title
stringlengths 5
100
| content
stringlengths 10
791k
| instructions
stringlengths 0
8.7k
|
---|---|---|
Journey - A Platformer XD | @Stage\n\nwhen [space v] key pressed\nif <(username) = [FlyFree-]> then\n change [level v] by (1)\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nswitch backdrop to (13 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [end v]\n\n@Player\n\ndefine PlatformerPhysics (jumpheight) (gravity) (friction) (movementspeed)\nswitch costume to (hitbox v)\nchange y by (Yv)\nif <touching (ground v)?> then\n repeat ([abs v] of (Yv) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (Yv) ) / (Yv)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(Yv) > [0]>>> then\n start sound [High Whoosh v]\n set [yv v] to (jumpheight)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (movementspeed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((-1) * (movementspeed))\n point in direction (-90)\nend\nchange x by (Xv)\nif <touching (ground v)?> then\n repeat ([abs v] of (Xv) )\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (Xv) ) / (Xv)))\n end\n end\n set [xv v] to [0]\n end\nend\nset [xv v] to ((Xv) * (friction))\nswitch costume to (idle 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 (WalkCycle)\nend\nif <(Yv) > [1]> then\n switch costume to (jump v)\nend\nif <(Yv) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-228) y: (-154)\nset [level v] to [1]\nforever\n if <touching (portal v)?> then\n repeat (50)\n switch costume to (idle v)\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)\n end\n broadcast (ClosePortal v) and wait\n end\n if <touching (flag v)?> then\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n go to x: (-228) y: (-154)\n end\n if <touching (obstacles v)?> then\n start sound [Bone Breaking Sound EffectNon Copyrighted Sound Effects.mp3 v]\n go to x: (-228) y: (-154)\n end\n if <touching (trampoline v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [20]\n else\n set [yv v] to [15]\n end\n end\n PlatformerPhysics [10] [-1] [0.7] [2]\nend\n\nwhen I receive [portal v]\nset [end v] to [19]\nstop [other scripts in sprite v]\nbroadcast (Walk v)\nset size to (50) %\nclear graphic effects\ngo to x: (-228) y: (-154)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <touching (slide v)?> then\n start sound [High Whoosh v]\n if <([costume name v] of [slide v]) = [Left]> then\n change [xv v] by (-20)\n else\n change [xv v] by (20)\n end\n end\n if <touching (portal v)?> then\n repeat (50)\n switch costume to (idle v)\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)\n end\n broadcast (ClosePortal v) and wait\n end\n if <touching (flag v)?> then\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n go to x: (-228) y: (-154)\n end\n if <touching (obstacles v)?> then\n start sound [Bone Breaking Sound EffectNon Copyrighted Sound Effects.mp3 v]\n go to x: (-228) y: (-154)\n end\n if <touching (trampoline v)?> then\n start sound [Slide Whistle v]\n set [yv v] to [20]\n end\n if <touching (goo v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (water v)?> then\n WaterPhysics\n else\n PlatformerPhysics [10] [-1] [0.7] [2]\n end\n if <touching (zoomin v)?> then\n set size to (70) %\n end\n if <(Level) = (End)> then\n broadcast (End v)\n end\nend\n\ndefine WaterPhysics\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (Xv) ) / (Xv)))\n end\n end\n change y by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n switch costume to (WalkCycle)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n switch costume to (WalkCycle)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1.5)\n switch costume to (fall v)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (0.5)\n switch costume to (jump v)\nend\nset [yv v] to ((Yv) * (0.8))\nchange [yv v] by (((Yv) / (15)) + (0.5))\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\nchange y by (Yv)\n\nwhen flag clicked\nshow\nclear graphic effects\nset size to (50) %\nset [walkcycle v] to [3]\nforever\n change [walkcycle v] by (1)\n if <(WalkCycle) > [6]> then\n set [walkcycle v] to [3]\n end\n wait (0.05) seconds\nend\n\nwhen I receive [walk v]\nwait (1) seconds\nset size to (50) %\nset [walkcycle v] to [3]\nforever\n change [walkcycle v] by (1)\n if <(WalkCycle) > [6]> then\n set [walkcycle v] to [3]\n end\n wait (0.05) seconds\nend\n\nwhen I receive [end v]\nhide\nbroadcast (End v) and wait\nstop [other scripts in sprite v]\nstop [all v]\n\n@Ground\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [portal v]\nswitch costume to (12 v)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nswitch costume to (13 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Flag\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(Level) > [12]> then\n wait (0.05) seconds\n switch costume to (5 v)\n wait (0.05) seconds\n switch costume to (6 v)\n wait (0.05) seconds\n switch costume to (7 v)\n wait (0.05) seconds\n switch costume to (8 v)\n else\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (205) y: (-172)\n end\n if <(Level) = [2]> then\n go to x: (205) y: (-172)\n end\n if <(Level) = [3]> then\n go to x: (205) y: (-172)\n end\n if <(Level) = [4]> then\n go to x: (-220) y: (-30)\n end\n if <(Level) = [5]> then\n go to x: (195) y: (95)\n end\n if <(Level) = [6]> then\n go to x: (207) y: (-175)\n end\n if <(Level) = [7]> then\n go to x: (-5) y: (113)\n end\n if <(Level) = [8]> then\n go to x: (0) y: (113)\n end\n if <(Level) = [9]> then\n go to x: (100) y: (70)\n end\n if <(Level) = [10]> then\n go to x: (-210) y: (110)\n end\n if <(Level) = [11]> then\n go to x: (-210) y: (110)\n end\n if <(Level) = [12]> then\n hide\n else\n show\n end\n if <(Level) = [13]> then\n go to x: (205) y: (-172)\n end\n if <(Level) = [14]> then\n go to x: (195) y: (-125)\n end\n if <(Level) = [15]> then\n go to x: (195) y: (-125)\n end\n if <(Level) = [16]> then\n go to x: (195) y: (-173)\n end\n if <(Level) = [17]> then\n go to x: (195) y: (-135)\n end\n if <(Level) = [18]> then\n go to x: (85) y: (-5)\n end\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Trampoline\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n show\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Portal\n\nwhen flag clicked\nclear graphic effects\nhide\nset size to (100) %\ngo to x: (0) y: (120)\nset [portal v] to [Off]\nforever\n if <(Level) = [12]> then\n set size to (0) %\n show\n if <(Portal) = [Off]> then\n repeat (10)\n change size by (10)\n end\n set [portal v] to [On]\n start sound [Open v]\n else\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen I receive [portal v]\nchange [level v] by (1)\nset [portal v] to [Off]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [closeportal v]\nstart sound [Close v]\nstop [other scripts in sprite v]\nrepeat (10)\n change size by (-10)\nend\nbroadcast (Portal v)\nhide\n\n@Water\n\nwhen flag clicked\nshow\nset [ghost v] effect to (35)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go [backward v] (5) layers\nend\n\n@Grunge\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (50) layers\nshow\nforever\n set [ghost v] effect to (95)\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Texture\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (100) layers\nshow\nset [brightness v] effect to (90)\nforever\n set [ghost v] effect to (90)\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Bubbles\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\ngo to (random position v)\ngo [backward v] (25) layers\nswitch costume to (pick random (1) to (3))\nset size to (pick random (300) to (500)) %\nset [ghost v] effect to (100)\nshow\nrepeat (17)\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [portal v]\ndelete this clone\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Beam\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\nwhen I start as a clone\nclear graphic effects\ngo [backward v] (75) layers\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-200) to (240)) y: (0)\nset size to (pick random (150) to (300)) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-1)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat until <(x position) < [-240]>\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat (20)\n change [ghost v] effect by (2)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\ndelete this clone\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [portal v]\ndelete this clone\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Fog\n\nwhen flag clicked\ngo to x: (0) y: (-70)\nclear graphic effects\nset [ghost v] effect to (65)\nshow\nforever\n if <[12] < (Level)> then\n hide\n else\n switch costume to (fog v)\n go to [back v] layer\n change [ghost v] effect by (pick random (-5) to (5))\n wait (pick random (3) to (5)) seconds\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Slide\n\nwhen flag clicked\nclear graphic effects\nforever\n if <[15] < (Level)> then\n switch costume to (right v)\n show\n go to x: (-55) y: (-110)\n else\n hide\n end\n if <(Level) = [16]> then\n show\n else\n if <(Level) = [18]> then\n show\n switch costume to (left v)\n turn left (90) degrees\n else\n hide\n end\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Goo\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (40)\n go [backward v] (20) layers\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@ZoomIn\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (0)\n if <([size v] of [player v]) = [70]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nshow\nwait (1) seconds\nhide\n\n | PLZ STOP REMIXING!!!\n---------------------------------------------------------------------------------\nNot every hero gets to grow old\nNot every hero's story gets told.\nWhere does your journey take you?\n\n-------------------------------------------------------------------------\n\nIt's the year 4000. Earth had been laid waste by humans. You are the last person on the planet, and you have two choices. One, is to survive as best as you can. Two, is to somehow find the wormhole that led to another dimension and try to bring back life onto the barren planet. You knew very well that you might not survive the trip, and even if you do, you will be forgotten, sooner or later. Which path will you choose?\n-------------------------------------------------------------------------\nUse the arrow keys or WASD to help you on your mission, if you choose the embark on the dangerous journey, that is. Best of luck to you, young adventurer.\n-------------------------------------------------------------------------\nFor more, comment #Part2\nWhen we reach 100 loves and 100 faves, I'll add more levels.\n |
Bad jokes- a Platformer SCROLLING EDITION | @Stage\n\nwhen flag clicked\nforever\n play sound [Press Start Upbeat Inspiring Game Music by HeatleyBros v] until done\nend\n\n@Ball\n\nwhen flag clicked\nset [y v] to [-75]\nset [x v] to [0]\nhide variable [time: v]\nhide variable [☁ lowest time v]\nhide variable [☁ finishes: v]\nset [x- pos. v] to [0]\nset [y- pos. v] to [0]\ngo to x: (0) y: (-50)\nrepeat until <(X- Pos.) < [-3673]>\n Script <<touching color (#001026)?> or <touching color (#000f26)?>>\nend\nchange [☁ finishes: v] by (1)\nset [x- pos. v] to [-3674]\nset [time: v] to ([floor v] of (timer) )\nif <(Time:) < (☁ Lowest Time)> then\n set [☁ lowest time v] to (Time:)\nend\nshow variable [☁ finishes: v]\nshow variable [time: v]\nshow variable [☁ lowest time v]\n\ndefine Script <>\nset x to (0)\nshow\ngo to [front v] layer\nchange [y- pos. v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [change x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [change x v] by (-1)\nend\nset [change x v] to ((Change X) * (0.875))\nset [x? v] to (Change X)\nchange x by (Change X)\nif <<touching color (#001026)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#001026)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#001026)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#001026)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#001026)?> or <touching color (#000000)?>> then\n change x by ((Change X) * (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Change X) > [0]> then\n set [change x v] to [-9]\n else\n set [change x v] to [9]\n end\n set [y- pos. v] to [10]\n else\n set [change x v] to [0]\n end\n end\n end\n end\n end\nend\nchange y by (Y- Pos.)\nif <<touching color (#001026)?> or <touching color (#000000)?>> then\n change y by ((Y- Pos.) * (-1))\n set [y- pos. v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y- pos. v] to [13]\n end\nend\nif <<touching color (#cb501d)?> or <(y position) < [-170]>> then\n set x to (0)\n set [x- pos. v] to (X)\n set y to (Y)\n set [y- pos. v] to [0]\nend\nif <touching color (#39bda9)?> then\n if <([abs v] of (X- Pos.) ) < [1200]> then\n set [x v] to [-1104]\n set [y v] to [15]\n else\n set [x v] to [-2383]\n set [y v] to [-145]\n end\nend\nchange [x- pos. v] by ((x position) * (-1))\nset x to (0)\nbroadcast (Tick v)\n\nset [y- pos. v] to [0]\n\n@1\n\nwhen flag clicked\nset [x- pos. v] to [0]\nforever\n if <(x position) < [-458]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nset x to (X- Pos.)\n\nchange x by (X- Pos.)\n\n@2\n\nwhen flag clicked\nset y to (0)\nset [x- pos. v] to [0]\nforever\n if <<(x position) < [-458]> or <(x position) > [450]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nset x to ((X- Pos.) + (460))\n\n@3\n\nwhen flag clicked\nset y to (0)\nset [x- pos. v] to [0]\nforever\n if <<(x position) < [-458]> or <(x position) > [472]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nset x to ((X- Pos.) + (930))\n\n@4\n\nwhen flag clicked\nset y to (0)\nset [x- pos. v] to [0]\nforever\n if <<(x position) < [-432]> or <(x position) > [273]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nset x to ((X- Pos.) + (1362))\n\n@5\n\nwhen flag clicked\nset y to (0)\nset [x- pos. v] to [0]\nforever\n if <<(x position) < [-439]> or <(x position) > [464]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nset x to ((X- Pos.) + (1890))\n\n@6\n\nwhen flag clicked\nset y to (0)\nset [x- pos. v] to [0]\nforever\n if <<(x position) < [-458]> or <(x position) > [364]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nset x to ((X- Pos.) + (2335))\n\n@7\n\nwhen flag clicked\nset y to (0)\nset [x- pos. v] to [0]\nforever\n if <<(x position) < [-555]> or <(x position) > [476]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nset x to ((X- Pos.) + (2795))\n\n@8\n\nwhen I receive [tick v]\nset x to ((X- Pos.) + (3200))\n\nwhen flag clicked\nset y to (0)\nset [x- pos. v] to [0]\nforever\n if <<(x position) < [-336]> or <(x position) > [345]>> then\n hide\n else\n show\n end\nend\n\n@9\n\nwhen flag clicked\nset y to (0)\nset [x- pos. v] to [0]\nforever\n if <<(x position) < [-336]> or <(x position) > [466]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\nset x to ((X- Pos.) + (3660))\n\n@Background\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (2.5) to (4)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (240) y: (0)\nshow\nset [ghost v] effect to (pick random (90) to (95))\nset size to (pick random (90) to (110)) %\npoint in direction (pick random (75) to (105))\nrepeat until <(x position) < [-235]>\n change x by (-1.5)\n go [backward v] (1) layers\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n | Bad jokes- a Platformer Scrolling Edition\n\n-Use arrow keys or WAD to move\n-Don't touch red or fall, or you will have to start over.\n-The light blue lines are checkpoints\n-Get to the dark blue line to win\n-Try to get the lowest time\n\n- @Rocket-Flier helped me with a huge bug and he said that he used a trick from @Griffpatch\n\n\nChange log:\n- 5-20-19 Shared\n- 5-21-19 Added checkpoints, made scrolling faster |
GROW- a platformer | @Stage\n\n@Penguin\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\ngo to x: (-214) y: (115)\nswitch costume to (penguin-b v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nset size to (20) %\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume1 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (penguin-b v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#663b00)?> then\n change y by (1)\n end\n if <touching color (#663b00)?> then\n change y by (1)\n end\n if <touching color (#663b00)?> then\n change y by (1)\n end\n if <touching color (#663b00)?> then\n change y by (1)\n end\n if <touching color (#663b00)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#663b00)?> 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 (#663b00)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [225]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n change size by (5)\n end\n if <touching color (#ccff00)?> then\n set [y v] to [20]\n end\nend\n\nwhen backdrop switches to [blue sky10 v]\nwait until <(x position) > [-1]>\nbroadcast (message1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to x: (300) y: (0)\nshow\nglide (5) secs to x: (128) y: (0)\n\n | Part 2 is out!!!!!! https://scratch.mit.edu/projects/313088908/\nWelcome to GROW- a platformer.\nINSTRUCTIONS\nLeft arrow key- move left\nRight arrow key- move right\nUp arrow key- jump\nHold up and left/right to wall jump\nRed respawns you\nYellow bounces you |
Build your own platformer! | @Stage\n\nwhen I receive [lava v]\nswitch backdrop to (lava v)\n\nwhen I receive [grass v]\nswitch backdrop to (grass v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Button grass\n\nwhen this sprite clicked\nbroadcast (Grass v)\nbroadcast (Cube editor v)\n\nwhen I receive [cube editor v]\nhide\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nplay sound [Button clicked v] until done\n\n@Button lava\n\nwhen this sprite clicked\nplay sound [Button clicked v] until done\n\nwhen this sprite clicked\nbroadcast (Lava v)\nbroadcast (Cube editor v)\n\nwhen I receive [cube editor v]\nhide\n\nwhen flag clicked\nshow\n\n@Tiles\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-103) y: (-134)\nhide\n\nwhen I receive [level editor v]\nshow\n\nwhen I receive [grass v]\nswitch costume to (grass v)\n\nwhen I receive [lava v]\nswitch costume to (lava v)\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen this sprite clicked\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I start as a clone\nwait until <(Playing) = [1]>\nwait (1) seconds\nshow\n\nwhen flag clicked\nset [playing v] to [0]\n\nwhen I receive [start v]\nset [playing v] to [1]\n\nwhen I receive [start v]\nrepeat (2)\n show\nend\nhide\n\nstop [this script v]\n\nwhen I receive [level editor v]\nwait (1) seconds\nforever\n if <(mouse x) > [171]> then\n if <(mouse x) < [225]> then\n if <(mouse y) > [-167]> then\n if <(mouse y) < [-147]> then\n hide\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\n\nwhen flag clicked\nforever\n wait until <mouse down?>\n wait (0.1) seconds\n repeat until <mouse down?>\n go to (mouse-pointer v)\n end\n wait (0.1) seconds\n wait until <mouse down?>\nend\n\n@Cube\n\nwhen flag clicked\nswitch costume to (58c5808e09e8bc1b42c77947 v)\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [cube editor v]\nshow\n\nwhen flag clicked\nforever\n set [color v] effect to (Color of square)\nend\n\nwhen flag clicked\nhide variable [color of square v]\nhide variable [shape v]\n\nwhen flag clicked\nforever\n switch costume to (Shape)\nend\n\nwhen I receive [cube editor v]\nshow variable [shape v]\nshow variable [color of square v]\n\nwhen I receive [level editor v]\nset size to (50) %\nhide variable [color of square v]\nhide variable [shape v]\n\nwhen flag clicked\nset [color of square v] to [0]\nset [shape v] to [1]\n\nwhen I receive [start v]\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n go to x: (-204) y: (81)\n end\nend\n\nwhen [space v] key pressed\nbroadcast (Level editor v)\n\nwhen I receive [level editor v]\ngo to x: (-211) y: (148)\n\nwhen I receive [start v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n change [x v] by (1.5)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (0.8))\n change x by (X)\n if <touching (tiles v)?> then\n change y by (1)\n if <touching (tiles v)?> then\n change y by (1)\n if <touching (tiles v)?> then\n change y by (1)\n if <touching (tiles v)?> then\n change y by (1)\n if <touching (tiles v)?> then\n change y by (1)\n if <touching (tiles 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) > [0]>>>> then\n set [y v] to [9]\n if <(X) > [0]> then\n set [x v] to [-20]\n else\n set [x v] to [20]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y)\n if <touching (tiles v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (tiles v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [9]\n end\n else\n change [y v] by (-0.5)\n end\nend\n\n@Pixk your platofrms\n\nwhen I receive [cube editor v]\nhide\n\nwhen flag clicked\nshow\n\n@edit square\n\nwhen this sprite clicked\nplay sound [Button clicked v] until done\n\nwhen flag clicked\nswitch costume to (58c5808e09e8bc1b42c77947 v)\ngo to x: (0) y: (60)\nset size to (100) %\nhide\n\nwhen I receive [cube editor v]\nshow\n\nwhen I receive [start v]\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n go to x: (-204) y: (81)\n end\nend\n\nwhen I receive [level editor v]\ngo to x: (-211) y: (60)\nhide\n\nwhen I receive [start v]\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [level editor v]\nshow\nwait (7) seconds\nhide\n\nwhen I receive [start v]\n\nwhen I receive [grass v]\nswitch costume to (grass v)\n\nwhen I receive [lava v]\nswitch costume to (lava v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Next\n\nwhen this sprite clicked\nplay sound [Button clicked v] until done\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Level editor v)\n switch costume to (2 v)\nelse\n broadcast (Start v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [cube editor v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [playing v] to [1]\n else\n set [playing v] to [0]\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Cloud_PNG_Clip-Art_Image\n\nwhen flag clicked\nhide\n\nwhen I receive [cube editor v]\ncreate clone of (_myself_ v)\nCloyd stuff\n\ndefine Cloyd stuff\nforever\n go to x: (273) y: (104)\n hide\n wait (pick random (1) to (2)) seconds\n show\n repeat until <(x position) < [0]>\n change x by (pick random (-0.4) to (-1))\n end\n repeat until <touching (_edge_ v)?>\n change x by (pick random (-0.4) to (-1))\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nCloyd stuff\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n | ★★★★ ʙᴜɪʟᴅ ʏᴏᴜʀ ᴏᴡɴ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ★★★★\n★★★ ★ ʙʏ @Game_M-A-K-E-R ★★★★\nɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ:\nꜱʟɪᴅᴇ ᴛʜᴇ ᴠᴀʀɪᴀʙʟᴇꜱ ᴛᴏ ᴀᴅᴊᴜꜱᴛ ᴛʜᴇ ᴘʟᴀʏᴇʀ ʟᴏᴏᴋꜱ, \nᴘʀᴇꜱꜱ ɴᴇxᴛ ᴛᴏ ᴄᴏɴᴛɪɴᴜᴇ. ᴛᴀᴘ ᴏɴ ᴛʜᴇ ʙʟᴏᴄᴋ ᴛᴏ ꜱᴇʟᴇᴄᴛ ɪᴛ\nᴜꜱᴇ ᴛʜᴇ ᴍᴏᴜꜱᴇ ᴘᴏɪɴᴛᴇʀ ᴛᴏ ᴘʟᴀᴄᴇ ʙʟᴏᴄᴋꜱ\n\nɪ ʜᴏᴘᴇ ʏᴏᴜ ᴇɴᴊᴏʏ ᴛʜɪꜱ!\n\nɪꜰ ʏᴏᴜ ᴡᴀɴᴛ ᴛᴏ ᴜꜱᴇ ᴀɴʏ ᴄᴏꜱᴛᴜᴍᴇꜱ, ꜱᴏᴜɴᴅꜱ, ꜱᴘʀɪᴛᴇꜱ ᴏʀ ᴄᴏᴅɪɴɢ ꜰʀᴏᴍ ᴛʜɪꜱ ɢᴀᴍᴇ, ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ɢɪᴠᴇ ᴍᴇ ᴄʀᴇᴅɪᴛ\n\nᴘʟᴇᴀꜱᴇ ᴄʜᴀɴɢᴇ ᴀᴛ ʟᴇᴀꜱᴛ ᴏɴᴇ ᴛʜɪɴɢ ᴡʜᴇɴ ʀᴇᴍɪxɪɴɢ\n\n#Game #Platformer #Build |
Platformer Learning A.I. | @Stage\n\n@Player 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [best run code v] to [0]\nset [best run v] to [-1000]\nset [generation v] to [1]\ndelete all of [options v]\ndelete all of [distances v]\nask [Players\(10 works best\)] and wait\nset [players v] to (answer)\nset [moves v] to [10]\nset [personal score v] to [-1000]\nforever\n change [moves v] by (10)\n repeat (5)\n set [aa v] to [0]\n show\n set [void v] to [0]\n set [personal best v] to [-1000]\n reset timer\n plan (moves)\n clone ((players) - (1))\n go to x: (-200) y: (-100)\n set size to (50) %\n set [yv v] to [0]\n set [xv v] to [0]\n set [tick v] to [1]\n broadcast (reset laser v)\n repeat (moves)\n change [yv v] by (-0.5)\n if <(letter (tick) of (random test movement)) = [3]> then\n switch costume to (costume1 v)\n change [xv v] by (0.7)\n end\n if <(letter (tick) of (random test movement)) = [2]> then\n switch costume to (costume2 v)\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 (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 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 (10)\n end\n change x by (1)\n if <(letter (tick) of (random test movement)) = [1]> 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 [10]\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 (spri3te3 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 (10)\n end\n if <touching (spri3te3 v)?> then\n if <(letter (tick) of (random test movement)) = [1]> then\n if <not <touching color (#00ff55)?>> then\n set [yv v] to [10]\n end\n end\n end\n if <touching color (#2aff00)?> then\n go to x: (-188) y: (-146)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\n set [personal score v] to (x position)\n if <(personal score) > (personal best)> then\n set [personal best v] to (personal score)\n end\n if <(x position) < (personal best)> then\n change [aa v] by (0.33)\n end\n if <touching color (#ff0000)?> then\n set [void v] to [1]\n hide\n end\n change [tick v] by (1)\n end\n if <(void) = [0]> then\n replace item (id) of [distances v] with (((personal best) - (aa)) - (timer))\n replace item (id) of [options v] with (random test movement)\n end\n set [check v] to [1]\n repeat (players)\n if <(item (check) of [distances v]) > (best run)> then\n set [best run v] to (item (check) of [distances v])\n set [best run code v] to (item (check) of [options v])\n end\n change [check v] by (1)\n end\n change [generation v] by (1)\n end\nend\n\nwhen I start as a clone\nset [personal best v] to [-1000]\nset [personal score v] to [-1000]\nset [aa v] to [0]\nplan (moves)\ngo to x: (-200) y: (-100)\nset size to (50) %\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat (moves)\n change [yv v] by (-0.5)\n if <(letter (tick) of (random test movement)) = [3]> then\n switch costume to (costume1 v)\n change [xv v] by (0.7)\n end\n if <(letter (tick) of (random test movement)) = [2]> then\n switch costume to (costume2 v)\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 (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 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 (10)\n end\n change x by (1)\n if <(letter (tick) of (random test movement)) = [1]> 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 [10]\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 (spri3te3 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 (10)\n end\n if <touching (spri3te3 v)?> then\n if <(letter (tick) of (random test movement)) = [1]> then\n if <not <touching color (#00ff55)?>> then\n set [yv v] to [10]\n end\n end\n end\n if <touching color (#2aff00)?> then\n go to x: (-188) y: (-146)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <touching color (#ff0000)?> then\n delete this clone\n end\n change y by (1)\n set [personal score v] to (x position)\n if <(personal score) > (personal best)> then\n set [personal best v] to (personal score)\n end\n if <(x position) < (personal best)> then\n change [aa v] by (0.33)\n end\nend\nreplace item (id) of [distances v] with (((personal best) - (timer)) - (aa))\nreplace item (id) of [options v] with (random test movement)\ndelete this clone\n\ndefine clone (#)\nset [id v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [id v] by (1)\n add [] to [options v]\n add [] to [distances v]\nend\nadd [] to [options v]\nadd [] to [distances v]\n\ndefine plan (lol)\nif <(Generation) > [1]> then\n set [ahhhhhhh v] to [1]\n set [random test movement v] to (lol)\n repeat ((moves) - (25))\n set [random test movement v] to (join (random test movement) (letter (ahhhhhhh) of (best run code)))\n change [ahhhhhhh v] by (1)\n end\n repeat ((moves) - ((moves) - (25)))\n if <(pick random (1) to (5)) = [4]> then\n set [random test movement v] to (join (random test movement) (pick random (0) to (3)))\n else\n if <not <(letter (ahhhhhhh) of (best run code)) = []>> then\n set [random test movement v] to (join (random test movement) (letter (ahhhhhhh) of (best run code)))\n else\n set [random test movement v] to (join (random test movement) (pick random (0) to (3)))\n end\n end\n change [ahhhhhhh v] by (1)\n end\nelse\n set [random test movement v] to []\n repeat (lol)\n set [random test movement v] to (join (random test movement) (pick random (0) to (3)))\n end\nend\n\nreplace item (id) of [distances v] with (personal best)\nreplace item (id) of [options v] with (random test movement)\n\nwhen [s v] key pressed\ndelete all of [saves v]\nadd (best run code) to [saves v]\n\nadd (best run code) to [saves v]\n\nset [generation v] to [350]\nset [best run code v] to (item (7) of [saves v])\nset [best run v] to [232]\n\nif <(x position) < (personal best)> then\n change [aa v] by (1)\nend\n\n@Spri3te3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to (pick random (1) to (5))\nswitch costume to (level)\n\n@Sprite1\n\nwhen I receive [reset laser v]\nset y to (0)\nset x to (-240)\nrepeat ((Generation) * (20))\n change x by (1)\n wait ((1) / ((Generation) * (7))) seconds\nend\n\n@Player 2\n\nwhen [space v] key pressed\nshow\nforever\n set [tick v] to [1]\n go to x: (-148) y: (-33)\n set size to (50) %\n set [yv v] to [0]\n set [xv v] to [0]\n repeat (answer)\n change [yv v] by (-0.5)\n if <(letter (tick) of (best run code)) = [3]> then\n switch costume to (costume1 v)\n change [xv v] by (0.7)\n end\n if <(letter (tick) of (best run code)) = [2]> then\n switch costume to (costume2 v)\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 (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 v)?> then\n change y by (1)\n if <touching (spri3te3 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 (10)\n end\n change x by (1)\n if <(letter (tick) of (best run code)) = [1]> 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 [10]\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 (spri3te3 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 (10)\n end\n if <touching (spri3te3 v)?> then\n if <(letter (tick) of (best run code)) = [1]> then\n if <not <touching color (#00ff55)?>> then\n set [yv v] to [10]\n end\n end\n end\n if <touching color (#2aff00)?> then\n go to x: (-188) y: (-146)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\n change [tick v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\n@Spri3te2\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nwait (0.5) seconds\nswitch costume to (level)\n\n | This is a simple A.I. I made as a test to see if it was possible. \nHow it works: \n1. Each clone creates a random string of numbers 0-3 that is as long as you tell it at the beginning\n2. The main clone tells them to start moving\n3. Instead of using the arrow keys like in a normal platformer, each clone runs through their number string, jumping if the current number is a 1, moving right if it's a 2, and so on.\n4. Throughout the run, each clone updates it's score based on how far across the screen it is and how long it took to get to that point. \n5. At the end the main clone figures out what the best score is and then checks if it is higher than the best run for all generations. If it is that is the new base for all the new clones\n6. The new clones now have a string of numbers that is just a version of the best run with some modifications. \n7. This cycle repeats over and over until the A.I. starts to get further and further along the level. |
Scrolling Platformer Tutorial | @Stage\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [landclone id v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nforever\n change [landclone id v] by (1)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n if <(LandClone ID) = [1]> then\n forever\n go to x: ((ScrollX) + (0)) y: ((ScrollY) + (0))\n show\n end\n end\n if <(LandClone ID) = [2]> then\n forever\n go to x: ((ScrollX) + (370)) y: ((ScrollY) + (0))\n show\n end\n end\n if <(LandClone ID) = [3]> then\n forever\n go to x: ((ScrollX) + (740)) y: ((ScrollY) + (0))\n show\n end\n end\n if <(LandClone ID) = [4]> then\n forever\n go to x: ((ScrollX) + (1110)) y: ((ScrollY) + (0))\n show\n end\n end\n if <(LandClone ID) = [5]> then\n forever\n go to x: ((ScrollX) + (1480)) y: ((ScrollY) + (0))\n show\n end\n end\n if <(LandClone ID) = [6]> then\n forever\n go to x: ((ScrollX) + (1850)) y: ((ScrollY) + (0))\n show\n end\n end\n if <(LandClone ID) = [7]> then\n forever\n go to x: ((ScrollX) + (2220)) y: ((ScrollY) + (0))\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n if <(Velocity) < [5]> then\n change [velocity v] by (1)\n end\n else\n if <[0] < (Velocity)> then\n change [velocity v] by (-1)\n wait (0.01) seconds\n end\n end\n if <key (right arrow v) pressed?> then\n if <[-5] < (Velocity)> then\n change [velocity v] by (-1)\n end\n else\n if <(Velocity) < [0]> then\n change [velocity v] by (1)\n wait (0.01) seconds\n end\n end\n change [scrollx v] by (Velocity)\nend\n\nwhen flag clicked\nforever\n change [scrolly v] by (Gravity)\nend\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [0]\nset [velocity v] to [0]\nforever\n if <touching color (#66ff77)?> then\n set [gravity v] to [0]\n if <key (up arrow v) pressed?> then\n change [gravity v] by (-13)\n end\n else\n if <not <key (space v) pressed?>> then\n repeat until <touching color (#66ff77)?>\n change [gravity v] by (0.5)\n end\n set [gravity v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#e59c5c)?> then\n if <(Velocity) > [0]> then\n change [scrollx v] by (-5)\n set [velocity v] to [-15]\n else\n change [scrollx v] by (5)\n set [velocity v] to [15]\n end\n end\nend\n\n@Border Hide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n | Arrows to move!\nSpace to Hover in place if you're trying to read.\nFull screen is recommended!\n\nMore Tips and Tutorials:\nhttps://scratch.mit.edu/projects/491961940/\n |
The Faulty Portal - A Platformer v.1.2 | @Stage\n\nwhen I receive [message1 v]\nclear graphic effects\nrepeat (100)\n change [brightness v] effect by (1)\nend\nwait (1) seconds\nswitch backdrop to (9 v)\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nclear graphic effects\n\nwhen flag clicked\nswitch backdrop to (1 v)\nclear graphic effects\n\nwhen I receive [2 v]\nclear graphic effects\nrepeat (100)\n change [brightness v] effect by (1)\nend\nwait (1) seconds\nswitch backdrop to (28 v)\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nclear graphic effects\n\n@Lutin1\n\nwhen flag clicked\nset size to (85) %\npoint in direction (90)\ngo to x: (-226) y: (-41)\nshow\nhide variable [3 v]\nhide variable [5 v]\nhide variable [4 v]\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <(4) = [1]>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <(3) = [1]>> 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 (#00ff55)?> or <touching color (#222222)?>> or <touching color (#4f3201)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff55)?> or <touching color (#222222)?>> or <touching color (#4f3201)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff55)?> or <touching color (#222222)?>> or <touching color (#4f3201)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff55)?> or <touching color (#222222)?>> or <touching color (#4f3201)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff55)?> or <touching color (#222222)?>> or <touching color (#4f3201)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <(5) = [1]>> then\n set [y v] to [11]\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 (#00ff55)?> or <touching color (#222222)?>> or <touching color (#4f3201)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<touching color (#00ff55)?> or <touching color (#222222)?>> or <touching color (#4f3201)?>> and <<key (up arrow v) pressed?> or <(5) = [1]>>> then\n set [y v] to [11]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-226) y: (-41)\n set [y v] to [0]\n end\n if <<touching color (#ffff00)?> or <touching (rubis v)?>> then\n go to x: (-226) y: (-41)\n set [y v] to [0]\n if <(backdrop [name v]) = [28]> then\n if <(backdrop [name v]) = [26]> then\n switch backdrop to (28 v)\n broadcast (2 v)\n set [your time v] to (timer)\n if <(Your time) < (☁ Lowest time)> then\n set [☁ lowest time v] to (Your time)\n end\n forever\n show variable [☁ lowest time v]\n show variable [your time v]\n end\n end\n if <(backdrop [name v]) = [25]> then\n switch backdrop to (26 v)\n go to x: (168) y: (173)\n end\n if <(backdrop [name v]) = [24]> then\n switch backdrop to (25 v)\n go to x: (-34) y: (181)\n end\n if <(backdrop [name v]) = [23]> then\n switch backdrop to (24 v)\n end\n if <(backdrop [name v]) = [22]> then\n switch backdrop to (23 v)\n end\n if <(backdrop [name v]) = [21]> then\n switch backdrop to (22 v)\n end\n if <(backdrop [name v]) = [20]> then\n switch backdrop to (21 v)\n end\n if <(backdrop [name v]) = [19]> then\n switch backdrop to (20 v)\n end\n if <(backdrop [name v]) = [18]> then\n switch backdrop to (19 v)\n end\n if <(backdrop [name v]) = [17]> then\n switch backdrop to (18 v)\n end\n if <(backdrop [name v]) = [16]> then\n switch backdrop to (17 v)\n end\n if <(backdrop [name v]) = [15]> then\n switch backdrop to (16 v)\n end\n if <(backdrop [name v]) = [14]> then\n switch backdrop to (15 v)\n end\n if <(backdrop [name v]) = [13]> then\n switch backdrop to (14 v)\n end\n if <(backdrop [name v]) = [12]> then\n switch backdrop to (13 v)\n end\n if <(backdrop [name v]) = [11]> then\n switch backdrop to (12 v)\n end\n if <(backdrop [name v]) = [10]> then\n switch backdrop to (11 v)\n end\n if <(backdrop [name v]) = [9]> then\n switch backdrop to (10 v)\n end\n if <(backdrop [name v]) = [8]> then\n broadcast (message1 v)\n hide\n wait (6) seconds\n show\n go to x: (-225) y: (-50)\n end\n if <(backdrop [name v]) = [7 ]> then\n switch backdrop to (8 v)\n end\n if <(backdrop [name v]) = [6]> then\n switch backdrop to (7 v)\n end\n if <(backdrop [name v]) = [5]> then\n switch backdrop to (6 v)\n end\n if <(backdrop [name v]) = [4]> then\n switch backdrop to (5 v)\n end\n if <(backdrop [name v]) = [3]> then\n switch backdrop to (4 v)\n end\n if <(backdrop [name v]) = [2]> then\n switch backdrop to (3 v)\n end\n if <(backdrop [name v]) = [1]> then\n switch backdrop to (2 v)\n end\n end\nend\n\nwhen I receive [2 v]\nhide\n\nwhen flag clicked\nhide variable [☁ lowest time v]\nforever\n play sound [Si tu trouves ça c'est que t'as l'oeil v] until done\nend\n\n\nif then\n\nwhen flag clicked\nhide variable [your time v]\n\n@Lutin2\n\nwhen flag clicked\nhide\n\n@rubis\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [25 v]\ngo to x: (150) y: (-97)\nshow\n\nwhen backdrop switches to [26 v]\nhide\n\n@angelot\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [22 v]\nhide\n\nwhen backdrop switches to [21 v]\ngo to x: (-15) y: (160)\nshow\n\n@diablos\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [8 v]\ngo to x: (-17) y: (111)\n\nshow\n\nwhen backdrop switches to [9 v]\nhide\n\nwhen backdrop switches to [12 v]\ngo to x: (37) y: (81)\n\nshow\n\nwhen backdrop switches to [13 v]\nhide\n\n | INSTRUCTIONS :\n-Click green flag twice\n-Use the arrows to move\n-Avoid the red\n-The goal is to touch the yellow\nALL LEVELS ARE POSSIBLE I TESTED IT\nAdvertisers will be reported. Don't forget to follow me :) |
Rexus Platformer Engine | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-173] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <touching color (#fff27b)?> then\n set [y v] to [20]\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@TN\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | |
