v)\n set [using door! v] to [-2]\n wait (2) seconds\n start sound [closedoor v]\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n set [using door! v] to [-3]\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-3]> then\n repeat (50)\n change [brightness v] effect by (-2)\n end\n set [brightness v] effect to (-100)\n wait (0.5) seconds\n set [using door! v] to [-4]\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n set [using door! v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-4]> then\n if <(Room#) > [1]> then\n set [room# v] to ((Room#) - (1))\n end\n wait (1) seconds\n set [using door! v] to [-5]\n end\nend\n\nwhen flag clicked\nforever\n go to x: (item (Room#) of [back x v]) y: (item (Room#) of [back y v])\n if <<<<(Room#) = [0]> or <(Room#) = [1]>> or <(Room#) = [5]>> or <(Room#) = [6]>> then\n hide\n else\n show\n end\nend\n\n@ForwardDoor\n\nwhen flag clicked\nshow\nforever\n if <(Using Door!) = [1]> then\n stop all sounds\n wait (0.5) seconds\n start sound [opendoor v]\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 (costume3 v)\n wait (0.5) seconds\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume5 v)\n set [using door! v] to [2]\n wait (2) seconds\n start sound [closedoor v]\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n set [using door! v] to [3]\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [3]> then\n repeat (50)\n change [brightness v] effect by (-2)\n end\n set [brightness v] effect to (-100)\n wait (0.5) seconds\n set [using door! v] to [4]\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n set [using door! v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [4]> then\n set [room# v] to ((Room#) + (1))\n wait (1) seconds\n set [using door! v] to [5]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(Room#) = [0]> or <(Room#) = [6]>>> then\n go to x: (item (Room#) of [forward x v]) y: (item (Room#) of [forward y v])\n else\n if <(Room#) = [0]> then\n go to x: (-215) y: (-153)\n end\n if <(Room#) = [6]> then\n go to x: (0) y: (100)\n end\n end\n if <(Room#) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nwait until <(Room#) = [5]>\nhide\nwait until <(BP Health) = [0]>\nset [brightness v] effect to (-100)\nshow\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\n@DPink\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [DPink]?> then\n if <(Using Door!) = [2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [3]>\n end\n if <(Using Door!) = [3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [DPink]?>> then\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [DPink]?>> then\n set size to (100) %\n switch costume to (costume2 v)\n wait (0.1) seconds\n point in direction (180)\n go to x: (193) y: ((pick random (-1) to (0)) + (150))\n if <(Room#) = [1]> then\n show\n if <touching (dessie v)?> then\n add [DPink] to [balloons gotten v]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [DPink]?> then\n set size to ((100) * (size)) %\n if <<(distance to [dessie's hand v]) < [150]> or <(y-velocity) > [18]>> then\n show\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n if <([abs v] of (Using Door!) ) = [2]> then\n move ((distance to [dessie's hand v]) * (0.1)) steps\n change y by (0.9375)\n change x by (-0.0375)\n else\n move ((distance to [dessie's hand v]) * ((0.1) * ((distance to [dessie's hand v]) / (45)))) steps\n change y by ((3.75) * ((size) * (size)))\n change x by ((-0.15) * ((size) * (size)))\n end\n else\n hide\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n go to x: ((hand x) + (-0.0375)) y: ((hand y) + (0.9375))\n end\n end\nend\n\nset size to (100) %\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [DPink]?>> then\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [DPink]?> then\n if <(Using Door!) = [-2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [-3]>\n end\n if <(Using Door!) = [-3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [-4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\n@LBlue\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [LBlue]?> then\n if <(Using Door!) = [-2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [-3]>\n end\n if <(Using Door!) = [-3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [-4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [LBlue]?> then\n if <(Using Door!) = [2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [3]>\n end\n if <(Using Door!) = [3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [LBlue]?>> then\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [LBlue]?>> then\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [LBlue]?>> then\n set size to (100) %\n switch costume to (costume2 v)\n wait (0.1) seconds\n point in direction (180)\n go to x: (95) y: ((pick random (0) to (1)) + (97))\n if <(Room#) = [2]> then\n show\n else\n hide\n end\n if <touching (dessie v)?> then\n add [LBlue] to [balloons gotten v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [LBlue]?> then\n set size to ((100) * (size)) %\n if <<(distance to [dessie's hand v]) < [150]> or <(y-velocity) > [18]>> then\n show\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n if <([abs v] of (Using Door!) ) = [2]> then\n move ((distance to [dessie's hand v]) * (0.12)) steps\n change y by (1.125)\n change x by (0.125)\n else\n move ((distance to [dessie's hand v]) * ((0.12) * ((distance to [dessie's hand v]) / (45)))) steps\n change y by ((4.5) * ((size) * (size)))\n change x by ((0.5) * ((size) * (size)))\n end\n else\n hide\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n go to x: ((hand x) + (0.125)) y: ((hand y) + (1.125))\n end\n end\nend\n\nif <(light) = [1]> then\nelse\n show\n set [ghost v] effect to (100)\nend\n\n@Purple\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [Purple]?>> then\n set size to (100) %\n switch costume to (costume2 v)\n wait (0.1) seconds\n point in direction (180)\n go to x: (-138) y: ((pick random (0) to (1)) + (155))\n if <(Room#) = [3]> then\n show\n if <touching (dessie v)?> then\n add [Purple] to [balloons gotten v]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [Purple]?> then\n set size to ((100) * (size)) %\n if <<(distance to [dessie's hand v]) < [150]> or <(y-velocity) > [18]>> then\n show\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n if <([abs v] of (Using Door!) ) = [2]> then\n move ((distance to [dessie's hand v]) * (0.09)) steps\n change y by (0.75)\n change x by (-0.125)\n else\n move ((distance to [dessie's hand v]) * ((0.09) * ((distance to [dessie's hand v]) / (45)))) steps\n change y by ((3) * ((size) * (size)))\n change x by ((-0.5) * ((size) * (size)))\n end\n else\n hide\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n go to x: ((hand x) + (-0.125)) y: ((hand y) + (0.75))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [Purple]?> then\n if <(Using Door!) = [2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [3]>\n end\n if <(Using Door!) = [3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [Purple]?> then\n if <(Using Door!) = [-2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [-3]>\n end\n if <(Using Door!) = [-3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [-4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [Purple]?>> then\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [Purple]?>> then\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\n@Balloon String\n\nwhen flag clicked\nforever\n set pen color to (#f6fff9)\n set pen size to (1)\n erase all\n if <not <<([abs v] of (Using Door!) ) = [3]> or <<([abs v] of (Using Door!) ) = [4]> or <([abs v] of (Using Door!) ) = [5]>>>> then\n if <[balloons gotten v] contains [DPink]?> then\n go to x: (hand x) y: (hand y)\n if <<(distance to [dpink v]) < [150]> or <(y-velocity) > [18]>> then\n pen down\n go to (dpink v)\n pen up\n end\n end\n if <[balloons gotten v] contains [LBlue]?> then\n go to x: (hand x) y: (hand y)\n if <<(distance to [lblue v]) < [150]> or <(y-velocity) > [18]>> then\n pen down\n go to (lblue v)\n pen up\n end\n end\n if <[balloons gotten v] contains [Purple]?> then\n go to x: (hand x) y: (hand y)\n if <<(distance to [purple v]) < [150]> or <(y-velocity) > [18]>> then\n pen down\n go to (purple v)\n pen up\n end\n end\n if <[balloons gotten v] contains [LYellow]?> then\n go to x: (hand x) y: (hand y)\n if <<(distance to [lyellow v]) < [150]> or <(y-velocity) > [18]>> then\n pen down\n go to (lyellow v)\n pen up\n end\n end\n if <[balloons gotten v] contains [LPink]?> then\n go to x: (hand x) y: (hand y)\n if <<(distance to [lpink v]) < [150]> or <(y-velocity) > [18]>> then\n pen down\n go to (lpink v)\n pen up\n end\n end\n if <[balloons gotten v] contains [DYellow]?> then\n go to x: (hand x) y: (hand y)\n if <<(distance to [dyellow v]) < [150]> or <(y-velocity) > [18]>> then\n pen down\n go to (dyellow v)\n pen up\n end\n end\n if <[balloons gotten v] contains [DBlue]?> then\n go to x: (hand x) y: (hand y)\n if <<(distance to [dblue v]) < [150]> or <(y-velocity) > [18]>> then\n pen down\n go to (dblue v)\n pen up\n end\n end\n if <(Room#) = [5]> then\n set pen color to (#5ecfea)\n set pen size to (3)\n go to x: ([x position v] of [balloon pirate v]) y: ([y position v] of [balloon pirate v])\n pen down\n go to x: ([x position v] of [balloon pirate v]) y: ((240) + (Rope Fall))\n pen up\n end\n end\nend\n\nerase all\n\n@Dessie's Hand\n\nwhen flag clicked\nforever\n go to x: (hand x) y: (hand y)\nend\n\n@LYellow\n\nhide\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [LYellow]?>> then\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [LYellow]?>> then\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [LYellow]?> then\n if <(Using Door!) = [-2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [-3]>\n end\n if <(Using Door!) = [-3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [-4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [LYellow]?> then\n if <(Using Door!) = [2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [3]>\n end\n if <(Using Door!) = [3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [LYellow]?> then\n set size to ((100) * (size)) %\n if <<(distance to [dessie's hand v]) < [150]> or <(y-velocity) > [18]>> then\n show\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n if <([abs v] of (Using Door!) ) = [2]> then\n move ((distance to [dessie's hand v]) * (0.09)) steps\n change y by (0.75)\n change x by (0.1875)\n else\n move ((distance to [dessie's hand v]) * ((0.09) * ((distance to [dessie's hand v]) / (45)))) steps\n change y by ((3) * ((size) * (size)))\n change x by ((0.75) * ((size) * (size)))\n end\n else\n hide\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n go to x: ((hand x) + (0.1875)) y: ((hand y) + (0.75))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [LYellow]?>> then\n set size to (100) %\n switch costume to (costume2 v)\n wait (0.1) seconds\n point in direction (180)\n go to x: (-126) y: ((pick random (0) to (1)) + (155))\n if <(Room#) = [4]> then\n show\n if <touching (dessie v)?> then\n add [LYellow] to [balloons gotten v]\n end\n else\n hide\n end\n end\nend\n\n@LPink\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [LPink]?> then\n if <(Using Door!) = [-2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [-3]>\n end\n if <(Using Door!) = [-3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [-4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [LPink]?> then\n if <(Using Door!) = [2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [3]>\n end\n if <(Using Door!) = [3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <[balloons gotten v] contains [LPink]?> then\n set size to ((100) * (size)) %\n if <<(distance to [dessie's hand v]) < [150]> or <(y-velocity) > [18]>> then\n show\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n if <([abs v] of (Using Door!) ) = [2]> then\n move ((distance to [dessie's hand v]) * (0.1)) steps\n change y by (0.6875)\n else\n move ((distance to [dessie's hand v]) * ((0.1) * ((distance to [dessie's hand v]) / (45)))) steps\n change y by ((2.5) * ((size) * (size)))\n change x by ((-0.01) * ((size) * (size)))\n end\n else\n hide\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n go to x: (hand x) y: ((hand y) + (0.6875))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [LPink]?