Gobo Gameformer 2 (Gobo Platformer) | @Stage\n\nwhen stage clicked\nbroadcast (next v)\n\nwhen flag clicked\nforever\n play sound [Dance Energetic2 v] until done\nend\n\nwhen flag clicked\n\nwait (0.01) seconds\n\nforever\n change [color v] effect by (2)\nend\n\nplay sound [Dance Energetic2 v] until done\n\n@photo\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-90) y: (-20)\nswitch costume to (picsart_05-10-09 v)\nset [ghost v] effect to (0)\nshow\nwait (0.5) seconds\nrepeat (9)\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\nend\nrepeat (100)\n change size by (1)\n change [ghost v] effect by (1)\nend\nbroadcast (Start Screen v)\n\nwhen [space v] key pressed\n\nchange [ghost v] effect by (-10)\n\nwhen this sprite clicked\n\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwait (8) seconds\n\n@Gobo\n\nwhen flag clicked\ngo to x: (-121) y: (-59)\nforever\n hide\nend\n\nif <([costume # v] of [photo v]) = [11]> then\n show\nelse\nend\n\n@thumbnail-1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (backdrop1 v)\nshow\nset [timer v] to [0]\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\ngo [backward v] (2) layers\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nreset timer\n\nwhen I receive [play v]\nwait (40) seconds\nwait until <(costume [number v]) = [1]>\nset [startx v] to (timer)\nif <(☁ Best Time) > (timer)> then\n set [☁ best time v] to (timer)\nend\nshow variable [☁ best time v]\nshow variable [timer v]\nbroadcast (ask v)\nforever\n reset timer\nend\n\nask [Did you enjoy this game? pls respond with Y or N] and wait\nif <<(answer) = [Y]> or <(answer) = [y]>> then\n change [yes v] by (1)\nelse\n change [☁ no v] by (1)\nend\n\n@thumbnail-2\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\n@PicsArt_05-11-06\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nreset timer\nclear graphic effects\nset [startx v] to [-230]\nerase all\npen up\nset [x v] to [0]\ngo to x: (startX) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(x position) = [219]> or <(x position) > [219]>> then\n set [levup v] to [1]\n broadcast (levelup v)\n end\n if <touching color (#000000)?> then\n if <key (left arrow v) pressed?> then\n change [xv v] by (-3)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (3)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-1)\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (3)\n end\n set [xv v] to ((xv) * (1))\n set [yv v] to ((yv) * (1))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <touching color (#0500ff)?> then\n broadcast (dead v)\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#000000)?>> then\n change y by (-4)\n if <touching color (#000000)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <key (up arrow v) pressed?> then\n change y by (yv)\n set [yv v] to [9]\n end\n end\n end\n if <touching color (#dac367)?> then\n change y by (-2)\n if <touching color (#dac367)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching color (#dac367)?> then\n change y by (-1)\n if <not <touching color (#dac367)?>> then\n change y by ((-12) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (startX) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-3)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (3)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#dac367)?> then\n change y by (-2)\n end\n change y by (-3)\n if <<key (up arrow v) pressed?> and <touching color (#dac367)?>> then\n set [yv v] to [9]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#dac367)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching color (#dac367)?> then\n change y by (-2)\n if <touching color (#dac367)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n end\nend\n\nbroadcast (levelup v) and wait\n\nbroadcast (dead v) and wait\n\nset [x v] to [0]\ngo to x: (startX) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\n\nif <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\nelse\n if <touching color (#dac367)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n end\n change y by (2)\n set [xv v] to [0]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nreset timer\ngo to [front v] layer\nshow\n\nwhen I receive [dead v]\ngo to x: (startX) y: (-40)\n\nwhen I receive [levelup v]\ngo to x: (startX) y: (-40)\n\nwhen flag clicked\nforever\n if <touching color (#0500ff)?> then\n go to x: (startX) y: (-40)\n end\nend\n\n@Sprite1\n\nwhen I receive [start screen v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nhide variable [☁ best time v]\n\nwhen I receive [play v]\nhide\n\nforever\n change [color v] effect by (3)\nend\n\nforever\n next costume\n wait (0.07) seconds\nend\n\n@Sprite2\n\nwhen I receive [start screen v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (play v)\n\n@Sprite3\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n play sound [Dance Energetic2 v] until done\nend\n\nwhen I receive [ask v]\nask [Did you enjoy this game? pls respond with Y or N] and wait\nif <<(answer) = [Y]> or <(answer) = [y]>> then\n change [☁ yes v] by (1)\nelse\n change [☁ no v] by (1)\nend\nsay [Thank you for playing =\)] for (6) seconds\nsay [Remix and add you own levels and i might add them here] for (8) seconds\n\n | REPORT THIS IF IT DOESNT GIVE CREDIT TO MRSTICKMANCOMICS AND ORIQUACK because that mean that I REMIXED MrStickmanComics remix Just for views and DIDNT CHANGE ANYTHING\n\nYeah I am not good at makeing the levels, can anyone help me. I will add yours to the game\n |
Eevee platformer! | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [Fade v] until done\nend\n\nwhen I receive [you did it! v]\nstop [other scripts in sprite v]\nstart sound [Yay! v]\nrepeat (100)\n change [whirl v] effect by (5)\nend\nrepeat (200)\n change [whirl v] effect by (-5)\nend\nrepeat (100)\n change [whirl v] effect by (5)\nend\nrepeat (20)\n change [pixelate v] effect by (5)\nend\nswitch backdrop to (backdrop1 v)\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\nforever\n play sound [Spectre v] until done\nend\n\n@Eebwee\n\nwhen flag clicked\ngo to x: (-217) y: (120)\nshow\nMovement Script\n\ndefine Movement Script\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 (#000000)?> or <touching color (#00ff55)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#00ff55)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#00ff55)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#00ff55)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#00ff55)?>> 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) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#00ff55)?>> 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 (#000000)?> or <touching color (#00ff55)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching color (#00661d)?>> then\n go to x: (-217) y: (-81)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-81)\n end\nend\n\nwhen I receive [you did it! v]\nhide\n\n@Pikachu\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [55 v]\nshow\nwait until <touching (eebwee v)?>\nbroadcast (you did it! v)\nhide\n\n@Thumbnail\n\nwhen [timer v] > (.1)\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (10000000000000000000000000000000) layers\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\n\n | the land with the Jolteon (first one) is a basic tutorial\navoid what the different narrators tell you to |
You are growing - Platformer | @Stage\n\n@Platforms\n\nclone at x [0] y [300]\nclone at x [360] y [0]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [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 [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\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\nshow\n\n@EXIT\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [exit v] to []\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\nclone at x [689] y [-122]\n\nif <(level) = [4]> then\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\n\nclone at x [5000000000000000000000000000000000000000000000000000000000000000] y [-122]\n\nhide\n\nif <(level) = [3]> then\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 [setup v]\nhide\nhide variable [mouse v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x [2550] y [84]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n end\n else\n switch costume to (open v)\n clone at x [2179] y [-92]\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\nshow\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]\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 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 [sy 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 <key (left arrow v) pressed?> then\n change player x by [-8]\nend\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 [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n if <touching color (#00fd63)?> then\n broadcast (egg v)\n end\n repeat until <not <touching (platforms v)?>>\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 <(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 (.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nset [scroll y v] to [0]\n\nwhen flag clicked\nforever\n wait (5) seconds\n change size by (10)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [Trunks Theme_Her v] until done\nend\n\n | My new game Ninja Fighter: https://scratch.mit.edu/projects/316059562\n--------------------------------------------------------------\n How to play:\nIF YOU JUMP OFF FROM HIGH PLACES, YOU WILL DIE! Use arrow keys to move. Be careful. If you grow too big, you won't fit into small spaces! Have fun!\n------------------------------------------------------------\nPLEASE ❤️ or ⭐️ if you like the project. When you follow me, you'll never miss new projects.\n------------------------------------------------------------\n6/10/2019: 640 Views? OMG! Thanks! If you like it, it would be nice, to check out my other projects.\n\n6/12/2019: 787 Views! The number is rising! :-)\n\n6/16/2019: OMG! 945 Views! Almost 1k! I didn't expect to get so many views. Thanks! :-)\n\n6/18/2019: What? I can't believe it! 1123 Views! OMG! Thank you guys! You are great! :-)\n\n\nTags\n#Games\n#Music\n#Art\n#Platformer\n#Platformers\n#Scrolling\n#Scrolling Platformer\n#Scrolling Platformers |
Endangered Species, a platformer | @Stage\n\nwhen I receive [bee v]\nswitch backdrop to (bee v)\n\nwhen I receive [next backdrops v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [deaths: v] to [0]\ngo to x: (-170) y: (195)\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 (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 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 [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 (sprite2 v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n change y by (-1)\n if <touching (sprite2 v)?> 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 end\nend\n\nwhen flag clicked\nbroadcast (bee v)\nswitch costume to (bee v)\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n broadcast (next backdrops v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [polar bear]> then\n switch costume to (polar bear v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [orangutang]> then\n switch costume to (orangutang v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [blue whale]> then\n switch costume to (blue whale v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [turtle]> then\n switch costume to (turtle v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [rhino]> then\n switch costume to (rhino v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [shark]> then\n switch costume to (shark v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [bee]> then\n switch costume to (bee v)\n end\nend\n\nwhen I receive [go away v]\ngo to x: (-170) y: (195)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [panda]> then\n switch costume to (bee2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [do something]> then\n switch costume to (costume1 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [bee v]\nswitch costume to (bee v)\n\nwhen I receive [next backdrops v]\nnext costume\nbroadcast (go away v)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | This is a platformer about endangered species. Use arrow keys to move. If you are playing, i dont ask you to like or favourite, i ask you to use an alternative to plastic once today. Little changes mean alot!\nLove you, and the earth!\nIona xx |
—• Platformer •— | @Stage\n\nwhen flag clicked\nforever\n if <(lvl whatever) = [1]> then\n repeat until <(lvl whatever) = [0]>\n switch backdrop to (backdrop2 v)\n wait (pick random (0.5) to (3)) seconds\n repeat (pick random (1) to (2))\n switch backdrop to (backdrop1 v)\n wait (pick random (0.1) to (0.2)) seconds\n switch backdrop to (backdrop2 v)\n wait (pick random (0.1) to (0.2)) seconds\n end\n end\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen [c v] key pressed\nbroadcast (nxt lvl v)\n\n@Engine\n\nwhen flag clicked\nforever\n if <touching color (#ffffff)?> then\n set [yv v] to [12]\n end\nend\n\ndefine Physics: X Movement: (xv) Jump Height: (jh) # Of Jumps: (jump#) Friction: (f) Gravity: (g) Bounciness (X, Y): (bx) (by) Slope: (s)\nif <(death) = [1]> then\n set [slope v] to (s)\n set [old yv v] to (YV)\n change [yv v] by ((g) * (-1))\n change y by (YV)\n switch costume to (costume2 v)\n if <touching (level v)?> then\n repeat ([abs v] of (YV) )\n change y by (((YV) / ([abs v] of (YV) )) * (-1))\n die?\n end\n if <(YV) < [0]> then\n set [#ofjumps v] to (jump#)\n set [#ofjumpsused v] to [0]\n die?\n end\n set [yv v] to [0]\n set [yv v] to ((old yv) * ((by) * (-1)))\n die?\n end\n if <<key (up arrow v) pressed?> and <<(#OfJumps) > [0]> and <(JumpKeyPressed?) = [0]>>> then\n change [#ofjumpsused v] by (1)\n change [#ofjumps v] by (-1)\n change y by (1)\n die?\n set [yv v] to ((jh) - (#OfJumpsUsed))\n end\n if <key (up arrow v) pressed?> then\n set [jumpkeypressed? v] to [1]\n else\n set [jumpkeypressed? v] to [0]\n end\n switch costume to (costume1 v)\n change x by (XV)\n repeat (slope)\n if <touching (level v)?> then\n change y by (1)\n die?\n end\n end\n if <touching (level v)?> then\n change y by ((slope) * (-1))\n repeat ([abs v] of (XV) )\n change x by (((XV) / ([abs v] of (XV) )) * (-1))\n die?\n end\n set [xv v] to ((round (XV)) * ((bx) * (-1)))\n end\n change [xv v] by ((<key (right arrow v) pressed?> * (xv)) + (<key (left arrow v) pressed?> * ((xv) * (-1))))\n die?\n set [xv v] to ((XV) * (f))\nelse\n set [slope v] to (s)\n set [old yv v] to (YV)\n change [yv v] by ((g) * (-1))\n change y by (YV)\n die?\n switch costume to (costume2 v)\n if <touching (level v)?> then\n repeat ([abs v] of (YV) )\n change y by (((YV) / ([abs v] of (YV) )) * (-1))\n die?\n end\n if <(YV) < [0]> then\n set [#ofjumps v] to (jump#)\n set [#ofjumpsused v] to [0]\n end\n set [yv v] to [0]\n set [yv v] to ((old yv) * ((by) * (-1)))\n end\n if <<key (up arrow v) pressed?> and <<(#OfJumps) > [0]> and <(JumpKeyPressed?) = [0]>>> then\n die?\n change [#ofjumpsused v] by (1)\n change [#ofjumps v] by (-1)\n die?\n change y by (1)\n set [yv v] to ((jh) - (#OfJumpsUsed))\n end\n if <key (up arrow v) pressed?> then\n set [jumpkeypressed? v] to [1]\n die?\n else\n set [jumpkeypressed? v] to [0]\n end\n switch costume to (costume1 v)\n change x by (XV)\n repeat (slope)\n if <touching (level v)?> then\n die?\n change y by (1)\n end\n end\n if <touching (level v)?> then\n change y by ((slope) * (-1))\n repeat ([abs v] of (XV) )\n change x by (((XV) / ([abs v] of (XV) )) * (-1))\n end\n set [xv v] to ((round (XV)) * ((bx) * (-1)))\n end\n change [xv v] by ((<key (left arrow v) pressed?> * (xv)) + (<key (right arrow v) pressed?> * ((xv) * (-1))))\n set [xv v] to ((XV) * (f))\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-211) y: (65)\nforever\n Physics: X Movement: [2] Jump Height: [10] # Of Jumps: [2] Friction: [.8] Gravity: [1] Bounciness (X, Y): [1] [.5] Slope: [8]\nend\n\nwhen I receive [nxt lvl v]\ngo to x: (-211) y: (65)\n\nwhen flag clicked\nset [death v] to [1]\nset [wow u died v] to [0]\nforever\n if <touching (bad boi v)?> then\n go to x: (-211) y: (65)\n broadcast (died v)\n set [death v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce boi v)?> then\n set [yv v] to [12]\n end\nend\n\ndefine die?\nif <touching (bad boi v)?> then\n go to x: (-211) y: (65)\n broadcast (died v)\n set [death v] to [1]\nend\n\nwhen I receive [died v]\nchange [wow u died v] by (1)\nif <(wow u died) = [3]> then\n broadcast (skip v)\nend\n\nwhen I receive [nxt lvl v]\nset [wow u died v] to [0]\n\n@level\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\nwhen I receive [nxt lvl v]\nwait (0.1) seconds\nnext costume\n\nwhen flag clicked\nset [lvl 3 v] to [0]\nforever\n if <(costume [number v]) = [3]> then\n set [lvl 3 v] to [1]\n else\n set [lvl 3 v] to [0]\n end\nend\n\nwhen flag clicked\nset [lvl whatever v] to [0]\nforever\n if <(costume [number v]) = [7]> then\n set [lvl whatever v] to [1]\n else\n set [lvl whatever v] to [0]\n end\nend\n\nwhen flag clicked\nset [this onee v] to [0]\nforever\n if <(costume [number v]) = [8]> then\n set [this onee v] to [1]\n else\n set [this onee v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n set [end v] to [1]\n else\n set [end v] to [0]\n end\nend\n\n@Lvl completer\n\nwhen flag clicked\nshow\ngo to x: (220) y: (-71)\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <touching (engine v)?> then\n broadcast (nxt lvl v)\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (220) y: (-71)\n glide (1) secs to x: (220) y: (-90)\nend\n\nwhen flag clicked\nforever\n if <(end) = [1]> then\n hide\n else\n show\n end\nend\n\n@bad boi\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (37) y: (28)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [nxt lvl v]\nwait (0.1) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <(this onee) = [1]> then\n repeat until <(this onee) = [0]>\n glide (pick random (0.2) to (1)) secs to x: (37) y: (-149)\n glide (1) secs to x: (37) y: (28)\n end\n else\n go to x: (37) y: (28)\n end\nend\n\n@Insults\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nset [ghost v] effect to (0)\nswitch costume to (item (pick random (1) to (9)) of [insults v])\nshow\nwait (1.5) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nhide\n\nchange x by (-10)\n\n@Transition\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [nxt lvl v]\ngo to x: (-472) y: (370)\nshow\npoint in direction (135)\nforever\n move (100) steps\nend\n\n@Star 1\n\nwhen I start as a clone\nshow\ngo to (random position v)\nrepeat (10)\n wait (0.05) seconds\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n point in direction ((([sin v] of ((bounce2) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (bounce2) ) * (-5)) + (100)) %\n change [bounce2 v] by (8)\nend\n\n@Star 2\n\nwhen I start as a clone\nshow\ngo to (random position v)\nrepeat (10)\n wait (0.05) seconds\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.5) to (2)) seconds\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n point in direction ((([sin v] of ((bounce2) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (bounce2) ) * (-5)) + (100)) %\n change [bounce2 v] by (8)\nend\n\n@Level Name\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [nxt lvl v]\nwait (0.1) seconds\nnext costume\n\nchange y by (-2)\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n glide (1) secs to x: (20) y: (50)\n glide (1) secs to x: (20) y: (52)\nend\n\n@bounce boi\n\nwhen I receive [nxt lvl v]\nwait (0.1) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\n@Soundboard\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [cute songs to help you cope with depression.mp3 v] until done\nend\n\nwhen I receive [nxt lvl v]\nplay sound [Ding v] until done\n\nwhen I receive [died v]\nplay sound [Hit_Hurt96 v] until done\n\nwhen I receive [actually skip v]\nplay sound [CrowdLaugh v] until done\n\n@Skip \n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\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 I receive [skip v]\nshow\n\nwhen I receive [nxt lvl v]\nhide\n\nwhen this sprite clicked\nbroadcast (nxt lvl v)\nbroadcast (actually skip v)\nset [ghost v] effect to (100)\n\n@Thumb\n\nwhen flag clicked\nhide\n\n@Thumb2\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (30)\n\n@Thumb3\n\nwhen flag clicked\nhide\n\n | »»————- Platformer ————-««\n◦ Arrow keys to move\n » Right and left [arrows] for horizontal movement\n » Up arrow for for jumping [vertical movement]\n◦ You get one skip, so use it wisely!\n◦It may be a little rage-y so good luck >:D\n━━━━━━━━━━━━━━━━━━━━━━━━━\nI have started making more games recently, so feel free to comment suggestions for the next game I create ♡\n |
Bluey (A Platformer) | @Stage\n\nwhen I receive [cool stuff v]\nstop all sounds\nplay sound [The Spectre v] until done\n\nwhen I receive [sunburst v]\nstop all sounds\nplay sound [Tobu & Itro - Sunburst v] until done\n\nwhen I receive [epic v]\nstop all sounds\nplay sound [TFR-Epic v] until done\n\nwhen I receive [fly away v]\nstop all sounds\nplay sound [TFR-Fly Away v] until done\n\nwhen flag clicked\nplay sound (pick random (1) to (3)) until done\n\nwhen I receive [seventeen v]\nstop all sounds\nplay sound [Seventeen v] until done\n\n@Bluey\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\nset [level v] to [1]\ngo to x: (-215) y: (-52)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by (-2)\n end\n change x by (X Velocity)\n if <touching color (#16c64d)?> then\n change x by ((X Velocity) * (-1))\n set [x velocity v] to [0]\n else\n set [x velocity v] to ((X Velocity) * (0.7))\n end\n change y by (Y Velocity)\n if <touching color (#16c64d)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n if <(Lock Up) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y velocity v] to [15]\n set [lock up v] to [1]\n end\n end\n else\n change [y velocity v] by (-1)\n set [lock up v] to [0]\n if <touching (cookie v)?> then\n change [level v] by (1)\n go to x: (-215) y: (-52)\n end\n end\n if <touching color (#ff5353)?> then\n go to x: (-215) y: (-52)\n end\n if <touching color (#f8ff58)?> then\n change [y velocity v] by (20)\n end\n if <(Level) = [13]> then\nend\n\nwhen [r v] key pressed\ngo to x: (-215) y: (-52)\n\nwhen I receive [bluey 2 v]\nswitch costume to (bluey v)\n\nwhen I receive [hat bluey v]\nswitch costume to (hat bluey v)\n\nwhen I receive [flower bluey v]\nswitch costume to (flower bluey v)\n\nwhen I receive [ninja bluey v]\nswitch costume to (ninja bluey v)\n\n@Cookie\n\nwhen flag clicked\ngo to x: (199) y: (-56)\nforever\n if <<(Level) = [13]> or <(Level) = [15]>> then\n go to x: (205) y: (125)\n else\n go to x: (199) y: (-56)\n end\n if <(Level) = [16]> then\n hide\n else\n show\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) = [16]> then\n hide variable [level v]\n else\n show variable [level v]\n end\nend\n\n@Sounds\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (sounds on v)\ngo to x: (208) y: (162)\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Sounds v)\n end\nend\n\nwhen this sprite clicked\nswitch costume to (sounds off v)\nstop all sounds\n\nwhen flag clicked\nplay sound (pick random (1) to (3)) until done\n\nwhen I receive [sounds on v]\nswitch costume to (sounds on v)\n\n@Tobu & Itro-Sunburst\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (210) y: (120)\nhide\n\nwhen I receive [sounds v]\nshow\nwait (2) seconds\nhide\n\nwhen this sprite clicked\nbroadcast (Sunburst v)\nbroadcast (Sounds On v)\n\n@TFR-Epic\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (196) y: (79)\nhide\n\nwhen I receive [sounds v]\nshow\nwait (2) seconds\nhide\n\nwhen this sprite clicked\nbroadcast (Epic v)\nbroadcast (Sounds On v)\n\n@TFR-Fly Away\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (196) y: (35)\nhide\n\nwhen I receive [sounds v]\nshow\nwait (2) seconds\nhide\n\nwhen this sprite clicked\nbroadcast (Fly Away v)\nbroadcast (Sounds On v)\n\n@Cool Stuff\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (210) y: (-12)\nhide\n\nwhen I receive [sounds v]\nshow\nwait (2) seconds\nhide\n\nwhen this sprite clicked\nbroadcast (Cool Stuff v)\nbroadcast (Sounds On v)\n\n@Seventeen\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (210) y: (-55)\nhide\n\nwhen I receive [sounds v]\nshow\nwait (2) seconds\nhide\n\nwhen this sprite clicked\nbroadcast (Seventeen v)\nbroadcast (Sounds On v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n | Sooo.... this is my FIRST EVER platformer.\nUse the arrow keys or WASD to move.\nAvoid red.\nYellow is bouncy.\nGet to the cookies.\nPress R to restart.\nPress the Sounds button in the right-hand top-corner to mute the sounds. If you want to pick a sound just drag your mouse over the sounds button and click one of the music to play it. |
fathers day platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Bensound - Memories v] until done\nend\n\n@Sprite1\n\nwhen I receive [play v]\nshow\nswitch backdrop to (level 1 v)\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nReset \nshow\nwait (.1) seconds\nforever\n if <<touching color (#53d072)?> or <touching color (#f0f0f0)?>> then\n Reset \n end\n if <(x position) > [228]> then\n next backdrop\n Reset \n end\n if <(y position) < [-170]> then\n Reset \n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<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 color (#66ff8d)?> or <touching color (#0f93ff)?>> then\n change y by (1)\n change x by ((x) * (-1))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <mouse down?>> 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 set [x v] to [0]\n end\n end\n change [y v] by (-.6)\n change y by (y)\n if <<touching color (#66ff8d)?> or <touching color (#0f93ff)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#66ff8d)?> or <touching color (#0f93ff)?>> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nhide\n\ndefine Blink\nswitch costume to (costume1 v)\nwait (.4) seconds\nswitch costume to (costume2 v)\nwait (.4) seconds\nswitch costume to (costume1 v)\nwait (.4) seconds\n\nwhen flag clicked\nforever\n wait (3) seconds\n Blink\nend\n\ndefine Reset \ngo to x: (-135) y: (-97)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\nReset \n\nwhen backdrop switches to [finish! v]\nbroadcast (End v)\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (29) y: (61)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to (103) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Play v)\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-3) y: (-1)\nshow\n\nwhen I receive [play v]\nhide\n\n@End \n\nwhen flag clicked\nhide\ngo to x: (2) y: (2)\nswitch costume to (1 v)\n\nwhen I receive [end v]\nshow\nwait (1) seconds\nswitch costume to (2 v)\nwait (1) seconds\nswitch costume to (3 v)\nwait (1) seconds\nswitch costume to (4 v)\nwait (1) seconds\nswitch costume to (5 v)\nwait (2) seconds\nswitch costume to (6 v)\n\n@kat\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Welcome!\nInstructions:\n\nUse arrow keys ( Or WAD ) to move to the next obstacle. Avoid pollen and sharp blades of grass. Press "r" to restart.\nThis is mobile friendly!\n\nComing soon ~\n\n- More levels\n- More detail\n- Mobile Joystick!\n\n\nStay tuned for those updates!\n\nCurated ~ 12•12-13•2019 By @QuirkyKittten\n\nUpdate ~\n- New end scene!\n- Better timing!\n- 90+ loves?\n- 60+ Favorites?\n- 2600+ Views?\n- 5+ Remixes?\n |
Growing - A Difficult Platformer | @Stage\n\nwhen I receive [next lvl v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop1 v)\nwait (3) seconds\nshow variable [restarts v]\nstop [all v]\n\nwhen I receive [start v]\nforever\n play sound [Alan Walker - Fade \[NCS Release\] v] until done\nend\n\nwhen I receive [lq graphics v]\nforever\n play sound [Alan Walker - Fade \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nrepeat (2)\n play sound [Trailer Intro Music - 'Royal Rumble' \(Intro B - 10 seconds\) v] until done\nend\n\n@cube\n\ndefine touching ground\nchange [falling? v] by (1)\nrepeat until <not <touching color (#000000)?>>\n change y by (1)\n set [falling? v] to [0]\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 color (#000000)?>>>\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 flag clicked\nset [lvl v] to [1]\nforever\n if <(x position) > [230]> then\n broadcast (next lvl v)\n change [lvl v] by (1)\n end\nend\n\nwhen I receive [next lvl v]\nstart sound [Connect v]\nchange size by (6)\ngo to x: (-215) y: (-61)\n\nwhen flag clicked\ngo to x: (-215) y: (-61)\nhide\nforever\n if <(y position) < [-180]> then\n start sound [Oops v]\n change [deaths v] by (1)\n go to x: (-215) y: (-61)\n end\nend\n\nwhen flag clicked\nforever\n if <(size) = [196]> then\n start sound [Win v]\n broadcast (end v)\n say [Nice job! The word indicating you won is: Studio ] for (2) seconds\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n start sound [Oops v]\n switch backdrop to (1 v)\n set size to (100) %\n set [lvl v] to [1]\n change [deaths v] by (1)\n go to x: (-215) y: (-61)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00fff2)?> then\n set [speed y v] to [20]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-215) y: (-61)\nchange [restarts v] by (1)\n\nwhen I receive [start v]\nset [deaths v] to [0]\nset [@skip? v] to [1]\nhide variable [restarts v]\nset drag mode [not draggable v]\nshow\nset size to (100) %\ngo to x: (-215) y: (-61)\nset [speed y v] to [0]\nforever\n set rotation style [left-right v]\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [90]>>> and <(falling?) < [3]>> then\n set [speed y v] to [13.5]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [125]>>> then\n walk [90] [4]\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-125]>>> then\n walk [-90] [-4]\n end\n change [speed y v] by (-1)\n change y by (speed y)\n touching ground\nend\n\nwhen I receive [lq graphics v]\nset [@skip? v] to [1]\nhide variable [restarts v]\nset drag mode [not draggable v]\nshow\nset size to (100) %\ngo to x: (-215) y: (-61)\nset [speed y v] to [0]\nforever\n set rotation style [left-right v]\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [90]>>> and <(falling?) < [3]>> then\n set [speed y v] to [13.5]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [125]>>> then\n walk [90] [4]\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-125]>>> then\n walk [-90] [-4]\n end\n change [speed y v] by (-1)\n change y by (speed y)\n touching ground\nend\n\nwhen I receive [secret skip v]\nchange size by (6)\ngo to x: (-215) y: (61)\nchange [lvl v] by (1)\nnext backdrop\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@trail\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nshow\nforever\n go to (cube v)\n go to [back v] layer\nend\n\nwhen I receive [lq graphics v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Egg\n\nwhen flag clicked\nset [ghost v] effect to (80)\nforever\n if <(lvl) = [8]> then\n go to x: (-195) y: (170)\n show\n if <touching (cube v)?> then\n start sound [Tada v]\n say [You found the Easter Egg! Please don't say where you found it since I want it to be a surprise. The word indicating you found it is: backdrop] for (8) seconds\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@graphics quality\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [lq graphics v]\nhide\n\nwhen I receive [start v]\nhide\n\n@HQ\n\nwhen flag clicked\ngo to x: (-132) y: (-40)\nshow\n\nwhen I receive [lq graphics v]\nhide\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\n@LQ\n\nwhen flag clicked\ngo to x: (132) y: (-40)\nshow\n\nwhen this sprite clicked\nbroadcast (LQ Graphics v)\nhide\n\nwhen I receive [start v]\nhide\n\n@taupuri1 presents\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (3) seconds\nrepeat (100)\n wait (0.02) seconds\n change [ghost v] effect by (1)\nend\nhide\n\n@intro part 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (12.5) seconds\nrepeat (100)\n wait (0.01) seconds\n change [ghost v] effect by (1)\nend\nhide\n\n@Surfing cat!\n\nwhen flag clicked\nswitch costume to (12a v)\nset volume to (0) %\nhide\n\nwhen I receive [lq graphics v]\ngo to [front v] layer\nshow\nforever\n switch costume to (12a v)\n set [ghost v] effect to (33)\n go to x: (206) y: (144)\n wait until <touching (mouse-pointer v)?>\n repeat (11)\n next costume\n change [ghost v] effect by (-3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (12)\n next costume\n change [ghost v] effect by (3)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n switch costume to (12a v)\n set [ghost v] effect to (33)\n go to x: (206) y: (144)\n wait until <touching (mouse-pointer v)?>\n repeat (11)\n next costume\n change [ghost v] effect by (-3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (12)\n next costume\n change [ghost v] effect by (3)\n end\nend\n\n | Now Mobile-Friendly after a request by @SuperMinion5!\nPlease don't comment about how hard the game is, I will delete comments which say that.\nIf you say how to skip levels I will also delete those comments. I just changed the skip code so no one can comment it.\n16 levels have been made!\nBy the way thanks for all the great comments and feedback everybody! \nWhen you start, choose whether you want high-quality or low-quality graphics. This will affect how much lag you get.\nMost of the instructions are in the game. Other instructions are here.\nPress the r key to restart the level.\nAnother platformer: https://scratch.mit.edu/projects/308866818/\nIf you hover over the "surfing Scratch cat" in the corner, you will see that my username is there so no one can copy this project without giving credit. (The credit will still be there)\nP.S. On the level with the secret passage don't press the up arrow because you will go straight to the ceiling and will have to restart the level.\nDo not try to wall jump on the level with the secret passage! There will be a glitch and you will have to restart the level.\nFullscreen not recommended due to lag. (Lots of clones are made.)\n16 levels ready! |
secret passages(platformer) | @Stage\n\nwhen flag clicked\nforever\n if <not <<(boss) = [1]> or <(scene?) = [yes]>>> then\n set volume to (7) %\n stop all sounds\n play sound [Cave edited v] until done\n if <(scene?) = [yes]> then\n stop all sounds\n end\n end\n if <(boss) = [1]> then\n set volume to (50) %\n stop all sounds\n play sound [Movie 2 edited v] until done\n end\nend\n\nset [level v] to [13]\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [level v] to [1]\nset [scene? v] to [no]\nforever\n switch costume to (level)\nend\n\nset [spikes v] to [1]\n\n@player\n\ndefine grav (grav) jump h (jump h) move x (x) friction (fric) slope (slope)\nset [slope v] to (slope)\nchange [y vel v] by (grav)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (y vel) ) / (y vel)) * (-1))\n end\n set [y vel v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (y vel) ) / (y vel)) = [-1]>> * (jump h))\nend\nset [x vel v] to (((x vel) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((x) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (x)))) * (fric))\nchange x by (x vel)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or >\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (ground v)?> then\n change y by (slope)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (x vel) ) / (x vel)) * (-1))\n end\nend\nif <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n set [walk v] to [1]\nelse\n set [walk v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\nend\nif <(y vel) > [0]> then\n switch costume to (idle2 v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n grav [-1] jump h [15] move x [3] friction [0.9] slope [11]\n else\n grav [-1] jump h [15] move x [1] friction [0.9] slope [2]\n end\nend\n\nwhen flag clicked\ngo to x: (-223) y: (-72)\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [imunity v] to [0]\nforever\n if <<(level) = [10]> and <not <(boss) = [1]>>> then\n go to x: (0) y: (-81)\n switch costume to (idle v)\n set [imunity v] to [1]\n else\n set [imunity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(y vel) > [0]> then\n set volume to (30) %\n start sound [Jump v]\n wait until <not <(y vel) > [0]>>\n end\nend\n\nwhen flag clicked\nset [test v] to [no]\nforever\n if <<(username) = [gtpoptestschool]> and <key (0 v) pressed?>> then\n set [test v] to [no]\n end\n if <<key (1 v) pressed?> and <(username) = [gtpoptestschool]>> then\n set [test v] to [yes]\n end\nend\n\nwhen flag clicked\nforever\n if <(test) = [yes]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (45)\nwait (3) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <(walk) = [1]> then\n next costume\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [6]>> then\n switch costume to (walk v)\n end\n else\n if <(y vel) < [3]> then\n switch costume to (idle v)\n end\n end\n if <(x position) > [220]> then\n start sound [Collect v]\n change [level v] by (1)\n go to x: (-223) y: (-72)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <<touching (spikes v)?> or <touching (bullets v)?>> then\n start sound [Rip v]\n go to x: (-223) y: (-72)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <not <(imunity) = [1]>> then\n if <<touching (spike boss v)?> and <(attack) = [1]>> then\n set [spikes v] to [25]\n clear sound effects\n stop all sounds\n start sound [Rip v]\n go to x: (0) y: (-81)\n switch costume to (idle v)\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [boss v] to [0]\n set [scene? v] to [yes]\n end\n end\nend\n\nset [level v] to [10]\n\nset [spikes v] to [0]\n\nwhen flag clicked\nforever\n if <<(spikes) < [1]> and <(level) = [10]>> then\n go to x: (0) y: (-81)\n switch costume to (idle v)\n end\nend\n\n@text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [1]\nforever\n if <(level) = [1]> then\n set voice to (tenor v)::tts\n speak [hello]::tts\n wait until <not <(level) = [1]>>\n end\n if <(level) = [2]> then\n set voice to (tenor v)::tts\n speak [there's a secret passage can you see it]::tts\n wait until <not <(level) = [2]>>\n end\n if <(level) = [3]> then\n set voice to (tenor v)::tts\n speak [there's gonna be more secret passages beware!]::tts\n wait until <not <(level) = [3]>>\n end\n if <(level) = [4]> then\n set voice to (tenor v)::tts\n speak [bye]::tts\n wait until <not <(level) = [4]>>\n end\n if <(level) = [4]> then\n set voice to (tenor v)::tts\n speak [bye]::tts\n wait until <not <(level) = [4]>>\n end\n if <(level) = [13]> then\n set voice to (tenor v)::tts\n speak [as you can see there is a cannon]::tts\n speak [please dont touch it]::tts\n wait until <not <(level) = [13]>>\n end\n if <(level) = [14]> then\n set voice to (tenor v)::tts\n speak [hey imagine this!]::tts\n speak [quadruple spike+double cannon 0.1 reload]::tts\n speak [yeah]::tts\n wait until <not <(level) = [14]>>\n end\n if <(level) = [15]> then\n set voice to (tenor v)::tts\n speak [so hows the boss]::tts\n speak [easy right well]::tts\n speak [it was level 1]::tts\n wait until <not <(level) = [15]>>\n end\n if <(level) = [16]> then\n set voice to (tenor v)::tts\n speak [so um]::tts\n speak [yeah]::tts\n end\n wait until <not <(level) = [16]>>\nend\n\nset [level v] to [12]\n\n@bg\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nstop all sounds\nset [ghost v] effect to (40)\nforever\n if <touching (player v)?> then\n start sound [Connect v]\n set volume to (30) %\n go to [back v] layer\n repeat (10)\n change [ghost v] effect by (5)\n end\n wait until <not <touching (player v)?>>\n else\n start sound [Disconnect v]\n set volume to (30) %\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait until <touching (player v)?>\n end\nend\n\nset [level v] to [16]\n\n@spikes\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(username) = [gtpoptestschool]>> then\n point in direction (85)\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n stop [all v]\n else\n hide\n end\nend\n\n@boss\n\nwhen flag clicked\nforever\n go to x: (0) y: (110)\n if <(level) = [10]> then\n show\n set [ghost v] effect to (0)\n else\n hide\n end\nend\n\nwhen flag clicked\nset [scene? v] to [no]\nset [end v] to [0]\nforever\n if <(level) = [10]> then\n set [scene? v] to [yes]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [boss v] to [0]\nforever\n if <(scene?) = [yes]> then\n switch costume to (scene v)\n set voice to (giant v)::tts\n speak (join [hello ] (username))::tts\n speak [my name is the boss]::tts\n speak [i am here to stop you from finishing this game]::tts\n speak [i meant trap]::tts\n speak [nevermind be gone]::tts\n set [boss v] to [1]\n set [scene? v] to [no]\n wait until <not <(scene?) = [yes]>>\n end\nend\n\nwhen flag clicked\nforever\n if <<(boss) = [1]> and <(end) = [0]>> then\n switch costume to (scene v)\n repeat until <(costume [number v]) = [8]>\n next costume\n end\n broadcast (spikes v)\n wait (0.1) seconds\n repeat until <(costume [number v]) = [14]>\n next costume\n end\n wait (2) seconds\n else\n end\nend\n\nset [level v] to [10]\n\nset [level v] to [10]\n\nwhen flag clicked\nforever\n if <(end) = [1]> then\n set [boss v] to [0]\n show\n switch costume to (scene v)\n repeat until <(costume [number v]) = [7]>\n next costume\n end\n repeat (2)\n wait (0.1) seconds\n start sound [Basketball Bounce v]\n switch costume to (boss act-7 v)\n wait (0.1) seconds\n switch costume to (boss act-6 v)\n wait (1) seconds\n end\n wait (1) seconds\n repeat (20)\n start sound [Basketball Bounce v]\n wait (0) seconds\n switch costume to (boss act-7 v)\n wait (0) seconds\n switch costume to (boss act-6 v)\n end\n start sound [Basketball Bounce v]\n switch costume to (boss act-7 v)\n wait (1) seconds\n switch costume to (boss act-6 v)\n wait (0.1) seconds\n start sound [Basketball Bounce v]\n switch costume to (boss act-7 v)\n wait (0.1) seconds\n switch costume to (end scene-1 v)\n repeat until <(costume [number v]) = [22]>\n next costume\n end\n switch costume to (end scene-9 v)\n start sound [Bonk v]\n set [level v] to [11]\n set [end v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(spikes) < [1]> then\n stop all sounds\n set [end v] to [1]\n wait until <not <(spikes) < [1]>>\n end\nend\n\nset [spikes v] to [0]\n\n@spike boss \n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n if <(scene?) = [yes]> then\n hide\n stop all sounds\n clear sound effects\n end\n if <(spikes) < [1]> then\n hide\n end\nend\n\nwhen I receive [spikes v]\nif <not <(spikes) < [1]>> then\n set [attack v] to [0]\n show\n switch costume to (join [warning-] (pick random (1) to (3)))\n repeat (2)\n set volume to (40) %\n play sound [Alert v] until done\n end\n start sound [Crunch v]\n set [attack v] to [1]\n change [spikes v] by (-1)\n if <(costume [number v]) = [1]> then\n switch costume to (spikes-1 v)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (spikes-2 v)\n end\n if <(costume [number v]) = [5]> then\n switch costume to (spikes-3 v)\n end\n wait (1) seconds\n hide\nend\n\n@spike counter\n\nwhen flag clicked\nset [spikes v] to [25]\nforever\n go to x: (176) y: (160)\n if <(level) = [10]> then\n show\n set [ghost v] effect to (0)\n else\n if <(spikes) > [0]> then\n hide\n end\n end\n if <(spikes) < [1]> then\n hide\n else\n switch costume to (spikes)\n end\nend\n\nset [level v] to [10]\n\n@cannon\n\nwhen flag clicked\nforever\n hide\n if <(level) = [13]> then\n show\n point in direction (120)\n go to x: (-83) y: (118)\n create clone of (bullets v)\n wait (1) seconds\n end\n if <(level) = [14]> then\n show\n point in direction (180)\n go to x: (0) y: (165)\n create clone of (bullets v)\n wait (0.5) seconds\n end\n if <(level) = [15]> then\n show\n go to x: (-220) y: (0)\n point in direction (90)\n create clone of (bullets v)\n wait (1) seconds\n end\n if <(level) = [16]> then\n show\n go to x: (194) y: (100)\n point in direction (-90)\n create clone of (bullets v)\n wait (2) seconds\n end\nend\n\n\n\nset [level v] to [12]\n\n@bullets\n\nwhen I start as a clone\ngo to (cannon v)\npoint in direction ([direction v] of [cannon v])\nshow\nmove (30) steps\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [level v] to [11]\n\n | use arrow keys or WASD\nclick green flag 3-2 times\n\nSequel: https://scratch.mit.edu/projects/448990092/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI will stop working on this project\n\nthis guy pretty cool https://www.youtube.com/channel/UC5BBWuXbagRaINbgdvOdGwA/videos |
Epic Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [250 v] until done\nend\n\n@Player\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 [0]\nset size to (50) %\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 set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#00ff0f)?> then\n change y by (1)\n if <touching color (#00ff0f)?> then\n change y by (1)\n if <touching color (#00ff0f)?> then\n change y by (1)\n if <touching color (#00ff0f)?> then\n change y by (1)\n end\n if <touching color (#00ff0f)?> then\n change y by (1)\n if <touching color (#00ff0f)?> 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 [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 (#00ff0f)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00ff0f)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\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 color (#ff1212)?> or <(Scroll Y) > [500]>> then\n repeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n set [scroll x v] to [230]\n set [scroll y v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#00b3ff)?> then\n repeat (12)\n turn right (30) degrees\n change size by (-5)\n end\n set size to (50) %\n broadcast (Next Level v)\n set [scroll x v] to [230]\n set [scroll y v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#fffa00)?> then\n set [yv v] to [19]\n end\n if <touching color (#f483ff)?> then\n set [xv v] to [19]\n end\n if <touching color (#bb00ff)?> then\n set [xv v] to [-19]\n end\nend\n\ndefine Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nset [scroll x v] to [190]\nset [scroll y v] to [0]\n\n@Platforms\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@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n | Arrow keys or WAD.\n\nJust a simple fun scrolling platformer. Get to the blue portal. Don't touch red. \n |
Blue Platformer 2 Player | @Stage\n\nwhen flag clicked\nforever\n play sound [bensound-adventure v] until done\nend\n\n@Player\n\nwhen I receive [estop v]\nhide\n\nwhen I receive [next level v]\ngo to x: (-200) y: (101)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [color v] effect to (2)\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set rotation style [left-right v]\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 (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> 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 [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching color (#99aaff)?> 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 change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#99aaff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (101)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#c4cfff)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: ()\n set [ghost v] effect to (0)\n start sound [Oopsy.. v]\n end\n if <touching color (#7086e8)?> then\n set [yv v] to [20]\n end\n if <touching color (#5342c2)?> then\n set [xv v] to [21]\n end\nend\n\nwhen I receive [play on v]\ngo to x: (-200) y: (101)\nshow\n\n@skip\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [estop v]\nhide\n\n@thumbnail\n\nwhen I receive [play on v]\nshow\nwait (1) seconds\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [play on v]\n\n@levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play on v]\nwait (1) seconds\nshow\n\n@intro\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-240) y: (0)\nset size to (100) %\npoint in direction (90)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (20)\n turn right (15) degrees\n change size by (-5)\nend\nhide\nbroadcast (play on v)\n\n@intro backdrop\n\nwhen flag clicked\nshow\n\nwhen I receive [play on v]\nhide\n\n@Shadow\n\nwhen I receive [play on v]\nwait (1) seconds\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [estop v]\nhide\n\n@Player2\n\nwhen I receive [estop v]\nhide\n\nwhen I receive [next level v]\ngo to x: (-200) y: (101)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [color v] effect to (50)\npoint in direction (90)\nset [xv2 v] to [0]\nset [yv2 v] to [0]\nforever\n set rotation style [left-right v]\n if <key (a v) pressed?> then\n change [xv2 v] by (-1)\n end\n if <key (d v) pressed?> then\n change [xv2 v] by (1)\n end\n set [xv2 v] to ((xv2) * (0.9))\n change x by (xv2)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change x by ((xv2) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(xv2) > [0]> then\n set [xv2 v] to [-7]\n else\n set [xv2 v] to [7]\n end\n set [yv2 v] to [10]\n else\n set [xv2 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 color (#99aaff)?> then\n if <key (w v) pressed?> then\n set [yv2 v] to [15]\n end\n end\n change y by (1)\n change [yv2 v] by (-1)\n change y by (yv2)\n if <touching color (#99aaff)?> then\n change y by ((yv2) * (-1))\n set [yv2 v] to [0]\n end\n hide variable [xv2 v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv2 v] to [0]\n set [xv2 v] to [0]\n go to x: (-200) y: (101)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#c4cfff)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv2 v] to [0]\n set [xv2 v] to [0]\n go to x: (-200) y: ()\n set [ghost v] effect to (0)\n start sound [Oopsy.. v]\n end\n if <touching color (#7086e8)?> then\n set [yv2 v] to [20]\n end\n if <touching color (#5342c2)?> then\n set [xv2 v] to [21]\n end\nend\n\nwhen I receive [play on v]\ngo to x: (-200) y: (101)\nshow\n\n@Shadow2\n\nwhen I receive [play on v]\nwait (1) seconds\nshow\nforever\n go to (player2 v)\nend\n\nwhen flag clicked\nset [color v] effect to (50)\nhide\n\nwhen I receive [estop v]\nhide\n\n | Blue Platformer!\nUse arrow keys to move P1, use WASD to move P2.\n P1 acts as both a solid and a spring to P2, making this easier than the original. |
97% Generic Platformer | @Stage\n\nwhen flag clicked\nforever\n wait until <(backdrop [name v]) = [WIN]>\n if <(TIME) < (☁ High score)> then\n set [☁ high score v] to (TIME)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (default v)\nSetup\n\nwhen I receive [start v]\nswitch backdrop to (chose caracter v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [win v]\nshow variable [☁ high score v]\nstop all sounds\nplay sound [Triumph v] until done\n\nwhen I receive [tick v]\nwait until <(backdrop [name v]) = [Level 1]>\nrepeat until <(backdrop [name v]) = [WIN]>\n change [time v] by (.1)\n wait (.01) seconds\nend\n\ndefine Setup\nhide variable [time v]\nhide variable [☁ high score v]\nset [time v] to [0]\nbroadcast (Tick v)\nrepeat until <(backdrop [name v]) = [WIN]>\n play sound [Techno v] until done\nend\n\nwhen I receive [reset v]\nstop all sounds\nswitch backdrop to (level 1 v)\nSetup\n\nwhen backdrop switches to [level 1 v]\nshow variable [time v]\n\nset [☁ high score v] to [400]\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [color v] effect to (0)\nSetup\ngo to x: (0) y: (0)\nhide\n\nwhen [r v] key pressed\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-180) y: (100)\n\ndefine movement\nset size to (80) %\ngo to x: (-180) y: (-54)\nwait (.2) seconds\nforever\n Detection\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((XV) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n if <(XV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n if <touching color (#000000)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-180) y: (-54)\nshow\nmovement\n\nwhen backdrop switches to [chose caracter v]\nwait (.75) seconds\nset size to (300) %\nshow\nrepeat until <key (1 v) pressed?>\n if <key (space v) pressed?> then\n change [color v] effect by (10)\n end\nend\nbroadcast (NEXT LEVEL v)\nmovement\n\ndefine Detection\nif <touching color (#ff0000)?> then\n broadcast (DIE v)\nend\n\nwhen I receive [die v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-180) y: (100)\nchange [deaths v] by (1)\n\ndefine Setup\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [reset v]\nSetup\ngo to x: (-180) y: (100)\n\nwhen backdrop switches to [level 1 v]\nshow variable [deaths v]\n\n@Start\n\nwhen flag clicked\npoint in direction (90)\nset size to (200) %\ngo to x: (0) y: (-70)\nswitch costume to (start v)\nset [ghost v] effect to (0)\nset [brightness v] effect to (100)\nset [pixelate v] effect to (-100)\npixelate in\nrepeat until <not <(backdrop [name v]) = [DEFAULT]>>\n if <(costume [name v]) = [Start]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n change size by (((220) - (size)) / (3))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n set [ghost v] effect to (-10)\n change size by (((200) - (size)) / (3))\n end\n end\n if <(costume [name v]) = [Restart]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n change size by (((100) - (size)) / (3))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n set [ghost v] effect to (-10)\n change size by (((80) - (size)) / (3))\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Start]> then\n start sound [Connect v]\nend\nif <(backdrop [name v]) = [DEFAULT]> then\n broadcast (start v)\n pixelate out\nelse\n if <(backdrop [name v]) = [WIN]> then\n broadcast (RESET v)\n hide\n end\nend\n\ndefine pixelate out\nrepeat (10)\n change [brightness v] effect by (10)\n change [pixelate v] effect by (-10)\n wait (.03) seconds\nend\nhide\n\ndefine pixelate in\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\n change [pixelate v] effect by (10)\n wait (.03) seconds\nend\n\nwhen backdrop switches to [win v]\nset [brightness v] effect to (0)\nset [pixelate v] effect to (0)\nset size to (90) %\ngo to x: (-175) y: (85)\nswitch costume to (restart v)\nshow\nrepeat until <not <(backdrop [name v]) = [WIN]>>\n if <(costume [name v]) = [Start]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n change size by (((220) - (size)) / (3))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n set [ghost v] effect to (-10)\n change size by (((200) - (size)) / (3))\n end\n end\n if <(costume [name v]) = [Restart]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n change size by (((100) - (size)) / (3))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n set [ghost v] effect to (-10)\n change size by (((80) - (size)) / (3))\n end\n end\nend\n\n@Load Screen\n\ndefine pixelate in\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\n change [pixelate v] effect by (10)\n wait (.03) seconds\nend\n\ndefine pixelate out\nrepeat (10)\n change [brightness v] effect by (10)\n change [pixelate v] effect by (-10)\n wait (.03) seconds\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (dot v)\nset size to (150) %\nswitch costume to (tree v)\nset [brightness v] effect to (100)\nset [pixelate v] effect to (-100)\npixelate in\n\n Mini Scroll\nend\n\ndefine Mini Scroll\nif <(mouse y) < [-50]> then\n change y by (-1)\n if <(y position) < [-32]> then\n change y by (1)\n end\nend\nif <(mouse y) > [50]> then\n change y by (1)\n if <(y position) > [32]> then\n change y by (-1)\n end\nend\nif <(mouse x) < [-65]> then\n change x by (-1)\n if <(x position) < [-50]> then\n change x by (1)\n end\nend\nif <(mouse x) > [65]> then\n change x by (1)\n if <(x position) > [50]> then\n change x by (-1)\n end\nend\n\nwhen I receive [start v]\npixelate out\n\n@Title\n\ndefine pixelate in\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\n change [pixelate v] effect by (10)\n wait (.03) seconds\nend\n\ndefine pixelate out\nrepeat (10)\n change [brightness v] effect by (10)\n change [pixelate v] effect by (-10)\n wait (.03) seconds\nend\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [pixelate v] effect to (-100)\npixelate in\n\nwhen I receive [start v]\npixelate out\n\n@End Portal\n\nwhen flag clicked\nhide\n\ndefine pixelate in\nset [brightness v] effect to (100)\nset [pixelate v] effect to (-100)\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\n change [pixelate v] effect by (10)\n wait (.03) seconds\nend\n\nwhen I receive [next level v]\nSensing\n\nwhen backdrop switches to [level 1 v]\npixelate in\n\ndefine Sensing\nshow\nrepeat until <(backdrop [name v]) = [WIN]>\n if <touching (player v)?> then\n hide\n broadcast (NEXT LEVEL v)\n end\nend\nhide\n\nwhen I receive [reset v]\nshow\nwait (.1) seconds\nSensing\n\n | SCROLL DOWN FOR HINTS!\n\nI mean it is kind of self explanatory, arrows to move, r key to restart. ALL 34 LEVELS ARE POSSIBLE\n\nCAN ANYONE BEAT A TIME OF 170???\nLevel 13: use the text!\nLevel 14: respawn point, try dying!\nLevel 15: run!\n\nDON'T FORGET TO HEART AND STAR! |
Sometimes...(A platformer)v3.7.1 | @Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nwhen I receive [start v]\nswitch backdrop to (yellow v)\n\nwhen I receive [fade v]\nwait (10.7) seconds\nstop all sounds\nset [pan left/right v] effect to (0)\nforever\n play sound [music v] until done\nend\n\nwhen I receive [bkdrp v]\nswitch backdrop to ( v)\n\nwhen I receive [play recording v]\nswitch backdrop to (yellow v)\n\nwhen I receive [start v]\nforever\n set [pan left/right v] effect to ([x position v] of [player v])\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\nwait (0.5) seconds\nshow\nswitch costume to (gradientdark v)\nstart sound [Amjuks Intro v]\ncreate clone of (_myself_ v)\nswitch costume to (cover black v)\n\nwhen I start as a clone\nshow\npoint in direction (110)\ngo to x: (0) y: (-230)\nglide (1.2) secs to x: (0) y: (-10)\nwait (1) seconds\nglide (1.2) secs to x: (0) y: (230)\nwait (0.6) seconds\nbroadcast (fade v)\ndelete this clone\n\nwhen I receive [fade v]\nswitch costume to (black v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@thumb\n\nwhen flag clicked\nforever\n set size to (100) %\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\nwhen I start as a clone\nshow\ngo to x: (70) y: (132)\nset [ghost v] effect to (100)\nset size to (90) %\nrepeat (100)\n go to [front v] layer\n change [ghost v] effect by (-1)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (5) seconds\ngo to x: (0) y: (0)\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\n@player\n\nwhen I receive [start v]\nset [count v] to [0]\nshow\nwait (0) seconds\nset [ghost v] effect to (0)\nbroadcast (start recording preparation v)\nforever\n if <touching color (#000000)?> then\n go to x: (-197) y: (-28)\n end\n if <(y position) > [180]> then\n if <(Level) = [2]> then\n go to x: (-242) y: (85)\n else\n if <(Level) = [3]> then\n go to x: (-242) y: (72)\n else\n if <(Level) = [4]> then\n go to x: (-242) y: (77)\n else\n if <(Level) = [5]> then\n go to x: (-242) y: (78)\n else\n if <(Level) = [6]> then\n go to x: (-242) y: (72)\n else\n if <(Level) = [7]> then\n go to x: (-242) y: (77)\n else\n if <(Level) = [8]> then\n go to x: (-242) y: (77)\n else\n if <(Level) = [9]> then\n go to x: (-242) y: (73)\n else\n if <(Level) = [10]> then\n go to x: (-242) y: (58)\n else\n if <(Level) = [11]> then\n go to x: (-242) y: (-129)\n else\n if <(Level) = [12]> then\n go to x: (-242) y: (7)\n else\n if <(Level) = [13]> then\n go to x: (-242) y: (-20)\n else\n if <(Level) = [14]> then\n go to x: (-242) y: (70)\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 wait until <not <(x position) > [239]>>\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n if <(x position) > [239]> then\n change [level v] by (1)\n if <(Level) = [2]> then\n go to x: (-242) y: (85)\n else\n if <(Level) = [3]> then\n go to x: (-242) y: (72)\n else\n if <(Level) = [4]> then\n go to x: (-242) y: (77)\n else\n if <(Level) = [5]> then\n go to x: (-242) y: (78)\n else\n if <(Level) = [6]> then\n go to x: (-242) y: (72)\n else\n if <(Level) = [7]> then\n go to x: (-242) y: (77)\n else\n if <(Level) = [8]> then\n go to x: (-242) y: (77)\n else\n if <(Level) = [9]> then\n go to x: (-242) y: (73)\n else\n if <(Level) = [10]> then\n go to x: (-242) y: (58)\n else\n if <(Level) = [11]> then\n go to x: (-242) y: (-129)\n else\n if <(Level) = [12]> then\n go to x: (-242) y: (7)\n else\n if <(Level) = [13]> then\n go to x: (-242) y: (-20)\n else\n if <(Level) = [14]> then\n go to x: (-242) y: (80)\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 wait until <not <(x position) > [239]>>\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (-197) y: (95)\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\nset [allow cheat v] to [yes]\nswitch costume to (1 v)\nforever\n set [ghost v] effect to (0)\n show\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x_velocity v] by (-1.3)\n switch costume to (4 v)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (3 v)\n end\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x_velocity v] by (1.3)\n switch costume to (5 v)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (2 v)\n end\n else\n switch costume to (1 v)\n end\n end\n set [x_velocity v] to ((X_Velocity) * (0.9))\n change x by (X_Velocity)\n change [y_velocity v] by (1)\n change y by (Y_Velocity)\n if <touching color (#8500ff)?> then\n change y by (-1)\n if <touching color (#8500ff)?> then\n change y by (-1)\n if <touching color (#8500ff)?> then\n change y by (-1)\n if <touching color (#8500ff)?> then\n change y by (-1)\n if <touching color (#8500ff)?> then\n change y by (-1)\n if <touching color (#8500ff)?> then\n change x by ((X_Velocity) * (-1))\n change y by (5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y_velocity v] to [-15]\n if <(X_Velocity) > [0]> then\n set [x_velocity v] to [-5]\n else\n set [x_velocity v] to [5]\n end\n else\n set [x_velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <touching color (#8500ff)?> then\n change y by ((Y_Velocity) * (-1))\n set [y_velocity v] to [0]\n end\n change y by (1)\n if <touching color (#8500ff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y_velocity v] to [-15]\n switch costume to (2 v)\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\ndelete all of [costume v]\ndelete all of [level v]\ndelete all of [x v]\ndelete all of [y v]\nerase all\nset [allow cheat v] to [no]\nhide\n\nwhen I receive [start recording preparation v]\nwait (1) seconds\nforever\n repeat until <(play recording??) = [0]>\n Amjuks | recording preparation\n end\nend\n\nwhen I receive [play recording v]\nset [count v] to [0]\nstop [other scripts in sprite v]\nrepeat (length of [x v])\n change [count v] by (1)\n set x to (item (count) of [x v])\n set y to (item (count) of [y v])\n switch costume to (item (count) of [costume v])\n broadcast (change level costume v) and wait\nend\nbroadcast (Close everything v) and wait\nstop [all v]\n\ndefine Amjuks | recording preparation\nadd ([costume # v] of [level v]) to [level v]\nadd (x position) to [x v]\nadd (y position) to [y v]\nadd (costume [number v]) to [costume v]\n\nwhen I receive [close everything v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [play recording?? v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Level) = [14]> then\n broadcast (bkdrp v)\n wait (3) seconds\n set [level v] to [1]\n set [play recording?? v] to [0]\n broadcast (play recording v)\n set [count v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [play recording v]\nswitch costume to (1 v)\nforever\n switch costume to (item (count) of [level v])\nend\n\nwhen I receive [close everything v]\nhide\n\n@Game_Intro\n\nwhen flag clicked\nhide\nswitch backdrop to (black v)\n\nwhen I receive [fade v]\nset [sine/cos v] to [0]\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [size v] to [0]\nset [amp v] to [0.9]\nset [speed v] to [0.08]\nset size to (100) %\nset [ghost v] effect to (0)\nforever\n if <not <(costume [number v]) = [12]>> then\n repeat (100)\n set y to (([sin v] of (sine/cos) ) * (10))\n set x to (([cos v] of (sine/cos) ) * (10))\n point in direction ((([cos v] of (sine/cos) ) * (2)) + (90))\n change [sine/cos v] by (15)\n end\n next costume\n if <(costume [number v]) = [12]> then\n hide\n broadcast (start v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [fade v]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [fade v]\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change x by (1)\n end\n change x by (0.5)\n repeat (10)\n change x by (-1)\n end\n change x by (-0.5)\nend\n\nwhen I receive [fade v]\nplay sound [music v] until done\n\nwhen I receive [fade v]\nforever\n if <mouse down?> then\n hide\n broadcast (start v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [fade v]\nreset timer\nplay sound [music v] until done\n\n@Help\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nset size to (100) %\nforever\n if <(Level) = [1]> then\n switch costume to (1 v)\n show\n go to x: (0) y: (0)\n repeat (50)\n change [ghost v] effect by (1)\n change size by (0.5)\n end\n repeat (50)\n change [ghost v] effect by (-1)\n change size by (-0.5)\n end\n else\n if <(Level) = [2]> then\n switch costume to (2 v)\n show\n go to x: (0) y: (0)\n repeat (50)\n change [ghost v] effect by (1)\n change size by (0.5)\n end\n repeat (50)\n change [ghost v] effect by (-1)\n change size by (-0.5)\n end\n else\n if <(Level) = [5]> then\n switch costume to (3 v)\n show\n go to x: (0) y: (0)\n repeat (50)\n change [ghost v] effect by (1)\n change size by (0.5)\n end\n repeat (50)\n change [ghost v] effect by (-1)\n change size by (-0.5)\n end\n else\n hide\n end\n hide\n end\n end\nend\n\nwhen I receive [play recording v]\nforever\n set [ghost v] effect to (100)\n hide\nend\n\n | \n S O M E T I M E S...\n (A P L A T F O R M E R)\n-------------------------------------------------------------------------\nClick the green flag...\n✦✦TIP: Type 'cheat' in the game when you are playing to go to the next level(not in the comments)✦✦\n✦Click on the screen to skip the intro✦\n✦Sometimes... When you play a ghost may appear and change your level back to 1✦\n✦Click on the screen to skip the intro✦\n✦If you hurry you will get stuck(probably in level 12 \n you will go a little bit down if you hurry. You will have \n to start again, not to hurry).\n✦Use opposite WASD or arrow keys to move...\n It's just easy.\n✦✦TIP: Type 'HELP' in the game when you are playing to go to your default position(not in the comments)✦✦ |
Dubstep Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [ToolBox2 v] until done\nend\n\nwhen I receive [message1 v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (0.1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (35) y: (-186)\nchange y by (-5)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [message1 v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (0.1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Player1\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to x: (-210) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching 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 change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (0)\n wait (0.1) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\n if <touching (checkpoint v)?> then\n broadcast (message1 v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-210) y: (0)\n wait (0.1) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\nend\n\n@Checkpoint\n\nwhen flag clicked\nforever\n go to x: (221) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [message1 v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (0.1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n | - Move with arrow keys\n - Complete all levels\n - Enjoy\n\nHi guys. Dupstep Platformer 2 is here so go check it out: https://scratch.mit.edu/projects/33528102/ |
♡ mochi platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Maddie Poppe - Wildflowers \(Audio Only\) v] until done\nend\n\n@Sprite1\n\ndefine Platform Script\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (costume2 v)\n change [xv v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume3 v)\n change [xv v] by (-1)\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n 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 down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [yv v] to [25]\n if <(xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-2)\nchange y by ((yv) * (0.85))\nif <touching (ground v)?> then\n change y by ((yv) * (-0.85))\n set [yv v] to [0]\nend\nchange y by (-2)\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [yv v] to [25]\n end\nend\nchange y by (1)\nif <touching (ground v)?> then\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 [25]\n else\n set [y v] to [-1]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\nforever\n Platform Script\n Next Level Detection\n Death Detection\n Other Materials\nend\n\ndefine Death Detection\nif <<(y position) < [-150]> or <touching (spikes v)?>> then\n broadcast (Death of Mochi v)\n go to x: (-200) y: (-100)\nend\n\ndefine Next Level Detection\nif <(x position) > [240]> then\n broadcast (Next Level v)\n go to x: (-200) y: (-100)\n wait (1) seconds\nend\n\ndefine Other Materials\nif <touching (sink v)?> then\n change y by (-10)\nend\n\nwhen flag clicked\nforever\n if <key (h v) pressed?> then\n wait until <key (o v) pressed?>\n wait until <key (i v) pressed?>\n switch costume to (costume4 v)\n wait (2) seconds\n switch costume to (costume2 v)\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@palette more or less\n\n@box\n\nwhen flag clicked\nchange [ghost v] effect by (50)\nforever\n glide (1) secs to x: (0) y: (10)\n glide (1) secs to x: (0) y: (-10)\nend\n\n@death flash\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [death of mochi v]\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@level slide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\nclear graphic effects\nchange [ghost v] effect by (10)\ngo to x: (-400) y: (0)\nglide (1) secs to x: (700) y: (0)\nhide\n\n@text\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n wait (10) seconds\n next costume\n end\nend\n\n@sink\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)\n\n | |
A Materialistic Platformer | @Stage\n\nwhen I receive [start v]\nforever\n play sound [8-Bit Numa Numa v] until done\nend\n\n@Cube\n\nwhen I receive [start v]\nshow\nset size to (70) %\ngo to x: (-207) y: (-34)\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(water) = [0]> then\n change [xv v] by (0.7)\n end\n end\n go to [front v] layer\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 color (#dddddd)?> or <touching color (#bcbcbc)?>> then\n change y by (1)\n if <<touching color (#dddddd)?> or <touching color (#bcbcbc)?>> then\n change y by (1)\n if <<touching color (#dddddd)?> or <touching color (#bcbcbc)?>> then\n change y by (1)\n if <<touching color (#dddddd)?> or <touching color (#bcbcbc)?>> then\n change y by (1)\n if <<touching color (#dddddd)?> or <touching color (#bcbcbc)?>> then\n change y by (1)\n end\n if <<touching color (#dddddd)?> or <touching color (#bcbcbc)?>> 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?> or <key (w v) pressed?>> then\n if <(Xv) < [0]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [10]\n set [xv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching color (#dddddd)?> or <touching color (#bcbcbc)?>> 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?>> then\n if <<touching color (#dddddd)?> or <touching color (#bcbcbc)?>> then\n if <(water) = [0]> then\n set [yv v] to [8]\n end\n end\n end\n if <touching color (#250000)?> then\n set [yv v] to [15]\n end\n change y by (1)\n if <touching (level_sensor v)?> then\n broadcast (NextLevel v)\n go to x: (-207) y: (-130)\n end\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-130)\n broadcast (Position v) and wait\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-207) y: (-34)\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nbroadcast (Position v) and wait\n\nwhen I receive [position v]\nif <([costume # v] of [world v]) = [10]> then\n go to x: (-218) y: (37)\nend\nstop [this script v]\n\nwhen I receive [skip level v]\ngo to x: (-207) y: (-130)\n\n@-Thumbnail-\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@World\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\nwait (0.5) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nshow\n\n@Level_sensor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [shocky thing v]\nswitch costume to (costume2 v)\nwait (0.2) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [almost start v]\nwait (2) seconds\nhide\n\nwhen flag clicked\nstart sound [Still Standing v]\n\nwhen I receive [almost start v]\nrepeat until <(volume) = [0]>\n change volume by (-5)\nend\nclear sound effects\n\nwhen flag clicked\nset volume to (100) %\n\nwait (0.3) seconds\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\npoint in direction (90)\nset size to (100) %\nset [move v v] to [21]\ngo to [front v] layer\nhide\nwait (0.3) seconds\ngo to x: (-302) y: (0)\nshow\nrepeat until <(move v) < [1]>\n change x by (move v)\n change [move v v] by (-0.8)\nend\nset size to (100) %\nset [size z v] to [-6]\nwait (1) seconds\nbroadcast (Rotate v)\nbroadcast (shocky thing v)\nrepeat until <(SIZE z) > [7]>\n change [size z v] by (0.7)\n change size by (SIZE z)\nend\nrepeat until <(SIZE z) < [1]>\n change [size z v] by (-0.7)\n change size by (SIZE z)\nend\nbroadcast (Breeze v)\nwait (0.8) seconds\nrepeat until <(x position) > [290]>\n change x by (10)\n turn right (15) degrees\nend\nhide\nwait (1.5) seconds\nbroadcast (logo v)\n\nwhen I receive [rotate v]\npoint in direction (90)\nrepeat (15)\n turn right (24) degrees\nend\n\n@Breeze\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (pick random (105) to (75))\nset [ghost v] effect to (pick random (50) to (70))\nshow\ngo to x: (-236) y: (pick random (-36) to (29))\nglide (1.6) secs to x: (236) y: (pick random (-48) to (37))\ndelete this clone\n\nwhen I receive [breeze v]\nhide\nrepeat (35)\n create clone of (_myself_ v)\nend\n\nwait (0.1) seconds\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [logo v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (2) seconds\nbroadcast (almost start v)\nwait (2) seconds\nbroadcast (start v)\nhide\n\n@Sprite3\n\nwhen I receive [start v]\ngo to [front v] layer\nset [ghost v] effect to (50)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\ngo to x: (-35) y: (167)\nhide\n\nwhen I receive [skip level v]\nbroadcast (NextLevel v)\n\nwhen flag clicked\nforever\n if <not <([costume # v] of [world v]) = [13]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Skip Level v)\n wait (1) seconds\n end\n end\nend\n\n | ****Added skip level button + new intro****\n-A Materialistic Platformer-\nWelcome to my newest Platformer! This was a pretty fun game to make. I hope you enjoy it! :)\n-Instructions-\nArrow keys or WASD keys to move your character and jump-\nAvoid the lasers-\nJump on the tires to bounce-\n\nIf you enjoyed this project make sure to leave a love and fav, also be sure to check out my other games as well! Thank you. |
Brawl Stars Platformer | @Stage\n\n@Player\n\ndefine Platformer Graviti: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement speed) Friction (friction)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nchange [moje proměnná v] by (1)\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 (<<key (up arrow v) pressed?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\n change [moje proměnná v] by (1)\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement speed) * (-1))) + (<key (right arrow v) pressed?> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9f00)?> then\n wait (0.2) seconds\n go to x: (-100) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#3700ff)?> then\n broadcast (Next Level v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#33ff00)?> then\n broadcast (Level 2 v)\n go to x: (321) y: (-68)\n set size to (60) %\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00b8ff)?> then\n glide (3) secs to x: (51) y: (-102)\n end\n if <touching (level v)?> then\n go to x: (282) y: (-79)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffad00)?> then\n go to x: (282) y: (-79)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-149) y: (-77)\n broadcast (Level 3 v)\n set size to (100) %\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nforever\n if <touching color (#ffe600)?> then\n go to x: (-100) y: (-72)\n broadcast (Level 4 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-100) y: (-20)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Graviti: [-1] Jump Height: [13.6] Side Movement Speed: [3] Friction [.7]\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff0a)?> then\n go to x: (-113) y: (200)\n broadcast (Kill v)\n end\nend\n\nwhen I receive [kill v]\nwait (3) seconds\ngo to x: (315) y: (-50)\n\nwhen I receive [start v]\nshow\nswitch backdrop to (pozadí1 v)\n\nwhen flag clicked\nforever\n if <touching color (#00faff)?> then\n broadcast (Level 5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (images2 v)?> then\n go to x: (-84) y: (-58)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ec77)?> then\n go to x: (185) y: (122)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (postava4 v)?> then\n go to x: (-84) y: (-58)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (postava5 v)?> then\n go to x: (-84) y: (-58)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Video Game 2 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching color (#b700ff)?> then\n broadcast (Level 6 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff8f00)?> then\n broadcast (Level 7 v)\n set size to (10) %\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00b8)?> then\n broadcast (end v)\n broadcast (OOO v)\n hide\n switch backdrop to (logo_footer v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [start v]\nforever\n wait (0.05) seconds\n change [time v] by (0.1)\nend\n\nwhen I receive [ooo v]\nforever\n wait (0.05) seconds\n change [time v] by (-0.1)\nend\n\nwhen flag clicked\nforever\n play sound [Brawl Stars Original Theme v] until done\nend\n\nwhen flag clicked\nforever\n if <[300] < (Time)> then\n switch backdrop to (game over v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (postava3 v)?> then\n go to x: (98) y: (16)\n end\nend\n\n@Level\n\nwhen I receive [next level v]\nswitch costume to (kostým2 v)\n\nwhen I receive [level 2 v]\nswitch costume to (kostým3 v)\n\nwhen I receive [level 3 v]\nswitch costume to (kostým4 v)\n\nwhen I receive [level 4 v]\nswitch costume to (kostým5 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [level 5 v]\nswitch costume to (kostým6 v)\n\nwhen I receive [level 6 v]\nswitch costume to (kostým7 v)\n\nwhen I receive [level 7 v]\nswitch costume to (kostým8 v)\n\nwhen I receive [end v]\nhide\n\n@Cíl\n\nwhen I receive [next level v]\nbroadcast (NEXT LEVEL v)\ngo to x: (33) y: (67)\nswitch costume to (kostým2 v)\nstop [this script v]\n\nwhen I receive [level 2 v]\nbroadcast (LEVEL 2 v)\ngo to x: (-250) y: (-214)\nswitch costume to (kostým3 v)\nstop [this script v]\n\nwhen I receive [level 3 v]\nbroadcast (LEVEL 3 v)\ngo to x: (32) y: (-209)\nswitch costume to (kostým4 v)\nstop [this script v]\n\nwhen flag clicked\ngo to x: (36) y: (-209)\nhide\n\nwhen I receive [level 4 v]\nbroadcast (LEVEL 4 v)\ngo to x: (34) y: (68)\nswitch costume to (kostým5 v)\nstop [this script v]\n\nwhen I receive [start v]\nshow\n\nwhen I receive [level 5 v]\nbroadcast (LEVEL 5 v)\nbroadcast (Level 5/2 v)\ngo to x: (20) y: (-206)\nswitch costume to (kostým6 v)\nstop [this script v]\n\nwhen I receive [level 6 v]\nbroadcast (LEVEL 6 v)\nswitch costume to (kostým7 v)\ngo to x: (-394) y: (67)\nstop [this script v]\n\nwhen I receive [level 7 v]\nswitch costume to (kostým9 v)\ngo to x: (28) y: (-240)\nbroadcast (LEVEL 7 v)\nstop [this script v]\n\nwhen I receive [end v]\nbroadcast (END v)\nhide\nstop [this script v]\n\nwhen I receive [next level v]\nswitch backdrop to (spike v)\n\nwhen I receive [level 2 v]\nswitch backdrop to (penny v)\n\nwhen I receive [level 3 v]\nswitch backdrop to (diamond v)\n\nwhen I receive [level 4 v]\nswitch backdrop to (mortis v)\n\nwhen I receive [level 5 v]\nswitch backdrop to (bibi_skin-default v)\n\nwhen I receive [level 6 v]\nswitch backdrop to (rico v)\n\nwhen I receive [level 7 v]\nswitch backdrop to (rosa-nerfeo v)\n\nwhen I receive [end v]\nswitch backdrop to (logo_footer v)\n\n@Arrow1\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Arrow2\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Arrow3\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [level 2 v]\nhide\n\n@Lava 2\n\nwhen I receive [next level v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Voda\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nshow\n\nwhen I receive [level 3 v]\nhide\n\n@Postava1\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nshow\n\nwhen I receive [level 3 v]\nhide\n\n@Fake Zeď\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nshow\n\nwhen I receive [level 4 v]\nhide\n\n@images\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nshow\n\nwhen I receive [level 4 v]\nhide\n\n@Postava2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 v]\nshow\n\nwhen I receive [level 5 v]\nhide\n\n@button-300x176\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen I receive [start v]\nswitch backdrop to (crow v)\n\n@Turret\n\nwhen I receive [level 5 v]\nshow\n\nwhen I receive [level 6 v]\nhide\n\n@Postava3\n\nwhen I receive [level 6 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to (turret v)\n point in direction (90)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\nend\n\nwhen I receive [level 5/2 v]\nshow\n\n | Only for PC.\nArrows to move. Write your time into the comments.\nClick on the green flag at the beginning and than never in the game. If you want to play again, reset the page.\nIf you're really angry it's not my problem.\n\nWorld Record is 80.3 seconds. if you beat it send screen shot to [email protected]\n\n |