>> then\n set size to (100) %\n switch costume to (costume2 v)\n wait (0.1) seconds\n point in direction (180)\n go to x: (-180) y: ((pick random (0) to (1)) + (100))\n if <(Room#) = [5]> then\n show\n if <touching (dessie v)?> then\n add [LPink] to [balloons gotten v]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n repeat until <(BP Fade in) = [1]>\n set [brightness v] effect to (-100)\n end\n wait until <(BP Fade in) = [2]>\n set [brightness v] effect to (-100)\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\n set [bp fade in v] to [0]\n stop [this script v]\n end\nend\n\n@DYellow\n\nhide\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [DYellow]?> then\n if <(Using Door!) = [-2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [-3]>\n end\n if <(Using Door!) = [-3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [-4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [DYellow]?> then\n if <(Using Door!) = [2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [3]>\n end\n if <(Using Door!) = [3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <[balloons gotten v] contains [DYellow]?> then\n set size to ((100) * (size)) %\n if <<(distance to [dessie's hand v]) < [150]> or <(y-velocity) > [18]>> then\n show\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n if <([abs v] of (Using Door!) ) = [2]> then\n move ((distance to [dessie's hand v]) * (0.12)) steps\n change y by (0.6875)\n change x by (-0.125)\n else\n move ((distance to [dessie's hand v]) * ((0.12) * ((distance to [dessie's hand v]) / (45)))) steps\n change y by ((2.2) * ((size) * (size)))\n change x by ((-0.5) * ((size) * (size)))\n end\n else\n hide\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n go to x: ((hand x) + (-0.125)) y: ((hand y) + (0.6875))\n end\n end\nend\n\nif <([abs v] of (Using Door!) ) = [2]> then\n move ((distance to [bp ship's pole v]) * (0.1)) steps\n change y by (0.6875)\nelse\nend\n\nwhen flag clicked\nwait until <<(BP Ship Health) = [4]> and <(Ship Lose Health) = [1]>>\nforever\n if <not <[balloons gotten v] contains [DYellow]?>> then\n point in direction (180)\n set [dyellow dest x v] to (pick random ((x position) - (150)) to ((x position) + (150)))\n set [dyellow dest y v] to (pick random ((y position) - (20)) to ((y position) + (20)))\n if <(DYellow Dest X) < [-220]> then\n set [dyellow dest x v] to [-200]\n end\n if <(DYellow Dest X) > [220]> then\n set [dyellow dest x v] to [220]\n end\n if <(DYellow Dest Y) < [-120]> then\n set [dyellow dest y v] to [-100]\n end\n if <(DYellow Dest Y) > [120]> then\n set [dyellow dest y v] to [120]\n end\n if <not <[balloons gotten v] contains [DYellow]?>> then\n glide (1) secs to x: (DYellow Dest X) y: (DYellow Dest Y)\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen flag clicked\nwait until <<(BP Ship Health) = [4]> and <(Ship Lose Health) = [1]>>\nforever\n if <not <[balloons gotten v] contains [DYellow]?>> then\n if <(costume [number v]) = [2]> then\n if <touching (dessie v)?> then\n add [DYellow] to [balloons gotten v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [DYellow]?>> then\n set size to (100) %\n switch costume to (costume2 v)\n wait (0.1) seconds\n point in direction (180)\n go to x: (-30) y: ((pick random (0) to (1)) + (100))\n if <(Room#) = [5]> then\n show\n if <touching (dessie v)?> then\n add [DYellow] to [balloons gotten v]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n repeat until <(BP Fade in) = [1]>\n set [brightness v] effect to (-100)\n end\n wait until <(BP Fade in) = [2]>\n set [brightness v] effect to (-100)\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\n set [bp fade in v] to [0]\n stop [this script v]\n end\nend\n\n@DBlue\n\nhide\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [DBlue]?> then\n if <(Using Door!) = [-2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [-3]>\n end\n if <(Using Door!) = [-3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [-4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[balloons gotten v] contains [DBlue]?> then\n if <(Using Door!) = [2]> then\n go [backward v] (100) layers\n wait until <(Using Door!) = [3]>\n end\n if <(Using Door!) = [3]> then\n set [brightness v] effect to (-100)\n end\n if <(Using Door!) = [4]> then\n go to [front v] layer\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <[balloons gotten v] contains [DBlue]?> then\n set size to ((100) * (size)) %\n if <<(distance to [dessie's hand v]) < [150]> or <(y-velocity) > [18]>> then\n show\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n if <([abs v] of (Using Door!) ) = [2]> then\n move ((distance to [dessie's hand v]) * (0.11)) steps\n change y by (0.61)\n change x by (0.125)\n else\n move ((distance to [dessie's hand v]) * ((0.11) * ((distance to [dessie's hand v]) / (45)))) steps\n change y by ((2.05) * ((size) * (size)))\n change x by ((0.4) * ((size) * (size)))\n end\n else\n hide\n switch costume to (costume1 v)\n point towards (dessie's hand v)\n go to x: ((hand x) + (0.125)) y: ((hand y) + (0.61))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <[balloons gotten v] contains [DBlue]?>> then\n set size to (100) %\n switch costume to (costume2 v)\n wait (0.1) seconds\n point in direction (180)\n go to x: (-30) y: ((pick random (0) to (1)) + (156))\n if <(Room#) = [5]> then\n show\n if <touching (dessie v)?> then\n add [DBlue] to [balloons gotten v]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n repeat until <(BP Fade in) = [1]>\n set [brightness v] effect to (-100)\n end\n wait until <(BP Fade in) = [2]>\n set [brightness v] effect to (-100)\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\n set [bp fade in v] to [0]\n stop [this script v]\n end\nend\n\n@Balloon Pirate\n\nset [rope fall v] to [0]\ngo to x: (215) y: (160)\n\nwait until <(length of [balloons gotten v]) = [5]>\nset [bp health v] to [2.5]\nrepeat (10)\n change [bp fall v] by (-1)\n change y by (BP Fall)\nend\nset [bp fall v] to [-1]\n\nset [rope fall v] to []\n\nset [bp health v] to [3]\n\nrepeat (10)\nend\n\ndelete (last) of [balloons gotten v]\n\nif <(BP Fall) < [5]> then\n change [bp fall v] by (-1)\nend\n\nif <(BP Fall) > [-5]> then\nend\n\nif <(BP Fall) > [-5]> then\nend\n\nset [eyepatch v] to [0]\n\nwhen flag clicked\ngo to x: (215) y: (160)\nset [bp health v] to [3]\nset [bp fall v] to [-1]\nset [rope fall v] to [0]\nforever\n wait until <(length of [balloons gotten v]) = [5]>\n set [walkallowed v] to [0]\n set [bp health v] to [2.5]\n start sound [Chain v]\n repeat until <(y position) < [80]>\n change [bp fall v] by (-0.5)\n change y by (BP Fall)\n set x to (pick random (213) to (217))\n end\n set [bp fall v] to [-1]\n set x to (215)\n play sound [Crash v] until done\n set [bp health v] to [2]\n set [walkallowed v] to [1]\n wait until <(length of [balloons gotten v]) = [6]>\n set [walkallowed v] to [0]\n set [bp health v] to [1.5]\n start sound [Chain v]\n repeat until <(y position) < [-45]>\n change [bp fall v] by (-0.5)\n change y by (BP Fall)\n set x to (pick random (213) to (217))\n end\n set [bp fall v] to [-1]\n set x to (215)\n play sound [Crash v] until done\n set [bp health v] to [1]\n set [walkallowed v] to [1]\n wait until <(length of [balloons gotten v]) = [7]>\n set [boss battle v] to [0]\n stop all sounds\n set [walkallowed v] to [0]\n set [bp health v] to [0.5]\n start sound [Chain v]\n start sound [Fall v]\n repeat until <(y position) < [-160]>\n change [bp fall v] by (-0.5)\n change y by (BP Fall)\n change [rope fall v] by (BP Fall)\n set x to (pick random (213) to (217))\n end\n start sound [Chain v]\n repeat until <(Rope Fall) < [-420]>\n change [bp fall v] by (-0.5)\n change [rope fall v] by (BP Fall)\n set x to (pick random (213) to (217))\n end\n start sound [Chain Gone v]\n set [bp fall v] to [-1]\n hide\n set x to (215)\n set [bp health v] to [0]\n set [walkallowed v] to [1]\nend\n\nwhen flag clicked\nhide\nset [brightness v] effect to (-100)\nset [rope fall v] to [0]\nforever\n if <(BP Fade in) = [1]> then\n set [brightness v] effect to (-100)\n start sound [167578__dlovere__evil-laugh-dry v]\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n set [bp fade in v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n switch costume to (costume1 v)\n wait (0.125) seconds\n switch costume to (costume3 v)\n wait (0.125) seconds\n switch costume to (costume1 v)\n wait (0.125) seconds\n switch costume to (costume2 v)\n wait (0.125) seconds\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n show\n end\nend\n\ndelete (last) of [balloons gotten v]\ndelete (last) of [balloons gotten v]\ndelete (last) of [balloons gotten v]\n\nshow\n\nwhen flag clicked\nforever\n if <<(Room#) = [6]> and <(Eyepatch) = [0]>> then\n switch costume to (costume7 v)\n wait (0.125) seconds\n switch costume to (costume8 v)\n wait (0.125) seconds\n switch costume to (costume7 v)\n wait (0.125) seconds\n switch costume to (costume9 v)\n wait (0.125) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [6]> and <(Eyepatch) = [1]>> then\n switch costume to (costume4 v)\n wait (0.125) seconds\n switch costume to (costume5 v)\n wait (0.125) seconds\n switch costume to (costume4 v)\n wait (0.125) seconds\n switch costume to (costume6 v)\n wait (0.125) seconds\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nforever\n if <(BP Fade In 2) = [1]> then\n go to x: (-133) y: (-77)\n set [brightness v] effect to (-100)\n show\n start sound [167578__dlovere__evil-laugh-dry v]\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n set [bp fade in 2 v] to [0]\n end\nend\n\nstart sound [Chain v]\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nforever\n if <(BP Fade In 2) = [-2]> then\n set [brightness v] effect to (0)\n show\n start sound [167578__dlovere__evil-laugh-dry v]\n repeat (25)\n change [brightness v] effect by (-4)\n end\n set [brightness v] effect to (-100)\n set [bp fade in 2 v] to [0]\n hide\n end\nend\n\nstart sound [Thud v]\n\nstart sound [Clink v]\n\nset [bp fade in 2 v] to [-1]\n\nchange y by (BP Fall)\nchange [rope fall v] by (BP Fall)\nset x to (pick random (213) to (217))\n\nwhen flag clicked\nset [secret v] to [0]\nwait until <key (b v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (l v) pressed?>\nwait until <key (l v) pressed?>\nwait until <key (o v) pressed?>\nwait until <key (o v) pressed?>\nwait until <key (n v) pressed?>\nwait until <key (p v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (r v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (t v) pressed?>\nwait until <key (e v) pressed?>\nstart sound [167578__dlovere__evil-laugh-dry v]\nstart sound [Clink v]\nstart sound [Thud v]\nset [secret v] to [1]\n\n@Television\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Using Door!) = [0]>> then\n switch costume to (costume1 v)\n set [light v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [2]> then\n if <(Using Door!) = [0]> then\n repeat (pick random (0) to (pick random (25) to (75)))\n switch costume to (costume1 v)\n wait (0.05) seconds\n set [light v] to [0]\n end\n repeat (pick random (0) to (pick random (5) to (pick random (6) to (8))))\n switch costume to (costume2 v)\n wait (0.05) seconds\n set [light v] to [1]\n start sound [Static v]\n end\n end\n end\nend\n\n@Dialogue\n\nwhen flag clicked\nforever\n if <(Room#) = [0]> then\n set [dialogue v] to [0]\n end\n if <(Room#) = [1]> then\n if <not <[balloons gotten v] contains [DPink]?>> then\n if <<(hand y) < [-82]> and <<(hand x) > [-177]> and <(hand x) < [120]>>> then\n set [dialogue v] to [1]\n else\n set [dialogue v] to [0]\n end\n else\n set [dialogue v] to [0]\n end\n end\n if <(Room#) = [2]> then\n if <not <[balloons gotten v] contains [LBlue]?