2 Player Platformer | @Stage\n\n@Player 1\n\nwhen I receive [play v]\nwait (0.2) seconds\nforever\n wait until <[225] < (x position)>\n change [level v] by (1)\nend\n\nwhen flag clicked\nbroadcast (Play 1 v)\nset size to (115) %\n\ndefine respawn\ngo to x: (-209) y: (-138)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [play 1 v]\ngo to x: (-209) y: (-138)\nshow\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 if <touching color (#00ff24)?> then\n change [hearts v] by (-1)\n broadcast (Flash v) and wait\n go to x: (-209) y: (-138)\n set [x v] to [0]\n set [y v] to [0]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#010101)?> then\n change y by (1)\n end\n if <touching color (#010101)?> then\n change y by (1)\n end\n if <touching color (#010101)?> then\n change y by (1)\n end\n if <touching color (#010101)?> then\n change y by (1)\n end\n if <touching color (#010101)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-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 (#010101)?> 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 (#010101)?>> then\n set [y v] to [10]\n end\n change y by (1)\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-209) y: (-138)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-209) y: (-138)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (-219) y: (-98)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\n\nwhen flag clicked\nset [hearts v] to [5]\n\nwhen I receive [restart v]\ngo to x: (-209) y: (-145)\n\nwhen flag clicked\nforever\n if <touching color (#660080)?> then\n next backdrop\n broadcast (Restart v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f20000)?> then\n next backdrop\n broadcast (Restart v) and wait\n end\nend\n\n@Player 2\n\nwhen I receive [play v]\nwait (0.2) seconds\nforever\n wait until <[225] < (x position)>\n change [level v] by (1)\nend\n\nwhen flag clicked\nbroadcast (Play 1 v)\nset size to (115) %\n\ndefine respawn\ngo to x: (-195) y: (125)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [play 1 v]\ngo to x: (-195) y: (125)\nshow\nforever\n change [y v] by (-1)\n if <key (a v) pressed?> then\n change [x v] by (-1)\n end\n if <key (d v) pressed?> then\n change [x v] by (1)\n end\n if <touching color (#00ff24)?> then\n change [hearts v] by (-1)\n broadcast (Flash v) and wait\n go to x: (-195) y: (53)\n set [x v] to [0]\n set [y v] to [0]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#010101)?> then\n change y by (1)\n end\n if <touching color (#010101)?> then\n change y by (1)\n end\n if <touching color (#010101)?> then\n change y by (1)\n end\n if <touching color (#010101)?> then\n change y by (1)\n end\n if <touching color (#010101)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (w v) pressed?> then\n set [y v] to [10]\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 (#010101)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (w v) pressed?> and <touching color (#010101)?>> then\n set [y v] to [10]\n end\n change y by (1)\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-195) y: (-128)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-195) y: (53)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\ngo to x: (-195) y: (125)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\n\nwhen flag clicked\nset [hearts v] to [5]\n\nwhen I receive [restart v]\ngo to x: (-195) y: (125)\n\nwhen flag clicked\nforever\n if <touching color (#b2a7b5)?> then\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching color (#660080)?> then\n next backdrop\n broadcast (Restart v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f20000)?> then\n next backdrop\n broadcast (Restart v) and wait\n end\nend\n\n@Button\n\nwhen flag clicked\nhide\ngo to x: (-19) y: (0)\n\nwhen backdrop switches to [the true test v]\nshow\nforever\n if <<touching (player 1 v)?> or <touching (player 2 v)?>> then\n broadcast (Operate v) and wait\n switch costume to (costume2 v)\n end\nend\n\nnext costume\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@danger\n\nwhen flag clicked\nhide\n\nwhen I receive [operate v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nforever\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n play sound [12 - Radioactive - Imagine Dragons v] until done\nend\n\n | Press R to restart a level if you get stuck\nRed player: arrow keys to move\nBlue player: WAD to move\nOnly one person has to get to the purple to win\nYou can jump on each other\n |
orb - a platformer (mobile & cpu) | @Stage\n\nwhen flag clicked\nforever\n play sound [TA-OpeningTheme v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (((3) - (music_settings)) * (50)) %\nend\n\n@player\n\ndefine reset\nif <<(world) = [3]> and <(level) = [1]>> then\n change [starty v] by (50)\nend\ngo to x: (startx) y: (starty)\nset [ys v] to [0]\nset [xs v] to [0]\n\ndefine stay up\nset [n v] to [0]\nrepeat (25)\n if <touching (ground v)?> then\n change y by (1)\n change [n v] by (1)\n end\nend\nif <(n) = [25]> then\n change y by (-25)\n set [ys v] to [-2]\n set [xs v] to (((0) - (xs)) * (2))\nend\nif <(xs) > [5]> then\n set [xs v] to [5]\nend\nif <[-5] > (xs)> then\n set [xs v] to [-5]\nend\n\nwhen I receive [game v]\ngo to [front v] layer\nshow\nif <(world) = [3]> then\n change [starty v] by (50)\nend\nreset\nset size to (30) %\nforever\n switch costume to (costume3 v)\n if <(water?) = [true]> then\n change [ys v] by (-0.2)\n else\n if <<(ys) < [4]> or <<<<([costume # v] of [mobile v]) = [5]> or <key (up arrow v) pressed?>> or <([costume # v] of [mobile v]) = [4]>> or <<key (w v) pressed?> or <([costume # v] of [mobile v]) = [3]>>>> then\n change [ys v] by (-1)\n else\n change [ys v] by (-2)\n end\n end\n if <(y position) < [-170]> then\n reset\n end\n if <touching (ground v)?> then\n set [ys v] to [0]\n if <<<<([costume # v] of [mobile v]) = [5]> or <key (up arrow v) pressed?>> or <([costume # v] of [mobile v]) = [4]>> or <<key (w v) pressed?> or <([costume # v] of [mobile v]) = [3]>>> then\n set [ys v] to [13]\n end\n stay up\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<([costume # v] of [mobile v]) = [5]> or <([costume # v] of [mobile v]) = [6]>>> then\n change [xs v] by (-0.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<([costume # v] of [mobile v]) = [2]> or <([costume # v] of [mobile v]) = [3]>>> then\n change [xs v] by (0.5)\n end\n set [xs v] to ((xs) / (1.1))\n change y by (ys)\n change x by (xs)\n switch costume to (character)\n if <touching (obstacles v)?> then\n reset\n end\n if <[230] < (x position)> then\n broadcast (next v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n reset\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <<<touching color (#0092de)?> or <touching color (#0098ea)?>> or <<touching color (#009ff4)?> or <touching color (#00a6ff)?>>> then\n set [water? v] to [true]\n else\n set [water? v] to [false]\n end\nend\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game v]\nforever\n set volume to (((3) - (sfx_settings)) * (50)) %\nend\n\nwait (1) seconds\n\ngo to x: (134) y: (-45)\n\nbroadcast (next v)\n\nbroadcast (next v) and wait\n\nset [ys v] to [10]\n\nwhen I receive [game v]\nforever\n if <<<<([costume # v] of [mobile v]) = [5]> or <key (up arrow v) pressed?>> or <([costume # v] of [mobile v]) = [4]>> or <<key (w v) pressed?> or <([costume # v] of [mobile v]) = [3]>>> then\n if <(water?) = [true]> then\n set [ys v] to [5]\n end\n set [pitch v] effect to (-50)\n play sound [Jump v] until done\n end\nend\n\nchange [pitch v] effect by (10)\n\nwhen I receive [refresh v]\nreset\n\n@ground\n\nwhen I receive [next v]\nswitch costume to ((((world) * (5)) - (4)) + ((level) - (1)))\n\nwhen I receive [game v]\nswitch costume to (((world) * (5)) - (4))\nshow\n\nwhen I receive [title screen v]\nhide\n\nwhen I receive [refresh v]\nswitch costume to ((((world) * (5)) - (4)) + ((level) - (1)))\n\n@obstacles\n\nwhen I receive [next v]\npoint in direction (90)\ndel\nchange [level v] by (1)\nAHHHHHHHHHHHHH\n\ndefine del\ndelete this clone\n\nwhen I receive [game v]\npoint in direction (90)\nif <(world) = [1]> then\n switch costume to (costume1 v)\n set [level v] to [1]\n go to [front v] layer\n show\n go to x: (210) y: (26)\n create clone of (_myself_ v)\n go to x: (-72) y: (-55)\n create clone of (_myself_ v)\n go to x: (237) y: (99)\n create clone of (_myself_ v)\n hide\nelse\n if <(world) = [2]> then\n switch costume to (costume2 v)\n set [level v] to [1]\n go to [front v] layer\n show\n go to x: (-119) y: (110)\n create clone of (_myself_ v)\n go to x: (232) y: (114)\n create clone of (_myself_ v)\n go to x: (67) y: (-31)\n create clone of (_myself_ v)\n hide\n else\n if <(world) = [3]> then\n switch costume to (costume3 v)\n set [level v] to [1]\n show\n go to x: (9) y: (-33)\n create clone of (_myself_ v)\n go to x: (80) y: (40)\n create clone of (_myself_ v)\n go to x: (146) y: (-157)\n create clone of (_myself_ v)\n go to x: (190) y: (-157)\n create clone of (_myself_ v)\n go to x: (233) y: (-157)\n create clone of (_myself_ v)\n hide\n else\n switch costume to (costume5 v)\n set [level v] to [1]\n show\n point in direction (60)\n go to x: (118) y: (-2)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (69) y: (79)\n create clone of (_myself_ v)\n go to x: (-76) y: (9)\n create clone of (_myself_ v)\n go to x: (-64) y: (149)\n create clone of (_myself_ v)\n hide\n end\n end\nend\n\nwhen I receive [game v]\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n forever\n set size to (size) %\n end\nend\n\nwhen I receive [game v]\nif <(world) = [3]> then\n set [size v] to [80]\n set [cos v] to [0]\n forever\n change [cos v] by (1)\n change [size v] by ([cos v] of (cos) )\n end\nend\n\ndefine AHHHHHHHHHHHHH\ngo to [front v] layer\nif <(world) = [1]> then\n if <(level) = [1]> then\n switch costume to (costume1 v)\n set [level v] to [1]\n go to [front v] layer\n show\n go to x: (210) y: (26)\n create clone of (_myself_ v)\n go to x: (-72) y: (-55)\n create clone of (_myself_ v)\n go to x: (237) y: (99)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [2]> then\n switch costume to (costume1 v)\n show\n go to x: (172) y: (106)\n create clone of (_myself_ v)\n go to x: (-189) y: (91)\n create clone of (_myself_ v)\n go to x: (-71) y: (15)\n create clone of (_myself_ v)\n go to x: (-206) y: (-39)\n create clone of (_myself_ v)\n go to x: (-100) y: (-122)\n hide\n end\n if <(level) = [3]> then\n switch costume to (costume1 v)\n show\n go to x: (-98) y: (-119)\n create clone of (_myself_ v)\n go to x: (-4) y: (-57)\n create clone of (_myself_ v)\n go to x: (-204) y: (15)\n create clone of (_myself_ v)\n go to x: (61) y: (83)\n create clone of (_myself_ v)\n go to x: (-203) y: (167)\n create clone of (_myself_ v)\n go to x: (212) y: (171)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [4]> then\n switch costume to (costume1 v)\n show\n go to x: (217) y: (95)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [5]> then\n switch costume to (costume1 v)\n show\n go to x: (27) y: (-125)\n create clone of (_myself_ v)\n go to x: (-144) y: (3)\n create clone of (_myself_ v)\n point in direction (75)\n go to x: (-47) y: (60)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (143) y: (-126)\n create clone of (_myself_ v)\n go to x: (229) y: (-123)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [6]> then\n broadcast (world complete v)\n end\nelse\n if <(world) = [2]> then\n if <(level) = [1]> then\n switch costume to (costume2 v)\n set [level v] to [1]\n go to [front v] layer\n show\n go to x: (-119) y: (90)\n create clone of (_myself_ v)\n go to x: (232) y: (114)\n create clone of (_myself_ v)\n go to x: (67) y: (-31)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [2]> then\n show\n switch costume to (costume2 v)\n go to [front v] layer\n go to x: (211) y: (143)\n create clone of (_myself_ v)\n go to x: (-119) y: (90)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [3]> then\n show\n switch costume to (costume2 v)\n go to [front v] layer\n go to x: (-143) y: (-103)\n create clone of (_myself_ v)\n go to x: (-29) y: (-27)\n create clone of (_myself_ v)\n go to x: (91) y: (45)\n create clone of (_myself_ v)\n go to x: (226) y: (139)\n create clone of (_myself_ v)\n go to x: (237) y: (-85)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [4]> then\n show\n switch costume to (costume2 v)\n go to [front v] layer\n go to x: (247) y: (-85)\n create clone of (_myself_ v)\n go to x: (169) y: (-100)\n create clone of (_myself_ v)\n go to x: (18) y: (-38)\n create clone of (_myself_ v)\n go to x: (41) y: (124)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [5]> then\n show\n switch costume to (costume2 v)\n go to [front v] layer\n go to x: (-134) y: (-108)\n create clone of (_myself_ v)\n go to x: (-12) y: (9)\n create clone of (_myself_ v)\n go to x: (-129) y: (100)\n create clone of (_myself_ v)\n go to x: (5) y: (120)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [6]> then\n broadcast (world complete v)\n end\n else\n if <(world) = [3]> then\n if <(level) = [1]> then\n switch costume to (costume3 v)\n set [level v] to [1]\n show\n go to x: (9) y: (-33)\n create clone of (_myself_ v)\n go to x: (80) y: (40)\n create clone of (_myself_ v)\n go to x: (146) y: (-157)\n create clone of (_myself_ v)\n go to x: (190) y: (-157)\n create clone of (_myself_ v)\n go to x: (233) y: (-157)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [2]> then\n show\n go to [front v] layer\n switch costume to (costume4 v)\n go to x: (-10) y: (51)\n create clone of (_myself_ v)\n go to x: (94) y: (-155)\n create clone of (_myself_ v)\n go to x: (206) y: (13)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [3]> then\n show\n go to [front v] layer\n switch costume to (costume4 v)\n go to x: (-36) y: (38)\n create clone of (_myself_ v)\n go to x: (156) y: (73)\n create clone of (_myself_ v)\n go to x: (156) y: (-101)\n create clone of (_myself_ v)\n go to x: (-116) y: (-151)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n go to x: (-6) y: (-129)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [4]> then\n show\n go to [front v] layer\n switch costume to (costume4 v)\n go to x: (-119) y: (144)\n create clone of (_myself_ v)\n go to x: (25) y: (-162)\n create clone of (_myself_ v)\n go to x: (25) y: (-66)\n create clone of (_myself_ v)\n go to x: (171) y: (72)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n go to x: (-121) y: (-99)\n create clone of (_myself_ v)\n go to x: (-91) y: (-99)\n create clone of (_myself_ v)\n go to x: (-121) y: (6)\n create clone of (_myself_ v)\n go to x: (-84) y: (6)\n create clone of (_myself_ v)\n go to x: (188) y: (49)\n create clone of (_myself_ v)\n set rotation style [all around v]\n point in direction (-90)\n go to x: (152) y: (156)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [5]> then\n show\n go to [front v] layer\n switch costume to (costume4 v)\n go to x: (-108) y: (-48)\n create clone of (_myself_ v)\n go to x: (109) y: (66)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n go to x: (3) y: (50)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [6]> then\n broadcast (world complete v)\n end\n else\n if <(level) = [1]> then\n switch costume to (costume5 v)\n set [level v] to [1]\n show\n point in direction (60)\n go to x: (118) y: (-2)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (69) y: (79)\n create clone of (_myself_ v)\n go to x: (-76) y: (9)\n create clone of (_myself_ v)\n go to x: (-64) y: (149)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [2]> then\n show\n switch costume to (costume5 v)\n go to [front v] layer\n go to x: (-156) y: (-104)\n create clone of (_myself_ v)\n go to x: (-148) y: (36)\n create clone of (_myself_ v)\n go to x: (-206) y: (100)\n create clone of (_myself_ v)\n go to x: (-85) y: (151)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [3]> then\n show\n switch costume to (costue6 v)\n go to [front v] layer\n go to x: (-26) y: (-105)\n set size to (20) %\n point in direction (-90)\n create clone of (_myself_ v)\n set size to (30) %\n switch costume to (costume5 v)\n point in direction (90)\n go to x: (108) y: (-43)\n create clone of (_myself_ v)\n go to x: (-202) y: (72)\n create clone of (_myself_ v)\n go to x: (-29) y: (102)\n create clone of (_myself_ v)\n go to x: (46) y: (103)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [4]> then\n show\n switch costume to (costume5 v)\n go to [front v] layer\n point in direction (-90)\n go to x: (-187) y: (-43)\n create clone of (_myself_ v)\n go to x: (-86) y: (-46)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (-147) y: (-114)\n create clone of (_myself_ v)\n go to x: (-92) y: (-113)\n create clone of (_myself_ v)\n go to x: (7) y: (-113)\n create clone of (_myself_ v)\n go to x: (174) y: (70)\n create clone of (_myself_ v)\n go to x: (-69) y: (75)\n create clone of (_myself_ v)\n go to x: (-146) y: (121)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [5]> then\n show\n switch costume to (costume5 v)\n go to [front v] layer\n point in direction (-90)\n go to x: (-62) y: (48)\n create clone of (_myself_ v)\n go to x: (111) y: (46)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (13) y: (0)\n create clone of (_myself_ v)\n go to x: (198) y: (-50)\n create clone of (_myself_ v)\n go to x: (-118) y: (-76)\n create clone of (_myself_ v)\n go to x: (-207) y: (-6)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [6]> then\n broadcast (world complete v)\n end\n end\n end\nend\n\nwhen I receive [refresh v]\nAHHHHHHHHHHHHH\nif <(world) = [3]> then\n set [size v] to [80]\n set [cos v] to [0]\n forever\n change [cos v] by (1)\n change [size v] by ([cos v] of (cos) )\n end\nend\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ground bg\n\nwhen I receive [title screen v]\nhide\n\nwhen I receive [game v]\ngo to [back v] layer\nswitch costume to (((world) * (5)) - (4))\nshow\n\nwhen I receive [next v]\nswitch costume to ((((world) * (5)) - (4)) + ((level) - (1)))\n\nwhen I receive [refresh v]\nswitch costume to ((((world) * (5)) - (4)) + ((level) - (1)))\n\n@title\n\nwhen flag clicked\nbroadcast (title screen v)\n\nwhen I receive [title screen v]\ngo to x: (0) y: (80)\nshow\npoint in direction (-90)\nrepeat (20)\n turn right (((90) - (direction)) / (5)) degrees\nend\npoint in direction (90)\nset [tan v] to [0]\nforever\n change [tan v] by (2)\n set x to ((([tan v] of (tan) ) * (15)) - (0))\nend\n\nwhen I receive [lvl selection v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shop v]\nstop [other scripts in sprite v]\nhide\n\n@play\n\nwhen I receive [lvl selection v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [title screen v]\nshow\nset size to (80) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (lvl selection v)\n end\n end\n else\n change size by (((70) - (size)) / (4))\n end\nend\n\nwhen I receive [shop v]\nhide\nstop [other scripts in sprite v]\n\n@level\n\ndefine type (text)\nshow\nset [n v] to [1]\nset [l v] to []\nbroadcast (del v)\nrepeat (length of (text))\n set [l v] to (letter (n) of (text))\n repeat until <(costume [name v]) = (l)>\n next costume\n end\n create clone of (_myself_ v)\n change [n v] by (1)\n change x by (22)\nend\nhide\n\nwhen I receive [del v]\ndelete this clone\n\nwhen flag clicked\nset [world v] to [1]\n\nwhen I receive [game v]\nif <(world) = [1]> then\n wait (0.1) seconds\n wait until <mouse down?>\n wait until <not <mouse down?>>\nend\nforever\n go to x: (-130) y: (140)\n go to [front v] layer\n type (join (join [l] (world)) (join [-] (level)))\nend\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@s. button\n\nwhen I receive [lvl selection v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [title screen v]\nshow\nset size to (80) %\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((80) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(on?) = [1]> then\n broadcast (stop v)\n set [on? v] to [0]\n else\n broadcast (settings v)\n set [on? v] to [1]\n end\n end\n end\n else\n change size by (((70) - (size)) / (4))\n end\nend\n\nwhen I receive [shop v]\nhide\nset [on? v] to [0]\nstop [other scripts in sprite v]\n\nif <(on?) = [1]> then\n\n@settings\n\ndefine clone (#)\nset [clone# v] to [0]\nrepeat (#)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I start as a clone\nshow\nif <(clone#) = [1]> then\n go to [front v] layer\n switch costume to (join [sound-] (music_settings))\n repeat (20)\n go to x: (130) y: (-97)\n end\n forever\n switch costume to (join [sound-] (music_settings))\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((140) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n change [music_settings v] by (1)\n if <[3] < (music_settings)> then\n set [music_settings v] to [1]\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n end\nelse\n if <(clone#) = [2]> then\n switch costume to (join [sfx-] (sfx_settings))\n repeat (20)\n change x by (((205) - (x position)) / (4))\n end\n set x to (205)\n forever\n switch costume to (join [sfx-] (sfx_settings))\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((140) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n change [sfx_settings v] by (1)\n if <[3] < (sfx_settings)> then\n set [sfx_settings v] to [1]\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n end\n else\n switch costume to (join [mobil/cpu-] (device_settings))\n repeat (20)\n change x by (((280) - (x position)) / (4))\n end\n set x to (280)\n forever\n switch costume to (join [mobil/cpu-] (device_settings))\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((140) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n change [device_settings v] by (1)\n if <[2] < (device_settings)> then\n set [device_settings v] to [1]\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n end\n end\nend\n\ndefine reset\nset [device_settings v] to [2]\nset [music_settings v] to [1]\nset [sfx_settings v] to [1]\n\nwhen I receive [settings v]\ngo to x: (110) y: (-97)\nclone [3]\nhide\n\nwhen flag clicked\nreset\n\nwhen I receive [stop v]\ngo to [back v] layer\nstop [other scripts in sprite v]\nrepeat (20)\n change x by (((80) - (x position)) / (4))\nend\ndelete this clone\n\nwhen I receive [lvl selection v]\nhide\ndelete this clone\n\nwhen I receive [shop v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@mobile\n\nwhen I receive [game v]\nset drag mode [draggable v]\nswitch costume to (costume1 v)\nif <(device_settings) = [1]> then\n show\n go to [front v] layer\n forever\n point towards (mouse-pointer v)\n set rotation style [don't rotate v]\n if <mouse down?> then\n if <<(direction) < [180]> and <(direction) > [60]>> then\n switch costume to (costume2 v)\n end\n if <<(direction) < [60]> and <(direction) > [26]>> then\n switch costume to (costume3 v)\n end\n if <<(direction) < [26]> and <(direction) > [-13]>> then\n switch costume to (costume4 v)\n end\n if <<(direction) < [-13]> and <(direction) > [-58]>> then\n switch costume to (costume5 v)\n end\n if <<(direction) < [-58]> and <(direction) > [-180]>> then\n switch costume to (costume6 v)\n end\n else\n switch costume to (costume1 v)\n end\n end\nelse\n hide\nend\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\n\n@wld selection\n\ndefine clone (#)\nset [clone#3 v] to [0]\nrepeat (#)\n change [clone#3 v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [lvl selection v]\nhide\nclone [4]\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\nset size to (0) %\nif <(clone#3) = [1]> then\n go to x: (-100) y: (100)\n if <(item (1) of [unlocked v]) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume5 v)\n end\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (4))\n if <<mouse down?> and <(item (1) of [unlocked v]) = [1]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [world v] to [1]\n broadcast (story v)\n end\n end\n else\n change size by (((130) - (size)) / (4))\n end\n end\nelse\n if <(clone#3) = [2]> then\n if <(item (2) of [unlocked v]) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume5 v)\n end\n go to x: (100) y: (100)\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (4))\n if <<mouse down?> and <(item (2) of [unlocked v]) = [1]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [world v] to [2]\n broadcast (game v)\n end\n end\n else\n change size by (((130) - (size)) / (4))\n end\n end\n else\n if <(clone#3) = [3]> then\n if <(item (3) of [unlocked v]) = [1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume5 v)\n end\n go to x: (-100) y: (-90)\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (4))\n if <<mouse down?> and <(item (3) of [unlocked v]) = [1]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [world v] to [3]\n broadcast (game v)\n end\n end\n else\n change size by (((130) - (size)) / (4))\n end\n end\n else\n if <(item (4) of [unlocked v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume5 v)\n end\n go to x: (100) y: (-90)\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (4))\n if <<mouse down?> and <(item (4) of [unlocked v]) = [1]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [world v] to [4]\n broadcast (game v)\n end\n end\n else\n change size by (((130) - (size)) / (4))\n end\n end\n end\n end\nend\n\nwhen flag clicked\ndelete all of [unlocked v]\nadd [1] to [unlocked v]\nadd [0] to [unlocked v]\nadd [0] to [unlocked v]\nadd [0] to [unlocked v]\n\nwhen I receive [story v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@W. complete\n\nwhen flag clicked\n\nwhen I receive [world complete v]\ngo to x: (-465) y: (0)\ngo to [front v] layer\nif <not <(world) = [4]>> then\n replace item ((world) + (1)) of [unlocked v] with [1]\nend\nshow\nrepeat (20)\n change x by (((0) - (x position)) / (8))\nend\nset x to (0)\nwait (1) seconds\nbroadcast (title screen v)\nrepeat (20)\n change x by (((600) - (x position)) / (8))\nend\nhide\n\n@coins\n\nwhen I receive [next v]\nwait (0) seconds\nk dis is epic\n\nwhen I receive [game v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nif <(world) = [1]> then\n go to x: (-138) y: (-66)\n create clone of (_myself_ v)\n go to x: (25) y: (15)\n create clone of (_myself_ v)\n go to x: (134) y: (53)\n create clone of (_myself_ v)\n go to x: (-19) y: (105)\n create clone of (_myself_ v)\n hide\nelse\n if <(world) = [2]> then\n switch costume to (costume2 v)\n go to [front v] layer\n show\n go to x: (121) y: (156)\n create clone of (_myself_ v)\n go to x: (64) y: (147)\n create clone of (_myself_ v)\n go to x: (-166) y: (-102)\n create clone of (_myself_ v)\n go to x: (-123) y: (-102)\n create clone of (_myself_ v)\n go to x: (-84) y: (-101)\n create clone of (_myself_ v)\n go to x: (10) y: (-32)\n create clone of (_myself_ v)\n go to x: (-41) y: (93)\n create clone of (_myself_ v)\n go to x: (77) y: (17)\n create clone of (_myself_ v)\n hide\n else\n if <(world) = [3]> then\n switch costume to (costume2 v)\n go to [front v] layer\n show\n go to x: (-166) y: (-62)\n create clone of (_myself_ v)\n go to x: (-121) y: (-99)\n create clone of (_myself_ v)\n go to x: (-61) y: (-40)\n create clone of (_myself_ v)\n go to x: (15) y: (21)\n create clone of (_myself_ v)\n go to x: (106) y: (18)\n create clone of (_myself_ v)\n go to x: (131) y: (-58)\n create clone of (_myself_ v)\n go to x: (150) y: (-93)\n create clone of (_myself_ v)\n go to x: (199) y: (-95)\n create clone of (_myself_ v)\n hide\n else\n switch costume to (costume2 v)\n go to [front v] layer\n show\n go to x: (-155) y: (-106)\n create clone of (_myself_ v)\n go to x: (-110) y: (-106)\n create clone of (_myself_ v)\n go to x: (-63) y: (-106)\n create clone of (_myself_ v)\n go to x: (17) y: (-61)\n create clone of (_myself_ v)\n go to x: (-55) y: (2)\n create clone of (_myself_ v)\n go to x: (8) y: (73)\n create clone of (_myself_ v)\n go to x: (-33) y: (142)\n create clone of (_myself_ v)\n go to x: (54) y: (174)\n create clone of (_myself_ v)\n go to x: (165) y: (174)\n create clone of (_myself_ v)\n hide\n end\n end\nend\n\ndefine del\ndelete this clone\n\nwhen I receive [game v]\nhide\n\nwhen I start as a clone\nforever\n next costume\n if <touching (player v)?> then\n change [coins v] by (1)\n start sound [\[Super Mario Bros\] Coin Sound Effect \[Free Ringtone Download\] v]\n delete this clone\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [game v]\nforever\n set volume to (((3) - (sfx_settings)) * (50)) %\nend\n\ndefine k dis is epic\ndel\ngo to [front v] layer\nif <(world) = [1]> then\n if <(level) = [1]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-138) y: (-66)\n create clone of (_myself_ v)\n go to x: (25) y: (15)\n create clone of (_myself_ v)\n go to x: (134) y: (53)\n create clone of (_myself_ v)\n go to x: (-19) y: (105)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [2]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-137) y: (-126)\n create clone of (_myself_ v)\n go to x: (-183) y: (-46)\n create clone of (_myself_ v)\n go to x: (-133) y: (6)\n create clone of (_myself_ v)\n go to x: (-175) y: (81)\n create clone of (_myself_ v)\n go to x: (-35) y: (93)\n create clone of (_myself_ v)\n go to x: (190) y: (139)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [3]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-189) y: (-131)\n create clone of (_myself_ v)\n go to x: (-124) y: (-64)\n create clone of (_myself_ v)\n go to x: (-164) y: (8)\n create clone of (_myself_ v)\n go to x: (-50) y: (76)\n create clone of (_myself_ v)\n go to x: (-146) y: (160)\n create clone of (_myself_ v)\n go to x: (34) y: (158)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [4]> then\n show\n switch costume to (costume2 v)\n go to [front v] layer\n go to x: (-149) y: (-102)\n create clone of (_myself_ v)\n go to x: (-113) y: (-69)\n create clone of (_myself_ v)\n go to x: (-56) y: (-15)\n create clone of (_myself_ v)\n go to x: (-16) y: (18)\n create clone of (_myself_ v)\n go to x: (-85) y: (-41)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [5]> then\n switch costume to (costume2 v)\n go to [front v] layer\n show\n go to x: (-134) y: (-109)\n create clone of (_myself_ v)\n go to x: (-28) y: (-138)\n create clone of (_myself_ v)\n go to x: (28) y: (-65)\n create clone of (_myself_ v)\n go to x: (-85) y: (-29)\n create clone of (_myself_ v)\n go to x: (-216) y: (-9)\n create clone of (_myself_ v)\n go to x: (-29) y: (62)\n create clone of (_myself_ v)\n go to x: (161) y: (-137)\n create clone of (_myself_ v)\n hide\n end\nelse\n if <(world) = [2]> then\n if <(level) = [1]> then\n switch costume to (costume2 v)\n go to [front v] layer\n show\n go to x: (121) y: (156)\n create clone of (_myself_ v)\n go to x: (64) y: (147)\n create clone of (_myself_ v)\n go to x: (-166) y: (-102)\n create clone of (_myself_ v)\n go to x: (-123) y: (-102)\n create clone of (_myself_ v)\n go to x: (-84) y: (-101)\n create clone of (_myself_ v)\n go to x: (10) y: (-32)\n create clone of (_myself_ v)\n go to x: (-41) y: (93)\n create clone of (_myself_ v)\n go to x: (77) y: (17)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [2]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-136) y: (-55)\n create clone of (_myself_ v)\n go to x: (-73) y: (-49)\n create clone of (_myself_ v)\n go to x: (-12) y: (-16)\n create clone of (_myself_ v)\n go to x: (21) y: (53)\n create clone of (_myself_ v)\n go to x: (-76) y: (82)\n create clone of (_myself_ v)\n go to x: (11) y: (160)\n create clone of (_myself_ v)\n go to x: (103) y: (157)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [3]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-122) y: (-97)\n create clone of (_myself_ v)\n go to x: (-102) y: (-25)\n create clone of (_myself_ v)\n go to x: (-8) y: (-35)\n create clone of (_myself_ v)\n go to x: (19) y: (46)\n create clone of (_myself_ v)\n go to x: (119) y: (37)\n create clone of (_myself_ v)\n go to x: (148) y: (122)\n create clone of (_myself_ v)\n go to x: (156) y: (-94)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [4]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-158) y: (-97)\n create clone of (_myself_ v)\n go to x: (-81) y: (-27)\n create clone of (_myself_ v)\n go to x: (-114) y: (58)\n create clone of (_myself_ v)\n go to x: (-173) y: (85)\n create clone of (_myself_ v)\n go to x: (-48) y: (128)\n create clone of (_myself_ v)\n go to x: (61) y: (104)\n create clone of (_myself_ v)\n go to x: (188) y: (-96)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [5]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-135) y: (-58)\n create clone of (_myself_ v)\n go to x: (-96) y: (6)\n create clone of (_myself_ v)\n go to x: (-118) y: (78)\n create clone of (_myself_ v)\n go to x: (55) y: (114)\n create clone of (_myself_ v)\n go to x: (170) y: (143)\n create clone of (_myself_ v)\n go to x: (219) y: (143)\n create clone of (_myself_ v)\n hide\n end\n else\n if <(world) = [3]> then\n if <(level) = [1]> then\n switch costume to (costume2 v)\n go to [front v] layer\n show\n go to x: (-166) y: (-62)\n create clone of (_myself_ v)\n go to x: (-121) y: (-99)\n create clone of (_myself_ v)\n go to x: (-61) y: (-40)\n create clone of (_myself_ v)\n go to x: (15) y: (21)\n create clone of (_myself_ v)\n go to x: (106) y: (18)\n create clone of (_myself_ v)\n go to x: (131) y: (-58)\n create clone of (_myself_ v)\n go to x: (150) y: (-93)\n create clone of (_myself_ v)\n go to x: (199) y: (-95)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [2]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-186) y: (12)\n create clone of (_myself_ v)\n go to x: (-120) y: (52)\n create clone of (_myself_ v)\n go to x: (-51) y: (6)\n create clone of (_myself_ v)\n go to x: (-10) y: (-73)\n create clone of (_myself_ v)\n go to x: (52) y: (-105)\n create clone of (_myself_ v)\n go to x: (128) y: (-52)\n create clone of (_myself_ v)\n go to x: (128) y: (26)\n create clone of (_myself_ v)\n go to x: (194) y: (68)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [3]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-208) y: (33)\n create clone of (_myself_ v)\n go to x: (-208) y: (-130)\n create clone of (_myself_ v)\n go to x: (-146) y: (-106)\n create clone of (_myself_ v)\n go to x: (-71) y: (-104)\n create clone of (_myself_ v)\n go to x: (-39) y: (-56)\n create clone of (_myself_ v)\n go to x: (-13) y: (-5)\n create clone of (_myself_ v)\n go to x: (44) y: (-5)\n create clone of (_myself_ v)\n go to x: (144) y: (-5)\n create clone of (_myself_ v)\n go to x: (212) y: (76)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [4]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-204) y: (-28)\n create clone of (_myself_ v)\n go to x: (-204) y: (43)\n create clone of (_myself_ v)\n go to x: (-125) y: (121)\n create clone of (_myself_ v)\n go to x: (-53) y: (71)\n create clone of (_myself_ v)\n go to x: (-53) y: (21)\n create clone of (_myself_ v)\n go to x: (-53) y: (-44)\n create clone of (_myself_ v)\n go to x: (16) y: (-81)\n create clone of (_myself_ v)\n go to x: (95) y: (-81)\n create clone of (_myself_ v)\n go to x: (102) y: (11)\n create clone of (_myself_ v)\n go to x: (70) y: (35)\n create clone of (_myself_ v)\n go to x: (163) y: (81)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [5]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-110) y: (35)\n create clone of (_myself_ v)\n go to x: (-34) y: (94)\n create clone of (_myself_ v)\n go to x: (28) y: (49)\n create clone of (_myself_ v)\n go to x: (81) y: (-11)\n create clone of (_myself_ v)\n go to x: (190) y: (61)\n create clone of (_myself_ v)\n hide\n end\n else\n if <(level) = [1]> then\n switch costume to (costume2 v)\n go to [front v] layer\n show\n go to x: (-155) y: (-106)\n create clone of (_myself_ v)\n go to x: (-110) y: (-106)\n create clone of (_myself_ v)\n go to x: (-63) y: (-106)\n create clone of (_myself_ v)\n go to x: (17) y: (-61)\n create clone of (_myself_ v)\n go to x: (-55) y: (2)\n create clone of (_myself_ v)\n go to x: (8) y: (73)\n create clone of (_myself_ v)\n go to x: (-33) y: (142)\n create clone of (_myself_ v)\n go to x: (54) y: (174)\n create clone of (_myself_ v)\n go to x: (165) y: (174)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [2]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-134) y: (-62)\n create clone of (_myself_ v)\n go to x: (-77) y: (-62)\n create clone of (_myself_ v)\n go to x: (-16) y: (-62)\n create clone of (_myself_ v)\n go to x: (30) y: (-3)\n create clone of (_myself_ v)\n go to x: (-47) y: (33)\n create clone of (_myself_ v)\n go to x: (-95) y: (33)\n create clone of (_myself_ v)\n go to x: (-187) y: (93)\n create clone of (_myself_ v)\n go to x: (-13) y: (168)\n create clone of (_myself_ v)\n go to x: (82) y: (168)\n create clone of (_myself_ v)\n go to x: (168) y: (168)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [3]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-151) y: (-82)\n create clone of (_myself_ v)\n go to x: (-107) y: (-62)\n create clone of (_myself_ v)\n go to x: (-50) y: (-100)\n create clone of (_myself_ v)\n go to x: (-5) y: (-142)\n create clone of (_myself_ v)\n go to x: (21) y: (-97)\n create clone of (_myself_ v)\n go to x: (52) y: (-58)\n create clone of (_myself_ v)\n go to x: (-184) y: (64)\n create clone of (_myself_ v)\n go to x: (-82) y: (91)\n create clone of (_myself_ v)\n go to x: (-8) y: (91)\n create clone of (_myself_ v)\n go to x: (68) y: (91)\n create clone of (_myself_ v)\n go to x: (173) y: (130)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [4]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-64) y: (-129)\n create clone of (_myself_ v)\n go to x: (17) y: (-85)\n create clone of (_myself_ v)\n go to x: (43) y: (-38)\n create clone of (_myself_ v)\n go to x: (67) y: (3)\n create clone of (_myself_ v)\n go to x: (-48) y: (65)\n create clone of (_myself_ v)\n go to x: (-4) y: (65)\n create clone of (_myself_ v)\n go to x: (-128) y: (108)\n create clone of (_myself_ v)\n go to x: (-200) y: (108)\n create clone of (_myself_ v)\n go to x: (-18) y: (150)\n create clone of (_myself_ v)\n go to x: (64) y: (164)\n create clone of (_myself_ v)\n hide\n end\n if <(level) = [5]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (-185) y: (-20)\n create clone of (_myself_ v)\n go to x: (-71) y: (-17)\n create clone of (_myself_ v)\n go to x: (-31) y: (-17)\n create clone of (_myself_ v)\n go to x: (100) y: (-62)\n create clone of (_myself_ v)\n go to x: (141) y: (-62)\n create clone of (_myself_ v)\n hide\n end\n end\n end\nend\n\nwhen I receive [refresh v]\nwait (0) seconds\nk dis is epic\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@coin amount\n\ndefine type (text) (spacing)\nshow\nset [n v] to [1]\nset [l v] to []\nbroadcast (del2 v)\nrepeat (length of (text))\n set [l v] to (letter (n) of (text))\n repeat until <(costume [name v]) = (l)>\n next costume\n end\n create clone of (_myself_ v)\n change [n v] by (1)\n change x by (spacing)\nend\nhide\n\nwhen I receive [del2 v]\ndel\ndelete this clone\n\nwhen flag clicked\nset [world v] to [1]\n\nwhen I receive [game v]\nif <(world) = [1]> then\n wait (0.1) seconds\n wait until <mouse down?>\n wait until <not <mouse down?>>\nend\nforever\n set size to (100) %\n go to x: (120) y: (140)\n go to [front v] layer\n type (join (coins) [c]) [28]\n set [brightness v] effect to (0)\nend\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [shop v]\nforever\n set size to (200) %\n go to x: (-200) y: (-110)\n go to [front v] layer\n type (join (coins) [c]) [55]\n set [brightness v] effect to (0)\nend\n\nwhen I receive [title screen v]\ndel\nstop [other scripts in sprite v]\nbroadcast (del2 v)\n\ndefine del\ndelete this clone\n\n@shop button\n\nwhen I receive [lvl selection v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nshow\nset size to (80) %\nswitch costume to (costume1 v)\nwait (1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((80) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (shop v)\n end\n end\n else\n change size by (((70) - (size)) / (4))\n end\n if <([on? v] of [s. button v]) = [1]> then\n hide\n wait until <([on? v] of [s. button v]) = [0]>\n show\n end\nend\n\nwhen I receive [shop v]\nhide\nstop [other scripts in sprite v]\n\n@shop\n\nwhen I receive [shop v]\ndel\nset [current character v] to [1]\nshow\nclone [3]\nforever\n set size to (350) %\n go to x: (-10) y: (50)\n switch costume to (join [ball-] (current character))\nend\n\ndefine clone (#)\nset [clone#2 v] to [0]\nrepeat (#)\n change [clone#2 v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I start as a clone\nshow\nif <(clone#2) = [1]> then\n go to x: (200) y: (20)\n set size to (100) %\n switch costume to (arrow v)\n point in direction (90)\n forever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [current character v] by (1)\n if <(current character) > [5]> then\n set [current character v] to [1]\n end\n end\n end\nelse\n if <(clone#2) = [2]> then\n set size to (100) %\n set rotation style [left-right v]\n switch costume to (arrow v)\n go to x: (-200) y: (20)\n point in direction (-90)\n forever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [current character v] by (-1)\n if <[1] > (current character)> then\n set [current character v] to [5]\n end\n end\n end\n else\n set size to (80) %\n set rotation style [left-right v]\n go to x: (-50) y: (-164)\n point in direction (90)\n forever\n switch costume to (item (current character) of [shop v])\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 <(item (current character) of [shop v]) = [3]> then\n replace item (current character) of [shop v] with [2]\n else\n if <(item (current character) of [shop v]) = [2]> then\n check\n replace item (current character) of [shop v] with [3]\n set [character v] to (current character)\n else\n if <(item (current character) of [prices v]) < ((coins) + (1))> then\n change [coins v] by ((0) - (item (current character) of [prices v]))\n replace item (current character) of [shop v] with [2]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [title screen v]\ndel\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine reset\ndelete all of [shop v]\nadd [3] to [shop v]\nadd [1] to [shop v]\nadd [1] to [shop v]\nadd [1] to [shop v]\nadd [1] to [shop v]\ndelete all of [prices v]\nadd [0] to [prices v]\nadd [15] to [prices v]\nadd [15] to [prices v]\nadd [25] to [prices v]\nadd [30] to [prices v]\n\nwhen flag clicked\nset [character v] to [1]\nreset\n\ndefine check\nif <(item (1) of [shop v]) = [3]> then\n replace item (1) of [shop v] with [2]\nend\nif <(item (2) of [shop v]) = [3]> then\n replace item (2) of [shop v] with [2]\nend\nif <(item (3) of [shop v]) = [3]> then\n replace item (3) of [shop v] with [2]\nend\nif <(item (4) of [shop v]) = [3]> then\n replace item (4) of [shop v] with [2]\nend\n\ndefine del\ndelete this clone\n\n@cost\n\ndefine type (text) (spacing)\nshow\nset [n v] to [1]\nset [l v] to []\nbroadcast (del3 v)\nrepeat (length of (text))\n set [l v] to (letter (n) of (text))\n repeat until <(costume [name v]) = (l)>\n next costume\n end\n create clone of (_myself_ v)\n change [n v] by (1)\n change x by (spacing)\nend\nhide\n\nwhen I receive [del3 v]\ndelete this clone\n\nwhen flag clicked\nset [world v] to [1]\n\nwhen I receive [title screen v]\ndel\nstop [other scripts in sprite v]\nbroadcast (del3 v)\n\nwhen I receive [shop v]\nforever\n set size to (200) %\n go to x: (-200) y: (-170)\n go to [front v] layer\n type (join (item (current character) of [prices v]) [s]) [55]\n set [brightness v] effect to (0)\nend\n\ndefine del\ndelete this clone\n\n@back\n\nwhen I receive [lvl selection v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shop v]\nstop [other scripts in sprite v]\nshow\nset size to (80) %\nswitch costume to (costume2 v)\nwait (1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((80) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (title screen v)\n end\n end\n else\n change size by (((70) - (size)) / (4))\n end\nend\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\n\n@checkpoint\n\nwhen I receive [game v]\nshow\nwait (0.1) seconds\nif <(world) = [1]> then\n go to x: (134) y: (45)\n while <<(x position) = [134]> and <(y position) = [45]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\nelse\n if <(world) = [2]> then\n show\n go to x: (63) y: (5)\n while <<(x position) = [63]> and <(y position) = [5]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n else\n if <(world) = [3]> then\n show\n go to x: (93) y: (20)\n while <<(x position) = [93]> and <(y position) = [20]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n else\n show\n go to x: (-48) y: (-4)\n while <<(x position) = [-48]> and <(y position) = [-4]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nwait (0) seconds\nwejkrjksfjdr\n\nwhen I receive [lvl selection v]\nset [startx v] to [-204]\nset [starty v] to [-113]\n\nif then\nend\n\ndefine wejkrjksfjdr\nset [startx v] to [-204]\nset [starty v] to [-113]\nif <(world) = [1]> then\n if <(level) = [1]> then\n go to x: (134) y: (45)\n while <<(x position) = [134]> and <(y position) = [45]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (-130) y: (0)\n while <<(x position) = [-130]> and <(y position) = [0]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [3]> then\n go to x: (-49) y: (69)\n while <<(x position) = [-49]> and <(y position) = [69]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [4]> then\n go to x: (163) y: (80)\n while <<(x position) = [163]> and <(y position) = [80]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [5]> then\n go to x: (-98) y: (29)\n while <<(x position) = [-98]> and <(y position) = [29]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\nelse\n if <(world) = [2]> then\n if <(level) = [1]> then\n go to x: (134) y: (45)\n while <<(x position) = [134]> and <(y position) = [45]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [3]> then\n show\n go to x: (21) y: (34)\n while <<(x position) = [21]> and <(y position) = [34]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [4]> then\n show\n go to x: (191) y: (-98)\n wait (1) seconds\n while <<(x position) = [191]> and <(y position) = [-98]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [5]> then\n show\n go to x: (-115) y: (72)\n while <<(x position) = [-115]> and <(y position) = [72]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [2]> then\n hide\n end\n else\n if <(world) = [3]> then\n if <(level) = [1]> then\n show\n go to x: (93) y: (20)\n while <<(x position) = [93]> and <(y position) = [20]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n show\n go to x: (61) y: (-10)\n while <<(x position) = [61]> and <(y position) = [-10]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [4]> then\n show\n go to x: (66) y: (27)\n while <<(x position) = [66]> and <(y position) = [27]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [5]> then\n show\n go to x: (14) y: (40)\n while <<(x position) = [14]> and <(y position) = [40]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n else\n if <(level) = [1]> then\n show\n go to x: (-48) y: (-4)\n while <<(x position) = [-48]> and <(y position) = [-4]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [2]> then\n show\n go to x: (-196) y: (86)\n while <<(x position) = [-196]> and <(y position) = [86]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [3]> then\n show\n go to x: (-115) y: (20)\n while <<(x position) = [-115]> and <(y position) = [20]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [4]> then\n show\n go to x: (104) y: (7)\n while <<(x position) = [104]> and <(y position) = [7]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n if <(level) = [5]> then\n show\n go to x: (-79) y: (-25)\n while <<(x position) = [-79]> and <(y position) = [-25]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\n end\n end\n end\n end\nend\n\nshow\ngo to x: (63) y: (5)\nwhile <<(x position) = [63]> and <(y position) = [5]>>\n if <touching (player v)?> then\n set [startx v] to (x position)\n set [starty v] to (y position)\n end\nend\n\nwhen I receive [refresh v]\nwait (0) seconds\nwejkrjksfjdr\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@save\n\ndefine encrypt\nif <(level) = [1]> then\n set [l1 v] to [z]\nend\nif <(level) = [2]> then\n set [l1 v] to [t]\nend\nif <(level) = [3]> then\n set [l1 v] to [£]\nend\nif <(level) = [4]> then\n set [l1 v] to [&]\nend\nif <(level) = [5]> then\n set [l1 v] to [₺]\nend\nset [l2 v] to (l1)\nif <(world) = [1]> then\n set [l1 v] to [|]\nend\nif <(world) = [2]> then\n set [l1 v] to [~]\nend\nif <(world) = [3]> then\n set [l1 v] to [€]\nend\nif <(world) = [4]> then\n set [l1 v] to [`]\nend\nset [l2 v] to (join (l2) (l1))\ndelete all of [save code v]\nadd [copy the code below with double tap & select \(mobile\)/triple click + ctrl c] to [save code v]\nadd [ \(computer\). v v v v v v] to [save code v]\nadd (l2) to [save code v]\nadd [Store it somewhere and when you come back again, you can paste it into the] to [save code v]\nadd [game! <click/tap outside of list to close>] to [save code v]\nhide list [save code v]\nwait until <not <mouse down?>>\nwait until <mouse down?>\nwait until <not <mouse down?>>\nshow list [save code v]\n\ndefine decrypt (encripted)\nif <(letter (1) of (encripted)) = [z]> then\n set [level v] to [1]\nend\nif <(letter (1) of (encripted)) = [t]> then\n set [level v] to [2]\nend\nif <(letter (1) of (encripted)) = [£]> then\n set [level v] to [3]\nend\nif <(letter (1) of (encripted)) = [&]> then\n set [level v] to [4]\nend\nif <(letter (1) of (encripted)) = [₺]> then\n set [level v] to [5]\nend\nif <(letter (2) of (encripted)) = [|]> then\n set [world v] to [1]\n delete all of [unlocked v]\n add [1] to [unlocked v]\n add [0] to [unlocked v]\n add [0] to [unlocked v]\n add [0] to [unlocked v]\nend\nif <(letter (2) of (encripted)) = [~]> then\n set [world v] to [2]\n delete all of [unlocked v]\n add [1] to [unlocked v]\n add [1] to [unlocked v]\n add [0] to [unlocked v]\n add [0] to [unlocked v]\nend\nif <(letter (2) of (encripted)) = [€]> then\n set [world v] to [3]\n delete all of [unlocked v]\n add [1] to [unlocked v]\n add [1] to [unlocked v]\n add [1] to [unlocked v]\n add [0] to [unlocked v]\nend\nif <(letter (2) of (encripted)) = [`]> then\n set [world v] to [4]\n delete all of [unlocked v]\n add [1] to [unlocked v]\n add [1] to [unlocked v]\n add [1] to [unlocked v]\n add [1] to [unlocked v]\nend\nbroadcast (refresh v)\n\nwhen I receive [game v]\ndel\nset y to (-50)\nshow\ncreate clone of (_myself_ v)\nset y to (-150)\nforever\n go to [front v] layer\n if <(mouse x) > [150]> then\n change x by (((180) - (x position)) / (4))\n change [ghost v] effect by (-15)\n else\n change x by (((275) - (x position)) / (4))\n change [ghost v] effect by (15)\n end\n if <<[200] > (x position)> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n encrypt\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n switch costume to (costume2 v)\n if <(mouse x) > [150]> then\n change x by (((180) - (x position)) / (4))\n change [ghost v] effect by (-15)\n else\n change x by (((275) - (x position)) / (4))\n change [ghost v] effect by (15)\n end\n if <<[200] > (x position)> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n ask [Put your save code here. Leave blank if you clicked this by accident.] and wait\n if <not <(answer) = []>> then\n decrypt (answer)\n end\n end\n end\nend\n\ndefine del\ndelete this clone\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [encrypt v]\nencrypt\nbroadcast (title screen v)\n\n@Menu\n\nwhen I receive [game v]\nset y to (60)\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset y to (150)\nforever\n go to [front v] layer\n if <(mouse x) > [150]> then\n change x by (((180) - (x position)) / (4))\n change [ghost v] effect by (-15)\n else\n change x by (((275) - (x position)) / (4))\n change [ghost v] effect by (15)\n end\n if <<[200] > (x position)> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [level v] by (1)\n broadcast (refresh v)\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (275) y: (60)\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\nwait (0.1) seconds\nshow\nforever\n switch costume to (costume2 v)\n go to [front v] layer\n if <(mouse x) > [150]> then\n change x by (((180) - (x position)) / (4))\n change [ghost v] effect by (-15)\n else\n change x by (((275) - (x position)) / (4))\n change [ghost v] effect by (15)\n end\n if <<[200] > (x position)> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n go to x: (0) y: (0)\n switch costume to (just one question for u v)\n forever\n switch costume to (just one question for u2 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n create clone of (_myself_ v)\n delete this clone\n end\n switch costume to (just one question for u3 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (encrypt v)\n delete this clone\n end\n switch costume to (just one question for u4 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (title screen v)\n end\n switch costume to (just one question for u v)\n end\n end\n end\nend\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\n\n@Tutorial\n\nwhen I receive [title screen v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game v]\ngo to [front v] layer\nif <<(level) = [1]> and <(world) = [1]>> then\n go to [front v] layer\n show\n repeat (10)\n go to [front v] layer\n end\n wait until <mouse down?>\n wait until <not <mouse down?>>\n hide\nend\n\n@story\n\ndefine story (start)\nset size to (50) %\nbroadcast (delstory v)\nset [ghost v] effect to (0)\nswitch costume to (start)\nshow\ngo to x: (-123) y: (89)\nnext costume\ncreate clone of (_myself_ v)\ngo to x: (113) y: (89)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (-123) y: (-89)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (113) y: (-89)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [delstory v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [story v]\nstory [0]\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstory [4]\nwait until <mouse down?>\nwait until <not <mouse down?>>\nset size to (100) %\nbroadcast (delstory v)\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (costume9 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume11 v)\nwait until <mouse down?>\nwait until <not <mouse down?>>\nbroadcast (delstory v)\nhide\nbroadcast (game v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nshow\n\n | |
Platformer, a Platformer | @Stage\n\nwhen I receive [start game. v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nshow variable [level : v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [go to level 18 v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [finished v]\nhide variable [level : v]\nswitch backdrop to (backdrop4 v)\n\n@Player\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground 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 (space v) pressed?> or <key (w v) pressed?>>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\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)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen I receive [go to level 2 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 2 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 3 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 3 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 3 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 4 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 4 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 4 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (level 4 : part 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 4 : part 2 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (level 4: part 3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 4: part 3 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 5 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 5 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 6 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 5 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [go to level 6 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 6 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 7 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 7 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 7 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 8 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 8 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 8 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 9 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 9 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 10 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 10 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 11 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 11 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 12 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 11 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 10 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 9 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 12 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 13 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 12 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 13 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 14 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 13 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 14 v]\nset [key got v] to [0]\nwait (1) seconds\nforever\n if <touching (key v)?> then\n set [key got v] to [1]\n end\n if <<(Key got) = [1]> and <touching (base v)?>> then\n broadcast (go to level 15 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nbroadcast (go to level 14: key v)\n\nwhen I receive [go to level 14 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 15 v]\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 15 v]\nswitch costume to (costume2 v)\nset [key got v] to [0]\nwait (1) seconds\nforever\n if <touching (key v)?> then\n set [key got v] to [1]\n end\n if <<(Key got) = [1]> and <touching (base v)?>> then\n broadcast (go to level 16 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 15: key v]\n\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (finished v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 16 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\nbroadcast (go to level 15: key v)\n\nwhen I receive [mute v]\nforever\n stop all sounds\nend\n\nwhen I receive [start game. v]\nforever\n if <touching (red-ness v)?> then\n go to x: (-192) y: (-73)\n end\nend\n\nwhen I receive [start game. v]\nforever\n if <touching (_edge_ v)?> then\n go to x: (-192) y: (-73)\n end\nend\n\nwhen I receive [start game. v]\nset size to (100) %\nforever\n if <key (m v) pressed?> then\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume2 v)\n set size to (50) %\n change [pitch v] effect by (40)\n set [pitch v] effect to (100)\n end\nend\n\nwhen I receive [start game. v]\nrepeat until <(Level :) = [16]>\n set volume to (100000000) %\n play sound [Grieg - In the Hall of the Mountain King v] until done\nend\n\nwhen I receive [start game. v]\nset [key got v] to [0]\nforever\n if <touching (portal : 1 v)?> then\n go to (portal : 2 v)\n end\nend\n\nwhen I receive [start game. v]\nshow variable [level : v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 2 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [start game. v]\nset [level : v] to [1]\ngo to x: (-192) y: (-73)\nswitch costume to (costume2 v)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\nwhen I receive [start game. v]\nswitch costume to (costume2 v)\nforever\n if <touching (key v)?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\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\nend\n\nwhen I receive [go to level 16 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 17 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 17 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (go to level 18 v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [go to level 17 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen flag clicked\nhide variable [level : v]\nforever\n if <touching (jump-pad v)?> then\n platform physics (24) (-1) (0.9) (1) (8) (8)\n end\nend\n\ngo to (base v)\n\nwhen I receive [go to level 18 v]\nswitch costume to (costume2 v)\ngo to x: (-192) y: (-73)\nstop [this script v]\n\nwhen I receive [go to level 18 v]\nwait (1) seconds\nforever\n if <touching (base v)?> then\n broadcast (finished v)\n change [level : v] by (1)\n stop [this script v]\n end\nend\n\n@Ground\n\nwhen I receive [go to level 2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [go to level 3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [go to level 4 v]\nswitch costume to (costume4 v)\n\nwhen I receive [go to level 5 v]\nswitch costume to (costume1 v)\n\nwhen I receive [go to level 6 v]\nswitch costume to (costume5 v)\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [go to level 7 v]\nswitch costume to (costume6 v)\n\nwhen I receive [go to level 8 v]\nswitch costume to (costume7 v)\n\nwhen I receive [go to level 9 v]\nswitch costume to (costume8 v)\n\nwhen I receive [go to level 10 v]\nswitch costume to (costume9 v)\n\nwhen I receive [go to level 11 v]\nswitch costume to (costume10 v)\n\nwhen I receive [go to level 12 v]\nswitch costume to (costume11 v)\n\nwhen I receive [go to level 13 v]\nswitch costume to (costume12 v)\n\nwhen I receive [go to level 14 v]\nswitch costume to (costume13 v)\n\nwhen I receive [go to level 15 v]\nswitch costume to (costume14 v)\n\nwhen I receive [start game. v]\ngo to x: (2) y: (14)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [go to level 16 v]\nswitch costume to (costume15 v)\n\nwhen I receive [go to level 17 v]\nswitch costume to (costume16 v)\n\nwhen I receive [go to level 18 v]\nswitch costume to (costume1 v)\n\n@Comment\n\nwhen I receive [go to level 2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [go to level 3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [go to level 4 v]\nswitch costume to (costume4 v)\n\nwhen I receive [level 4 : part 2 v]\nswitch costume to (costume5 v)\n\nwhen I receive [level 4: part 3 v]\nswitch costume to (costume6 v)\n\nwhen I receive [go to level 5 v]\nswitch costume to (costume7 v)\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [go to level 6 v]\nswitch costume to (costume8 v)\n\nwhen I receive [go to level 7 v]\nswitch costume to (costume9 v)\n\nwhen I receive [go to level 8 v]\nswitch costume to (costume11 v)\n\nwhen I receive [go to level 9 v]\nswitch costume to (costume12 v)\n\nwhen I receive [go to level 10 v]\nswitch costume to (costume13 v)\n\nwhen I receive [go to level 11 v]\nswitch costume to (costume14 v)\n\nwhen I receive [go to level 12 v]\nswitch costume to (costume15 v)\n\nwhen I receive [go to level 13 v]\nswitch costume to (costume16 v)\n\nwhen I receive [go to level 14 v]\nswitch costume to (costume17 v)\n\nforever\n stop all sounds\nend\n\nwhen I receive [go to level 15 v]\nswitch costume to (costume18 v)\n\nwhen I receive [start game. v]\nhide variable [death count v]\nshow\ngo to x: (5) y: (33)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [go to level 16 v]\nswitch costume to (costume19 v)\n\nwhen I receive [go to level 17 v]\nswitch costume to (costume20 v)\n\nwhen I receive [go to level 18 v]\nswitch costume to (costume21 v)\n\n@Base\n\nwhen I receive [level 4 : part 2 v]\ngo to x: (7) y: (0)\n\nwhen I receive [level 4: part 3 v]\ngo to x: (182) y: (121)\n\nwhen I receive [go to level 5 v]\ngo to x: (197) y: (-152)\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [go to level 6 v]\ngo to x: (-205) y: (-18)\n\nwhen I receive [go to level 7 v]\ngo to x: (171) y: (128)\n\nwhen I receive [go to level 8 v]\ngo to x: (171) y: (135)\n\nwhen I receive [go to level 9 v]\ngo to x: (197) y: (-152)\n\nwhen I receive [go to level 11 v]\ngo to x: (197) y: (-148)\n\nwhen I receive [go to level 12 v]\ngo to x: (197) y: (-152)\n\nwhen I receive [go to level 13 v]\ngo to x: (215) y: (175)\n\nwhen I receive [go to level 14 v]\nswitch costume to (costume2 v)\ngo to x: (197) y: (-152)\n\nwhen I receive [go to level 15 v]\nswitch costume to (costume2 v)\ngo to x: (234) y: (-8)\n\nwhen I receive [start game. v]\nswitch costume to (costume1 v)\nshow\ngo to x: (197) y: (-152)\nwait (0.001) seconds\ngo to x: (197) y: (-152)\n\nwhen I receive [start game. v]\nwait (1) seconds\nforever\n if <(Level :) = [4]> then\n change y by (5)\n stop [this script v]\n end\nend\n\nwhen I receive [start game. v]\nwait (1) seconds\nforever\n if <(Level :) = [5]> then\n go to x: (197) y: (-152)\n stop [this script v]\n end\nend\n\nwhen I receive [start game. v]\nwait (1) seconds\nforever\n if <(Level :) = [2]> then\n change y by (5)\n stop [this script v]\n end\nend\n\nwhen I receive [start game. v]\nwait (1) seconds\nforever\n if <(Level :) = [3]> then\n go to x: (197) y: (-152)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go to level 16 v]\nswitch costume to (costume1 v)\ngo to x: (39) y: (-37)\n\nwhen I receive [go to level 17 v]\nswitch costume to (costume1 v)\ngo to x: (203) y: (-147)\n\nwhen I receive [go to level 18 v]\ngo to x: (197) y: (-152)\n\n@Red-ness\n\nwhen I receive [go to level 5 v]\nshow\npoint in direction (90)\nrepeat until <(Level :) = [6]>\n repeat (15)\n change y by (4)\n end\n repeat (15)\n change y by (4)\n end\n repeat (15)\n change y by (-4)\n end\n repeat (15)\n change y by (-4)\n end\nend\nhide\nrepeat (10)\n stop [this script v]\nend\nstop [this script v]\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [go to level 6 v]\nhide\nstop [other scripts in sprite v]\ngo to x: (-40) y: (-100)\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\nwhen I receive [go to level 7 v]\nswitch costume to (costume1 v)\ngo to x: (-40) y: (-90)\nshow\nrepeat until <(Level :) = [8]>\n repeat (20)\n change y by (4)\n end\n repeat (20)\n change y by (4)\n end\n repeat (20)\n change y by (-4)\n end\n repeat (20)\n change y by (-4)\n end\nend\nhide\nrepeat (10)\n stop [this script v]\nend\nstop [this script v]\n\nwhen I receive [go to level 8 v]\nhide\nstop [other scripts in sprite v]\ngo to x: (0) y: (-100)\nswitch costume to (costume3 v)\ngo to [front v] layer\nshow\n\nwhen I receive [go to level 9 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [go to level 10 v]\ngo to x: (0) y: (-15)\nset size to (250) %\nswitch costume to (costume4 v)\nshow\nforever\n turn right (-4) degrees\nend\n\nwhen I receive [go to level 11 v]\npoint in direction (90)\nset size to (100) %\nhide\nstop [other scripts in sprite v]\ngo to x: (0) y: (-84)\nswitch costume to (costume5 v)\ngo to [front v] layer\nshow\n\nwhen I receive [go to level 12 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [go to level 13 v]\nhide\nstop [other scripts in sprite v]\ngo to x: (26) y: (-68)\nswitch costume to (costume6 v)\nshow\n\nwhen I receive [go to level 13 v]\ngo to x: (1) y: (-81)\nswitch costume to (costume6 v)\nshow\n\nwhen I receive [go to level 14 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [go to level 15 v]\ngo to x: (18) y: (-83)\nstop [other scripts in sprite v]\nswitch costume to (costume7 v)\nshow\n\nwhen I receive [start game. v]\nset size to (100) %\npoint in direction (90)\nhide\nswitch costume to (costume1 v)\ngo to x: (18) y: (-147)\n\nwhen flag clicked\nhide\n\nwhen I receive [go to level 16 v]\nswitch costume to (costume8 v)\nshow\n\nwhen I receive [go to level 17 v]\nswitch costume to (costume9 v)\nshow\n\nwhen I receive [go to level 18 v]\nhide\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nshow\nhide variable [level : v]\nbroadcast (hide for thumbnail v)\n\nwhen flag clicked\nhide\n\nbroadcast (go to level 16 v)\n\n@Portal : 1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [go to level 9 v]\ngo to x: (-8) y: (-113)\nshow\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [go to level 10 v]\nhide\n\nwhen I receive [go to level 11 v]\ngo to x: (-226) y: (71)\nshow\n\nwhen I receive [go to level 12 v]\nhide\n\nforever\n stop all sounds\nend\n\nwhen I receive [go to level 15 v]\ngo to x: (42) y: (-116)\nshow\n\nwhen I receive [go to level 16 v]\nhide\n\n@Portal : 2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [go to level 9 v]\ngo to x: (84) y: (119)\nshow\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [go to level 10 v]\nhide\n\nwhen I receive [go to level 11 v]\ngo to x: (189) y: (132)\nshow\n\nwhen I receive [go to level 12 v]\nhide\n\nwhen I receive [go to level 15 v]\ngo to x: (135) y: (-109)\nshow\n\nwhen I receive [go to level 16 v]\nhide\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [go to level 14 v]\ngo to x: (-38) y: (-19)\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I receive [go to level 15 v]\ngo to x: (-228) y: (15)\nshow\n\n@Sound\n\nwhen I receive [hide for thumbnail v]\nhide\n\nif <(Sound: 1, Mute, 0, No Mute) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (unmute v)\n set [sound: 1, mute, 0, no mute v] to [0]\n broadcast (UNMUTE v)\n else\n set size to (115) %\n end\nend\n\nwhen I receive [start game. v]\ngo to x: (221) y: (157)\nswitch costume to (unmute v)\nset [sound: 1, mute, 0, no mute v] to [0]\nset size to (100) %\nshow\nforever\n if <(Sound: 1, Mute, 0, No Mute) = [0]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (mute v)\n set [sound: 1, mute, 0, no mute v] to [1]\n broadcast (MUTE v)\n wait (1) seconds\n else\n set size to (115) %\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Snow\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen flag clicked\n\nhide\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (170)\nshow\nrepeat until <<touching (snow2 v)?> or <touching (ground v)?>>\n change y by (-2)\nend\nwait (12) seconds\nhide\n\nwhen I start as a clone\nforever\n if <not <<touching (ground v)?> or <touching (snow2 v)?>>> then\n change y by (-2)\n end\nend\n\n@Words\n\nwhen flag clicked\nwait (0.01) seconds\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [text in v]\nrepeat (100)\n change [ghost v] effect by (-2)\nend\nbroadcast (Start Game. v)\n\nwhen I receive [start game. v]\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\n@GIF\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [turn v] to [0]\nset size to (1) %\nrepeat (100)\n change [turn v] by (1)\n turn right (turn) degrees\n change size by (1)\nend\npoint in direction (90)\nbroadcast (TEXT IN v)\n\nwhen I receive [start game. v]\nhide\n\nwhen I receive [hide for thumbnail v]\nhide\n\n@Jump-pad\n\nwhen I receive [hide for thumbnail v]\nhide\n\nwhen I receive [finished v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [go to level 17 v]\ngo to x: (42) y: (10)\nshow\n\nwhen I receive [go to level 18 v]\nhide\n\n | Platformer, a Platformer\n---------------------------------------------------------------\nWelcome to another one of those platformers! This one is no different, but play it anyway!\n\nTry not to touch the edge or the red stuff as you try to touch the base at the end of the each level. Good luck!\n---------------------------------------------------------------\nCredits : @Fireboss8400, @Da_Dragonz, @treetrampler, @Dachumps1, @DemonKing2020, @DaGAammer, @DVXL and especially thanks to @codertheoriginal who gave me the actual platformer script, who got it from @PullJosh.\n\n\n-------------------------------------------------------------------------\nMusic : Hall of the Mountain King \n\n\n#games #platformer |
Platformer Maker V1.3 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <<key (space v) pressed?> and <(start/stop) = [0]>> then\n next backdrop\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@player\n\ndefine platform (jump height) (friction) (running speed)\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <(D-pad direction) = [Right]>> then\n point in direction (90)\n if <touching color (#098e00)?> then\n change [x velocity v] by ((running speed) / (3))\n else\n change [x velocity v] by (running speed)\n end\nend\nif <<key (left arrow v) pressed?> or <(D-pad direction) = [Left]>> then\n point in direction (-90)\n if <touching color (#098e00)?> then\n change [x velocity v] by (((running speed) * (-1)) / (3))\n else\n change [x velocity v] by ((running speed) * (-1))\n end\nend\nset [x velocity v] to ((x velocity) * (friction))\nchange x by (x velocity)\nif <<<<<<<touching (level v)?> or <touching (sprite2 v)?>> or <touching (sprite25 v)?>> or <touching (sprite27 v)?>> or <touching (sprite28 v)?>> or <touching (sprite31 v)?>> or <touching (sprite33 v)?>> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <<<<<<<touching (level v)?> or <touching (sprite2 v)?>> or <touching (sprite25 v)?>> or <touching (sprite27 v)?>> or <touching (sprite28 v)?>> or <touching (sprite31 v)?>> or <touching (sprite33 v)?>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<<<<<<touching (level v)?> or <touching (sprite2 v)?>> or <touching (sprite25 v)?>> or <touching (sprite27 v)?>> or <touching (sprite28 v)?>> or <touching (sprite31 v)?>> or <touching (sprite33 v)?>> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (x velocity) ) )\n if <<<<<<<touching (level v)?> or <touching (sprite2 v)?>> or <touching (sprite25 v)?>> or <touching (sprite27 v)?>> or <touching (sprite28 v)?>> or <touching (sprite31 v)?>> or <touching (sprite33 v)?>> then\n change x by ((([abs v] of (x velocity) ) / (x velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by ((y velocity) * (gravity))\nif <<<<<<<touching (level v)?> or <touching (sprite2 v)?>> or <touching (sprite25 v)?>> or <touching (sprite27 v)?>> or <touching (sprite28 v)?>> or <touching (sprite31 v)?>> or <touching (sprite33 v)?>> then\n repeat ([ceiling v] of ([abs v] of (y velocity) ) )\n if <<<<<<<touching (level v)?> or <touching (sprite2 v)?>> or <touching (sprite25 v)?>> or <touching (sprite27 v)?>> or <touching (sprite28 v)?>> or <touching (sprite31 v)?>> or <touching (sprite33 v)?>> then\n change y by (((([abs v] of (y velocity) ) / (y velocity)) * (-1)) * (gravity))\n end\n end\n if <<(([abs v] of (y velocity) ) / (y velocity)) = [-1]> and <<key (up arrow v) pressed?> or <(D-pad direction) = [Up]>>> then\n if <touching color (#098e00)?> then\n set [y velocity v] to (((jump height) / (2)) + (3))\n else\n set [y velocity v] to (jump height)\n end\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <(D-pad direction) = [Right]>> or <<key (left arrow v) pressed?> or <(D-pad direction) = [Left]>>> then\n switch costume to (walk)\nend\nif <(y velocity) > [2]> then\n switch costume to (jump v)\nend\nif <(y velocity) < [-4]> then\n switch costume to (fall v)\nend\nif <touching color (#ff00a8)?> then\n set [y velocity v] to [15]\nend\nif <<<(y position) < [-180]> or <touching color (#ff0000)?>> and <(gravity) = [1]>> then\n go to x: (-210) y: (-40)\n start sound [Lose v]\n broadcast (stop v)\nend\nif <<<(y position) > [180]> or <touching color (#ff0000)?>> and <(gravity) = [-1]>> then\n go to x: (-210) y: (-40)\n start sound [Lose v]\n broadcast (stop v)\nend\nif <touching (sprite13 v)?> then\n play sound [Win v] until done\n broadcast (stop v)\nend\n\nwhen I receive [start v]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-210) y: (-40)\nforever\n platform [11.5] [0.7] [3]\nend\n\nwhen I receive [start v]\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.01) seconds\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@level\n\nwhen flag clicked\nforever\n go to x: (-23) y: (-20)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [start/stop v] to [0]\nbroadcast (stop v)\n\nwhen I receive [stop v]\ngo to x: (198) y: (-146)\nset [start/stop v] to [0]\nrepeat until <(start/stop) = [1]>\n switch costume to (costume1 v)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(flag placed?) = [1]> then\n broadcast (start v)\n else\n broadcast (place flag v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\ngo to x: (198) y: (-146)\nset [start/stop v] to [1]\nrepeat until <(start/stop) = [0]>\n switch costume to (costume2 v)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(flag placed?) = [1]> then\n broadcast (stop v)\n else\n broadcast (place flag v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [black]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> and <not <touching (sprite23 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@1316503\n\nwhen I receive [stop v]\nrepeat until <(start/stop) = [1]>\n go to [back v] layer\n set [ghost v] effect to (30)\nend\n\nwhen I receive [start v]\nrepeat until <(start/stop) = [0]>\n go to [back v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [ghost v] effect to (30)\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (30)\nend\n\nwhen flag clicked\nbroadcast (open v)\n\nwhen I receive [open v]\nset [open v] to [1]\ngo to x: (0) y: (-18)\n\nwhen I receive [close v]\nset [open v] to [0]\ngo to x: (0) y: (5)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [stop v]\nshow\n\n@Sprite4\n\nwhen I receive [open v]\nforever\n point in direction (-90)\n go to x: (-6) y: (147)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (close v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [close v]\nforever\n point in direction (90)\n go to x: (-6) y: (170)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (open v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [stop v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nforever\n go to x: (-212) y: (151)\n if <<(open) = [0]> or <(start/stop) = [1]>> then\n hide\n set [thing open v] to [0]\n else\n show\n end\n if <touching (mouse-pointer v)?> then\n set [toutching black v] to [1]\n set [thing open v] to [1]\n if <(texture) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n if <mouse down?> then\n set [block selected v] to [black]\n end\n else\n if <(toutching halv) = [0]> then\n set [toutching black v] to [0]\n else\n set [toutching black v] to [1]\n end\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n go to x: (-160) y: (151)\n if <<(open) = [0]> or <(start/stop) = [1]>> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [toutching pink v] to [1]\n if <(texture) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n if <mouse down?> then\n set [block selected v] to [pink]\n end\n else\n if <(toutching blue) = [0]> then\n set [toutching pink v] to [0]\n else\n set [toutching pink v] to [1]\n end\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [pink]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\nforever\n go to x: (-114) y: (151)\n if <<(open) = [0]> or <(start/stop) = [1]>> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n if <(texture) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n if <mouse down?> then\n set [block selected v] to [red]\n end\n else\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [red]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@Sprite10\n\nwhen flag clicked\nforever\n go to x: (-68) y: (151)\n if <<(open) = [0]> or <(start/stop) = [1]>> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n if <(texture) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n if <mouse down?> then\n set [block selected v] to [green]\n end\n else\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [green]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@Sprite12\n\nwhen flag clicked\nforever\n go to x: (52) y: (158)\n if <<(open) = [0]> or <(start/stop) = [1]>> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [block selected v] to [flag]\n end\n else\n switch costume to (1 v)\n end\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nset [flag placed? v] to [0]\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n if <(block selected) = [flag]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> and <(flag placed?) = [0]>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n set [flag placed? v] to [1]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n set [flag placed? v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\nset [flag placed? v] to [0]\ndelete this clone\n\n@Sprite14\n\nwhen flag clicked\nset [error v] to [0]\nset [ghost v] effect to (100)\n\nwhen I receive [place flag v]\nset [error v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\nwhen I receive [stop v]\nset [error v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\n@Sprite15\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (118) y: (59)\n\nwhen I receive [place flag v]\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (stop v)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\n@Sprite16\n\nwhen flag clicked\nforever\n go to x: (92) y: (151)\n if <<(open) = [0]> or <(start/stop) = [1]>> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (coin2-2 v)\n if <mouse down?> then\n set [block selected v] to [coin]\n end\n else\n switch costume to (coin2-6 v)\n end\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n if <(block selected) = [coin]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n if <(start/stop) = [0]> then\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\n else\n if <touching (player v)?> then\n start sound [Coin v]\n hide\n change [coins v] by (1)\n wait until <(start/stop) = [0]>\n show\n end\n end\nend\n\nwhen I receive [start v]\nset [coins v] to [0]\nshow variable [coins v]\n\nwhen I receive [stop v]\nhide variable [coins v]\n\nwhen I receive [clear v]\ndelete this clone\n\n@Sprite18\n\nwhen flag clicked\nforever\n go to x: (135) y: (151)\n if <<(open) = [0]> or <(start/stop) = [1]>> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n if <mouse down?> then\n set [block selected v] to [gravity]\n end\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n if <(block selected) = [gravity]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n if <(start/stop) = [0]> then\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\n else\n if <touching (player v)?> then\n if <(gravity) = [1]> then\n set [gravity v] to [-1]\n else\n set [gravity v] to [1]\n end\n start sound [Connect v]\n set [y velocity v] to [0]\n wait until <not <touching (player v)?>>\n end\n if <touching (player2 v)?> then\n if <(gravity2) = [1]> then\n set [gravity2 v] to [-1]\n else\n set [gravity2 v] to [1]\n end\n start sound [Connect v]\n set [yvel2 v] to [0]\n wait until <not <touching (player2 v)?>>\n end\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen I receive [start v]\nset [gravity v] to [1]\n\n@Sprite20\n\nwhen flag clicked\nset [texture v] to [1]\ngo to x: (198) y: (159)\nforever\n if <<(open) = [0]> or <(start/stop) = [1]>> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n if <(texture) = [1]> then\n set [texture v] to [2]\n else\n set [texture v] to [1]\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Sprite21\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite22\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go [forward v] (99) layers\nend\n\n@Sprite23\n\nwhen flag clicked\nforever\n go to x: (-212) y: (132)\n set [ghost v] effect to (30)\n if <<<(open) = [1]> or <(start/stop) = [0]>> and <(toutching black) = [1]>> then\n set [hidden v] to [0]\n show\n else\n set [hidden v] to [1]\n hide\n end\n if <<touching (mouse-pointer v)?> and <(hidden) = [0]>> then\n set [toutching halv v] to [1]\n else\n set [toutching halv v] to [0]\n end\nend\n\n@Sprite25\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [halve black]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: ((((round ((mouse y) / (10.5))) * (10.5)) + (2)) - ())\n if <<<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> and <not <touching (sprite23 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@Sprite26\n\nwhen flag clicked\nforever\n go to x: (-175) y: (125)\n if <<<(open) = [1]> or <(start/stop) = [0]>> and <(toutching black) = [1]>> then\n show\n if <touching (mouse-pointer v)?> then\n if <(texture) = [1]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume3 v)\n end\n if <mouse down?