>> then\n if <<(hand y) < [-82]> and <<(hand x) > [-120]> and <(hand x) < [140]>>> then\n set [dialogue v] to [1]\n else\n set [dialogue v] to [0]\n end\n else\n set [dialogue v] to [0]\n end\n end\n if <(Room#) = [3]> then\n if <not <[balloons gotten v] contains [Purple]?>> then\n if <<(hand y) > [130]> and <<(hand x) > [-8]> and <(hand x) < [140]>>> then\n set [dialogue v] to [1]\n else\n set [dialogue v] to [0]\n end\n else\n set [dialogue v] to [0]\n end\n end\n if <(Room#) = [4]> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n if <<(hand y) < [-64]> and <<(hand x) > [111]> and <(hand x) < [195]>>> then\n set [dialogue v] to [1]\n else\n set [dialogue v] to [0]\n end\n else\n set [dialogue v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(dialogue) = [0]> then\n repeat until <<(effect) = [100]> or <(effect) > [100]>>\n if <(dialogue) = [0]> then\n change [effect v] by (4)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n set [ghost v] effect to (effect)\nend\n\nwhen flag clicked\nforever\n if <(dialogue) = [1]> then\n repeat until <<(effect) = [0]> or <(effect) < [0]>>\n if <(dialogue) = [1]> then\n change [effect v] by (-4)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Room#) = [0]>> then\n switch costume to (Room#)\n else\n end\nend\n\n@Pipes\n\nwhen flag clicked\nset [pipe where v] to [0]\nset [piping v] to [0]\nset [brightness v] effect to (0)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n set [pipe where v] to [0]\n set [piping v] to [0]\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n set [pipe where v] to [0]\n set [piping v] to [0]\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n set [pipe where v] to [0]\n set [piping v] to [0]\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n set [pipe where v] to [0]\n set [piping v] to [0]\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-60]> and <(Dessie X) < [-41]>> and <<(Dessie Y) > [125]> and <(Dessie Y) < [163]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [3]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-60]> and <(Dessie X) < [-41]>> and <<(Dessie Y) > [125]> and <(Dessie Y) < [163]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<(Dessie X) > [220]> and <<(Dessie Y) > [125]> and <(Dessie Y) < [159]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [4]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<(Dessie X) > [220]> and <<(Dessie Y) > [125]> and <(Dessie Y) < [159]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-76]> and <(Dessie X) < [-60]>> and <<(Dessie Y) > [75]> and <(Dessie Y) < [120]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [5]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-76]> and <(Dessie X) < [-60]>> and <<(Dessie Y) > [75]> and <(Dessie Y) < [120]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [34]> and <(Dessie X) < [72]>> and <<(Dessie Y) > [49]> and <(Dessie Y) < [116]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [6]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [34]> and <(Dessie X) < [72]>> and <<(Dessie Y) > [49]> and <(Dessie Y) < [60]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<(Dessie X) > [227]> and <<(Dessie Y) > [44]> and <(Dessie Y) < [60]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [7]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<(Dessie X) > [227]> and <<(Dessie Y) > [44]> and <(Dessie Y) < [60]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-188]> and <(Dessie X) < [-175]>> and <<(Dessie Y) > [42]> and <(Dessie Y) < [60]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [8]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-188]> and <(Dessie X) < [-175]>> and <<(Dessie Y) > [42]> and <(Dessie Y) < [60]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-110]> and <(Dessie X) < [-93]>> and <<(Dessie Y) > [43]> and <(Dessie Y) < [60]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [9]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-110]> and <(Dessie X) < [-93]>> and <<(Dessie Y) > [43]> and <(Dessie Y) < [60]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-160]> and <(Dessie X) < [-154]>> and <<(Dessie Y) > [-29]> and <(Dessie Y) < [5]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [10]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-181]> and <(Dessie X) < [-162]>> and <<(Dessie Y) > [-8]> and <(Dessie Y) < [1]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [58]> and <(Dessie X) < [80]>> and <<(Dessie Y) > [-8]> and <(Dessie Y) < [1]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [11]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [58]> and <(Dessie X) < [80]>> and <<(Dessie Y) > [-8]> and <(Dessie Y) < [1]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-225]> and <(Dessie X) < [-213]>> and <<(Dessie Y) > [-89]> and <(Dessie Y) < [-82]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [12]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-225]> and <(Dessie X) < [-213]>> and <<(Dessie Y) > [-89]> and <(Dessie Y) < [-82]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-18]> and <(Dessie X) < [-4]>> and <<(Dessie Y) > [-89]> and <(Dessie Y) < [-82]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [13]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-18]> and <(Dessie X) < [-4]>> and <<(Dessie Y) > [-89]> and <(Dessie Y) < [-82]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [24]> and <(Dessie X) < [33]>> and <<(Dessie Y) > [-73]> and <(Dessie Y) < [-60]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [14]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [24]> and <(Dessie X) < [33]>> and <<(Dessie Y) > [-73]> and <(Dessie Y) < [-60]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [165]> and <(Dessie X) < [170]>> and <<(Dessie Y) > [-92]> and <(Dessie Y) < [-59]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [15]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [165]> and <(Dessie X) < [170]>> and <<(Dessie Y) > [-92]> and <(Dessie Y) < [-59]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<(Dessie X) > [222]> and <<(Dessie Y) > [-82]> and <(Dessie Y) < [-48]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [16]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<(Dessie X) > [222]> and <<(Dessie Y) > [-82]> and <(Dessie Y) < [-48]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-213]> and <(Dessie X) < [-203]>> and <<(Dessie Y) > [-154]> and <(Dessie Y) < [-110]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [17]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-213]> and <(Dessie X) < [-203]>> and <<(Dessie Y) > [-154]> and <(Dessie Y) < [-110]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-123]> and <(Dessie X) < [-109]>> and <<(Dessie Y) > [-172]> and <(Dessie Y) < [-168]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [18]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-123]> and <(Dessie X) < [-109]>> and <<(Dessie Y) > [-172]> and <(Dessie Y) < [-168]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [10]> and <(Dessie X) < [32]>> and <<(Dessie Y) > [-119]> and <(Dessie Y) < [-80]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [19]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [10]> and <(Dessie X) < [32]>> and <<(Dessie Y) > [-119]> and <(Dessie Y) < [-80]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [72]> and <(Dessie X) < [81]>> and <<(Dessie Y) > [-150]> and <(Dessie Y) < [-116]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [20]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [72]> and <(Dessie X) < [81]>> and <<(Dessie Y) > [-150]> and <(Dessie Y) < [-116]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [113]> and <(Dessie X) < [127]>> and <<(Dessie Y) > [-172]> and <(Dessie Y) < [-168]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [21]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [113]> and <(Dessie X) < [127]>> and <<(Dessie Y) > [-172]> and <(Dessie Y) < [-168]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [157]> and <(Dessie X) < [178]>> and <<(Dessie Y) > [-154]> and <(Dessie Y) < [-116]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [22]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [157]> and <(Dessie X) < [178]>> and <<(Dessie Y) > [-154]> and <(Dessie Y) < [-116]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-108]> and <(Dessie X) < [-85]>> and <<(Dessie Y) > [135]> and <(Dessie Y) < [170]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [2]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-108]> and <(Dessie X) < [-85]>> and <<(Dessie Y) > [135]> and <(Dessie Y) < [170]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nset [pipe where v] to [0]\nset [piping v] to [0]\nset [size v] to [1]\n\nset [ghost v] effect to (50)\n\nwhen flag clicked\nforever\n if <(Room#) = [3]> then\n if <<<(Dessie X) > [-184]> and <(Dessie X) < [-172]>> and <<(Dessie Y) > [119]> and <(Dessie Y) < [128]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [1]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-183]> and <(Dessie X) < [-172]>> and <<(Dessie Y) > [119]> and <(Dessie Y) < [128]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Bomb Explode) = [0]>> then\n if <<<(Dessie X) > [92]> and <(Dessie X) < [99]>> and <<(Dessie Y) > [-96]> and <(Dessie Y) < [-93]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [23]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [92]> and <(Dessie X) < [99]>> and <<(Dessie Y) > [-96]> and <(Dessie Y) < [-93]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Bomb Explode) = [0]>> then\n if <<<(Dessie X) > [-228]> and <(Dessie X) < [-220]>> and <<(Dessie Y) > [133]> and <(Dessie Y) < [135]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [24]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-228]> and <(Dessie X) < [-220]>> and <<(Dessie Y) > [133]> and <(Dessie Y) < [135]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Bomb Explode) = [0]>> then\n if <<<(Dessie X) > [146]> and <(Dessie X) < [165]>> and <<(Dessie Y) > [14]> and <(Dessie Y) < [17]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [25]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [146]> and <(Dessie X) < [165]>> and <<(Dessie Y) > [14]> and <(Dessie Y) < [17]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Bomb Explode) = [0]>> then\n if <<<(Dessie X) > [-138]> and <(Dessie X) < [-125]>> and <<(Dessie Y) > [-30]> and <(Dessie Y) < [-24]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [26]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [-138]> and <(Dessie X) < [-125]>> and <<(Dessie Y) > [-30]> and <(Dessie Y) < [-24]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Bomb Explode) = [0]>> then\n if <<<(Dessie X) > [16]> and <(Dessie X) < [29]>> and <<(Dessie Y) > [-23]> and <(Dessie Y) < [-18]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [27]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [16]> and <(Dessie X) < [29]>> and <<(Dessie Y) > [-23]> and <(Dessie Y) < [-18]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Bomb Explode) = [0]>> then\n if <<<(Dessie X) > [76]> and <(Dessie X) < [89]>> and <<(Dessie Y) > [-23]> and <(Dessie Y) < [-17]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [28]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [76]> and <(Dessie X) < [89]>> and <<(Dessie Y) > [-23]> and <(Dessie Y) < [-17]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Bomb Explode) = [0]>> then\n if <<<(Dessie X) > [150]> and <(Dessie X) < [163]>> and <<(Dessie Y) > [51]> and <(Dessie Y) < [56]>>> then\n if <(Piping) = [0]> then\n set [pipe where v] to [29]\n set [piping v] to [1]\n wait until <(Piping) = [0]>\n end\n if <(Piping) = [1]> then\n wait until <not <<<(Dessie X) > [150]> and <(Dessie X) < [163]>> and <<(Dessie Y) > [51]> and <(Dessie Y) < [56]>>>>\n set [piping v] to [0]\n set [pipe where v] to [0]\n end\n end\n end\nend\n\nset [brightness v] effect to (0)\n\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n repeat until <(BP Fade in) = [1]>\n set [brightness v] effect to (-100)\n end\n wait until <(BP Fade in) = [2]>\n show\n set [brightness v] effect to (-100)\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n wait (1) seconds\n set [bp fade in v] to [0]\n stop [this script v]\n end\nend\n\nset [box switcher v] to [1]\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n hide\n wait until <(BP Fade in) = [2]>\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [6]> then\n repeat until <(P Fade In) = [1]>\n set [brightness v] effect to (-100)\n end\n show\n set [brightness v] effect to (-100)\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n stop [this script v]\n end\nend\n\nwait (0.15) seconds\n\nwhen flag clicked\nforever\n if <(Game Over) = [0]> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <<<(Room#) = [3]> or <(Room#) = [4]>> or <(Room#) = [5]>> then\n if <(Room#) = [3]> then\n switch costume to (costume1 v)\n end\n if <(Room#) = [4]> then\n switch costume to (costume2 v)\n end\n if <(Room#) = [5]> then\n switch costume to (costume3 v)\n end\n else\n switch costume to (costume4 v)\n end\nend\n\nrepeat until <(BP Fade in) = [1]>\n set [brightness v] effect to (-100)\nend\nwait until <(BP Fade in) = [2]>\n\nswitch costume to (abby-a v)\n\nset [ghost v] effect to (0)\ngo to [front v] layer\n\n@Doggo\n\nhide\n\nshow\n\nwhen flag clicked\ngo to x: (-190) y: (-153)\npoint in direction (90)\nset [dog level v] to [0]\nforever\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n if <<<<(Dog Level) = [0]> and <<(Dessie X) < [-142]> and <(Dessie Y) < [-58]>>> or <<(Dog Level) = [1]> and <<(Dessie X) > [142]> and <<(Dessie Y) < [20]> and <(Dessie Y) > [-60]>>>>> or <<(Dog Level) = [2]> and <<(Dessie X) < [-144]> and <(Dessie Y) > [37]>>>> then\n set [walkallowed v] to [0]\n set [dog moving v] to [1]\n set [dog angry v] to [1]\n wait until <(Dog Moving) = [0]>\n set [dog angry v] to [0]\n set [walkallowed v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Dog Moving) = [1]> then\n if <(Dog Level) = [1]> then\n repeat until <(x position) = [256]>\n change x by (1)\n end\n go to x: (-256) y: (39)\n point in direction (90)\n set [dog moving v] to [2]\n set [dog level v] to [2]\n repeat until <(x position) = [-190]>\n change x by (1)\n end\n set [dog moving v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Dog Moving) = [1]> then\n if <(Dog Level) = [2]> then\n repeat until <(x position) = [-256]>\n change x by (-1)\n end\n go to x: (256) y: (135)\n point in direction (-90)\n set [dog moving v] to [2]\n set [dog level v] to [3]\n repeat until <(x position) = [189]>\n change x by (-1)\n end\n set [dog moving v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n if <not <(Dog Level) = [3]>> then\n if <<(Dog Level) = [0]> or <(Dog Level) = [2]>> then\n point in direction (90)\n end\n if <<(Dog Level) = [1]> or <(Dog Level) = [3]>> then\n point in direction (-90)\n end\n if <(Dog Angry) = [0]> then\n switch costume to (sleep v)\n set [zz on v] to [1]\n wait (pick random (pick random (0.5) to (2)) to (4.5)) seconds\n end\n if <(Dog Angry) = [0]> then\n switch costume to (warn1a v)\n start sound [tail v]\n wait (0.1) seconds\n end\n if <(Dog Angry) = [0]> then\n switch costume to (warn1b v)\n wait (pick random (0.1) to (0.75)) seconds\n set [zz on v] to [0]\n end\n if <(Dog Angry) = [0]> then\n switch costume to (warn2a v)\n wait (pick random (0.05) to (0.5)) seconds\n end\n if <(Dog Angry) = [0]> then\n switch costume to (warn2b v)\n wait (pick random (0.05) to (1)) seconds\n end\n if <(Dog Angry) = [0]> then\n switch costume to (catcha v)\n start sound [swish v]\n wait (0.03) seconds\n end\n repeat (pick random (10) to (30))\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n if <not <<<<(Dog Level) = [0]> or <(Dog Level) = [2]>> and <key (left arrow v) pressed?>> or <<(Dog Level) = [1]> and <key (right arrow v) pressed?>>>> then\n if <(Dog Angry) = [0]> then\n switch costume to (catchb v)\n wait (0.1) seconds\n end\n end\n end\n end\n if <<<<(Dog Level) = [0]> or <(Dog Level) = [2]>> and <key (left arrow v) pressed?>> or <<(Dog Level) = [1]> and <key (right arrow v) pressed?>>> then\n if <(Dog Seen) = [1]> then\n set [dog angry v] to [1]\n wait until <(Dog Angry) = [0]>\n end\n end\n if <(Dog Angry) = [0]> then\n switch costume to (warn2a v)\n wait (0.5) seconds\n end\n if <(Dog Angry) = [0]> then\n switch costume to (warn1b v)\n wait (0.5) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n if <<<(Dog Level) = [0]> and <<(Dessie X) < [175]> and <(Dessie Y) < [-97]>>> or <<<(Dog Level) = [1]> and <<(Dessie X) > [-115]> and <<(Dessie Y) < [20]> and <(Dessie Y) > [-60]>>>> or <<(Dog Level) = [2]> and <<(Dessie X) < [110]> and <(Dessie Y) > [38]>>>>> then\n set [dog seen v] to [1]\n else\n set [dog seen v] to [0]\n end\n else\n set [dog seen v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Dog Level) = [0]> or <(Dog Level) = [2]>> then\n set [zz x v] to ((x position) - (25))\n end\n if <<(Dog Level) = [1]> or <(Dog Level) = [3]>> then\n set [zz x v] to ((x position) + (25))\n end\n set [zz y v] to ((y position) + (15))\nend\n\nwhen flag clicked\nforever\n if <(Dog Angry) = [1]> then\n repeat until <(Dog Angry) = [0]>\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n switch costume to (bork1 v)\n start sound (pick random (1) to (6))\n wait (0.15) seconds\n switch costume to (bork2 v)\n wait (0.05) seconds\n switch costume to (bork1 v)\n start sound (pick random (1) to (6))\n wait (0.15) seconds\n switch costume to (bork2 v)\n wait (0.4) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Dog Moving) = [1]> then\n set [zz on v] to [0]\n end\nend\n\nif then\nend\n\nwhen flag clicked\nforever\n if <(Dog Moving) = [0]> then\n if <(Dog Level) = [3]> then\n switch costume to (warn2a v)\n wait (0.5) seconds\n switch costume to (warn1b v)\n wait (0.5) seconds\n switch costume to (sleep v)\n set [zz on v] to [1]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Dog Moving) = [1]> then\n if <(Dog Level) = [0]> then\n repeat until <(x position) = [-256]>\n change x by (-1)\n end\n go to x: (256) y: (-57)\n point in direction (-90)\n set [dog moving v] to [2]\n set [dog level v] to [1]\n repeat until <(x position) = [187]>\n change x by (-1)\n end\n set [dog moving v] to [0]\n end\n end\nend\n\n@zZ\n\nwhen flag clicked\nforever\n go to x: (zZ X) y: (zZ Y)\n switch costume to (costume7 v)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-35.5) to (20.5))\nswitch costume to (pick random (1) to (6))\nrepeat (75)\n change size by (-1)\n if <<(Dog Level) = [0]> or <(Dog Level) = [2]>> then\n change x by (pick random (0.001) to (pick random (0.05) to (pick random (0.25) to (pick random (0.5) to (5)))))\n end\n if <<(Dog Level) = [1]> or <(Dog Level) = [3]>> then\n change x by (pick random (-0.001) to (pick random (-0.05) to (pick random (-0.25) to (pick random (-0.5) to (-5)))))\n end\n change y by (1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n if <(zZ on) = [1]> then\n wait (0.4) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\n@Ball 1\n\nwhen flag clicked\ngo to x: (256) y: (-53)\nswitch costume to (costume3 v)\nset [ball 1 go v] to [0]\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n delete this clone\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwait until \n\nwhen I start as a clone\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n delete this clone\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n if <(Ball 1 Go) = [1]> then\n if <(Dog Level) = [1]> then\n create clone of (_myself_ v)\n end\n set [ball 1 go v] to [0]\n end\n end\nend\n\nrepeat (173)\n change x by (-3)\n turn left (15) degrees\n if <(x position) < [-236]> then\n delete this clone\n end\n if <touching (dessie v)?> then\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nwait until <touching (dessie v)?>\nwait (0.01) seconds\nchange y by (2)\nwait (0.01) seconds\nchange y by (1)\nwait (0.01) seconds\nchange y by (0)\nwait (0.01) seconds\nchange y by (-2)\nwait (0.01) seconds\nchange y by (-4)\nwait (0.01) seconds\nchange y by (-6)\nwait (0.01) seconds\nrepeat until <(y position) < [-174]>\n change y by (-10)\nend\n\nwhen flag clicked\nforever\n if <(Dog Level) = [0]> then\n wait until <(Dog Level) = [1]>\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <((480) - ((x position) + (240))) > (Ball 1 Spacer)> then\n set [ball 1 go v] to [1]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset [ball 1 spacer v] to (pick random (pick random (50) to (100)) to (pick random (150) to (200)))\nforever\n repeat (173)\n change x by (-3)\n turn left (15) degrees\n if <(x position) < [-236]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Room#) = [4]>> then\n delete this clone\n end\nend\n\n@Ball 2\n\nwhen flag clicked\ngo to x: (-256) y: (43)\nswitch costume to (costume3 v)\nset [ball 1 go v] to [0]\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n delete this clone\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n delete this clone\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n if <(Ball 2 Go) = [1]> then\n if <(Dog Level) = [2]> then\n create clone of (_myself_ v)\n end\n set [ball 2 go v] to [0]\n end\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <(Dog Level) = [1]> then\n wait until <(Dog Level) = [2]>\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nwait until <touching (dessie v)?>\nwait (0.01) seconds\nchange y by (2)\nwait (0.01) seconds\nchange y by (1)\nwait (0.01) seconds\nchange y by (0)\nwait (0.01) seconds\nchange y by (-2)\nwait (0.01) seconds\nchange y by (-4)\nwait (0.01) seconds\nchange y by (-6)\nwait (0.01) seconds\nrepeat until <(y position) < [-174]>\n change y by (-10)\nend\n\nwhen I start as a clone\nforever\n if <([abs v] of ((-240) - (x position)) ) > (Ball 2 Spacer)> then\n set [ball 2 go v] to [1]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset [ball 2 spacer v] to (pick random (100) to (pick random (150) to (150)))\nforever\n repeat (173)\n change x by (3)\n turn right (15) degrees\n if <(x position) > [236]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Room#) = [4]>> then\n delete this clone\n end\nend\n\n@Squeaky Bone\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n delete this clone\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n delete this clone\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\ngo to x: (-256) y: (48)\nswitch costume to (costume3 v)\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <(Dog Level) = [1]> then\n wait until <(Dog Level) = [2]>\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nswitch costume to (pick random (1) to (2))\nset [squeaky bone spacer v] to (pick random (pick random (pick random (200) to (300)) to (400)) to (470))\nrepeat (128)\n change x by (7)\n set y to ((48) + (((3) * ([sin v] of (Bone Bounce) )) + (3)))\n turn right (pick random (20) to (30)) degrees\n if <(Bone Bounce) = [0]> then\n turn right (pick random (-10) to (10)) degrees\n end\n if <touching (dessie v)?> then\n stop [this script v]\n end\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <touching (dessie v)?>\nchange x by (4)\nwait (0.01) seconds\nchange y by (4)\nwait (0.01) seconds\nchange y by (2)\nwait (0.01) seconds\nchange y by (1)\nwait (0.01) seconds\nchange y by (0)\nwait (0.01) seconds\nchange y by (-4)\nwait (0.01) seconds\nchange y by (-7)\nwait (0.01) seconds\nrepeat until <(y position) < [-174]>\n change y by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Room#) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [4]> and <(Using Door!) = [0]>> then\n if <(Squeaky Bone Go) = [1]> then\n if <(Dog Level) = [2]> then\n create clone of (_myself_ v)\n end\n set [squeaky bone go v] to [0]\n end\n end\nend\n\nif <([abs v] of ((-240) - (x position)) ) < (Squeaky Bone Spacer)> then\nend\n\nwhen flag clicked\nforever\n set [bone bounce v] to ((Bone Bounce) + (30))\n if <(Bone Bounce) = [360]> then\n set [bone bounce v] to [0]\n end\nend\n\nset [squeaky bone go v] to [1]\n\nwhen I start as a clone\nforever\n if <([abs v] of ((-240) - (x position)) ) > (Squeaky Bone Spacer)> then\n set [squeaky bone go v] to [1]\n stop [this script v]\n end\n if <(y position) < [20]> then\n set [squeaky bone go v] to [1]\n stop [this script v]\n end\nend\n\nif <([abs v] of ((-240) - (x position)) ) > (Squeaky Bone Spacer)> then\n set [squeaky bone go v] to [1]\n stop [this script v]\nend\n\nwhen I start as a clone\nwait until <touching (dessie v)?