> then\n set [block selected v] to [gentle slope]\n end\n else\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n end\n else\n hide\n end\nend\n\n@Sprite27\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [gentle slope]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: ((((round ((mouse y) / (10.5))) * (10.5)) + (2)) - ())\n if <<<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> and <not <touching (sprite23 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@Sprite28\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [gentle slope right]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: ((((round ((mouse y) / (10.5))) * (10.5)) + (2)) - ())\n if <<<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> and <not <touching (sprite23 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@Sprite29\n\nwhen flag clicked\nforever\n go to x: (-135) y: (125)\n if <<<(open) = [1]> or <(start/stop) = [0]>> and <(toutching black) = [1]>> then\n show\n if <touching (mouse-pointer v)?> then\n if <(texture) = [1]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume3 v)\n end\n if <mouse down?> then\n set [block selected v] to [gentle slope right]\n end\n else\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n end\n else\n hide\n end\nend\n\n@Sprite30\n\nwhen flag clicked\nforever\n go to x: (-100) y: (115)\n if <<<(open) = [1]> or <(start/stop) = [0]>> and <(toutching black) = [1]>> then\n show\n if <touching (mouse-pointer v)?> then\n if <(texture) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n if <mouse down?> then\n set [block selected v] to [steep slope]\n end\n else\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n else\n hide\n end\nend\n\n@Sprite31\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [steep slope]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> and <not <touching (sprite23 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@Sprite32\n\nwhen flag clicked\nforever\n go to x: (-55) y: (115)\n if <<<(open) = [1]> or <(start/stop) = [0]>> and <(toutching black) = [1]>> then\n show\n if <touching (mouse-pointer v)?> then\n if <(texture) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n if <mouse down?> then\n set [block selected v] to [steep slope right]\n end\n else\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n else\n hide\n end\nend\n\n@Sprite33\n\nwhen flag clicked\nset [block selected v] to [NaN]\ndelete all of [position v]\nforever\n switch costume to (texture)\n if <(block selected) = [steep slope right]> then\n set [ghost v] effect to (0)\n go to x: (((round ((mouse x) / (21))) * (21)) + (2)) y: (((round ((mouse y) / (21))) * (21)) + (2))\n if <<<<<mouse down?> and <not <[position v] contains (join (join (x position) [,]) (y position))?>>> and <(showed?) = [1]>> and <not <touching (sprite3 v)?>>> and <not <touching (sprite23 v)?>>> then\n create clone of (_myself_ v)\n add (join (join (x position) [,]) (y position)) to [position v]\n end\n if <(start/stop) = [0]> then\n if <key (e v) pressed?> then\n hide\n set [showed? v] to [0]\n else\n show\n set [showed? v] to [1]\n end\n else\n hide\n set [showed? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(showed?) = [0]> then\n delete this clone\nend\nforever\n switch costume to (texture)\n if <<<<key (e v) pressed?> or <(erase mode) = [1]>> and <<touching (mouse-pointer v)?> and <mouse down?>>> or <key (c v) pressed?>> then\n delete (item # of (join (join (x position) [,]) (y position)) in [position v]) of [position v]\n delete this clone\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@D-Pad\n\nwhen flag clicked\nhide\ngo to x: (-35) y: (-35)\ngo to [front v] layer\nset [ghost v] effect to (20)\nset [controller shown v] to [yes]\nset [controler v] to [D-Pad]\nbroadcast (Turn on D-Pad v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n change y by (39)\nend\nrepeat until <(Controller shown) = [No]>\n go to [front v] layer\n if <(start/stop) = [0]> then\n set [arrow pressed? v] to [0]\n hide\n else\n if <<<<key (left arrow v) pressed?> or <key (up arrow v) pressed?>> or <key (right arrow v) pressed?>> or <(arrow pressed?) = [1]>> then\n hide\n set [arrow pressed? v] to [1]\n else\n show\n set [arrow pressed? v] to [0]\n end\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [Up]>> then\n set [d-pad direction v] to [Up]\n wait until <not <mouse down?>>\n set [d-pad direction v] to [none]\n end\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [Down]>> then\n set [d-pad direction v] to [Down]\n wait until <not <mouse down?>>\n set [d-pad direction v] to [none]\n end\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [Left]>> then\n set [d-pad direction v] to [Left]\n wait until <not <mouse down?>>\n set [d-pad direction v] to [none]\n end\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [Right]>> then\n set [d-pad direction v] to [Right]\n wait until <not <mouse down?>>\n set [d-pad direction v] to [none]\n end\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [Action1]>> then\n set [d-pad direction v] to [Action1]\n wait until <not <mouse down?>>\n set [d-pad direction v] to [none]\n end\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (20)\n end\nend\n\nwhen I start as a clone\nwait until <(Controller shown) = [No]>\ndelete this clone\n\nwhen I receive [turn on d-pad v]\ngo to x: (-35) y: (-35)\ngo to [front v] layer\nset [ghost v] effect to (20)\nset [controler v] to [D-Pad]\nset [controller shown v] to [yes]\nif <(Controler) = [D-Pad]> then\n switch costume to (up v)\n set size to (100) %\n show\n go to x: (-170) y: (-160)\n go to [front v] layer\n set [ghost v] effect to (20)\n create clone of (_myself_ v)\n repeat (3)\n next costume\n create clone of (_myself_ v)\n end\nend\nhide\n\nwhen I receive [turn off d-pad v]\nset [controller shown v] to [no]\n\nwhen I receive [turn on d-pad v]\n\nbroadcast (Turn on D-Pad v)\n\n@Sprite34\n\nwhen flag clicked\nset [erase mode v] to [0]\nforever\n if <(start/stop) = [0]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n if <mouse down?> then\n if <(erase mode) = [0]> then\n broadcast (erase mode v)\n set [erase mode v] to [1]\n set [block selected v] to [N/A]\n wait until <not <mouse down?>>\n else\n broadcast (stop erase mode v)\n set [erase mode v] to [0]\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite35\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [erase mode v]\nshow\ngo to [front v] layer\n\nwhen I receive [stop erase mode v]\nhide\ngo to [front v] layer\n\n@Sprite36\n\nwhen flag clicked\nforever\n go to x: (-160) y: (132)\n set [ghost v] effect to (30)\n if <<<(open) = [1]> or <(start/stop) = [0]>> and <(Toutching pink) = [1]>> then\n set [hidden pink v] to [0]\n show\n else\n set [hidden pink v] to [1]\n hide\n end\n if <<touching (mouse-pointer v)?> and <(hidden pink) = [0]>> then\n set [toutching pink v] to [1]\n else\n set [toutching pink v] to [0]\n end\nend\n\n@Sprite38\n\nwhen flag clicked\nforever\n go to x: (-212) y: (125)\n if <<<(open) = [1]> or <(start/stop) = [0]>> and <(toutching black) = [1]>> then\n show\n if <touching (mouse-pointer v)?> then\n if <(texture) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n if <mouse down?> then\n set [block selected v] to [halve black]\n end\n else\n if <(texture) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n else\n hide\n end\nend\n\n | Welcome to platformer maker! In platformer maker, you can make your own platformer without the trouble of writing code!\n=============================================\nInstructions: At the bar at the top click on the item you want to place and then click somewhere else to place it.\nPress space to change the background.\n\nBlack = Ground\nPink = Bouncey\nRed = Lava\nGreen = Slow Down\nFlag = Goal\nCoin = Coin\nTwo arrows and circle = gravity switcher\n\nHover over the black to get the drop-down menu with the halve block and slopes. Click on a placed block while pressing e to erase.\n\nOnce you finish making your level you can press start to play it.\nYou can also press the "Change texture" button to change the look of the blocks.\n |
grow guy a platformer | @Stage\n\nwhen I receive [hi v]\n\nwhen I receive [bacdrop v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [go away v]\nswitch backdrop to (backdrop1 v)\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen flag clicked\n\nwhen flag clicked\nset [speed x v] to [0]\ngo to x: (-214) y: (148)\n\nwhen flag clicked\nset [speed x v] to [0]\nset [speed y v] to [0]\n\ngo to x: (30) y: (0)\n\nwhen I receive [message1 v]\ngo to x: (-66) y: (192)\nset [speed x v] to [0]\nset [speed y v] to [0]\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n set [stay x v] to (x position)\n set [stay y v] to (y position)\n repeat (5)\n go to x: (stay x) y: (stay y)\n change [brightness v] effect by (2)\n change [ghost v] effect by (3)\n end\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-213) y: (153)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo v] until done\nend\n\nwhen flag clicked\nforever\n if <(size) > [100]> then\n set size to (100) %\n end\n if <key (s v) pressed?> then\n change size by (-2)\n end\n if <(size) < [50]> then\n set size to (50) %\n end\n if <key (g v) pressed?> then\n change size by (2)\n if <(distance to [sprite2 v]) < [1]> then\n change y by (10)\n end\n end\nend\n\nrepeat until <(size) > [110]>\n wait (.3) seconds\n change size by (4)\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-214) y: (148)\n end\nend\n\nwhen flag clicked\nset [end v] to [0]\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1)\n end\n change x by (speed x)\n if <touching (sprite2 v)?> then\n change x by ((speed x) * (-1))\n set [speed x v] to [0]\n else\n set [speed x v] to ((speed x) * (.8))\n end\n change y by (speed y)\n if <touching (sprite2 v)?> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\n if <(lock) = [0]> then\n if <key (up arrow v) pressed?> then\n set [speed y v] to [12]\n set [lock v] to [1]\n end\n end\n else\n change [speed y v] by (-1)\n set [lock v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n repeat until <(end) = [1]>\n if on edge, bounce\n if <(x position) > [215]> then\n broadcast (hi v)\n go to x: (-214) y: (148)\n set size to (100) %\n broadcast (level 2 v)\n end\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-195) y: (83)\n\nwhen I receive [end v]\nset [end v] to [1]\n\nset size to (100) %\n\n@Sprite3\n\nwhen flag clicked\nforever\n repeat (5)\n next costume\n wait (.05) seconds\n end\n wait (.4) seconds\n repeat (5)\n next costume\n wait (.05) seconds\n end\n wait (.3) seconds\n repeat (5)\n next costume\n wait (.05) seconds\n end\n wait (.4) seconds\n repeat (4)\n next costume\n wait (.05) seconds\n end\n switch costume to (costume1 v)\n wait (1.7) seconds\nend\n\nwhen flag clicked\nforever\n go to (sprite1 v)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\nset size to (300) %\nswitch costume to (costume1 v)\ngo [forward v] (1) layers\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n if <(size) > [300]> then\n set size to (300) %\n end\n if <key (s v) pressed?> then\n change size by (-6)\n end\n if <(size) < [160]> then\n set size to (160) %\n end\n if <key (g v) pressed?> then\n change size by (6)\n end\nend\n\nchange size by (-10)\n\ngo to x: (-209) y: (153)\n\nwhen I receive [start v]\nshow\ngo [forward v] (1) layers\n\nwhen I receive [level 2 v]\nset size to (300) %\n\n@Sprite2\n\nwhen I receive [hi v]\nnext costume\nchange [level v] by (1)\nbroadcast (message v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [color v] effect to (0)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (think v)\n stop [this script v]\n end\n if <(costume [number v]) = [9]> then\n broadcast (end v)\n forever\n change [color v] effect by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [2]> then\n broadcast (hide v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (bacdrop v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (go away v)\n end\nend\n\nswitch costume to (costume1 v)\n\n@Sprite6\n\ngo [backward v] (1) layers\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-470) y: (13)\npoint in direction (180)\nshow\ngo to [front v] layer\nset size to (0) %\nrepeat (94)\n change size by (1)\n change x by (3)\nend\n\nturn left (15) degrees\n\nrepeat (2)\n turn right (1) degrees\n wait (.1) seconds\n turn right (2) degrees\n wait (.1) seconds\n turn right (3) degrees\n wait (.1) seconds\n turn right (4) degrees\n wait (.1) seconds\n repeat (5)\n turn right (5) degrees\n wait (.1) seconds\n end\n turn right (4) degrees\n wait (.1) seconds\n turn right (3) degrees\n wait (.1) seconds\n turn right (2) degrees\n wait (.1) seconds\n turn right (1) degrees\n repeat (2)\n turn right (-1) degrees\n wait (.1) seconds\n turn right (-2) degrees\n wait (.1) seconds\n turn right (-3) degrees\n wait (.1) seconds\n turn right (-4) degrees\n wait (.1) seconds\n repeat (5)\n turn right (-5) degrees\n wait (.1) seconds\n end\n turn right (-4) degrees\n wait (.1) seconds\n turn right (-3) degrees\n wait (.1) seconds\n turn right (-2) degrees\n wait (.1) seconds\n turn right (-1) degrees\n end\n turn right (1) degrees\n wait (.1) seconds\n turn right (2) degrees\n wait (.1) seconds\n turn right (3) degrees\n wait (.1) seconds\n turn right (4) degrees\n wait (.1) seconds\n repeat (5)\n turn right (5) degrees\n wait (.1) seconds\n end\n turn right (4) degrees\n wait (.1) seconds\n turn right (3) degrees\n wait (.1) seconds\n turn right (2) degrees\n wait (.1) seconds\n turn right (1) degrees\nend\n\nwhen flag clicked\nrepeat (90)\n turn left (1) degrees\nend\n\nwhen I receive [start v]\nrepeat (150)\n change [ghost v] effect by (2)\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nhide\n\nwhen I receive [start v]\nrepeat (150)\n change [ghost v] effect by (2)\nend\n\n@Sprite7\n\nwhen flag clicked\nset [ghost v] effect to (300)\ngo to x: (31) y: (-122)\nhide\nwait (4.5) seconds\nshow\nrepeat (300)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nset size to (100) %\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\nif then\nend\n\nif <not <touching (mouse-pointer v)?>> then\nend\n\nwhen this sprite clicked\nrepeat (6)\n change size by (-5)\nend\nrepeat (4)\n change size by (5)\nend\nbroadcast (start v)\nrepeat (2)\n change size by (5)\nend\n\nwhen I receive [start v]\nrepeat (150)\n change [ghost v] effect by (4)\nend\nhide\n\ngo to [front v] layer\n\n@Sprite8\n\nwhen I receive [now!!!!! v]\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [message v]\nif <(level) < [3]> then\n next costume\n wait (.4) seconds\n show\nend\n\nset [ghost v] effect to (300)\nrepeat (150)\n change [ghost v] effect by (-2)\nend\n\n\n\nwhen I receive [start v]\nshow\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n wait (2) seconds\n next costume\n stop [this script v]\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\ngo to x: (1) y: (0)\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide variable [timer v]\nset size to (100) %\nhide\n\nwhen I receive [start v]\ngo to x: (-183) y: (-161)\nshow\n\nwait (.5) seconds\n\n\n\nwhen I start as a clone\nrepeat (3)\n change size by (10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (bob junior v)\n hide variable [timer v]\n delete this clone\n end\n end\nend\n\nwhen I receive [bob junior v]\nshow\nrepeat (3)\n change size by (10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n repeat (3)\n change size by (-10)\n end\n switch costume to (costume3 v)\n show variable [timer v]\n broadcast (timer v)\n create clone of (_myself_ v)\n hide\n wait (.1) seconds\n end\n end\nend\n\nwhen I receive [timer v]\nset [timer v] to [Ready]\nwait (1) seconds\nset [timer v] to [Set]\nwait (1) seconds\nset [timer v] to [Go!]\nwait (1) seconds\nset [timer v] to [2]\nrepeat until <(level) = [12]>\n wait (1) seconds\n change [timer v] by (1)\nend\n\nforever\nend\n\n | Use the Arrow keys to move and to shrink use...(you will find out in the game)\n\nPress the timer button to start a timer try to beat 60 seconds starting from the back of the first level |
Fly High! (A Scrolling Platformer) | @Stage\n\n@Game\n\nwhen flag clicked\nSetup\nforever\n if <<key (space v) pressed?> and <not <(Mouse Zoom) > []>>> then\n set [mouse zoom v] to [5]\n wait until <not <key (space v) pressed?>>\n else\n if <<key (space v) pressed?> and <(Mouse Zoom) > []>> then\n set [mouse zoom v] to []\n wait until <not <key (space v) pressed?>>\n end\n end\n if <(Mouse Zoom) > []> then\n set [scroll x v] to ((mouse x) + (X))\n set [scroll y v] to ((mouse y) + (Y))\n Player Pos\n if <<((X) - (SCROLL X)) = (x position)> and <((Y) - (SCROLL Y)) = (y position)>> then\n show\n else\n hide\n end\n broadcast (Tick All v) and wait\n else\n if <(Player Die) > []> then\n Setup\n end\n Tick Not All\n broadcast (Tick All v) and wait\n end\nend\n\ndefine Tick Not All\nshow\nswitch costume to (hitbox v)\ngo to [front v] layer\npoint in direction (90)\nset [sx v] to ((sx) * (.8))\nif <key (right arrow v) pressed?> then\n change [sx v] by (5)\n Collision ((7) / (item ([abs v] of (1) ) of [collision v])) [0] [Yes]\nend\nif <key (left arrow v) pressed?> then\n change [sx v] by (-5)\n Collision ((-7) / (item ([floor v] of (1) ) of [collision v])) [0] [Yes]\nend\nif <<key (up arrow v) pressed?> and <(Falling) < [30]>> then\n set [sy v] to [10]\nend\nif <not <(sy) < [-15]>> then\n change [sy v] by (-1)\nend\nCollision [0] ((sy) / (item ([floor v] of (1) ) of [collision v])) [No]\nset [scroll x v] to (X)\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPlayer Pos\nswitch costume to (player v)\nchange y by (5)\npoint in direction ((sx) * (.9))\nif <(y position) = [-181]> then\n set [player die v] to [Die]\nend\n\ndefine Collision (sx) (sy) (on x?)\nif <(on x?) = [Yes]> then\n change [x v] by ((sx) + (item (2) of [collision v]))\n Player Pos\n repeat until <not <touching (level v)?>>\n repeat (6)\n change [y v] by (1)\n Player Pos\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-6)\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Player Pos\n end\nelse\n change [y v] by ((sy) + (item (2) of [collision v]))\n change [falling v] by (1)\n Player Pos\n repeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [falling v] to [0]\n end\n set [sy v] to [0]\n Player Pos\n end\nend\n\ndefine Player Pos\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\ndefine Setup\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\ndelete all of [collision v]\nadd [1] to [collision v]\nadd [0] to [collision v]\nset [x v] to [0]\nset [y v] to [50]\nset [sy v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to (Y)\nset [mouse zoom v] to []\nset [player die v] to []\nshow\nPlayer Pos\nbroadcast (Tick All v) and wait\n\n@Level\n\nwhen I receive [tick all v]\nPos X ((X) - (SCROLL X)) Pos Y ((Y) - (SCROLL Y))\n\ndefine Pos X (pos x) Pos Y (pos y)\ngo to x: (pos x) y: (pos y)\nif <<(pos x) = (x position)> and <(pos y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nMake Clone [360] [500]\nMake Clone [-500] [280]\nMake Clone [-500] [300]\nMake Clone [-500] [300]\nMake Clone [1000] [0]\nMake Clone [360] [300]\nMake Clone [360] [-100]\nMake Clone [300] [-360]\nMake Clone [500] [0]\n\ndefine Make Clone (posx) (posy)\ncreate clone of (_myself_ v)\nchange [x v] by (posx)\nchange [y v] by (posy)\nnext costume\n\n@Fly\n\nwhen I receive [tick all v]\nset [ghost v] to [0]\nif <<key (up arrow v) pressed?> and <([falling v] of [game v]) < [20]>> then\n go to (game v)\n turn right (15) degrees\n set [ghost v] effect to ((0) + (([sin v] of ((Ghost) * (1.3)) ) * (40)))\n change [ghost v] by (10)\nelse\n go to (game v)\n turn right (15) degrees\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] to [0]\nset [ghost v] effect to (100)\n\n@Portal\n\nwhen I receive [setup v]\nset [x v] to [1600]\nset [y v] to [1220]\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Pos X (pos x) Pos Y (pos y)\ngo to x: (pos x) y: (pos y)\nturn right (15) degrees\nif <<(pos x) = (x position)> and <(pos y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick all v]\nPos X ((X) - (SCROLL X)) Pos Y ((Y) - (SCROLL Y))\nif <touching (game v)?> then\n broadcast (YOU WIN v) and wait\nend\n\n@END\n\nwhen I receive [you win v]\nset size to (10) %\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-10)\n turn right (15) degrees\n change size by (1)\nend\nrepeat (40)\n change size by (2)\n turn right (15) degrees\nend\nset size to (100) %\nstop [all v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\npoint in direction (-90)\nset size to (10) %\n\n@Star\n\nwhen I receive [setup v]\nset [star v] to []\nset [x v] to [-1140]\nset [y v] to [1380]\nswitch costume to (costume1 v)\nset size to (100) %\nclear graphic effects\n\ndefine Pos X (pos x) Pos Y (pos y)\ngo to x: (pos x) y: (pos y)\nturn right (10) degrees\nif <<not <(Star) > []>> and <<(pos x) = (x position)> and <(pos y) = (y position)>>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick all v]\nPos X ((X) - (SCROLL X)) Pos Y ((Y) - (SCROLL Y))\nif <<touching (game v)?> and <not <(Star) > []>>> then\n hide\n change [star v] by (1)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (STAR v)\n\nwhen I receive [star v]\nchange [ghost v] effect by (10)\nshow\nrepeat (20)\nend\n\nchange size by (-10)\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nhide\n\n | Arrow keys to move. Space to look around. Fly to different platforms!\n\nTry to get through the level to the portal. There is a hidden star in the level. See if you can find it! If you did, comment below! :) |
Pen Platformer no sound | @Stage\n\nwhen flag clicked\nerase all\nswitch backdrop to (fade v)\nforever\n play sound [660775_Mountains.mp3 v] until done\nend\n\nwhen I receive [start v]\nswitch backdrop to (back v)\n\n@Pen\n\ndefine LevelRender\nDanger\nLines\nLevel End\ngo to x: (-240) y: (-140)\nset pen color to (#c88330)\nset pen size to (80)\npen down\ngo to x: (240) y: (-140)\nchange pen shade by (-5)\nset pen size to (15)\npen up\nset [x v] to [-240]\nrepeat (10)\n pen up\n go to x: (X) y: (-180)\n pen down\n go to x: ((X) + (40)) y: (-110)\n change [x v] by (50)\nend\npen up\nset pen color to (#5cb712)\nset pen shade to (20)\ngo to x: (-240) y: (-105)\npen down\ngo to x: (240) y: (-105)\npen up\ngo to x: (240) y: (-102)\nset pen size to (10)\nchange pen shade by (15)\npen down\ngo to x: (-240) y: (-102)\npen up\n\ndefine None\nset pen color to (#5cb712)\nset pen shade to (35)\npen up\nset pen size to (pensize)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Lines\nif <(Level) = [1]> then\n Draw ground line from (-50) (-102) to (-50) (-40) With pen size (20)\n Draw ground line from (70) (180) to (70) (-50) With pen size (20)\nelse\n if <(Level) = [2]> then\n Draw ground line from (-100) (-102) to (-100) (0) With pen size (30)\n Draw ground line from (60) (40) to (80) (40) With pen size (20)\n Draw ground line from (40) (-60) to (80) (-60) With pen size (20)\n Draw ground line from (160) (0) to (180) (0) With pen size (20)\n Draw ground line from (-15) (110) to (-60) (110) With pen size (20)\n Draw ground line from (-15) (110) to (-15) (100) With pen size (20)\n Draw ground line from (-170) (100) to (-240) (100) With pen size (20)\n else\n if <(Level) = [3]> then\n Draw ground line from (-30) (-40) to (-50) (-40) With pen size (20)\n Draw ground line from (60) (-20) to (80) (-20) With pen size (20)\n Draw ground line from (170) (0) to (190) (0) With pen size (20)\n Draw ground line from (170) (120) to (190) (120) With pen size (20)\n Draw ground line from (-80) (-95) to (-120) (-95) With pen size (20)\n Draw ground line from (80) (100) to (60) (100) With pen size (20)\n Draw ground line from (-30) (80) to (-50) (80) With pen size (20)\n Draw ground line from (-220) (70) to (-180) (70) With pen size (20)\n else\n if <(Level) = [4]> then\n Draw ground line from (-120) (-102) to (-120) (-60) With pen size (20)\n Draw ground line from (-80) (-60) to (-120) (-60) With pen size (20)\n Draw ground line from (-80) (-60) to (-80) (-20) With pen size (20)\n Draw ground line from (-40) (-20) to (-80) (-20) With pen size (20)\n Draw ground line from (-40) (-20) to (-40) (-110) With pen size (20)\n Draw ground line from (160) (-40) to (15) (-40) With pen size (20)\n Draw ground line from (15) (120) to (15) (-40) With pen size (20)\n Draw ground line from (15) (120) to (-160) (120) With pen size (20)\n Draw ground line from (-160) (80) to (-160) (120) With pen size (20)\n Draw ground line from (-160) (80) to (-240) (80) With pen size (20)\n Draw ground line from (160) (-40) to (160) (80) With pen size (20)\n Draw ground line from (90) (180) to (90) (20) With pen size (20)\n Draw ground line from (235) (235) to (235) (-100) With pen size (20)\n else\n if <(Level) = [5]> then\n Draw ground line from (-120) (-102) to (-120) (-60) With pen size (20)\n Draw ground line from (-50) (180) to (-50) (-60) With pen size (20)\n Draw ground line from (20) (120) to (20) (-100) With pen size (20)\n Draw ground line from (120) (180) to (120) (-60) With pen size (20)\n Draw ground line from (200) (80) to (200) (-100) With pen size (20)\n Draw ground line from (200) (80) to (240) (80) With pen size (20)\n Draw ground line from (200) (80) to (240) (80) With pen size (20)\n Draw ground line from (20) (120) to (60) (120) With pen size (20)\n else\n if <(Level) = [6]> then\n Draw ground line from (-100) (-110) to (-100) (-60) With pen size (20)\n Draw ground line from (-70) (-60) to (-100) (-60) With pen size (20)\n Draw ground line from (130) (-110) to (130) (-60) With pen size (20)\n Draw ground line from (100) (-60) to (130) (-60) With pen size (20)\n Draw ground line from (190) (0) to (210) (0) With pen size (20)\n Draw ground line from (130) (60) to (110) (60) With pen size (20)\n Draw ground line from (-150) (60) to (-60) (60) With pen size (20)\n Draw ground line from (-150) (60) to (-150) (180) With pen size (20)\n else\n if <(Level) = [7]> then\n Draw ground line from (-100) (-110) to (-100) (-60) With pen size (20)\n Draw ground line from (0) (-60) to (-100) (-60) With pen size (20)\n Draw ground line from (0) (-60) to (0) (70) With pen size (20)\n Draw ground line from (0) (-60) to (120) (-60) With pen size (20)\n Draw ground line from (-240) (120) to (180) (120) With pen size (20)\n Draw ground line from (-240) (120) to (180) (120) With pen size (20)\n Draw ground line from (130) (30) to (130) (-110) With pen size (20)\n Draw ground line from (180) (-60) to (180) (120) With pen size (20)\n else\n if <(Level) = [8]> then\n Draw ground line from (-100) (-110) to (-100) (-60) With pen size (20)\n Draw ground line from (0) (-60) to (-100) (-60) With pen size (20)\n Draw ground line from (0) (-60) to (120) (-60) With pen size (20)\n Draw ground line from (120) (-120) to (120) (-60) With pen size (20)\n Draw ground line from (-240) (10) to (180) (10) With pen size (20)\n Draw ground line from (180) (180) to (180) (70) With pen size (20)\n Draw ground line from (180) (10) to (180) (-45) With pen size (20)\n Draw ground line from (-240) (120) to (-200) (120) With pen size (20)\n Draw ground line from (-125) (60) to (-100) (60) With pen size (20)\n Draw ground line from (50) (60) to (70) (60) With pen size (20)\n else\n switch backdrop to (back2 v)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nset pen color to (#632d99)\nset pen shade to (50)\npen up\nset pen size to (30)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine Level End\nif <(Level) = [1]> then\n End Dot X (105) Y (155)\nelse\n if <(Level) = [2]> then\n End Dot X (-220) Y (150)\n else\n if <(Level) = [3]> then\n End Dot X (-210) Y (120)\n else\n if <(Level) = [4]> then\n End Dot X (-210) Y (120)\n else\n if <(Level) = [5]> then\n End Dot X (220) Y (120)\n else\n if <(Level) = [6]> then\n End Dot X (-110) Y (150)\n else\n if <(Level) = [7]> then\n End Dot X (-210) Y (155)\n else\n if <(Level) = [8]> then\n End Dot X (-210) Y (-69)\n else\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nset pen color to (#ff0000)\nset pen shade to (50)\npen up\nset pen size to (pensize)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nDraw ground line from (-30) (50) to (-50) (50) With pen size (20)\nDraw ground line from (60) (70) to (80) (70) With pen size (20)\n\nset pen color to (#ffffff)\nset pen size to (60)\ngo to x: (-240) y: (180)\npen down\nrepeat (5)\n repeat (10)\n change y by (-36)\n end\n change x by (60)\n repeat (10)\n change y by (36)\n end\n change x by (60)\nend\npen up\n\nwhen I receive [start v]\nforever\n erase all\n LevelRender\n if <(Level) = [9]> then\n show variable [score v]\n set [score v] to (round (timer))\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ndefine Danger\nif <(Level) = [1]> then\n Draw lava from (140) (-97) to (240) (-97) With pen size (20)\n Draw lava from (60) (180) to (60) (50) With pen size (16)\nelse\n if <(Level) = [2]> then\n Draw lava from (-85) (-97) to (240) (-97) With pen size (20)\n else\n if <(Level) = [3]> then\n Draw lava from (-80) (-100) to (240) (-100) With pen size (20)\n Draw lava from (-30) (50) to (-50) (50) With pen size (20)\n Draw lava from (60) (70) to (80) (70) With pen size (20)\n Draw lava from (170) (90) to (190) (90) With pen size (20)\n else\n if <(Level) = [4]> then\n Draw lava from (80) (240) to (80) (40) With pen size (10)\n Draw lava from (170) (70) to (170) (-20) With pen size (10)\n Draw lava from (-50) (130) to (-50) (130) With pen size (15)\n else\n if <(Level) = [5]> then\n Draw lava from (10) (-100) to (10) (-20) With pen size (10)\n Draw lava from (-40) (180) to (-40) (100) With pen size (10)\n Draw lava from (75) (20) to (115) (20) With pen size (15)\n Draw lava from (191) (77) to (191) (-110) With pen size (15)\n else\n if <(Level) = [6]> then\n Draw lava from (10) (-100) to (10) (0) With pen size (10)\n Draw lava from (-91) (-97) to (120) (-97) With pen size (15)\n else\n if <(Level) = [7]> then\n Draw lava from (50) (115) to (50) (-20) With pen size (10)\n Draw lava from (-91) (-97) to (120) (-97) With pen size (15)\n Draw lava from (-240) (0) to (-50) (0) With pen size (15)\n Draw lava from (240) (-180) to (240) (0) With pen size (15)\n Draw lava from (190) (80) to (190) (110) With pen size (15)\n else\n if <(Level) = [8]> then\n Draw lava from (-91) (-97) to (120) (-97) With pen size (15)\n Draw lava from (-240) (0) to (-50) (0) With pen size (15)\n Draw lava from (-10) (-52) to (5) (-52) With pen size (15)\n Draw lava from (-240) (20) to (100) (20) With pen size (15)\n Draw lava from (100) (110) to (100) (20) With pen size (15)\n Draw lava from (65) (-52) to (80) (-52) With pen size (15)\n else\n if <(Level) = [7]> then\n Draw lava from (50) (115) to (50) (-20) With pen size (10)\n Draw lava from (-91) (-97) to (120) (-97) With pen size (15)\n Draw lava from (-240) (0) to (-50) (0) With pen size (15)\n Draw lava from (240) (-180) to (240) (0) With pen size (15)\n Draw lava from (190) (80) to (190) (110) With pen size (15)\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [score v]\n\n@You\n\ndefine Walk (speed) Wall Jump (x) (y)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching color (#55bf00)?> or <touching (_edge_ v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change y by ((0) - (Slope))\n if <key (up arrow v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(speed) < [0]> then\n set [sx v] to (x)\n else\n set [sx v] to ((0) - (x))\n end\n set [sy v] to (y)\n end\n end\n repeat until <not <<touching color (#55bf00)?> or <touching (_edge_ v)?>>>\n if <(speed) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine Respawn\nset [sx v] to [0]\nset [sy v] to [0]\nset [falling? v] to [10]\nswitch costume to (you v)\nset size to (70) %\ngo to x: (item (((Level) * (2)) - (1)) of [spawnpoints v]) y: (item ((Level) * (2)) of [spawnpoints v])\nshow\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#55bf00)?> or <touching (_edge_ 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 [sy v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (levelchange v)\nset [level v] to [1]\nRespawn\nwait (0.4) seconds\nforever\n change [sy v] by (-1.5)\n change y by (SY)\n Touch Ground <(SY) > [0]>\n set [sx v] to ((SX) * (0.8))\n if <key (left arrow v) pressed?> then\n change [sx v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [sx v] by (1.5)\n end\n if <not <(SX) = [0]>> then\n Walk (SX) Wall Jump (10) (11)\n end\n if <key (up arrow v) pressed?> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [sy v] to [14]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n Respawn\n end\n if <touching color (#7f00ff)?> then\n change [level v] by (1)\n broadcast (levelchange v)\n Respawn\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Menu\n\nwhen flag clicked\nset size to (0) %\nset [y v] to [0]\nset [direction v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (title v)\nrepeat (15)\n change size by (((100) - (size)) / (6))\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n set y to ((40) + (([sin v] of (Y) ) * (7)))\n change [y v] by (8)\n change [direction v] by (4)\nend\nforever\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n set y to ((40) + (([sin v] of (Y) ) * (7)))\n change [y v] by (8)\n change [direction v] by (4)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\npoint in direction (90)\nswitch costume to (button v)\nforever\n set y to ((-40) + (([sin v] of (Y) ) * (7)))\n point in direction ((90) + (([sin v] of (Direction) ) * (7)))\n change [direction v] by (6)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (6))\n if <mouse down?> then\n reset timer\n broadcast (vanish v)\n end\n else\n change size by (((100) - (size)) / (6))\n end\nend\n\nwhen I receive [vanish v]\nstop [other scripts in sprite v]\nrepeat (15)\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (7)\nend\nif <(costume [number v]) = [1]> then\n set size to (100) %\n switch costume to (fade v)\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (0) y: (0)\n broadcast (start v)\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n | |
Endgame Revenge - A Platformer (Save Data) | @Stage\n\nwhen I receive [start game v]\nswitch backdrop to (mansion v)\nforever\n if <([costume name v] of [platformer v]) = [14]> then\n switch backdrop to (sky v)\n end\n if <([costume name v] of [platformer v]) = [21]> then\n switch backdrop to (the malinio v)\n end\n if <([costume name v] of [platformer v]) = [29]> then\n switch backdrop to (the city v)\n end\nend\n\nwhen I receive [start le v]\nswitch backdrop to (le v)\n\n@Thanos\n\ndefine Move X (xv)\nchange x by (xv)\nrepeat until <not <touching color (#000000)?>>\n set [xv v] to [0]\n change x by (() - ((xv) / ([abs v] of (xv) )))\nend\nchange x by (() - ((xv) / ([abs v] of (xv) )))\n\ndefine Move Y (yv)\nchange y by (yv)\nrepeat until <not <touching color (#000000)?>>\n if <(yv) < [0]> then\n set [can jump v] to [1]\n end\n set [yv v] to [0]\n change y by (() - ((yv) / ([abs v] of (yv) )))\nend\nchange y by (() - ((yv) / ([abs v] of (yv) )))\n\nwhen [r v] key pressed\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nset [☁ level v] to [0]\nhide variable [☁ level v]\nforever\n if <<(can jump) = [1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>> then\n if <(costume [name v]) = [Flying]> then\n set [yv v] to [20]\n else\n set [yv v] to [15]\n end\n end\n if <(Touch) = [1]> then\n forever\n if <<(can jump) = [1]> and <<mouse down?> and <(mouse y) > [0]>>> then\n if <(costume [name v]) = [Flying]> then\n set [yv v] to [20]\n else\n set [yv v] to [15]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <(Touch) = [1]> then\n forever\n if <<mouse down?> and <(mouse x) < [0]>> then\n change [xv v] by (-1)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n if <(Touch) = [1]> then\n forever\n if <<mouse down?> and <(mouse x) > [0]>> then\n change [xv v] by (1)\n end\n end\n end\nend\n\nwhen I receive [reposition v]\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nhide variable [health v]\nset [health v] to [10]\nhide\nforever\n go to [front v] layer\n if <<touching color (#69e6ff)?> or <touching color (#a6f0ff)?>> then\n change x by (150)\n end\n if <touching color (#ff5dde)?> then\n change [yv v] by (20)\n end\n if <touching color (#2ec4ff)?> then\n change x by (10)\n end\n if <touching color (#9ae6ff)?> then\n change y by (7)\n end\n if <touching color (#7affb0)?> then\n change y by (-15)\n end\n if <(Health) < [1]> then\n broadcast (Game Over v)\n show variable [☁ level v]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (iron-man v)?> or <touching (plasma v)?>> then\n wait (0.7) seconds\n change [health v] by (-1)\n end\n if <touching (star-lord v)?> then\n wait (0.7) seconds\n change [health v] by (-1)\n end\n if <touching (webbing v)?> then\n wait (1) seconds\n change [health v] by (-1)\n end\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nif <([costume name v] of [platformer v]) = [27]> then\n broadcast (Thanos Talk 2 v)\n say [Yes! The place where the mind stone is.] for (3) seconds\nend\nif <([costume name v] of [platformer v]) = [28]> then\n broadcast (Thanos Talk 3 v)\n wait (1) seconds\n say [The mind stone, I must get it.] for (3) seconds\nend\nif <([costume name v] of [platformer v]) = [29]> then\n broadcast (Thanos Talk 4 v)\n say [The last stone is here....Somewhere.] for (3) seconds\nend\n\nwhen I receive [thanos talk 1 v]\nset voice to (giant v)::tts\nspeak (join [Welcome] (join (username) [!]))::tts\nspeak [Gather the infinity stones so that I may destroy the Avengers.]::tts\n\nwhen I receive [thanos talk 2 v]\nset voice to (giant v)::tts\nspeak [Yes! The place where the mind stone is.]::tts\n\nwhen I receive [thanos talk 3 v]\nset voice to (giant v)::tts\nspeak [The mind stone, I must get it]::tts\n\nwhen I receive [thanos talk 4 v]\nset voice to (giant v)::tts\nspeak [The last stone is here......somewhere.]::tts\n\nwhen I receive [super jump v]\nif <(costume [name v]) = [Still]> then\n switch costume to (flying v)\n set [animation ability v] to [1]\nelse\n switch costume to (still v)\n set [animation ability v] to [0]\nend\n\nwhen I receive [x out v]\nhide\n\nwhen I receive [change size v]\nwait (0.3) seconds\nif <(costume [name v]) = [Still]> then\n switch costume to (sneak v)\n set [animation ability v] to [1]\nelse\n switch costume to (still v)\n set [animation ability v] to [0]\nend\n\ndefine Animate Right\nrepeat until <not <<<(Touch) = [1]> and <<mouse down?> and <(mouse x) > [0]>>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>>\n wait (0.2) seconds\n switch costume to (walk right 1 v)\n wait (0.2) seconds\n switch costume to (walk right 2 v)\nend\n\ndefine Animate Left\nrepeat until <not <<<(Touch) = [1]> and <<mouse down?> and <(mouse x) < [0]>>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>\n wait (0.2) seconds\n switch costume to (walk left 1 v)\n wait (0.2) seconds\n switch costume to (walk left 2 v)\nend\n\nwhen flag clicked\nset [animation ability v] to [0]\nforever\n if <(Animation Ability) = [0]> then\n if <<<(Touch) = [1]> and <<mouse down?> and <(mouse x) > [0]>>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n Animate Right\n else\n switch costume to (still v)\n end\n if <<<(Touch) = [1]> and <<mouse down?> and <(mouse x) < [0]>>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n Animate Left\n else\n switch costume to (still v)\n end\n end\nend\n\nwhen I receive [play le v]\nbroadcast (Reposition v)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nset [le playing ability v] to [1]\nrepeat until <(LE Playing Ability) = [0]>\n set [xv v] to ((xv) * (0.9))\n Move X (round (xv))\n change [yv v] by (-1)\n set [can jump v] to [0]\n Move Y (yv)\n if <<[-190] > (y position)> or <touching color (#ff8600)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (10)\n end\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n change [whirl v] effect by (-10)\n end\n end\n if <color (#b18abe) is touching (#000000)?> then\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#a077f5)?> then\n play sound [Teleport v] until done\n broadcast (Stop LE v)\n repeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (10)\n end\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n change [color v] effect by (-10)\n end\n end\nend\nstop [this script v]\n\nwhen I receive [stop le v]\nset [le playing ability v] to [0]\nbroadcast (Reposition v)\nhide\n\nwhen I receive [start game v]\nset [whirl v] effect to (0)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset [☁ level v] to [1]\npoint in direction (90)\nset rotation style [all around v]\nswitch costume to (still v)\nset size to (13) %\nshow\ngo to x: (-200) y: (0)\nbroadcast (Thanos Talk 1 v)\nsay (join (join [Welcome ] (username)) [!]) for (2) seconds\nsay [Gather the stones so that I may destroy the Avengers.] for (4) seconds\nshow variable [health v]\nset [health v] to [10]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((xv) * (0.9))\n Move X (round (xv))\n change [yv v] by (-1)\n set [can jump v] to [0]\n Move Y (yv)\n if <<[-190] > (y position)> or <touching color (#ff8600)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (10)\n end\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n change [whirl v] effect by (-10)\n end\n end\n if <color (#b18abe) is touching (#000000)?