>\nrepeat until <<(x position) < [-250]> or <(y position) < [-200]>>\n change x by (-4)\n turn left (pick random (10) to (20)) degrees\n if <<(x position) < [-238]> or <(y position) < [-170]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Room#) = [4]>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [squeaky bone go v] to [0]\n\n@Cutscene1\n\nwhen flag clicked\nforever\n if <<(Cutscene) = [1]> and <(Room#) = [0]>> then\n wait (0.5) seconds\n go to x: (18) y: (-96)\n switch costume to (costume1 v)\n show\n wait (2) seconds\n set [key down v] to [1]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n switch costume to (costume2 v)\n wait (2) seconds\n set [key down v] to [2]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n switch costume to (costume3 v)\n wait (0.4) seconds\n switch costume to (costume4 v)\n stop all sounds\n start sound [Thud v]\n start sound [Clink v]\n set [bp fade in v] to [-1]\n repeat (5)\n go to x: (pick random (14) to (22)) y: (pick random (-100) to (-92))\n wait (0.01) seconds\n go to x: (18) y: (-96)\n wait (0.01) seconds\n end\n wait until <(costume [number v]) = [5]>\n wait (2) seconds\n set [key down v] to [3]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n switch costume to (costume6 v)\n wait (2) seconds\n set [key down v] to [4]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n set [cutscene v] to [0]\n set [walkallowed v] to [1]\n end\nend\n\nwait until <key (down arrow v) pressed?>\n\nwhen flag clicked\n\nshow\n\nset [room# v] to [0]\n\nwhen flag clicked\nforever\n if <<(Cutscene) = [1]> and <(Room#) = [0]>> then\n if <(Steal Balloons) = [1]> then\n delete (all) of [balloons gotten v]\n set [steal balloons v] to [0]\n end\n end\nend\n\nshow\n\nhide\nwait (0.25) seconds\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [4]>\n play sound [Happy v] until done\nend\nstart sound [Sword v]\nplay sound [Evil Laugh v] until done\nswitch costume to (costume5 v)\nrepeat until <not <(Using Door!) = [0]>>\n play sound [Evil v] until done\nend\n\nstop all sounds\n\nwhen flag clicked\nset [brightness v] effect to (100)\nforever\n if <not <(Cutscene) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n change [brightness v] effect by (1)\nend\n\nswitch costume to (costume3 v)\nwait (0.4) seconds\nswitch costume to (costume4 v)\nstop all sounds\nstart sound [Thud v]\nstart sound [Clink v]\nrepeat (5)\n go to x: (pick random (14) to (22)) y: (pick random (-100) to (-92))\n wait (0.01) seconds\n go to x: (18) y: (-96)\n wait (0.01) seconds\nend\n\n@Cutscene2\n\nswitch costume to (costume3 v)\nrepeat (5)\n go to x: (pick random (-4) to (-4)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (0) y: (140)\n wait (0.01) seconds\nend\nwait (0.5) seconds\nswitch costume to (costume4 v)\nrepeat (5)\n go to x: (pick random (-4) to (-4)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (0) y: (140)\n wait (0.01) seconds\nend\n\nwait until <key (down arrow v) pressed?>\n\nwait until <key (down arrow v) pressed?>\n\nwhen flag clicked\nforever\n set [brightness v] effect to (100)\nend\n\nset [room# v] to [4]\n\nset [walkallowed v] to [1]\n\nwhen flag clicked\nforever\n if <not <<(Cutscene) = [1]> and <(Room#) = [5]>>> then\n hide\n end\nend\n\nstart sound [Thud v]\n\nstart sound [Thud v]\nstart sound [Clink v]\n\nplay sound [Evil Laugh v] until done\n\nset [boss battle v] to [1]\n\nrepeat (5)\n go to x: (pick random (-4) to (4)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (0) y: (140)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <<(Cutscene) = [1]> and <(Room#) = [5]>> then\n wait (0.5) seconds\n go to x: (-174) y: (-107)\n switch costume to (costume1 v)\n show\n wait (1) seconds\n set [key down v] to [5]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n wait (0.25) seconds\n hide\n set [bp fade in v] to [1]\n wait until <(BP Fade in) = [0]>\n go to x: (40) y: (140)\n switch costume to (costume2 v)\n wait (0.5) seconds\n show\n wait (1) seconds\n switch costume to (costume3 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (36) to (44)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (40) y: (140)\n wait (0.01) seconds\n end\n wait (0.5) seconds\n switch costume to (costume4 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (36) to (44)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (40) y: (140)\n wait (0.01) seconds\n end\n wait (1) seconds\n set [key down v] to [6]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n switch costume to (costume5 v)\n wait (2) seconds\n switch costume to (costume6 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (36) to (44)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (40) y: (140)\n wait (0.01) seconds\n end\n wait (1) seconds\n set [key down v] to [7]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n wait (0.25) seconds\n hide\n go to x: (-174) y: (-107)\n switch costume to (costume7 v)\n wait (0.25) seconds\n show\n wait (1) seconds\n set [key down v] to [8]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n wait (0.25) seconds\n hide\n go to x: (40) y: (140)\n switch costume to (costume8 v)\n wait (0.25) seconds\n show\n wait (1) seconds\n set [key down v] to [9]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n switch costume to (costume9 v)\n wait (0.5) seconds\n switch costume to (costume10 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (34) to (46)) y: (pick random (134) to (146))\n wait (0.01) seconds\n go to x: (40) y: (140)\n wait (0.01) seconds\n end\n wait (0.25) seconds\n switch costume to (costume11 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (34) to (46)) y: (pick random (134) to (146))\n wait (0.01) seconds\n go to x: (40) y: (140)\n wait (0.01) seconds\n end\n start sound [Evil Laugh v]\n set [bp fade in v] to [2]\n wait until <(BP Fade in) = [0]>\n set [key down v] to [10]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n stop all sounds\n set [cutscene v] to [0]\n set [walkallowed v] to [1]\n set [boss battle v] to [1]\n set [bomb 1 go v] to [1]\n end\nend\n\nset [bomb 1 go v] to [2]\n\nwait (0.25) seconds\nhide\nset [bp fade in v] to [1]\nwait until <(BP Fade in) = [0]>\ngo to x: (40) y: (140)\nswitch costume to (costume2 v)\nwait (0.5) seconds\nshow\nwait (1) seconds\nswitch costume to (costume3 v)\nstart sound [Thud v]\nstart sound [Clink v]\nrepeat (5)\n go to x: (pick random (36) to (44)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (40) y: (140)\n wait (0.01) seconds\nend\nwait (0.5) seconds\n\n@Cutscene3\n\nswitch costume to (costume3 v)\nrepeat (5)\n go to x: (pick random (-4) to (-4)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (0) y: (140)\n wait (0.01) seconds\nend\nwait (0.5) seconds\nswitch costume to (costume4 v)\nrepeat (5)\n go to x: (pick random (-4) to (-4)) y: (pick random (136) to (144))\n wait (0.01) seconds\n go to x: (0) y: (140)\n wait (0.01) seconds\nend\n\nwait until <key (down arrow v) pressed?>\n\nset [room# v] to [4]\n\nwhen flag clicked\nforever\n if <not <<(Cutscene) = [1]> and <(Room#) = [6]>>> then\n hide\n end\nend\n\nstart sound [Thud v]\n\nstart sound [Thud v]\nstart sound [Clink v]\n\nset [boss battle v] to [1]\n\nrepeat (5)\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (100)\nend\n\nwhen flag clicked\nset [game over v] to [0]\nset [bp fade in 2 v] to [0]\nset [p fade in v] to [0]\nset [surprise music v] to [0]\nset [eyepatch v] to [0]\nforever\n if <<(Cutscene) = [1]> and <(Room#) = [6]>> then\n set [walkallowed v] to [0]\n wait (0.5) seconds\n go to x: (-174) y: (-107)\n switch costume to (costume1 v)\n show\n wait (1) seconds\n set [key down v] to [5]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n switch costume to (costume2 v)\n wait (1) seconds\n set [key down v] to [12]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n set [walkallowed v] to [1]\n wait until <(WalkAllowed) = [0]>\n set size to (200) %\n go to x: (30) y: (-105)\n switch costume to (costume3 v)\n show\n set [p fade in v] to [1]\n play sound [344965__beerre__spanish-party-noisemaker.mp3 v] until done\n set [surprise music v] to [1]\n set [key down v] to [11]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n set size to (100) %\n go to x: (-35) y: (-80)\n switch costume to (costume4 v)\n show\n wait (1) seconds\n set [key down v] to [13]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (40) y: (-100)\n switch costume to (costume5 v)\n show\n wait (1) seconds\n set [key down v] to [14]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-50) y: (-65)\n switch costume to (costume6 v)\n show\n wait (1) seconds\n set [key down v] to [15]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-65) y: (-65)\n switch costume to (costume7 v)\n show\n wait (1) seconds\n set [key down v] to [16]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n set [bp fade in 2 v] to [1]\n wait until <(BP Fade In 2) = [0]>\n set [turn dessie v] to [1]\n wait until <(Turn Dessie) = [0]>\n go to x: (-60) y: (-65)\n switch costume to (costume8 v)\n show\n wait (1) seconds\n set [key down v] to [16]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-177) y: (-32)\n switch costume to (costume9 v)\n show\n wait (0.75) seconds\n switch costume to (costume10 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (-181) to (-173)) y: (pick random (-36) to (-28))\n wait (0.01) seconds\n go to x: (-177) y: (-32)\n wait (0.01) seconds\n end\n wait (0.5) seconds\n switch costume to (costume11 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (-181) to (-173)) y: (pick random (-36) to (-28))\n wait (0.01) seconds\n go to x: (-177) y: (-32)\n wait (0.01) seconds\n end\n wait (0.5) seconds\n set [key down v] to [17]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-142) y: (-70)\n switch costume to (costume12 v)\n show\n wait (0.3) seconds\n switch costume to (costume13 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (-146) to (-138)) y: (pick random (-74) to (-66))\n wait (0.01) seconds\n go to x: (-142) y: (-70)\n wait (0.01) seconds\n end\n wait (0.5) seconds\n set [key down v] to [17]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-180) y: (-80)\n switch costume to (costume15 v)\n show\n wait (1) seconds\n set [key down v] to [18]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n start sound [Thud v]\n start sound [Sword v]\n set [bp fade in 2 v] to [-1]\n hide\n wait (2) seconds\n go to x: (-50) y: (-80)\n switch costume to (costume14 v)\n show\n wait (1) seconds\n set [key down v] to [13]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-175) y: (-40)\n switch costume to (costume16 v)\n show\n wait (1) seconds\n switch costume to (costume17 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (-179) to (-171)) y: (pick random (-44) to (-36))\n wait (0.01) seconds\n go to x: (-175) y: (-40)\n wait (0.01) seconds\n end\n wait (0.25) seconds\n switch costume to (costume18 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (-179) to (-171)) y: (pick random (-44) to (-36))\n wait (0.01) seconds\n go to x: (-175) y: (-40)\n wait (0.01) seconds\n end\n wait (0.5) seconds\n set [key down v] to [19]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (30) y: (-70)\n switch costume to (costume19 v)\n show\n set [turn dessie v] to [2]\n wait (2.5) seconds\n set [key down v] to [20]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-159) y: (-45)\n switch costume to (costume20 v)\n show\n set [turn dessie v] to [3]\n wait (0.5) seconds\n switch costume to (costume21 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (-163) to (-155)) y: (pick random (-49) to (-41))\n wait (0.01) seconds\n go to x: (-159) y: (-45)\n wait (0.01) seconds\n end\n wait (0.25) seconds\n switch costume to (costume22 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (5)\n go to x: (pick random (-163) to (-155)) y: (pick