> then\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#2efff0)?> then\n play sound [Teleport v] until done\n change [☁ level v] by (1)\n broadcast (Next Level v)\n repeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (10)\n end\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n change [color v] effect by (-10)\n end\n erase all\n end\nend\n\n@Title\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (logo v)\nset size to (113) %\nshow\nset [ghost v] effect to (10)\ngo to x: (-24) y: (4)\nset [color v] effect to (0)\nrepeat (35)\n change [color v] effect by (5)\nend\nrepeat (35)\n change [color v] effect by (-5)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nset [ghost v] effect to (50)\nswitch costume to (modes v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [end v]\ngo to x: (-4) y: (9)\nshow\nset size to (105) %\nswitch costume to (end v)\nhide variable [xp v]\nwait (2) seconds\nstop [all v]\n\nwhen I receive [game over v]\nset [ghost v] effect to (0)\nshow\nswitch costume to (death v)\ngo to [front v] layer\nhide variable [iron man v]\nhide variable [health v]\n\nwhen I receive [mobile choice v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (mobile options v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start game v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (failer v)\nset [ghost v] effect to (100)\nforever\n if <(Health) < [1]> then\n switch costume to (death v)\n broadcast (X out v)\n hide variable [heal time v]\n hide variable [health v]\n hide variable [xp v]\n end\n set drag mode [not draggable v]\n if <([costume name v] of [platformer v]) = [End]> then\n switch costume to (logo v)\n end\nend\n\nwhen I receive [start le v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Start\n\nwhen flag clicked\ngo to x: (-150) y: (-125)\nhide\nset size to (75) %\nwait (2) seconds\ncreate clone of (_myself_ v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <([costume name v] of [title v]) = [Logo]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen this sprite clicked\nplay drum (11 v) for (0.25) beats\nif <(costume [name v]) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Start v)\n hide\nend\n\nwhen I start as a clone\nswitch costume to (1a v)\ngo to [front v] layer\nshow\ngo to x: (5) y: (-125)\nforever\n if <([costume name v] of [title v]) = [Logo]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (1b v)\n else\n switch costume to (1a v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n play drum (11 v) for (0.25) beats\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Start LE v)\n hide\n delete this clone\n end\n end\n if <([costume name v] of [title v]) = [Modes]> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [start le v]\nhide\n\n@Mobile\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-32) y: (-48)\nhide\nforever\n if <([costume name v] of [title v]) = [Modes]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\n if <([costume name v] of [title v]) = [Mobile Options]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n else\n switch costume to (3 v)\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(costume [name v]) = [2]> then\n play drum (11 v) for (0.25) beats\n broadcast (Mobile Choice v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (3 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\nend\nif <(costume [name v]) = [4]> then\n play drum (11 v) for (0.25) beats\n broadcast (Start Game v)\n broadcast (Mobile Mode v)\nend\n\nwhen I receive [start game v]\nhide\n\n@Keyboard\n\nwhen flag clicked\nset [touch v] to [0]\nswitch costume to (1 v)\ngo to x: (170) y: (-73)\nhide\nforever\n if <([costume name v] of [title v]) = [Modes]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\n if <([costume name v] of [title v]) = [Mobile Options]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n else\n switch costume to (3 v)\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(costume [name v]) = [2]> then\n play drum (11 v) for (0.25) beats\n broadcast (Start Game v)\nend\nif <(costume [number v]) = [4]> then\n play drum (11 v) for (0.25) beats\n broadcast (Start Game v)\n broadcast (Show Stones v)\n broadcast (Add the tools v)\n set [touch v] to [1]\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [mobile choice v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Bar\n\nwhen flag clicked\nswitch costume to (0 v)\nhide\n\nwhen I receive [mobile mode v]\nshow\n\nwhen I receive [add stone v]\nnext costume\n\nwhen I receive [show stones v]\nshow\n\nwhen I receive [x out v]\nhide\n\n@Platformer\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (0 v)\ngo to [back v] layer\n\nwhen I receive [start le v]\nhide\n\n@Pointer\n\nwhen flag clicked\nhide\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [start game v]\nforever\n if <mouse down?> then\n if <touching color (#ff2e2e)?> then\n wait (0.15) seconds\n wait until <mouse down?>\n broadcast (Reality Mist v)\n end\n if <touching color (#2e92ff)?> then\n broadcast (Space Portal v)\n end\n if <touching color (#28dd70)?> then\n if <(Heal Time) = [100]> then\n set [heal time v] to [0]\n change [health v] by (5)\n end\n end\n if <touching color (#9c28de)?> then\n broadcast (Power Shield v)\n end\n if <touching color (#fcf203)?> then\n broadcast (Level Store v)\n end\n if <touching color (#fca203)?> then\n broadcast (Soul Burst v)\n end\n if <<touching color (#7e7e7e)?> or <touching color (#2b2b2b)?>> then\n broadcast (Exit Store v)\n end\n if <<touching color (#ff9e9e)?> or <touching color (#c80000)?>> then\n if <(XP) > [0]> then\n wait (0.3) seconds\n change [xp v] by (-1)\n broadcast (Store Buy Chair v)\n broadcast (New Item v)\n end\n end\n if <<touching color (#678da7)?> or <touching color (#9ed8ff)?>> then\n if <(XP) > [1]> then\n wait (0.3) seconds\n change [xp v] by (-2)\n broadcast (Store Buy Sneak v)\n broadcast (New Item v)\n end\n end\n if <<touching color (#ffe49e)?> or <touching color (#c0ab77)?>> then\n if <(XP) > [1]> then\n wait (0.3) seconds\n set [mist speed v] to [1]\n change [xp v] by (-2)\n broadcast (New Item v)\n end\n end\n end\nend\n\n@Jump\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile mode v]\ngo to x: (128) y: (-104)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [yv v] to [15]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [x out v]\nhide\n\n@Left\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile mode v]\ngo to x: (-238) y: (-105)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change [xv v] by (-1)\n end\n end\nend\n\nwhen I receive [x out v]\nhide\n\n@Right\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile mode v]\ngo to x: (-175) y: (-105)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change [xv v] by (1)\n end\n end\nend\n\nwhen I receive [x out v]\nhide\n\n@Reposition\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Reposition v)\n\nwhen I receive [mobile mode v]\ngo to x: (135) y: (-123)\nshow\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 I receive [add the tools v]\ngo to x: (-169) y: (-140)\nshow\n\nwhen I receive [x out v]\nhide\n\n@Sound\n\nwhen this sprite clicked\nwait (0.4) seconds\nif <(costume [name v]) = [1]> then\n switch costume to (2 v)\nelse\n switch costume to (1 v)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [1]> then\n set volume to (50) %\n end\n if <(costume [name v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [ghost v] effect to (40)\ngo to x: (220) y: (-160)\nforever\n play sound [AVENGERS ENDGAME \(Trap Remix\) v] until done\n play sound [Music v] until done\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [x out v]\nhide\n\n@Deleter\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Delete Portal v)\n\nwhen I receive [mobile mode v]\ngo to x: (82) y: (-123)\nshow\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 I receive [add the tools v]\ngo to x: (-115) y: (-140)\nshow\n\nwhen I receive [x out v]\nhide\n\n@Blade Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (MAD TITAN v)\n\nwhen I receive [show titan button v]\nshow\ngo to x: (257) y: (-83)\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 I receive [x out v]\nhide\n\n@Boost\n\nwhen flag clicked\nhide\n\nwhen I receive [store buy chair v]\ngo to x: (214) y: (-32)\nshow\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 this sprite clicked\nbroadcast (Super Jump v)\n\nwhen I receive [x out v]\nhide\n\n@Sneak\n\nwhen flag clicked\nhide\n\nwhen I receive [store buy sneak v]\nshow\ngo to x: (214) y: (23)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Change Size v)\n\nwhen I receive [x out v]\nhide\n\n@Remote\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile mode v]\nshow\n\nwhen I receive [x out v]\nhide\n\n@Iron-Man\n\nwhen I receive [next level v]\nwait (1) seconds\nif <([costume name v] of [platformer v]) = [10]> then\n show variable [iron man v]\n show\nelse\n hide variable [iron man v]\n hide\nend\n\nwhen flag clicked\nhide variable [iron man v]\nforever\n if <([costume name v] of [platformer v]) = [10]> then\n repeat until <(Iron Man) < [1]>\n wait (1) seconds\n change [iron man v] by (-1)\n end\n change [xp v] by (1)\n hide variable [iron man v]\n broadcast (Thanos Talk Iron Man 1 v)\n switch costume to (2 v)\n say [Oh no! My batteries ran out.] for (3) seconds\n hide\n broadcast (Next Level v)\n broadcast (Reposition v)\n end\nend\n\nwhen I receive [start game v]\nswitch costume to (1 v)\ngo to x: (43) y: (21)\nset size to (13) %\nhide\nset [iron man v] to [50]\n\nwhen flag clicked\nforever\n if <touching (mist v)?> then\n wait (0.4) seconds\n change [iron man v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [10]> then\n set rotation style [left-right v]\n point towards (thanos v)\n move (1) steps\n end\nend\n\nwhen I receive [start game v]\nset pen size to (25)\nset pen color to (#45f3e1)\nforever\n if <([costume name v] of [platformer v]) = [10]> then\n pen down\n wait (1) seconds\n erase all\n else\n erase all\n end\nend\n\nwhen I receive [thanos talk iron man 1 v]\nset voice to (tenor v)::tts\nspeak [Oh no! My batteries ran out.]::tts\n\n@Malinio\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [malinio v] to [10]\nhide\n\nwhen I receive [next level v]\nwait (1) seconds\nif <([costume name v] of [platformer v]) = [20]> then\n show variable [malinio v]\n show\nelse\n hide variable [malinio v]\n hide\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [20]> then\n set rotation style [left-right v]\n point towards (thanos v)\n move (1) steps\n end\nend\n\nwhen flag clicked\nhide variable [malinio v]\nforever\n if <(Malinio) < [1]> then\n hide variable [malinio v]\n repeat until <(y position) < [175]>\n change y by (-2)\n end\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mist v)?> then\n wait (0.4) seconds\n change [malinio v] by (-1)\n end\nend\n\n@Star-Lord\n\nwhen flag clicked\nset [star-lord v] to [10]\nhide variable [star-lord v]\nhide\nset size to (35) %\ngo to x: (3) y: (95)\nforever\n if <([costume name v] of [platformer v]) = [27]> then\n show variable [star-lord v]\n set [star-lord v] to [50]\n show\n switch costume to (1 v)\n go to x: (0) y: (0)\n wait (1) seconds\n set rotation style [left-right v]\n forever\n point towards (thanos v)\n move (1) steps\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n change y by (2)\n end\n if <not <touching color (#000000)?>> then\n change y by (-2)\n end\n if <touching (mist v)?> then\n change [star-lord v] by (-1)\n end\n if <touching (the mad titan's blade v)?> then\n wait (0.5) seconds\n change [star-lord v] by (-1)\n end\n if <touching (mist v)?> then\n wait (0.6) seconds\n change [star-lord v] by (-1)\n end\n if <touching (power force v)?> then\n wait (0.5) seconds\n change [star-lord v] by (-1)\n end\n if <(Star-Lord) < [1]> then\n hide variable [star-lord v]\n broadcast (Thanos Talk Star-Lord 1 v)\n say [Whatever you do... Don't scratch the Malinio! I'll get even with you! Here's the stone.] for (4) seconds\n hide\n broadcast (Next Level v)\n broadcast (Reposition v)\n broadcast (Show Mind Stone v)\n stop [this script v]\n end\nend\n\nwhen I receive [thanos talk star-lord 1 v]\nset voice to (tenor v)::tts\nspeak [Whatever you do.... Don't scratch the Malinio! I'll get even with you! Here's the stone.]::tts\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [27]> then\n show variable [star-lord v]\n show\n else\n hide variable [star-lord v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [27]> then\n wait (10) seconds\n next costume\n end\nend\n\n@Spider-Man\n\nwhen flag clicked\ngo to [front v] layer\nhide\nhide variable [spider-man v]\nset [spider-man v] to [10]\nset size to (50) %\ngo to x: (7) y: (75)\nforever\n if <([costume name v] of [platformer v]) = [33]> then\n set [spider-man v] to [40]\n show variable [spider-man v]\n set rotation style [left-right v]\n go to x: (7) y: (75)\n show\n set [spider position v] to [0]\n forever\n set [spider position v] to (pick random (1) to (3))\n if <(Spider Position) = [1]> then\n wait (15) seconds\n glide (1) secs to x: (-115) y: (75)\n end\n if <(Spider Position) = [2]> then\n wait (15) seconds\n glide (1) secs to x: (7) y: (75)\n end\n if <(Spider Position) = [3]> then\n wait (15) seconds\n glide (1) secs to x: (115) y: (75)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [33]> then\n show variable [spider-man v]\n show\n else\n hide variable [spider-man v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mist v)?> or <<touching (the mad titan's blade v)?> or <touching (power force v)?>>> then\n wait (0.75) seconds\n change [spider-man v] by (-1)\n end\n if <(Spider-Man) < [1]> then\n hide variable [spider-man v]\n broadcast (Thanos Talk Spider-Man 1 v)\n say [Aww, I was beginning to enjoy this.] for (3) seconds\n hide\n broadcast (Hide Webbing v)\n broadcast (Next Level v)\n broadcast (Reposition v)\n stop [this script v]\n end\nend\n\nwhen I receive [thanos talk spider-man 1 v]\nset voice to (tenor v)::tts\nspeak [Aww, I was beginning to enjoy this.]::tts\n\n@The Mad Titan's Blade\n\nwhen flag clicked\nhide\nwait until <([costume name v] of [platformer v]) = [25]>\ngo to x: (128) y: (95)\npoint in direction (90)\nshow\nwait until <touching (thanos v)?>\nsay [You have the Mad Titan's Blade. Press the action button or v to use.] for (4) seconds\nbroadcast (Next Level v)\nbroadcast (Show Titan Button v)\nbroadcast (Reposition v)\nhide\nforever\n go to (thanos v)\n if <key (v v) pressed?> then\n broadcast (MAD TITAN v)\n end\nend\n\nwhen I receive [mad titan v]\ngo to [front v] layer\nshow\npoint in direction (105)\nrepeat (3)\n turn right (15) degrees\nend\npoint in direction (180)\ngo to [back v] layer\nhide\n\n@Reality Stone\n\nwhen flag clicked\nhide\ngo to x: (96) y: (120)\nforever\n if <([costume name v] of [platformer v]) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start game v]\nforever\n if <touching (thanos v)?> then\n if <([costume name v] of [platformer v]) = [5]> then\n say [The reality stone is MINE! Press one to use reality mist. Use the pointer for direction. On mobile, touch thé red on the infinity stones bar then drag for location.] for (6) seconds\n hide\n broadcast (Add Stone v)\n broadcast (Next Level v)\n broadcast (Reposition v)\n forever\n if <key (1 v) pressed?> then\n wait (0.3) seconds\n broadcast (Reality Mist v)\n end\n end\n end\n end\nend\n\n@Space Stone\n\nwhen flag clicked\nhide\ngo to x: (-175) y: (28)\n\nwhen I receive [next level v]\nwait (1) seconds\nif <([costume name v] of [platformer v]) = [6]> then\n show\nelse\n hide\nend\n\nwhen I receive [start game v]\nforever\n if <touching (thanos v)?> then\n if <([costume name v] of [platformer v]) = [6]> then\n say [The space stone is mine. Press 2 to use it. Use your pointer to drag it anywhere, then press C or hold down your pointer to create. On mobile press the infinity stones box then drag to place.] for (6) seconds\n hide\n broadcast (Add Stone v)\n forever\n if <key (2 v) pressed?> then\n broadcast (Space Portal v)\n end\n end\n end\n end\nend\n\n@Time Stone\n\nwhen flag clicked\nhide\ngo to x: (220) y: (60)\nhide variable [heal time v]\nset [heal time v] to [100]\nforever\n if <([costume name v] of [platformer v]) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Heal Time) < [100]> then\n repeat until <(Heal Time) = [100]>\n wait (1) seconds\n change [heal time v] by (1)\n end\n end\nend\n\nwhen I receive [start game v]\nforever\n if <touching (thanos v)?> then\n if <([costume name v] of [platformer v]) = [15]> then\n say [I have got the time stone. Press 3 to use healing. \(you have to wait before using again.\)] for (4) seconds\n hide\n broadcast (Add Stone v)\n broadcast (Next Level v)\n broadcast (Reposition v)\n show variable [heal time v]\n forever\n if <key (3 v) pressed?> then\n if <(Heal Time) = [100]> then\n set [heal time v] to [0]\n change [health v] by (5)\n end\n end\n end\n end\n end\nend\n\n@Power Stone\n\nwhen flag clicked\nhide\ngo to x: (-99) y: (127)\nforever\n if <([costume name v] of [platformer v]) = [18]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start game v]\nforever\n if <touching (thanos v)?> then\n if <([costume name v] of [platformer v]) = [18]> then\n say [The power stone is in my hands. Press 4 to use a short protective shield.] for (4) seconds\n hide\n broadcast (Add Stone v)\n broadcast (Next Level v)\n broadcast (Reposition v)\n forever\n if <key (4 v) pressed?> then\n broadcast (Power Shield v)\n end\n end\n end\n end\nend\n\n@Mind Stone\n\nwhen I receive [show mind stone v]\nshow\ngo to x: (215) y: (-23)\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [start game v]\nforever\n if <touching (thanos v)?> then\n if <([costume name v] of [platformer v]) = [28]> then\n say [Press 5 or the Infinity Stones box to use. This will lead you to your upgrade hall.] for (5) seconds\n hide\n broadcast (Add Stone v)\n broadcast (Next Level v)\n broadcast (Reposition v)\n forever\n if <key (5 v) pressed?> then\n broadcast (Level Store v)\n end\n end\n end\n end\nend\n\n@Soul Stone\n\nwhen flag clicked\nhide\ngo to x: (17) y: (-13)\nforever\n if <<([costume name v] of [platformer v]) = [33]> or <([costume name v] of [platformer v]) = [34]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start game v]\nforever\n if <touching (thanos v)?> then\n if <([costume name v] of [platformer v]) = [34]> then\n say [the soul stone is mine! Press 2 or the orange button on mobile to use.] for (4) seconds\n hide\n broadcast (Add Stone v)\n broadcast (Next Level v)\n broadcast (Reposition v)\n forever\n if <key (6 v) pressed?> then\n broadcast (Soul Burst v)\n end\n end\n end\n end\nend\n\n@Mist\n\nwhen flag clicked\nset [mist speed v] to [0]\nhide\nforever\n wait (2) seconds\n hide\n delete this clone\nend\n\nwhen I receive [reality mist v]\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to (thanos v)\nshow\npoint towards (mouse-pointer v)\nif <(Mist Speed) = [0]> then\n switch costume to (1 v)\nend\nif <(Mist Speed) = [1]> then\n switch costume to (2 v)\nend\nrepeat until <touching (_edge_ v)?>\n if <(Mist Speed) = [0]> then\n move (8) steps\n end\n if <(Mist Speed) = [1]> then\n move (13) steps\n end\nend\nhide\ndelete this clone\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [space portal v]\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\npoint in direction (90)\nrepeat until <<mouse down?> or <key (c v) pressed?>>\n go to (mouse-pointer v)\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\n\nwhen [x v] key pressed\ndelete this clone\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\nwhen I receive [delete portal v]\ndelete this clone\n\n@Power Force\n\nwhen I receive [power shield v]\nshow\nwait (0.5) seconds\nhide\n\nwhen flag clicked\nset size to (90) %\nhide\nforever\n go to (thanos v)\n if <touching (plasma v)?> then\n broadcast (Block v)\n if <touching (malinio v)?> then\n change [malinio v] by (-1)\n end\n end\nend\n\n@Plasma\n\nwhen flag clicked\ngo to x: (19) y: (6)\nhide\nforever\n if <<([costume name v] of [platformer v]) = [19]> or <([costume name v] of [platformer v]) = [20]>> then\n wait (5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nif <([costume name v] of [platformer v]) = [20]> then\n go to (malinio v)\nend\nif <([costume name v] of [platformer v]) = [27]> then\n go to (star-lord v)\nend\npoint towards (thanos v)\nrepeat until <touching (_edge_ v)?>\n move (2) steps\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (power force v)?> then\n delete this clone\n end\nend\n\nwhen I receive [block v]\nhide\ndelete this clone\n\n@Store\n\nwhen flag clicked\nhide variable [xp v]\nset [xp v] to [0]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level store v]\nbroadcast (Reposition v)\ngo to [front v] layer\nshow\n\nwhen I receive [exit store v]\ngo to [back v] layer\nhide\n\nwhen I receive [new item v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start game v]\nshow variable [xp v]\n\n@Soul Floor\n\nwhen flag clicked\nhide\n\nwhen I receive [delete portal v]\ndelete this clone\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\nwhen [x v] key pressed\ndelete this clone\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\n\nwhen I receive [soul burst v]\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nrepeat until <<mouse down?> or <key (c v) pressed?>>\n go to (mouse-pointer v)\nend\nswitch costume to (2 v)\n\n@Webbing\n\nwhen flag clicked\nhide\nforever\n if <<([costume name v] of [platformer v]) = [33]> and <(Spider-Man) > [1]>> then\n go to [front v] layer\n set size to (100) %\n show\n wait (3) seconds\n repeat (10000)\n change size by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (spider-man v)\nend\n\nwhen I receive [hide webbing v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nset size to (100) %\nhide\ngo to x: (0) y: (0)\nforever\n wait (7.5) seconds\n set size to (100) %\nend\n\n@Coin\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\nhide\nwait (1) seconds\nif <<([costume name v] of [platformer v]) = [26]> or <([costume name v] of [platformer v]) = [29]>> then\n show\n if <([costume name v] of [platformer v]) = [26]> then\n go to x: (-186) y: (150)\n end\n if <([costume name v] of [platformer v]) = [29]> then\n go to x: (205) y: (-20)\n end\n repeat until <<touching (thanos v)?> or <touching color (#b18abe)?>>\n repeat (10)\n change y by (-2)\n end\n repeat (10)\n change y by (2)\n end\n end\n change [xp v] by (2)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\nelse\n hide\nend\n\n@Full Power\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [ghost v] effect to (40)\nset size to (100) %\nforever\n if <([costume name v] of [platformer v]) = [35]> then\n forever\n show\n go to (thanos v)\n turn right (2) degrees\n end\n else\n hide\n end\nend\n\n@The SNAP\n\nwhen flag clicked\ngo to x: (-16) y: (3)\nset [ghost v] effect to (0)\nhide\nforever\n if <([costume name v] of [platformer v]) = [End]> then\n show\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (SNAP! v)\nhide\n\n@End Sign\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (1) y: (-8)\nhide\n\nwhen I receive [snap! v]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nswitch costume to (2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Tiles (LE)\n\ndefine Snap To Grid\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nwhen [right arrow v] key pressed\nnext costume\n\nwhen [left arrow v] key pressed\nswitch costume to ((costume [number v]) - (1))\n\nwhen this sprite clicked\nstamp\nadd (costume [number v]) to [placed block costume value v]\nadd (x position) to [placed block x values v]\nadd (y position) to [placed block y values v]\n\nwhen flag clicked\nshow list [load data 2 v]\nshow list [load data 1 v]\nshow list [save data 2 v]\nshow list [save data v]\nshow list [placed block costume value v]\nshow list [placed block x values v]\nshow list [placed block y values v]\ndelete all of [placed block costume value v]\ndelete all of [placed block x values v]\ndelete all of [placed block y values v]\ndelete all of [placed block costume value v]\ndelete all of [placed block x values v]\ndelete all of [placed block y values v]\nerase all\nhide\n\nwhen I receive [start le v]\nset [le playing ability v] to [0]\nset [follow pointer \(le\) ability v] to [0]\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nforever\n if <(Follow Pointer \(LE\) Ability) = [0]> then\n go to (mouse-pointer v)\n end\n Snap To Grid\n if <(LE Playing Ability) = [0]> then\n if <(y position) > [100]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [play le v]\nhide\n\nwhen I receive [stop le v]\nset [le playing ability v] to [0]\nswitch costume to (1 v)\nshow\n\nwhen I receive [load data v]\nshow\ndelete all of [placed block costume value v]\ndelete all of [placed block x values v]\ndelete all of [placed block y values v]\nerase all\nset [follow pointer \(le\) ability v] to [1]\ngo to x: (0) y: (0)\nset [block number v] to (length of [load data 1 v])\nrepeat until <(Block Number) = [0]>\n wait (0.2) seconds\n add (item (1) of [load data 1 v]) to [placed block costume value v]\n add (item (3) of [load data 1 v]) to [placed block x values v]\n add (item (2) of [load data 1 v]) to [placed block y values v]\n delete (1) of [load data 1 v]\n delete (1) of [load data 1 v]\n delete (1) of [load data 1 v]\n change [block number v] by (-3)\nend\nshow\nset [block number v] to (length of [placed block costume value v])\nrepeat (Block Number)\n wait (0.1) seconds\n switch costume to (item (1) of [placed block costume value v])\n set x to (item (1) of [placed block x values v])\n set y to (item (1) of [placed block y values v])\n wait (0.1) seconds\n stamp\n delete (1) of [placed block costume value v]\n delete (1) of [placed block x values v]\n delete (1) of [placed block y values v]\n change [1 v] by (-1)\nend\nset [follow pointer \(le\) ability v] to [0]\n\n@Menu (LE)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\n\nwhen I receive [start le v]\nset [le start options v] to [0]\nrepeat (3)\n wait (0.1) seconds\n create clone of (_myself_ v)\n change [le start options v] by (1)\nend\n\nwhen I start as a clone\nif <(LE Start Options) = [1]> then\n show\n go to x: (-212) y: (157)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (1b v)\n else\n switch costume to (1a v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.3) seconds\n broadcast (Reposition v)\n broadcast (Stop LE v)\n end\n end\nend\nif <(LE Start Options) = [2]> then\n show\n go to x: (-179) y: (157)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (2b v)\n else\n switch costume to (2a v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.3) seconds\n broadcast (Play LE v)\n end\n end\nend\nif <(LE Start Options) = [3]> then\n show\n go to x: (212) y: (157)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (3b v)\n else\n switch costume to (3a v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.3) seconds\n erase all\n delete all of [placed block costume value v]\n delete all of [placed block x values v]\n delete all of [placed block y values v]\n delete all of [placed block costume value v]\n delete all of [placed block x values v]\n delete all of [placed block y values v]\n end\n end\nend\n\n@Save (LE)\n\nwhen flag clicked\nshow list [save data v]\nhide\ngo to x: (-190) y: (-150)\nset [data 1 v] to [0]\nforever\n set [data 1 v] to [0]\nend\n\ndefine Save\nset [block number v] to [1]\ndelete all of [save data v]\ndelete all of [save data 2 v]\nrepeat (length of [placed block costume value v])\n add (join (item (Block Number) of [placed block costume value v]) (join [,] (join (item (Block Number) of [placed block y values v]) (join [,] (join (item (Block Number) of [placed block x values v]) [,]))))) to [save data 2 v]\n change [block number v] by (1)\nend\nhide list [save data v]\nadd (Save Data 2) to [save data v]\nadd [Please copy this code. \(Ctrl + c\)] to [save data v]\nadd [Space to close.] to [save data v]\nwait until <key (space v) pressed?>\nshow list [save data v]\n\ndefine Load\nask [Paste your code here. \(Ctrl + v\) Delete the copied "2" at the end of the code.] and wait\ndelete all of [placed block costume value v]\ndelete all of [placed block x values v]\ndelete all of [placed block y values v]\ndelete all of [load data 1 v]\ndelete all of [load data 2 v]\nset [1 v] to [1]\nrepeat (length of (answer))\n if <(letter (1) of (answer)) = [,]> then\n add (Load Data 2) to [load data 1 v]\n delete all of [load data 2 v]\n change [1 v] by (1)\n end\n add (letter (1) of (answer)) to [load data 2 v]\n change [1 v] by (1)\nend\nset [1 v] to [1]\nset [data 1 v] to (item (1) of [load data 1 v])\nset [multiplier ability \(le\) v] to (length of [load data 1 v])\nbroadcast (Load Data v)\n\nwhen I receive [start le v]\nset [save/load clones v] to [0]\nhide\nrepeat (2)\n wait (0.2) seconds\n create clone of (_myself_ v)\n change [save/load clones v] by (1)\nend\n\nwhen I start as a clone\nif <(Save/Load Clones) = [1]> then\n switch costume to (save 1 v)\n show\n go to x: (92) y: (156)\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.3) seconds\n Save\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (save 2 v)\n else\n switch costume to (save 1 v)\n end\n end\nend\nif <(Save/Load Clones) = [2]> then\n switch costume to (load 1 v)\n show\n go to x: (140) y: (156)\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.3) seconds\n Load\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (load 2 v)\n else\n switch costume to (load 1 v)\n end\n end\nend\n\n | Sequel: "Doctor Strange - The Hidden Side," https://scratch.mit.edu/projects/382134199.\n-----------------------------------------------------------------\nUpdate Log:\nApril 1 2020: v1.5, added level editor; now with save data which takes a few moments to load after you place in the save code (it might take longer if you create a bigger platform).\nMarch 13 2020: Full game Release.\nJuly 21 2019: Beta Game release.\n----------------------------------------------------------------\n How to play? Scroll to the bottom.\n One of the top 25 projects shown in the search page for "#Endgame." Use turbo-mode to see Thanos jump crazy. Some older computers may not be compatible with this game which makes it overall glitchy.\n If you want a challenge on mobile, then use button mode. Want to know how to complete all the levels? (It's not cheating.) Level Avenger, link here: https://scratch.mit.edu/projects/324212661/. \n Please ❤️ And ⭐️! \n> Hacked version by @coppper_1927: https://scratch.mit.edu/projects/377341522.\nDO NOT MAKE ANY UNNECESSARY REMIXES!\n----------------------------------------------------------------Every level has been tested and is possible. Please read the instructions below. Tip: when you freeze up that should mean that you are stuck in the ground, just press "R," on computer or the reset button on mobile to reposition Thanos. \n-----------------------------------------------------------------\n> Stones Overview:\n- 1) The Reality Stone. Press "1" on the computer and point towards the desired direction to shoot. Mobile users should press the red button then press onto the desired location to shoot (may be difficult to do). Use this to defeat the Avengers on boss battles.\n- 2) The Space Stone. Press "2" on the computer then a portal will appear and it will follow the mouse until the mouse is clicked. Mobile users should press the blue button then the desired location to place a portal. Touch the portal as Thanos and it will teleport him forwards a certain amount of steps, enough to pass through walls. There is a limit (20 max) that can be placed at once; although there is no purpose for that many.\n- 3) The Time Stone. Press "3" on computer to gain 5 earth points. Press the green button on mobile to gain 5 health points. You can only do this once every 100 seconds.\n- 4) The Power Stone. Press "4" on computer or press the purple button on mobile to make a powerful fist that will block bullets and harm the Avengers.\n- 5) The Mind Stone. Press "5" on computer or press the yellow button on mobile to open the store in which you can buy upgrades with xp. Xp can be earned by Avengers coins and by conquering boss battles.\n- 6) the Soul Stone. Press "6" on computer or press the orange button on mobile to create platforms (controls on how to make these is the same to the space stone).\n-----------------------------------------------------------------\n> Controls on PC/Mac:\nPress 1-6 for each stones' power. (When you own each stone.)\nPress WASD or arrow keys to move.\nPress space to jump.\nPress X to delete portals.\nPress V for the Mad Titan's Blade. (You must claim it first before using.)\nPress R to reposition.\n-----------------------------------------------------------------\n> Controls for Mobile:\nPress arrow buttons to move. (If you choose touch mobile mode, then tap on the screen to move. Left side = move left. Right side = move right. Top top half of the screen = jump.)\nPress the up arrow to jump (If you select button mode).\nPress your selected color on the bar to use a stone.\nPress the action button to use the Mad Titan's Blade.\nPress the X button to delete portal.\nPress the R button to reposition.\n-----------------------------------------------------------------\n> This game is fully made by Whiteout12. (I made my own costume save data code. If you'd like to know how to make your own then take a look inside.)\n> Platform code by @04tmoody.\n-----------------------------------------------------------------\nMore projects here: https://scratch.mit.edu/users/Whiteout12/\n-----------------------------------------------------------------\nMusic from Avengers Battle Clicker (song really owned by Marvel), https://scratch.mit.edu/projects/306894231/\n-----------------------------------------------------------------\n#All #Marvel #Games #Platformer \n----------------------------------------------------------------- |
Marshmallow Platformer(400+ followers special) | @Stage\n\nwhen flag clicked\nswitch backdrop to (배경 1 v)\nforever\n play sound [marshmello-alone-lyric-video v] until done\nend\n\n@marshmallow\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-184) y: (-97)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n next backdrop\n go to x: (-184) y: (-97)\n change [level v] by (1)\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\ngo to x: (-184) y: (-97)\nswitch costume to (모양 1 v)\ngo to [front v] layer\nshow\nset [level v] to [1]\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 (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?>> 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 [yv v] to [-10]\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 (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?>> then\n set [yv v] to [13]\n end\n end\n if <touching (death v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to x: (-184) y: (-94)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (bouncy v)?> then\n change [yv v] by (38)\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\n hide variable [level v]\nend\n\nwhen [r v] key pressed\ngo to x: (-184) y: (-97)\n\nchange [level v] by (1)\n\n@death\n\nwhen flag clicked\nswitch costume to (모양 1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@Bouncy\n\nwhen backdrop switches to [배경 1 v]\nhide\n\nwhen flag clicked\nforever\n if <(level) > [11]> then\n show\n switch costume to ((level) - (11))\n go to x: (0) y: (0)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (모양 1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@cloud\n\nwhen I start as a clone\nshow\nforever\n set size to (pick random (40) to (70)) %\n go to x: (400) y: (pick random (-50) to (120))\n glide (pick random (7) to (10)) secs to x: (-300) y: (y position)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (3)\n create clone of (_myself_ v)\n wait (pick random (7) to (10)) seconds\nend\n\n | |