random (-49) to (-41))\n wait (0.01) seconds\n go to x: (-159) y: (-45)\n wait (0.01) seconds\n end\n wait (0.5) seconds\n set [key down v] to [21]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-55) y: (-80)\n switch costume to (costume23 v)\n show\n wait (1) seconds\n set [key down v] to [22]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (-160) y: (-80)\n switch costume to (costume24 v)\n show\n start sound [Thud v]\n start sound [Clink v]\n repeat (2)\n go to x: (pick random (-164) to (-156)) y: (pick random (-84) to (-76))\n wait (0.01) seconds\n go to x: (-160) y: (-80)\n wait (0.01) seconds\n end\n switch costume to (costume25 v)\n start sound [Thud v]\n start sound [Clink v]\n repeat (3)\n go to x: (pick random (-164) to (-156)) y: (pick random (-84) to (-76))\n wait (0.01) seconds\n go to x: (-160) y: (-80)\n wait (0.01) seconds\n end\n set [bp fade in 2 v] to [-2]\n wait until <(BP Fade In 2) = [0]>\n set [key down v] to [23]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n set [turn dessie v] to [4]\n wait until <(Turn Dessie) = [0]>\n go to x: (-50) y: (-30)\n switch costume to (costume26 v)\n show\n wait (2.5) seconds\n set [key down v] to [24]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (50) y: (-85)\n switch costume to (costume27 v)\n show\n wait (1) seconds\n set [key down v] to [25]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n go to x: (45) y: (-90)\n switch costume to (costume28 v)\n show\n wait (1) seconds\n switch costume to (costume29 v)\n start sound [Thud v]\n start sound [Clink v]\n start sound [Sword v]\n start sound [Evil Laugh v]\n set [p fade in v] to [-1]\n repeat (5)\n go to x: (pick random (41) to (49)) y: (pick random (-94) to (-86))\n wait (0.01) seconds\n go to x: (45) y: (-90)\n wait (0.01) seconds\n end\n wait (1) seconds\n hide\n go to x: (-45) y: (-85)\n switch costume to (costume30 v)\n show\n wait (6) seconds\n set [key down v] to [26]\n wait until <key (down arrow v) pressed?>\n set [key down v] to [0]\n hide\n set [game over v] to [1]\n wait until <[1] = [0]>\n end\nend\n\npoint in direction (90)\n\nset [key down v] to [13]\n\nset [eyepatch v] to [0]\n\nset [surprise music v] to [1]\n\nwait (0.25) seconds\nhide\n\nwait (0.5) seconds\n\nplay sound [Evil Laugh v] until done\n\nwait (0.3) seconds\n\nset size to (100) %\n\nwait until <key (down arrow v) pressed?>\n\nswitch costume to (costume21 v)\nstart sound [Thud v]\nstart sound [Clink v]\nrepeat (5)\n go to x: (pick random (-146) to (-138)) y: (pick random (-74) to (-66))\n wait (0.01) seconds\n go to x: (-142) y: (-70)\n wait (0.01) seconds\nend\n\ngo to x: (-159) y: (-45)\n\nrepeat (5)\n go to x: (pick random (-163) to (-155)) y: (pick random (-49) to (-41))\n wait (0.01) seconds\n go to x: (-159) y: (-45)\n wait (0.01) seconds\nend\n\nswitch costume to (costume26 v)\nstart sound [Thud v]\nstart sound [Clink v]\n\nwait (0.5) seconds\n\nset [key down v] to [21]\n\nwait (0.01) seconds\ngo to x: (0) y: (140)\nwait (0.01) seconds\n\ngo to x: (10) y: (10)\n\nswitch costume to (costume26 v)\nshow\nwait (1) seconds\nset [key down v] to [24]\nwait until <key (down arrow v) pressed?>\nset [key down v] to [0]\nhide\n\nwait (0.4) seconds\nswitch costume to (costume29 v)\nstart sound [Thud v]\nstart sound [Clink v]\nstart sound [Sword v]\nset [p fade in v] to [-1]\nrepeat (5)\n go to x: (pick random (41) to (49)) y: (pick random (-94) to (-86))\n wait (0.01) seconds\n go to x: (45) y: (-90)\n wait (0.01) seconds\nend\nwait (0.5) seconds\n\nwait (0.5) seconds\n\ngo to x: (45) y: (-90)\nswitch costume to (costume28 v)\nshow\nwait (0.4) seconds\nswitch costume to (costume29 v)\nstart sound [Thud v]\nstart sound [Clink v]\nstart sound [Sword v]\nstart sound [Evil Laugh v]\nset [p fade in v] to [-1]\nrepeat (5)\n go to x: (pick random (41) to (49)) y: (pick random (-94) to (-86))\n wait (0.01) seconds\n go to x: (45) y: (-90)\n wait (0.01) seconds\nend\nwait (0.5) seconds\nhide\ngo to x: (-45) y: (-85)\nswitch costume to (costume30 v)\nshow\nwait (4) seconds\n\ngo to x: (30) y: (-70)\nswitch costume to (costume19 v)\n\n@Flash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Cutscene) = [1]> and <(Room#) = [0]>> then\n if <(BP Fade in) = [-1]> then\n switch costume to (costume1 v)\n show\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (50)\n wait (0.05) seconds\n set [ghost v] effect to (15)\n wait (0.05) seconds\n set [ghost v] effect to (5)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n set [steal balloons v] to [1]\n wait until <(Steal Balloons) = [0]>\n wait (0.1) seconds\n set [ghost v] effect to (100)\n hide\n set [bp fade in v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Cutscene) = [1]> and <(Room#) = [6]>> then\n if <(BP Fade In 2) = [-1]> then\n switch costume to (costume1 v)\n show\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (50)\n wait (0.05) seconds\n set [ghost v] effect to (15)\n wait (0.05) seconds\n set [ghost v] effect to (5)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n set [eyepatch v] to [1]\n wait (0.1) seconds\n set [ghost v] effect to (100)\n hide\n set [bp fade in 2 v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [balloons! v] to [0]\nforever\n if <<(Cutscene) = [1]> and <(Room#) = [6]>> then\n if <(P Fade In) = [-1]> then\n switch costume to (costume1 v)\n show\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (50)\n wait (0.05) seconds\n set [ghost v] effect to (15)\n wait (0.05) seconds\n set [ghost v] effect to (5)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n set [balloons! v] to [1]\n wait (0.1) seconds\n set [ghost v] effect to (100)\n hide\n set [p fade in v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n switch costume to (costume2 v)\n set [ghost v] effect to (100)\n show\n repeat (200)\n change [ghost v] effect by (-0.5)\n end\n set [ghost v] effect to (0)\n stop [this script v]\n end\nend\n\n@Down Arrow\n\nwhen flag clicked\nforever\n if <(Key Down) = [1]> then\n go to x: (138) y: (-137)\n end\n if <(Key Down) = [2]> then\n go to x: (128) y: (-139)\n end\n if <(Key Down) = [3]> then\n go to x: (138) y: (-105)\n end\n if <(Key Down) = [4]> then\n go to x: (106) y: (-139)\n end\n if <(Key Down) = [5]> then\n go to x: (-109) y: (-100)\n end\n if <(Key Down) = [6]> then\n go to x: (128) y: (108)\n end\n if <(Key Down) = [7]> then\n go to x: (145) y: (84)\n end\n if <(Key Down) = [8]> then\n go to x: (-65) y: (-102)\n end\n if <(Key Down) = [9]> then\n go to x: (110) y: (146)\n end\n if <(Key Down) = [10]> then\n go to x: (120) y: (93)\n end\nend\n\nwhen flag clicked\nset [key down v] to [0]\nforever\n if <(Key Down) > [0]> then\n show\n else\n if <<<(Room#) = [0]> and <(Dessie X) < [-192]>> and <(Using Door!) = [0]>> then\n go to x: (-214) y: (-85)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.4) seconds\n switch costume to (costume3 v)\n wait (0.4) seconds\nend\n\nwhen flag clicked\nforever\n if <(Key Down) = [11]> then\n set size to (100) %\n else\n set size to (60) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Key Down) = [11]> then\n go to x: (180) y: (-96)\n end\n if <(Key Down) = [12]> then\n go to x: (-85) y: (-118)\n end\n if <(Key Down) = [13]> then\n go to x: (50) y: (-75)\n end\n if <(Key Down) = [14]> then\n go to x: (157) y: (-95)\n end\n if <(Key Down) = [15]> then\n go to x: (10) y: (-79)\n end\n if <(Key Down) = [16]> then\n go to x: (43) y: (-77)\n end\n if <(Key Down) = [17]> then\n go to x: (-70) y: (-84)\n end\n if <(Key Down) = [18]> then\n go to x: (-70) y: (-87)\n end\n if <(Key Down) = [19]> then\n go to x: (-88) y: (-90)\n end\n if <(Key Down) = [20]> then\n go to x: (170) y: (-97)\n end\n if <(Key Down) = [21]> then\n go to x: (-77) y: (-95)\n end\n if <(Key Down) = [22]> then\n go to x: (75) y: (-76)\n end\n if <(Key Down) = [23]> then\n go to x: (-60) y: (-92)\n end\n if <(Key Down) = [24]> then\n go to x: (73) y: (-73)\n end\n if <(Key Down) = [25]> then\n go to x: (145) y: (-95)\n end\n if <(Key Down) = [26]> then\n go to x: (60) y: (-80)\n end\nend\n\nshow\n\n@Gates\n\nwhen flag clicked\ngo to x: (-105) y: (135)\nforever\n if <not <[balloons gotten v] contains [DPink]?>> then\n if <not <[balloons gotten v] contains [LBlue]?>> then\n if <not <[balloons gotten v] contains [Purple]?>> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n switch costume to (gates v)\n end\n if <[balloons gotten v] contains [LYellow]?> then\n switch costume to (gates4 v)\n end\n end\n if <[balloons gotten v] contains [Purple]?> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n switch costume to (gates3 v)\n end\n if <[balloons gotten v] contains [LYellow]?> then\n switch costume to (gates6 v)\n end\n end\n end\n if <[balloons gotten v] contains [LBlue]?> then\n if <not <[balloons gotten v] contains [Purple]?>> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n switch costume to (gates2 v)\n end\n if <[balloons gotten v] contains [LYellow]?> then\n switch costume to (gates7 v)\n end\n end\n if <[balloons gotten v] contains [Purple]?> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n switch costume to (gates5 v)\n end\n if <[balloons gotten v] contains [LYellow]?> then\n switch costume to (gates11 v)\n end\n end\n end\n end\n if <[balloons gotten v] contains [DPink]?> then\n if <not <[balloons gotten v] contains [LBlue]?>> then\n if <not <[balloons gotten v] contains [Purple]?>> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n switch costume to (gates8 v)\n end\n if <[balloons gotten v] contains [LYellow]?> then\n switch costume to (gates10 v)\n end\n end\n if <[balloons gotten v] contains [Purple]?> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n switch costume to (gates9 v)\n end\n if <[balloons gotten v] contains [LYellow]?> then\n switch costume to (gates12 v)\n end\n end\n end\n if <[balloons gotten v] contains [LBlue]?> then\n if <not <[balloons gotten v] contains [Purple]?>> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n switch costume to (gates15 v)\n end\n if <[balloons gotten v] contains [LYellow]?> then\n switch costume to (gates13 v)\n end\n end\n if <[balloons gotten v] contains [Purple]?> then\n if <not <[balloons gotten v] contains [LYellow]?>> then\n switch costume to (gates14 v)\n end\n if <[balloons gotten v] contains [LYellow]?> then\n switch costume to (gates16 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\n@Keys\n\nwhen flag clicked\nhide\nforever\n wait until <<(Cutscene) = [1]> and <(Room#) = [0]>>\n wait until <<(Cutscene) = [0]> and <(Room#) = [0]>>\n show\n repeat until <not <(Using Door!) = [0]>>\n go to x: (0) y: (-80)\n go [backward v] (1) layers\n if <<<not <key (up arrow v) pressed?>> and <not <key (down arrow v) pressed?>>> and <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (keys v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (down v)\n end\n end\n hide\n stop [this script v]\nend\n\n@Sprite1\n\nwhen flag clicked\nwait until <(BP Health) = [0]>\ngo to x: (0) y: (0)\ngo [backward v] (999) layers\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait until <(Room#) = [6]>\nhide\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (215) y: (160)\nhide\nforever\n if <(Room#) = [5]> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <(BP Fade in) = [2]>\n set [ghost v] effect to (0)\n repeat (50)\n change [ghost v] effect by (2)\n end\n set [ghost v] effect to (100)\n hide\n stop [this script v]\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <(Room#) = [6]> then\n hide\n switch costume to (costume1 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <(Surprise Music) = [1]>\n set [ghost v] effect to (0)\n repeat (50)\n change [ghost v] effect by (2)\n end\n set [ghost v] effect to (100)\n hide\n stop [this script v]\n end\nend\n\n@Bomb1\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n delete this clone\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\n\nchange x by (-10)\n\nrepeat (-5)\n change x by (-3)\n turn left (15) degrees\nend\n\nif then\nend\n\nset [bomb explode v] to [0]\n\nset [bomb explode v] to [0]\n\nwait (0.2) seconds\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nset [bomb 1 go v] to [1]\n\nwhen I start as a clone\nforever\n if <not <(Room#) = [5]>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [bomb 1 go v] to [0]\ngo to x: (100) y: (-88)\nswitch costume to (costume2 v)\n\nshow\n\nrepeat (173)\n change x by (-3)\n turn left (15) degrees\n if <(x position) < [-236]> then\n delete this clone\n end\n if <touching (dessie v)?> then\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Room#) = [5]> and <(Boss Battle) = [1]>> then\n if <(Bomb 1 Go) = [1]> then\n create clone of (_myself_ v)\n end\n set [bomb 1 go v] to [0]\n end\nend\n\nwhen I start as a clone\nwait until <touching (dessie v)?>\nif <<(Bomb Explode) = [0]> and <(Dessie X) < [75]>> then\n set [bomb x v] to (x position)\n set [bomb y v] to (y position)\n set [bomb explode v] to [1]\n hide\nend\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n delete this clone\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n show\n go [backward v] (1) layers\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n wait (0.02) seconds\n switch costume to (costume3 v)\n wait (0.02) seconds\nend\n\nwhen I start as a clone\nforever\n if <((100) - (x position)) > (Bomb 1 Spacer)> then\n set [bomb 1 go v] to [1]\n stop [this script v]\n end\nend\n\ndelete this clone\n\nwhen I start as a clone\nset [bomb 1 spacer v] to (pick random (pick random (30) to (50)) to (pick random (95) to (200)))\nforever\n change x by (-4)\n turn left (10) degrees\n if <(x position) < [-178]> then\n set [bomb 2 go v] to [1]\n delete this clone\n end\nend\n\n@Bomb2\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n delete this clone\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\n\nchange x by (-10)\n\nrepeat (-5)\n change x by (-3)\n turn left (15) degrees\nend\n\nif then\nend\n\nset [bomb explode v] to [0]\n\nset [bomb 2 go v] to [0]\n\nwait (0.2) seconds\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [bomb 2 go v] to [0]\ngo to x: (160) y: (22)\nswitch costume to (costume2 v)\n\nrepeat (173)\n change x by (-3)\n turn left (15) degrees\n if <(x position) < [-236]> then\n delete this clone\n end\n if <touching (dessie v)?> then\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n if <(Bomb 2 Go) = [1]> then\n create clone of (_myself_ v)\n end\n set [bomb 2 go v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n delete this clone\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nset [bomb 2 go v] to [1]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(x position) > [-62]> then\n change x by (-4)\n turn left (10) degrees\n end\n if <(x position) < [-62]> then\n change x by (-4)\n change y by ((-0.25) * ((-62) - (x position)))\n turn left (10) degrees\n end\n if <(x position) < [-92]> then\n set [bomb 3 go v] to [1]\n delete this clone\n end\n if <(y position) < [-10]> then\n set [bomb 3 go v] to [1]\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Room#) = [5]>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n show\n go [backward v] (1) layers\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n wait (0.02) seconds\n switch costume to (costume3 v)\n wait (0.02) seconds\nend\n\nshow\n\ndelete this clone\n\nwhen I start as a clone\nwait until <touching (dessie v)?>\nif <<(Bomb Explode) = [0]> and <(Dessie X) < [125]>> then\n set [bomb x v] to (x position)\n set [bomb y v] to (y position)\n set [bomb explode v] to [1]\n hide\nend\n\n@Bomb3\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [4]>\n delete this clone\n end\n if <(Using Door!) = [5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\n\nchange x by (-10)\n\nrepeat (-5)\n change x by (-3)\nend\n\nif then\nend\n\nset [bomb explode v] to [0]\n\nset [bomb 2 go v] to [0]\n\nwait (0.2) seconds\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [bomb 3 go v] to [0]\ngo to x: (-80) y: (150)\nswitch costume to (costume2 v)\n\nrepeat (173)\n change x by (-3)\n turn left (15) degrees\n if <(x position) < [-236]> then\n delete this clone\n end\n if <touching (dessie v)?> then\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n if <(Bomb 3 Go) = [1]> then\n create clone of (_myself_ v)\n end\n set [bomb 3 go v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <(Using Door!) = [-1]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\n wait until <(Using Door!) = [-4]>\n delete this clone\n end\n if <(Using Door!) = [-5]> then\n wait (0.1) seconds\n repeat (100)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n wait until <(Using Door!) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Room#) = [5]> then\n show\n go [backward v] (1) layers\n else\n hide\n end\nend\n\ndelete this clone\n\nwhen I start as a clone\nwait until <touching (dessie v)?>\nif <<(Bomb Explode) = [0]> and <(Dessie X) < [130]>> then\n set [bomb x v] to (x position)\n set [bomb y v] to (y position)\n set [bomb explode v] to [1]\n hide\nend\n\nwhen I start as a clone\nforever\n if <not <(Room#) = [5]>> then\n delete this clone\n end\nend\n\nshow\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n wait (0.02) seconds\n switch costume to (costume3 v)\n wait (0.02) seconds\nend\n\nwhen I start as a clone\nforever\n change y by (((-0.1) * ((176) - (y position))) - (2))\n turn left (15) degrees\n if <(y position) < [50]> then\n set [bomb explode 2 v] to [1]\n delete this clone\n end\nend\n\ndelete this clone\n\nset [bomb 2 go v] to [1]\n\n@Bomb Explosion\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset size to (pick random (70) to (175)) %\nshow\nrepeat (10)\n change size by (pick random (-2) to (-10))\n set [brightness v] effect to (pick random (-50) to (50))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n switch costume to (costume4 v)\nend\n\ngo to x: (10) y: (10)\n\nwhen flag clicked\nset [bomb explode v] to [0]\nforever\n if <(Bomb Explode) = [1]> then\n start sound [259962__thehorriblejoke__8-bit-explosion v]\n repeat (10)\n go to x: ((Bomb X) + (pick random (-5) to (5))) y: ((Bomb Y) + (pick random (-5) to (5)))\n create clone of (_myself_ v)\n go to x: (Bomb X) y: (Bomb Y)\n wait (0.002) seconds\n end\n wait until <(Bomb Explode) = [0]>\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n wait (0.115) seconds\n switch costume to (costume1 v)\n wait (0.115) seconds\n switch costume to (costume2 v)\n wait (0.115) seconds\n switch costume to (costume3 v)\n wait (0.115) seconds\nend\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nforever\n if <(P Fade In) = [1]> then\n set [brightness v] effect to (-100)\n repeat (50)\n change [brightness v] effect by (2)\n end\n set [brightness v] effect to (0)\n set [p fade in v] to [0]\n end\nend\n\nset [brightness v] effect to (0)\n\nwhen flag clicked\ngo to x: (90) y: (-153)\nforever\n if <(Room#) = [6]> then\n show\n else\n hide\n end\nend\n\n@Bomb Explosion2\n\nwhen flag clicked\ngo to x: (-82) y: (57)\nset [bomb explode 2 v] to [0]\nforever\n if <(Bomb Explode 2) = [1]> then\n start sound [259962__thehorriblejoke__8-bit-explosion v]\n repeat (10)\n if <(Bomb Explode 2) = [1]> then\n go to x: ((-82) + (pick random (-5) to (5))) y: ((57) + (pick random (-5) to (5)))\n create clone of (_myself_ v)\n go to x: (-82) y: (57)\n wait (0.002) seconds\n end\n end\n set [bomb explode 2 v] to [0]\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset size to (pick random (70) to (175)) %\nshow\nrepeat (10)\n change size by (pick random (-2) to (-10))\n set [brightness v] effect to (pick random (-50) to (50))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n switch costume to (costume4 v)\nend\n\nwait until \n\n@Sprite3\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (-180)\nswitch costume to (pick random (1) to (7))\nset [color v] effect to (pick random (1) to (200))\nset size to (pick random (25) to (250)) %\nforever\n if <(size) > [99]> then\n go to [front v] layer\n end\n if <<(size) < [100]> and <(Game Over) = [0]>> then\n go [backward v] (10) layers\n end\n if <<(size) < [100]> and <(Game Over) = [1]>> then\n go to [front v] layer\n end\n change y by ((size) / (200))\n if <(BALLOONS!) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n hide\n go [backward v] (10) layers\n if <(BALLOONS!) = [1]> then\n wait (0.25) seconds\n create clone of (_myself_ v)\n end\nend\n\nset [balloons! v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (_edge_ v)?> and <(y position) > [0]>> then\n set [ghost v] effect to (0)\n repeat (25)\n change [ghost v] effect by (4)\n end\n set [ghost v] effect to (100)\n delete this clone\n end\nend\n\nstop [this script v]\n\nwhen I start as a clone\nif <<(size) > [99]> and <(Game Over) = [0]>> then\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n set [ghost v] effect to (0)\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(Game Over) = [1]> then\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n set [ghost v] effect to (0)\n stop [this script v]\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nrepeat (24)\n change [ghost v] effect by (4)\nend\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (99.9)\nend\n\n | |
A Platformer GRASSLANDS! #all #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (blank v)\nwait (22) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n repeat (1000000000000)\n play sound [Owl City - On The Wing \(Instrumental\).mp3 v] until done\n end\nend\n\nwhen backdrop switches to [end v]\nbroadcast (stop the sushi v)\n\n@Title Page\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nwait (2) seconds\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nwait (2.5) seconds\nrepeat (4)\n next costume\n wait (2.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nset [ghost v] effect to (0)\nswitch costume to (costume7 v)\n\n@Sushi\n\nwhen backdrop switches to [backdrop1 v]\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-0.7)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <<touching color (#7f6927)?> or <touching color (#551c02)?>> then\n change y by (1)\n if <<touching color (#7f6927)?> or <touching color (#551c02)?>> then\n change y by (1)\n if <<touching color (#7f6927)?> or <touching color (#551c02)?>> then\n change y by (1)\n if <<touching color (#7f6927)?> or <touching color (#551c02)?>> then\n change y by (1)\n if <<touching color (#7f6927)?> or <touching color (#551c02)?>> then\n change y by (1)\n if <<touching color (#7f6927)?> or <touching color (#551c02)?>> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <<touching color (#7f6927)?> or <touching color (#551c02)?>> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching color (#7f6927)?> or <touching color (#551c02)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [10]\n end\n if <key (r v) pressed?> then\n go to x: (-183) y: (-80)\n end\n if <key (p v) pressed?> then\n show\n next backdrop\n go to x: (-183) y: (-80)\n end\n end\nend\n\nif <touching color (#8a55d7)?> then\n go to x: (-200) y: (-120)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nset [level v] to [1]\nshow\nswitch costume to (sushi v)\ngo to x: (-183) y: (-85)\nforever\n if <not <touching color (#7f6927)?>> then\n change y by (1.5)\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#99ffff)?> then\n show\n next backdrop\n go to x: (-183) y: (-85)\n wait until <not <touching (goal v)?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <<touching color (#b2b2b2)?> or <touching color (#666666)?>> then\n go to x: (-183) y: (-85)\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <<touching color (#ff8841)?> or <touching color (#ffb584)?>> then\n set [y vel v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#8eed2f)?> then\n set [x vel v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <<touching color (#551c02)?> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x vel v] by (11)\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <<touching color (#551c02)?> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x vel v] by (-11)\n end\n end\nend\n\nwhen flag clicked\nif <touching (last goal v)?> then\n forever\n repeat (100000)\n hide\n end\n end\nend\n\nwhen backdrop switches to [end v]\nhide\n\nwhen I receive [stop the sushi v]\nstop [other scripts in sprite v]\n\n@Goal\n\nwhen I receive [sushi v]\nbroadcast (next backdrop v)\nforever\n show\n next backdrop\nend\n\n@Moving Metal Chopsticks\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nforever\n repeat (10000000)\n hide\n end\nend\n\nwhen flag clicked\nif <not <(backdrop [name v]) = [backdrop18]>> then\n forever\n repeat until <(backdrop [name v]) = [backdrop18]>\n hide\n end\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-187) y: (107)\nshow\nforever\n repeat (30)\n show\n glide (1) secs to x: (pick random (-107) to (-20)) y: (pick random (76) to (122))\n glide (1) secs to x: (pick random (-92) to (1)) y: (pick random (-36) to (-124))\n end\nend\n\n@Moving Metal Chopsticks2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nforever\n repeat (10000000)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (187) y: (107)\nshow\nforever\n repeat (30)\n show\n glide (1) secs to x: (pick random (201) to (-20)) y: (pick random (76) to (122))\n glide (1) secs to x: (pick random (147) to (82)) y: (pick random (95) to (-31))\n end\nend\n\nwhen flag clicked\nif <not <(backdrop [name v]) = [backdrop18]>> then\n forever\n repeat until <(backdrop [name v]) = [backdrop18]>\n hide\n end\n end\nend\n\n@Last Goal\n\n@Confetti\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (random position v)\nrepeat (5)\n wait (0.1) seconds\n change x by (2)\n change y by (pick random (0) to (-3))\n change [ghost v] effect by (6)\nend\ndelete this clone\n\n@Confetti2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (random position v)\nrepeat (5)\n wait (0.01) seconds\n change x by (2)\n change y by (pick random (0) to (-3))\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen backdrop switches to [end v]\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\nend\n\n@Confetti3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (random position v)\nrepeat (5)\n wait (0.01) seconds\n change x by (2)\n change y by (pick random (0) to (-3))\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen backdrop switches to [end v]\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\nend\n\n@Confetti4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (random position v)\nrepeat (5)\n wait (0.01) seconds\n change x by (2)\n change y by (pick random (0) to (-3))\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen backdrop switches to [end v]\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\nend\n\n | 日本語は下に記載しています。\n-----------------------------------------------------------------------\n\n90% is a pen platformer!\n\n▼How to operate\nOperate with the arrow keys.\nIt's mobile friendly!\n\nIf you touch the red magma, you will die.\nPlease be careful.\n\nTouch blue to jump!\n\nEnjoy!\n\n----------------------------------------------------------------------\n\n90%がペンのプラットフォーマーです!\n※スクロールではありません。\n\n▼操作方法\n矢印キーで操作します。\nモバイル対応です!\n\n赤色のマグマに触れると死んでしまいます。\n気を付けてください。\n\n青色に触れるとジャンプします!\n\nそれでは楽しんでください!\n\n----------------------------------------------------------------------- |
Click and Jump [ A Platformer ] | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join (join ((mouse x) + (scroll x)) [ . ]) ((mouse y) + (scroll y)))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (blank v)\n\nwhen flag clicked\nforever\n set [collected show v] to (join (collected) (join [ / ] (collectable max)))\nend\n\n@player\n\nwhen I receive [begin v]\nforever\n if <key (1 v) pressed?> then\n set [chat item v] to [1]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat item v] to [2]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat item v] to [3]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat item v] to [4]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat item v] to [5]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat item v] to [6]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat item v] to [7]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat item v] to [8]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat item v] to [9]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [cloud chat items v]\nset [chat item v] to [0]\n\nwhen I receive [begin v]\nset [chat v] to [0]\nforever\n if <key (t v) pressed?> then\n if <(Chat) = [0]> then\n set [chat v] to [1]\n else\n set [chat v] to [0]\n end\n end\n if <(Chat) = [0]> then\n show list [cloud chat items v]\n else\n hide list [cloud chat items v]\n end\n wait until <not <key (t v) pressed?>>\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <[1] > (MY PLAYER #)> then\n stop [this script v]\nend\nadd (round (x)) to [buffer v]\nadd (round (y)) to [buffer v]\nchange [cloud timer v] by (1)\nif <[3] > (cloud timer)> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (chat item) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine game on\nset rotation style [don't rotate v]\nset size to (40) %\nclear graphic effects\npoint in direction (90)\nshow\nset [in air v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nreset timer\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine tick\nif <<<key (right arrow v) pressed?> or <(STICK X) > [0.25]>> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <(STICK X) < [-0.25]>> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<<key (up arrow v) pressed?> or <(STICK Y) > [0.25]>> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nset [sx v] to ((SX) * (0.8))\nif <([abs v] of (SX) ) > [0.9]> then\n change player x by (round (SX))\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nposition\ntest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-200]> then\n set [exit v] to [die]\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on\n repeat until <(exit) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(exit) = [win]> then\n Game - win\n else\n game - die\n end\n set [scroll x v] to [0]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nif <touching (platforms v)?> then\n if <(sy) > [0]> then\n touching platformer out [-1]\n else\n touching platformer out [1]\n end\nend\n\nwhen I receive [begin v]\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game - die\nstart sound [Door Closing v]\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test - die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nstart sound [Slide Whistle v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nset [level v] to [2]\nbroadcast (win v)\nwait (1) seconds\n\ndefine touching platformer out (out)\nchange [y v] by (out)\nposition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by (out)\n position\nend\nset [sy v] to [0]\nif <(out) > [0]> then\n set [in air v] to [0]\nend\n\nwhen I receive [stop intro v]\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup opponents v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (full v)\nend\nwait (1) seconds\nbroadcast (begin v)\n\nwhen flag clicked\nbroadcast (Stop intro v)\n\n@opponents\n\ndefine begin decoding of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from ecoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n set [names v] to [0]\n else\n set [names v] to [1]\n end\n end\n wait until <not <key (n v) pressed?>>\nend\n\ndefine check if of edge\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [160]> or <(y position) < [-160]>>> then\n switch costume to (arrow v)\n point towards (player v)\n if on edge, bounce\nelse\n switch costume to (costume1 v)\n point in direction (90)\nend\n\nwhen flag clicked\nhide\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decoding of (value)\n value = read from ecoded\n set [username v] to (value)\n value = read from ecoded\n if <(names) = [1]> then\n say (join (username) (item (value) of [chat items v]))\n else\n say []\n end\n value = read from ecoded\n value = read from ecoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from ecoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (scroll x))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (scroll y))\n delete (1) of [buffer v]\nend\ncheck if of edge\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [0] y: [-100]\n clone at x: [630] y: [400]\n clone at x: [130] y: [320]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (spin speed of coin)\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [pop v]\n start sound [Coin v]\n if <(collected) = (collectable max)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nclear graphic effects\nset [collectable max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [136] y: [62]\n clone at x: [212] y: [67]\n clone at x: [387] y: [60]\n clone at x: [488] y: [206]\n clone at x: [709] y: [144]\n clone at x: [880] y: [266]\n clone at x: [720] y: [-74]\n clone at x: [915] y: [-74]\n clone at x: [810] y: [-74]\n clone at x: [1070] y: [364]\n clone at x: [1300] y: [440]\n clone at x: [1550] y: [500]\n clone at x: [1400] y: [680]\n clone at x: [1570] y: [800]\n clone at x: [1350] y: [960]\n clone at x: [1260] y: [988]\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collectable max v] by (1)\ncreate clone of (_myself_ v)\n\n@danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [838] y: [145]\n clone at x: [800] y: [145]\n clone at x: [930] y: [208]\n next costume\n clone at x: [1350] y: [300]\n next costume\n clone at x: [1470] y: [630]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (closed v)\n clone at x: [1085] y: [1000]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (1) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen flag clicked\nforever\n repeat until <(spin speed of coin) = [6]>\n wait (0.08) seconds\n change [spin speed of coin v] by (1)\n end\n set [spin speed of coin v] to [0]\nend\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [joining v]\nrepeat (10)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [joined v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\n@tn\n\nwhen flag clicked\nhide variable [collected v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n hide variable [collected show v]\nend\nforever\n go to [front v] layer\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [begin v]\nshow variable [collected show v]\n\nwhen flag clicked\nswitch costume to (costume 1 v)\nset [level v] to [1]\nwait until <(level) = [2]>\nstop [other scripts in sprite v]\nclear graphic effects\nshow list [cloud chat items v]\nhide variable [collected show v]\nset [show v] to (seconds)\nshow variable [show v]\nbroadcast (win animation v) and wait\nstop [all v]\n\nwhen flag clicked\nset [play? v] to [0]\nreset timer\nhide variable [show v]\nhide variable [seconds v]\nshow variable [collected show v]\nforever\n set [seconds v] to (timer)\nend\n\nwhen I receive [win animation v]\nrepeat (15)\n set [pitch v] effect to (-50)\n start sound [pop v]\n go to x: (pick random (15) to (-15)) y: (pick random (15) to (-15))\nend\ngo to x: (0) y: (0)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Detector\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nchange [collected show v] by (10)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [Piano v] until done\nend\n\n@JoyStick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (125) %\nset [max stick v] to ((size) / (4))\nset [myself v] to [JoyStick]\ngo to x: (-165) y: (-115)\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\nshow\n\nwhen I start as a clone\nswitch costume to (joystick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.5))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n | Hi and welcome to Minecraft a platformer. \nInstructions\n- Arrow keys to move\n-dodge the enemies @amazingQ commented\n- make it to the end\nJoin: TechMMan2 Official followers + friends fan club if you want to\nPART 2: https://scratch.mit.edu/projects/500777838\nPART 3: https://scratch.mit.edu/projects/508146928 \nPART 4:https://scratch.mit.edu/projects/508327517\nPlease give a love and a star if you enjoyed.\nComment your fastest time in the comments |
Subsets and Splits