Gravity Platformer Level Editor | @Stage\n\nwhen flag clicked\nforever\n play sound [Galaxy v] until done\nend\n\n@pen\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume2 v)\nset size to (5000) %\nswitch costume to (costume1 v)\nhide\npoint in direction (90)\nCreate Level (level)\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [gravity v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [yv v] to [0]\nset [mode v] to [1]\nshow list [save code v]\nforever\n render\n if <(Mode) = [1]> then\n Edit\n else\n physics\n end\nend\n\ndefine render\ngo to x: (0) y: (0)\nset [pen x v] to [0]\nset [pen y v] to [0]\npen up\nerase all\nset pen size to (5)\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n if <(item (i) of [level v]) = [1]> then\n set pen color to (#11b900)\n end\n if <(item (i) of [level v]) = [2]> then\n set pen color to (#ab0000)\n end\n if <(item (i) of [level v]) = [3]> then\n set pen color to (#009dff)\n end\n if <(item (i) of [level v]) = [4]> then\n set pen color to (#ffd000)\n end\n if <<(item (i) of [level v]) > [4]> and <(item (i) of [level v]) < [9]>> then\n set pen color to (#fa00ff)\n if <(item (i) of [level v]) = [5]> then\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) <>\n pen down\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n end\n if <(item (i) of [level v]) = [6]> then\n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) <>\n pen down\n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n end\n if <(item (i) of [level v]) = [7]> then\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) <>\n pen down\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n end\n if <(item (i) of [level v]) = [8]> then\n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) <>\n pen down\n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n end\n end\n change [i v] by (1)\n Draw Rect from ((item (i) of [level v]) - (-5)) ((item ((i) + (1)) of [level v]) - (-5)) to ((item ((i) + (2)) of [level v]) + (-5)) ((item ((i) + (3)) of [level v]) + (-5)) edit? <<(Mode) = [1]> and <(Edit Type) = [10]>>\n change [i v] by (4)\nend\nset pen color to (#fe863d)\nDraw Rect from (x) (y) to ((x) + (25)) ((y) + (25)) edit? <>\n\ndefine Go To (x) (y) <diagonal>\nif <diagonal> then\n pen up\nend\nChange X by (((x) - (Camera X)) - (pen x))\nChange Y by (((y) - (Camera Y)) - (pen y))\nif <diagonal> then\n set [new x v] to (x position)\n set [new y v] to (y position)\n Change X by (() - (((x) - (Camera X)) - (pen x)))\n Change Y by (() - (((y) - (Camera Y)) - (pen y)))\n pen down\n go to x: (new x) y: (new y)\nend\nset [pen x v] to ((x) - (Camera X))\nset [pen y v] to ((y) - (Camera Y))\n\ndefine Change X by (x)\nmove (x) steps\n\ndefine Change Y by (y)\nturn left (90) degrees\nmove (y) steps\nturn right (90) degrees\n\ndefine Create Level (level)\ndelete all of [level v]\nAdd Block [1] from [-50] [-50] to [50] [-25]\n\ndefine Add Block (type) from (x) (y) to (x2) (y2)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (x2) to [level v]\nadd (y2) to [level v]\n\ndefine Draw Rect from (x1) (y1) to (x2) (y2) edit? <edit?>\npen up\nGo To (x1) (y1) <>\npen down\nGo To (x2) (y1) <>\nGo To (x2) (y2) <>\nGo To (x1) (y2) <>\nGo To (x1) (y1) <>\npen up\nif <edit?> then\n set pen color to (#cecece)\n set pen (transparency v) to (25)\n set pen size to (12)\n Go To (x1) (y1) <>\n pen down\n pen up\n Go To (x2) (y2) <>\n pen down\n pen up\n set pen size to (5)\nend\n\ndefine physics\nif <key (left arrow v) pressed?> then\n Move X by [-8]\nend\nif <key (right arrow v) pressed?> then\n Move X by [8]\nend\nchange [yv v] by (-2)\nMove Y by (yv)\nif <<key (up arrow v) pressed?> and <(can jump) = [1]>> then\n set [yv v] to [18]\nend\nGet Collisions\nif <[collisions v] contains [3]?> then\n set [yv v] to [25]\nend\nGet Collisions\nif <[collisions v] contains [5]?> then\n set [gravity v] to [1]\nend\nif <[collisions v] contains [6]?> then\n set [gravity v] to [2]\nend\nif <[collisions v] contains [7]?> then\n set [gravity v] to [3]\nend\nif <[collisions v] contains [8]?> then\n set [gravity v] to [4]\nend\nif <<<<(x) < [-240]> or <(y) < [-180]>> or <<(x) > [4560]> or <(y) > [3420]>>> or <[collisions v] contains [2]?>> then\n Die\nend\nif <[collisions v] contains [4]?> then\n broadcast (You Won v)\n Die\nend\nif <<(Gravity) = [2]> or <(Gravity) = [4]>> then\n change [camera x v] by (round (((x) - (Camera X)) / (10)))\n set [camera y v] to (y)\nelse\n set [camera x v] to (x)\n change [camera y v] by (round (((y) - (Camera Y)) / (10)))\nend\nset [camera x v] to (x)\nset [camera y v] to (y)\nif <(Camera X) < [0]> then\n set [camera x v] to [0]\nend\nif <(Camera Y) < [0]> then\n set [camera y v] to [0]\nend\n\ndefine Move X by (xv)\nif <(Gravity) = [1]> then\n change [x v] by (xv)\nend\nif <(Gravity) = [2]> then\n change [y v] by (() - (xv))\nend\nif <(Gravity) = [3]> then\n change [x v] by (() - (xv))\nend\nif <(Gravity) = [4]> then\n change [y v] by (xv)\nend\nGet Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n Get Collisions\n if <(Gravity) = [1]> then\n change [x v] by (() - ((xv) / ([abs v] of (xv) )))\n end\n if <(Gravity) = [2]> then\n change [y v] by ((xv) / ([abs v] of (xv) ))\n end\n if <(Gravity) = [3]> then\n change [x v] by ((xv) / ([abs v] of (xv) ))\n end\n if <(Gravity) = [4]> then\n change [y v] by (() - ((xv) / ([abs v] of (xv) )))\n end\nend\n\ndefine Move Y by (yv)\nset [can jump v] to [0]\nif <(Gravity) = [1]> then\n change [y v] by (yv)\nend\nif <(Gravity) = [2]> then\n change [x v] by (yv)\nend\nif <(Gravity) = [3]> then\n change [y v] by (() - (yv))\nend\nif <(Gravity) = [4]> then\n change [x v] by (() - (yv))\nend\nGet Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n set [yv v] to [0]\n if <(yv) < [0]> then\n set [can jump v] to [1]\n end\n Get Collisions\n if <(Gravity) = [1]> then\n change [y v] by (() - ((yv) / ([abs v] of (yv) )))\n end\n if <(Gravity) = [2]> then\n change [x v] by (() - ((yv) / ([abs v] of (yv) )))\n end\n if <(Gravity) = [3]> then\n change [y v] by ((yv) / ([abs v] of (yv) ))\n end\n if <(Gravity) = [4]> then\n change [x v] by ((yv) / ([abs v] of (yv) ))\n end\nend\n\ndefine Get Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <((x) + (25)) > (item (i) of [level v])> then\n change [i v] by (1)\n if <((y) + (25)) > (item (i) of [level v])> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (x)> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (y)> then\n change [i v] by (-4)\n add (item (i) of [level v]) to [collisions v]\n change [i v] by (4)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (4)\nend\n\ndefine Die\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [yv v] to [0]\nset [gravity v] to [1]\npoint in direction (90)\n\ndefine Win\nchange [level v] by (1)\nCreate Level (level)\nset [gravity v] to [1]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [yv v] to [0]\npoint in direction (90)\n\nWin\n\nCreate Level [2]\n\nCreate Level [3]\n\ndefine Edit\nif <<(mouse y) < [130]> and <<(mouse x) < [120]> or <[-95] < (mouse y)>>> then\n if <[9] > (Edit Type)> then\n pen up\n if <(Edit Type) = [1]> then\n set pen color to (#11b900)\n end\n if <(Edit Type) = [2]> then\n set pen color to (#ab0000)\n end\n if <(Edit Type) = [3]> then\n set pen color to (#009dff)\n end\n if <(Edit Type) = [4]> then\n set pen color to (#ffd000)\n end\n if <<(Edit Type) > [4]> and <(Edit Type) < [9]>> then\n set pen color to (#fa00ff)\n end\n set pen (transparency v) to (75)\n Draw Rect from ((mouse x) + (Camera X)) ((mouse y) + (Camera Y)) to (((mouse x) + (Camera X)) + (50)) (((mouse y) + (Camera Y)) + (50)) edit? <>\n if <mouse down?> then\n wait until <not <mouse down?>>\n Add Block (Edit Type) from ((mouse x) + (Camera X)) ((mouse y) + (Camera Y)) to (((mouse x) + (Camera X)) + (50)) (((mouse y) + (Camera Y)) + (50))\n end\n end\n if <(Edit Type) = [9]> then\n if <mouse down?> then\n Try to Delete\n end\n end\n if <(Edit Type) = [10]> then\n if <mouse down?> then\n Try to Select\n else\n set [selected block v] to [0]\n end\n if <(Selected Block) > [0]> then\n set [editor x v] to ((mouse x) + (Camera X))\n set [editor y v] to ((mouse y) + (Camera Y))\n replace item (Selected Block) of [level v] with (editor x)\n replace item ((Selected Block) + (1)) of [level v] with (editor y)\n Fix Blocks\n end\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [camera x v] by (-10)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [camera x v] by (10)\nend\nif <[0] > (Camera X)> then\n set [camera x v] to [0]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [camera y v] by (-10)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [camera y v] by (10)\nend\nif <[0] > (Camera Y)> then\n set [camera y v] to [0]\nend\n\ndefine Try to Delete\nset [editor x v] to ((mouse x) + (Camera X))\nset [editor y v] to ((mouse y) + (Camera Y))\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <(editor x) > (item (i) of [level v])> then\n change [i v] by (1)\n if <(editor y) > (item (i) of [level v])> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (editor x)> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (editor y)> then\n change [i v] by (-4)\n repeat (5)\n delete (i) of [level v]\n end\n change [i v] by (4)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (4)\nend\n\ndefine Try to Select\nset [editor x v] to ((mouse x) + (Camera X))\nset [editor y v] to ((mouse y) + (Camera Y))\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <(editor x) > ((item (i) of [level v]) - (9))> then\n change [i v] by (1)\n if <(editor y) > ((item (i) of [level v]) - (9))> then\n change [i v] by (-1)\n if <((item (i) of [level v]) + (9)) > (editor x)> then\n change [i v] by (1)\n if <((item (i) of [level v]) + (9)) > (editor y)> then\n change [i v] by (-1)\n set [selected block v] to (i)\n change [i v] by (1)\n end\n change [i v] by (-1)\n end\n change [i v] by (1)\n end\n change [i v] by (-1)\n end\n change [i v] by (2)\n if <(editor x) > ((item (i) of [level v]) - (9))> then\n change [i v] by (1)\n if <(editor y) > ((item (i) of [level v]) - (9))> then\n change [i v] by (-1)\n if <((item (i) of [level v]) + (9)) > (editor x)> then\n change [i v] by (1)\n if <((item (i) of [level v]) + (9)) > (editor y)> then\n change [i v] by (-1)\n set [selected block v] to (i)\n change [i v] by (1)\n end\n change [i v] by (-1)\n end\n change [i v] by (1)\n end\n change [i v] by (-1)\n end\n change [i v] by (2)\nend\n\ndefine Fix Blocks\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <((Selected Block) mod (5)) = [2]> then\n if <(item (i) of [level v]) > ((item ((i) + (2)) of [level v]) - (20))> then\n replace item (i) of [level v] with ((item ((i) + (2)) of [level v]) - (20))\n end\n change [i v] by (1)\n if <(item (i) of [level v]) > ((item ((i) + (2)) of [level v]) - (20))> then\n replace item (i) of [level v] with ((item ((i) + (2)) of [level v]) - (20))\n end\n change [i v] by (-1)\n else\n if <(item (i) of [level v]) > ((item ((i) + (2)) of [level v]) - (20))> then\n replace item ((i) + (2)) of [level v] with ((item (i) of [level v]) + (20))\n end\n change [i v] by (1)\n if <(item (i) of [level v]) > ((item ((i) + (2)) of [level v]) - (20))> then\n replace item ((i) + (2)) of [level v] with ((item (i) of [level v]) + (20))\n end\n change [i v] by (-1)\n end\n change [i v] by (4)\nend\n\nwhen I receive [die v]\nDie\n\nwhen I receive [save level v]\ndelete all of [save code v]\nadd [Triple Click The Following Code And Press Ctr+c To Copy It] to [save code v]\nadd (Save Code) to [save code v]\nadd [\(Press Space To Close\)] to [save code v]\nhide list [save code v]\nwait until <key (space v) pressed?>\nshow list [save code v]\n\n@menu bar\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <(Mode) = [1]> then\n show\n else\n hide\n end\nend\n\n@menu buttons\n\nwhen flag clicked\ngo to x: (-15) y: (0)\nhide\nswitch costume to (costume1 v)\nset [edit type v] to [1]\nrepeat (11)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [12]>> then\n show\n if <(Mode) = [1]> then\n switch costume to (costume11 v)\n else\n switch costume to (costume12 v)\n end\n else\n if <(Mode) = [1]> then\n show\n else\n hide\n end\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(costume [number v]) = [11]> then\n broadcast (die v)\n set [mode v] to [0]\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [12]> then\n broadcast (die v)\n set [mode v] to [1]\n wait until <not <mouse down?>>\n else\n set [edit type v] to (costume [number v])\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\n if <(costume [number v]) = (Edit Type)> then\n set [brightness v] effect to (15)\n end\nend\n\n@You Win\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\ngo to x: (0) y: (-30)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change y by (3)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change y by (-3)\n change [ghost v] effect by (10)\nend\nhide\n\n@Save Engine\n\nwhen flag clicked\nforever\n if <(Mode) = [1]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n Save\n broadcast (Save Level v) and wait\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\ndefine Save\nset [save code v] to []\nset [j v] to [0]\nrepeat (length of [level v])\n change [j v] by (1)\n set [save code v] to (join (Save Code) (join (item (j) of [level v]) [/]))\nend\n\n@Load EngineSave Engine2\n\nwhen flag clicked\nforever\n if <(Mode) = [1]> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n hide\n ask [Enter Save Code:] and wait\n show\n if <not <(answer) = []>> then\n Load (answer)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\ndefine Load (code)\ndelete all of [level v]\nset [item v] to []\nset [j v] to [0]\nrepeat (length of (code))\n change [j v] by (1)\n if <(letter (j) of (code)) = [/]> then\n add (Item) to [level v]\n set [item v] to []\n else\n set [item v] to (join (Item) (letter (j) of (code)))\n end\nend\n\n@Thumbnail\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n | Play the Full Game Instead Please:\nhttps://scratch.mit.edu/projects/322427861/\n\nThe Full Game Includes 30 built in levels plus several other improvements in quality.\n\nCreate an amazing scrolling platformer with this new engine! Select one of 8 block types and click to place blocks, and use the mouse icon to resize them. Use the X to remove blocks, and click play to test your level.\n\nPress arrow keys to scroll in the editor, and press save/load level to save and load your levels!\n\nCheck out my game made with these levels!\n\nShare levels here: https://scratch.mit.edu/discuss/topic/353858 |
Block world - platformer | @Stage\n\nwhen [e v] key pressed\nif <(username) = [Zieejo43]> then\n if <(Editing) = [0]> then\n ask (join (join (join (join (join [<< levels created = ] ((length of [levels v]) / (300))) (join [ >> << Current level = ] (Level))) [ >> << Which level do you want to edit 1 - ]) (((length of [levels v]) / (300)) + (1))) [? >>]) and wait\n if <<<<(Level) > [0]> and <(((length of [levels v]) / (300)) + (2)) > (Level)>> and <(length of (answer)) < [3]>> and <[0] < (length of (answer))>> then\n set [level v] to (answer)\n set [editing v] to [1]\n hide variable [level v]\n hide variable [coins v]\n broadcast (EditorMode v)\n else\n ask [Error] and wait\n end\n else\n set [editing v] to [0]\n broadcast (EditorMode v)\n end\nend\n\nwhen flag clicked\nset [editing v] to [0]\nif <((length of [levels v]) / (300)) < (Level)> then\n set [level v] to ((length of [levels v]) / (300))\nend\nforever\n wait until <not <mouse down?>>\n wait until <mouse down?>\n broadcast (Click v)\nend\n\nwhen flag clicked\nforever\n set [fps.timer v] to (timer)\n switch backdrop to (backdrop1 v)\n reset timer\n set [key.w v] to [0]\n set [key.a v] to [0]\n set [key.s v] to [0]\n set [key.d v] to [0]\n if <<<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [key.w v] to [1]\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <[-100] > (mouse x)>>> then\n set [key.a v] to [1]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [key.s v] to [1]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [100]>>> then\n set [key.d v] to [1]\n end\nend\n\ndefine GetFps\nset [fps v] to [0]\nset [background: i v] to [1]\nrepeat (length of [fpsmem v])\n change [fps v] by (item (Background: i) of [fpsmem v])\n change [background: i v] by (1)\nend\nset [fps v] to (round ((1) / ((Fps) / (length of [fpsmem v]))))\n\nwhen flag clicked\ndelete all of [fpsmem v]\nforever\n insert (Fps.timer) at (1) of [fpsmem v] \n delete (4) of [fpsmem v]\n GetFps\nend\n\nwhen [r v] key pressed\nif <(username) = [Zieejo43]> then\n ask (join (join (join [<< Current level = ] (Level)) [ >> Choose level from 1 - ]) ((length of [levels v]) / (300))) and wait\n if <<(answer) < (((length of [levels v]) / (300)) + (1))> and <[0] < (answer)>> then\n set [level v] to (answer)\n broadcast (Setup v)\n else\n ask [Error] and wait\n end\nend\n\nwhen I receive [resetgamedata v]\ndelete all of [playerslevels v]\nset [hasrated v] to [0]\nset [deaths v] to [0]\nset [asked v] to [0]\nset [coins v] to [0]\nset [story v] to [1]\nset [level v] to [1]\nset [kills v] to [0]\n\nwhen I receive [killenemy v]\nchange [kills v] by (1)\n\n@Level\n\ndefine CreateBlocks (player)\nset [playerlevel? v] to (player)\nSetCurentLevel (player)\nhide\nset [c.id v] to [1]\nset [c.y v] to [7]\nrepeat (15)\n set [c.x v] to [-9.5]\n repeat (20)\n if <not <(item (c.id) of [currentlevel v]) = [0]>> then\n create clone of (_myself_ v)\n end\n change [c.id v] by (1)\n change [c.x v] by (1)\n end\n change [c.y v] by (-1)\nend\n\nwhen I start as a clone\nset [c v] to [1]\nshow\nif <<(item (c.id) of [currentlevel v]) = [2]> or <(item (c.id) of [currentlevel v]) = [9]>> then\n hide\nend\nUpdatePos\nUpdateBlockSides\nUpdateCostume\nif <<(item (c.id) of [currentlevel v]) = [2]> or <(item (c.id) of [currentlevel v]) = [9]>> then\n wait (0.1) seconds\n show\nend\nif <(Editing) = [0]> then\n forever\n if <(PlayerEditMenu) = [1]> then\n wait until <(PlayerEditMenu) = [0]>\n end\n if <(item (c.id) of [currentlevel v]) = [2]> then\n set size to (320) %\n if <<touching (player v)?> and <(Dead) = [0]>> then\n set size to (100.5) %\n change [coins v] by (1)\n broadcast (Coin v)\n delete this clone\n end\n set size to (100.5) %\n end\n if <(item (c.id) of [currentlevel v]) = [3]> then\n set size to (120) %\n if <<touching (player v)?> and <(Dead) = [0]>> then\n broadcast (Die v)\n end\n set size to (100.5) %\n end\n if <(item (c.id) of [currentlevel v]) = [6]> then\n set size to (110) %\n change y by (1)\n if <<touching (player v)?> and <(Dead) = [0]>> then\n broadcast (Die v)\n end\n set size to (100.5) %\n UpdatePos\n end\n if <(item (c.id) of [currentlevel v]) = [9]> then\n change [custumetimer v] by (Fps.timer)\n switch costume to (hitbox v)\n go to [front v] layer\n UpdateBlockSides\n change [c.x v] by (-0.5)\n UpdatePos\n UpdateBlockSides\n if <<(item (3) of [c.sides v]) = [0]> or <touching (_edge_ v)?>> then\n change [c.x v] by (0.5)\n else\n change [c.x v] by (1)\n UpdatePos\n UpdateBlockSides\n change [c.x v] by (-0.5)\n end\n if <<<(item (3) of [c.sides v]) = [0]> or <<(item (2) of [c.sides v]) = [1]> or <(item (4) of [c.sides v]) = [1]>>> or <touching (_edge_ v)?>> then\n if <(direction) = [1]> then\n change [c.x v] by (-0.1)\n set [direction v] to [0]\n else\n change [c.x v] by (0.1)\n set [direction v] to [1]\n end\n end\n if <(custumeTimer) > [0.25]> then\n set [custumetimer v] to [0]\n if <(costume) = [1]> then\n set [costume v] to [0]\n else\n set [costume v] to [1]\n end\n end\n if <(direction) = [1]> then\n change [c.x v] by (0.03)\n else\n change [c.x v] by (-0.03)\n end\n UpdatePos\n set size to (120) %\n if <touching (player v)?> then\n if <(PlayerYV) < [-1]> then\n broadcast (KillEnemy v)\n delete this clone\n else\n if <(Dead) = [0]> then\n broadcast (Die v)\n end\n end\n end\n set size to (100.5) %\n if <(direction) = [1]> then\n switch costume to (join [r] ((1) + (costume)))\n else\n switch costume to (join [l] ((1) + (costume)))\n end\n end\n end\nend\n\ndefine UpdateBlockSides\nif <(c) = [1]> then\n switch costume to (hitbox v)\n set size to (50) %\n delete all of [c.sides v]\n add [0] to [c.sides v]\n add [0] to [c.sides v]\n add [0] to [c.sides v]\n add [0] to [c.sides v]\n set [i v] to [1]\n repeat (4)\n if <(i) = [1]> then\n change y by (24)\n end\n if <(i) = [2]> then\n change x by (-24)\n end\n if <(i) = [3]> then\n change y by (-24)\n end\n if <(i) = [4]> then\n change x by (24)\n end\n if <touching (level v)?> then\n replace item (i) of [c.sides v] with [1]\n end\n change [i v] by (1)\n UpdatePos\n end\n UpdateCostume\nend\n\ndefine UpdateCostume\nif <(item (c.id) of [currentlevel v]) = [0]> then\n delete this clone\nend\nset size to (100.5) %\nset [brightness v] effect to (10)\nif <(item (c.id) of [currentlevel v]) = [1]> then\n set [brightness v] effect to (20)\nend\nswitch costume to (join (item (c.id) of [currentlevel v]) [])\nif <<(item (c.id) of [currentlevel v]) = [1]> and <(item (1) of [c.sides v]) = [0]>> then\n switch costume to (grass v)\nend\n\ndefine UpdatePos\ngo to x: ((c.x) * (24)) y: ((c.y) * (24))\n\nwhen I receive [editormode v]\nset [playerlevel? v] to [0]\nif <(Editing) = [0]> then\n if <(c) = [1]> then\n delete this clone\n else\n SaveLevel [0]\n broadcast (Setup v)\n end\nelse\n if <(c) = [1]> then\n delete this clone\n else\n SetCurentLevel [0]\n wait (0.5) seconds\n CreateBlocks [0]\n set [editing v] to [1]\n wait (0.5) seconds\n forever\n show\n set [c.x v] to ((-0.5) + (round ((mouse x) / (24))))\n set [c.y v] to (round ((mouse y) / (24)))\n if <(c.x) < [-9.5]> then\n set [c.x v] to [-9.5]\n end\n if <[9.5] < (c.x)> then\n set [c.x v] to [9.5]\n end\n if <(c.y) < [-7]> then\n set [c.y v] to [-7]\n end\n if <[7] < (c.y)> then\n set [c.y v] to [7]\n end\n set [c.id v] to (((c.x) + (10.5)) + (((7) + (() - (c.y))) * (20)))\n go to x: ((c.x) * (24)) y: ((c.y) * (24))\n switch costume to (join [Pointer] (SelectedBlock))\n if <mouse down?> then\n if <(SelectedBlock) = [0]> then\n if <not <(item (c.id) of [currentlevel v]) = [0]>> then\n replace item (c.id) of [currentlevel v] with [0]\n broadcast (PublicBlockUpdate v)\n end\n else\n if <(item (c.id) of [currentlevel v]) = [0]> then\n create clone of (_myself_ v)\n end\n if <not <(item (c.id) of [currentlevel v]) = (SelectedBlock)>> then\n broadcast (PublicBlockUpdate v)\n end\n replace item (c.id) of [currentlevel v] with (SelectedBlock)\n end\n end\n if <(Editing) = [0]> then\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [publicblockupdate v]\nif <(c) = [1]> then\n if <<(item (c.id) of [currentlevel v]) = [2]> or <(item (c.id) of [currentlevel v]) = [9]>> then\n hide\n end\n repeat (10)\n UpdateBlockSides\n UpdateCostume\n end\n if <<(item (c.id) of [currentlevel v]) = [2]> or <(item (c.id) of [currentlevel v]) = [9]>> then\n show\n end\nend\n\nwhen [up arrow v] key pressed\nif <<(c) = [0]> and <(Editing) = [1]>> then\n change [selectedblock v] by (1)\n switch costume to (join [Pointer] (SelectedBlock))\n if <not < (costume [name v]) contains (SelectedBlock)?>> then\n set [selectedblock v] to (join (letter (8) of (costume [name v])) (letter (9) of (costume [name v])))\n end\n broadcast (SelectedBlockChange v)\nend\n\nwhen [down arrow v] key pressed\nif <<(c) = [0]> and <(Editing) = [1]>> then\n change [selectedblock v] by (-1)\n if <(SelectedBlock) < [0]> then\n set [selectedblock v] to [0]\n end\n broadcast (SelectedBlockChange v)\nend\n\nwhen I receive [setup v]\nif <(c) = [1]> then\n delete this clone\nelse\n if <(PlayerLevel?) = [0]> then\n show variable [coins v]\n end\n wait (0.5) seconds\n if <(PlayerLevel?) = [1]> then\n hide variable [level v]\n end\n set [c v] to [0]\n CreateBlocks (PlayerLevel?)\n hide\nend\n\ndefine SetCurentLevel (player)\nset [playerlevel? v] to (player)\ndelete all of [currentlevel v]\nset [i v] to [0]\nrepeat (300)\n if <(player) = [1]> then\n if <(item (((Load.PlayerLevel.ID) * (300)) - (i)) of [playerslevels v]) = []> then\n insert [0] at (1) of [currentlevel v] \n else\n insert (item (((Load.PlayerLevel.ID) * (300)) - (i)) of [playerslevels v]) at (1) of [currentlevel v] \n end\n else\n if <(item (((Level) * (300)) - (i)) of [levels v]) = []> then\n insert [0] at (1) of [currentlevel v] \n else\n insert (item (((Level) * (300)) - (i)) of [levels v]) at (1) of [currentlevel v] \n end\n end\n change [i v] by (1)\nend\n\ndefine SaveLevel (player)\nset [i v] to [1]\nrepeat (300)\n if <(player) = [1]> then\n if <(Load.PlayerLevel.ID) > ([floor v] of ((length of [playerslevels v]) / (300)) )> then\n add (item (i) of [currentlevel v]) to [playerslevels v]\n else\n replace item ((((Load.PlayerLevel.ID) - (1)) * (300)) + (i)) of [playerslevels v] with (item (i) of [currentlevel v])\n end\n else\n if <(Level) > ([floor v] of ((length of [levels v]) / (300)) )> then\n add (item (i) of [currentlevel v]) to [levels v]\n else\n replace item ((((Level) - (1)) * (300)) + (i)) of [levels v] with (item (i) of [currentlevel v])\n end\n end\n change [i v] by (1)\nend\n\nwhen I receive [loadplayerlevel v]\nset [playerlevel? v] to [1]\nif <(Editing) = [0]> then\n if <(c) = [1]> then\n delete this clone\n else\n SaveLevel [1]\n broadcast (Setup v)\n end\nelse\n if <(c) = [1]> then\n delete this clone\n else\n SetCurentLevel [1]\n wait (0.5) seconds\n CreateBlocks [1]\n set [editing v] to [1]\n wait (0.5) seconds\n if <(length of [playerslevels v]) = [0]> then\n wait until <(PlayerEditor.TutorialStage) = [2]>\n end\n forever\n if <(PlayerEditMenu) = [1]> then\n wait until <<(PlayerEditMenu) = [0]> and <not <mouse down?>>>\n end\n show\n set [c.x v] to ((-0.5) + (round ((mouse x) / (24))))\n set [c.y v] to (round ((mouse y) / (24)))\n if <(c.x) < [-9.5]> then\n set [c.x v] to [-9.5]\n end\n if <[9.5] < (c.x)> then\n set [c.x v] to [9.5]\n end\n if <(c.y) < [-7]> then\n set [c.y v] to [-7]\n end\n if <[7] < (c.y)> then\n set [c.y v] to [7]\n end\n set [c.id v] to (((c.x) + (10.5)) + (((7) + (() - (c.y))) * (20)))\n go to x: ((c.x) * (24)) y: ((c.y) * (24))\n switch costume to (join [Pointer] (SelectedBlock))\n if <mouse down?> then\n if <(SelectedBlock) = [0]> then\n if <not <(item (c.id) of [currentlevel v]) = [0]>> then\n replace item (c.id) of [currentlevel v] with [0]\n broadcast (PublicBlockUpdate v)\n end\n else\n if <(item (c.id) of [currentlevel v]) = [0]> then\n create clone of (_myself_ v)\n end\n if <not <(item (c.id) of [currentlevel v]) = (SelectedBlock)>> then\n broadcast (PublicBlockUpdate v)\n end\n replace item (c.id) of [currentlevel v] with (SelectedBlock)\n end\n end\n if <(Editing) = [0]> then\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [coins v]\nhide\n\nwhen I receive [saveplayerlevel v]\nSaveLevel [1]\n\nwhen I start as a clone\nforever\n if <<(PlayerLevel?) = [1]> and <(PlayerEditMenu) = [1]>> then\n go to [back v] layer\n end\nend\n\nwhen I receive [startmenu v]\ndelete this clone\n\n@Player\n\nwhen I receive [setup v]\nshow\npoint in direction (90)\ngo to x: (-200) y: (-80)\nif <(Level) = [10]> then\n change y by (-40)\nend\nset [acceleration v] to [7]\nset [jumpforce v] to [11]\nset [finished v] to [0]\nset [dead v] to [0]\nset [speed v] to [5]\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (hitbox v)\nset [ghost v] effect to (100)\nwait (0.95) seconds\nforever\n if <(PlayerEditMenu) = [1]> then\n wait until <(PlayerEditMenu) = [0]>\n end\n point in direction (90)\n switch costume to (hitbox v)\n set size to (98) %\n if <(Editing) = [1]> then\n hide\n stop [this script v]\n end\n if <(Key.A) = [1]> then\n change [xv v] by (((() - (speed)) - (xv)) / (acceleration))\n if <(Key.D) = [0]> then\n change [xv v] by (((() - (speed)) - (xv)) / (acceleration))\n end\n end\n if <(Key.D) = [1]> then\n change [xv v] by (((speed) - (xv)) / (acceleration))\n if <(Key.A) = [0]> then\n change [xv v] by (((speed) - (xv)) / (acceleration))\n end\n end\n if <<<(Key.A) = [1]> and <(Key.D) = [1]>> or <<(Key.A) = [0]> and <(Key.D) = [0]>>> then\n change [xv v] by (((0) - (xv)) / ((acceleration) * (0.65)))\n end\n if <<(xv) < [0.3]> and <[-0.3] < (xv)>> then\n set [xv v] to [0]\n end\n if <[0] < (xv)> then\n set [currentspeed v] to (xv)\n else\n set [currentspeed v] to (() - (xv))\n end\n change x by (xv)\n if <(x position) > [230]> then\n set [finished v] to [1]\n broadcast (LevelFinished v)\n stop [this script v]\n end\n if <(dead) = [1]> then\n switch costume to (death v)\n if <(Dead) = [0]> then\n broadcast (Die v)\n end\n stop [this script v]\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <(xv) > [0]> then\n HitWall [1]\n else\n HitWall [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n set [playeryv v] to (yv)\n if <[-14] > (yv)> then\n set [yv v] to [-14]\n end\n change y by (yv)\n if <<[-180] > (y position)> and <(dead) = [0]>> then\n broadcast (Die v)\n end\n set [ground v] to [0]\n if <touching (level v)?> then\n change y by (() - (yv))\n change y by (-20)\n if <touching (level v)?> then\n set [ground v] to [1]\n HitY [1]\n if <(Key.W) = [1]> then\n set [yv v] to (jumpforce)\n broadcast (Jump v)\n end\n else\n change y by (30)\n HitY [0]\n end\n end\n if <not <(xv) = [0]>> then\n change [costume v] by ((round (((0.1) + (((currentspeed) / (speed)) * (0.6))) * (10))) / (10))\n end\n if <(costume) > [14]> then\n set [costume v] to [2]\n end\n if <<<[0] > (xv)> or <(Key.A) = [1]>> and <not <(xv) = [0]>>> then\n set [costumedirection v] to [0]\n end\n if <<<(xv) > [0]> or <(Key.D) = [1]>> and <not <(xv) = [0]>>> then\n set [costumedirection v] to [1]\n end\n if <(ground) = [0]> then\n set [costume v] to [3]\n end\n if <<(xv) = [0]> and <(ground) = [1]>> then\n set [costume v] to [-1]\n end\n set [costumedirection v] to (costumeDirection)\n set [costume v] to (costume)\n if <<<(xv) = [0]> and <(ground) = [1]>> and <<not <<[0] > (xv)> or <(Key.A) = [1]>>> and <not <<(xv) > [0]> or <(Key.D) = [1]>>>>> then\n set [costume v] to [-1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [dead v] to (dead)\nend\n\ndefine HitWall (right)\nif <(right) = [1]> then\n repeat until <not <touching (level v)?>>\n change x by (-1)\n end\nelse\n repeat until <not <touching (level v)?>>\n change x by (1)\n end\nend\nset [xv v] to [0]\n\ndefine HitY (ground)\nif <(ground) = [1]> then\n if <<touching (level v)?> and <(yv) < [-1]>> then\n broadcast (Land v)\n end\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\nelse\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\nend\nset [yv v] to [0]\n\nwhen I receive [die v]\nset [dead v] to [1]\n\nwhen [timer v] > (1.5)\nhide\n\nwhen I receive [levelfinished v]\nif <(PlayerLevel?) = [1]> then\n set [editing v] to [1]\n broadcast (LoadPlayerLevel v)\nelse\n if <(Level) < ((length of [levels v]) / (300))> then\n change [level v] by (1)\n end\n hide\n broadcast (Setup v)\nend\n\nwhen I receive [die v]\nrepeat (10)\n if <(Coins) > [0]> then\n change [coins v] by (-1)\n end\nend\n\nwhen I receive [killenemy v]\nset [yv v] to ((jumpforce) * (0.66))\nif <(Key.W) = [1]> then\n set [yv v] to ((jumpforce) * (1.15))\nend\n\n@Bakcground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [pixelate v] effect to (20)\n go to [back v] layer\n set size to (102) %\n show\n if <(Editing) = [1]> then\n hide\n end\nend\n\nwhen I receive [startmenu v]\nset [startmenustage v] to [0]\nrepeat until <(StartMenuStage) = [4]>\n if <(StartMenuStage) = [0]> then\n change [background: brightness v] by (((-8) - (Background: Brightness)) / (10))\n else\n if <(StartMenuStage) = [2]> then\n change [background: brightness v] by (((-50) - (Background: Brightness)) / (10))\n else\n change [background: brightness v] by (((-30) - (Background: Brightness)) / (10))\n end\n end\n set [brightness v] effect to (Background: Brightness)\nend\nset [brightness v] effect to (8)\n\nwhen I receive [setup v]\nset [brightness v] effect to (8)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > ((1) * ((Fps.timer) * (10)))\ngo to [front v] layer\nset size to (100) %\nshow\nhide variable [level v]\nhide variable [coins v]\nif <(username) = [Zieejo43]> then\n broadcast (ResetGameData v)\nend\n\n@Sounds\n\nwhen I receive [die v]\nchange [deaths v] by (1)\nstart sound [hurt v]\n\nwhen I receive [coin v]\nstart sound [pop2 v]\n\nwhen I receive [jump v]\nstart sound [jump v]\n\nwhen I receive [step v]\nstart sound [footstep wood2 v]\n\nwhen I receive [land v]\nstart sound [footstep wood2 v]\n\nwhen I receive [killenemy v]\nstart sound [Coin v]\nstart sound [jump v]\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen I receive [buttonclick v]\nstart sound [High Whoosh v]\n\nwhen I receive [firework v]\nstart sound (pick random (8) to (10))\n\nwhen I receive [bigwork v]\nstart sound [FIREWORK SOUND EFFECT4 v]\n\nwhen I receive [fireballexplotion v]\nstart sound (pick random (11) to (13))\n\nwhen I receive [bossland v]\nstart sound [Small explosion - Sound effect4 v]\n\n@PlayeCostume\n\nwhen I receive [setup v]\nwait (0.1) seconds\npoint in direction (90)\ngo to (player v)\nswitch costume to (standing v)\ngo to [front v] layer\nshow\nwait (0.85) seconds\nforever\n if <(PlayerEditMenu) = [1]> then\n go [backward v] (2) layers\n wait until <(PlayerEditMenu) = [0]>\n end\n point in direction (90)\n go to (player v)\n change y by (-1.5)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n if <(Editing) = [1]> then\n hide\n stop [this script v]\n end\n if <(Dead) = [1]> then\n switch costume to (death v)\n stop [this script v]\n end\n set [costumedirection v] to (CostumeDirection)\n set [costume v] to (Costume)\n if <(costumeDirection) = [0]> then\n switch costume to (join [run.l] (round (costume)))\n end\n if <(costumeDirection) = [1]> then\n switch costume to (join [run.r] (round (costume)))\n end\n if <(Costume) = [-1]> then\n switch costume to (standing v)\n if <not <(blink) = [0]>> then\n if <(blink) = [1]> then\n switch costume to (blink v)\n else\n switch costume to (easter egg v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nshow\nswitch costume to (death v)\nset [yv v] to [15]\nchange y by (-10)\nrepeat until <<(yv) < [0]> or <(y position) > [170]>>\n go to [front v] layer\n change y by (yv)\n turn right (15) degrees\n change [yv v] by (-0.75)\nend\nset [yv v] to [-0.75]\nrepeat until <(y position) < [-180]>\n go to [front v] layer\n change y by (yv)\n turn right (15) degrees\n change [yv v] by (-0.75)\nend\nhide\nbroadcast (Setup v)\n\nwhen flag clicked\nset [blink v] to [0]\nforever\n wait (0.2) seconds\n set [blink v] to [0]\n wait (pick random (1) to (4)) seconds\n if <(pick random (1) to (750)) = [1]> then\n set [blink v] to [1]\n else\n set [blink v] to [1]\n end\nend\n\nset [blink v] to [2]\nwait (5) seconds\n\nwhen [timer v] > (1.5)\nhide\n\nwhen I receive [levelfinished v]\nhide\nbroadcast (Setup v)\n\n@TutorialText\n\nwhen flag clicked\nhide\nset size to (20) %\nforever\n go to [front v] layer\n switch costume to (join [Text] (Level))\n go to x: (-70) y: (50)\n if <(Level) = [11]> then\n go to x: (0) y: (0)\n set size to (90) %\n end\nend\n\nwhen I receive [setup v]\nif <<<(size) = [20]> and <(PlayerLevel?) = [0]>> or <(Level) = [11]>> then\n show\n set size to (75) %\nend\n\nwhen I receive [click v]\nif <<<(size) > [20]> and <touching (mouse-pointer v)?>> and <(mouse y) < [125]>> then\n if <(Level) = [1]> then\n if <<<(size) > [20]> and <touching (mouse-pointer v)?>> and <(mouse y) < [100]>> then\n hide\n set size to (0) %\n end\n else\n hide\n set size to (0) %\n end\nend\n\n@Music\n\nwhen I receive [setup v]\nif <(PlayerLevel?) = [1]> then\n set [play.repeate v] to [1]\n set [play.song v] to [3]\n broadcast (Playsong v)\nelse\n if <(Level) = [11]> then\n set [play.repeate v] to [0]\n stop all sounds\n else\n if <(Level) = [10]> then\n set [play.repeate v] to [1]\n set [play.song v] to [2]\n broadcast (Playsong v)\n else\n set [play.repeate v] to [1]\n set [play.song v] to [4]\n broadcast (Playsong v)\n end\n end\nend\n\nwhen flag clicked\nset [pitch v] effect to (0)\nset [playing.song v] to [0]\nset [play.repeate v] to [1]\nset [play.song v] to [4]\nbroadcast (Playsong v)\n\nwhen I receive [playsong v]\nif <<not <(Playing.song) = (Play.Song)>> or <(Playing.song) = [0]>> then\n broadcast (StartSong v)\nend\n\nwhen I receive [startsong v]\nset [playing.song v] to (Play.Song)\nif <(Play.Song) = [1]> then\n set volume to ((volume) / (4)) %\nend\nif <(Play.Song) = [2]> then\n set volume to ((volume) / (4)) %\nend\nif <(Play.Song) = [3]> then\n set volume to ((volume) / (4)) %\nend\nif <(Play.Song) = [4]> then\n set volume to (volume) %\nend\nrepeat (2)\n stop all sounds\nend\nif <(Play.repeate) = [1]> then\n repeat until <<(Level) = [11]> and <(StartMenuStage) = [4]>>\n play sound (Play.Song) until done\n if <(Play.Song) = [4]> then\n play sound ((Play.Song) + (1)) until done\n end\n end\nelse\n play sound (Play.Song) until done\nend\n\nwhen I receive [loadplayerlevel v]\nif <(Editing) = [1]> then\n set [play.repeate v] to [1]\n set [play.song v] to [3]\n broadcast (Playsong v)\nend\n\nwhen I receive [startmenu v]\nset [play.repeate v] to [1]\nset [play.song v] to [4]\nbroadcast (Playsong v)\n\n@StartMenu\n\nwhen I receive [startmenu v]\nCreateClones\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nhide\n\ndefine CreateClones\nset [id v] to [1]\nrepeat (14)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I start as a clone\nset [selectedbutton v] to [2]\nset [startmenustage v] to [0]\npoint in direction (90)\nset y to ((-25) - (((selectedbutton) - (1)) * (35)))\nforever\n show\n switch costume to (id)\n set size to (100) %\n if <(id) > [8]> then\n hide\n end\n if <(id) = [1]> then\n go to x: (0) y: (100)\n set size to (105) %\n end\n if <(id) = [2]> then\n point in direction ((90) + (vel.variable))\n go to x: (150) y: (-65)\n set size to (50) %\n end\n if <(id) = [3]> then\n set x to (-78)\n change y by ((((-25) - (((selectedbutton) - (1)) * (35))) - (y position)) / (3))\n set size to (75) %\n end\n if <<(id) > [3]> and <[8] > (id)>> then\n go to x: (-80) y: ((-25) - (((id) - (4)) * (35)))\n set size to (75) %\n if <<touching (mouse-pointer v)?> and <not <(id) = [4]>>> then\n set [selectedbutton v] to ((id) - (3))\n end\n if <(id) = [4]> then\n hide\n end\n if <(id) = [5]> then\n switch costume to (playbutton v)\n end\n end\n if <(id) = [8]> then\n set x to (-78)\n set y to ((-25) - (((id) - (5)) * (35)))\n set size to (75) %\n if <(StartMenuStage) = [0]> then\n hide\n else\n set [selectedbutton v] to [4]\n end\n end\n if <<<<(id) > [0]> and <[8] > (id)>> and <not <(id) = [3]>>> and <<not <(StartMenuStage) = [0]>> and <not <(StartMenuStage) = [4]>>>> then\n hide\n end\n if <(StartMenuStage) = [2]> then\n if <(id) = [1]> then\n show\n set size to (100) %\n switch costume to (yourlevels v)\n go to x: (0) y: (0)\n end\n if <<(id) > [8]> and <(id) < [15]>> then\n show\n set size to (105) %\n switch costume to (join [level] ((id) - (8)))\n go to x: ((-100) + (((id) - (9)) * (100))) y: (70)\n if <(id) > [11]> then\n go to x: ((-100) + (((id) - (12)) * (100))) y: (-40)\n end\n set [ghost v] effect to (0)\n if <((id) - (9)) > ((length of [playerslevels v]) / (300))> then\n switch costume to (empty v)\n set [ghost v] effect to (75)\n end\n if <((id) - (9)) = ((length of [playerslevels v]) / (300))> then\n switch costume to (createlevel v)\n end\n end\n end\n if <<(id) = [1]> and <(StartMenuStage) = [3]>> then\n show\n set size to (100) %\n switch costume to (controlls v)\n go to x: (0) y: (0)\n end\n if <(rating) = [1]> then\n wait until <(rating) = [0]>\n end\nend\n\nwhen I receive [click v]\nif <(rating) = [0]> then\n if <touching (mouse-pointer v)?> then\n if <<<(id) > [3]> and <[8] > (id)>> and <(StartMenuStage) = [0]>> then\n wait (0.1) seconds\n if <(id) > [4]> then\n broadcast (ButtonClick v)\n set [startmenustage v] to ((id) - (4))\n if <(id) = [5]> then\n set [playerlevel? v] to [0]\n broadcast (ButtonClick v)\n broadcast (Setup v)\n set [startmenustage v] to [4]\n end\n end\n if <(id) = [5]> then\n end\n end\n if <<(id) = [8]> and <not <(StartMenuStage) = [0]>>> then\n broadcast (ButtonClick v)\n wait (0.1) seconds\n set [startmenustage v] to [0]\n end\n if <<<<(id) > [8]> and <[15] > (id)>> and <((id) - (10)) < ((length of [playerslevels v]) / (300))>> and <(StartMenuStage) = [2]>> then\n set [load.playerlevel.id v] to ((id) - (8))\n if <((id) - (9)) = ((length of [playerslevels v]) / (300))> then\n set [editing v] to [1]\n else\n if <((mouse y) - (y position)) > [0]> then\n set [editing v] to [0]\n else\n set [editing v] to [1]\n end\n end\n set [startmenustage v] to [4]\n broadcast (LoadPlayerLevel v)\n end\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nset [vel.variable v] to [0]\nset [vel.power v] to [0.05]\nset [vel.time v] to [50]\nforever\n set [vel v] to (((vel.power) * (vel.time)) / (2))\n repeat (vel.time)\n change [vel v] by (() - (vel.power))\n change [vel.variable v] by (vel)\n end\n set [vel v] to ((() - ((vel.power) * (vel.time))) / (2))\n repeat (vel.time)\n change [vel v] by (vel.power)\n change [vel.variable v] by (vel)\n end\nend\n\nwhen I receive [startmenu v]\nhide variable [level v]\n\nwhen I receive [setup v]\nshow variable [level v]\n\nwhen I receive [loadplayerlevel v]\ndelete this clone\n\n@PlayerEditiorUI\n\nwhen I receive [loadplayerlevel v]\nset [playereditmenu v] to [0]\n\nwhen flag clicked\nhide\nhide variable [selectedblockname v]\nset [playereditmenu v] to [0]\nset [selectedblocknameshowtimer v] to [6]\nif <(length of [playerslevels v]) = [0]> then\n set [playereditor.tutorialstage v] to [1]\nend\n\nwhen [space v] key pressed\nif <(StartMenuStage) = [4]> then\n if <(PlayerLevel?) = [1]> then\n if <(PlayerEditMenu) = [0]> then\n set [playereditmenu v] to [1]\n if <(PlayerEditor.TutorialStage) = [1]> then\n set [playereditor.tutorialstage v] to [2]\n end\n else\n set [playereditmenu v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to x: (0) y: (0)\n if <(SelectedBlockNameShowTimer) > [5]> then\n hide variable [selectedblockname v]\n else\n show variable [selectedblockname v]\n change [selectedblocknameshowtimer v] by (Fps.timer)\n end\n if <(id) = [0]> then\n hide\n if <(PlayerEditor.TutorialStage) = [1]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n show\n end\n if <(PlayerEditor.TutorialStage) = [2]> then\n switch costume to (costume5 v)\n set [ghost v] effect to (0)\n show\n end\n if <(PlayerEditMenu) = [1]> then\n set [ghost v] effect to (20)\n show\n switch costume to (costume2 v)\n end\n end\n if <(id) = [1]> then\n hide\n go to [front v] layer\n if <(PlayerEditMenu) = [1]> then\n if <(Editing) = [1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\n if <not <(PlayerEditor.TutorialStage) = [0]>> then\n switch costume to (costume6 v)\n end\n show\n end\n end\nend\n\nwhen I receive [loadplayerlevel v]\nset [id v] to [0]\nrepeat (2)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I receive [click v]\nif <<(id) = [1]> and <<<([abs v] of (mouse x) ) < [160]> and <([abs v] of (mouse y) ) < [75]>> and <(PlayerEditMenu) = [1]>>> then\n if <[25] < (mouse y)> then\n set [playereditmenu v] to [0]\n else\n if <(mouse y) < [-25]> then\n if <<(PlayerEditor.TutorialStage) = [0]> and <(Editing) = [1]>> then\n set [playereditmenu v] to [0]\n set [editing v] to [0]\n broadcast (SavePlayerLevel v)\n broadcast (StartMenu v)\n set [startmenustage v] to [2]\n end\n else\n if <(Editing) = [0]> then\n set [playereditmenu v] to [0]\n set [editing v] to [1]\n broadcast (LoadPlayerLevel v)\n else\n if <(PlayerEditor.TutorialStage) = [0]> then\n set [playereditmenu v] to [0]\n set [editing v] to [0]\n broadcast (SavePlayerLevel v)\n broadcast (Setup v)\n end\n end\n end\n end\nend\n\nwhen I receive [selectedblockchange v]\nset [selectedblocknameshowtimer v] to [0]\nif <(PlayerEditor.TutorialStage) = [2]> then\n set [playereditor.tutorialstage v] to [0]\nend\nset [selectedblockname v] to (item ((1) + (SelectedBlock)) of [blocknames v])\n\nwhen I receive [startmenu v]\ndelete this clone\n\n@FireWorks\n\ndefine CreateFireWork (color) (amount) (x) (y) (velrange)\nset [color v] effect to (color)\ngo to [front v] layer\nrepeat (amount)\n hide\n go to x: (x) y: (y)\n point in direction (pick random (0) to (360))\n set [x v] to (x position)\n set [y v] to (y position)\n move (pick random (() - (velrange)) to (velrange)) steps\n set [xv v] to ((x) - (x position))\n set [yv v] to ((y) - (y position))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\npoint in direction (90)\nrepeat until <([abs v] of ((xv) + (yv)) ) < [1]>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((round (((xv) * (0.97)) * (100000))) / (100000))\n set [yv v] to ((round (((yv) * (0.97)) * (100000))) / (100000))\nend\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n change x by (xv)\n change y by (yv)\n set [xv v] to ((round (((xv) * (0.97)) * (100000))) / (100000))\n set [yv v] to ((round (((yv) * (0.97)) * (100000))) / (100000))\nend\ndelete this clone\n\nwhen I receive [setup v]\nif <<(Level) = [11]> and <(PlayerLevel?) = [0]>> then\n repeat (10)\n wait (2) seconds\n CreateFireWork (pick random (0) to (200)) [40] (pick random (-100) to (100)) (pick random (-50) to (150)) [4.0]\n broadcast (FireWork v)\n end\n broadcast (BigWork v)\n CreateFireWork (pick random (0) to (200)) [50] (pick random (-100) to (-50)) (pick random (75) to (150)) [4.0]\n CreateFireWork (pick random (0) to (200)) [50] (pick random (-100) to (-50)) (pick random (-50) to (25)) [4.0]\n CreateFireWork (pick random (0) to (200)) [50] (pick random (50) to (100)) (pick random (75) to (150)) [4.0]\n CreateFireWork (pick random (0) to (200)) [50] (pick random (50) to (100)) (pick random (-50) to (25)) [4.0]\nend\n\n@Boss\n\nwhen flag clicked\nset [clone v] to [0]\nhide\n\nwhen I receive [setup v]\nif <<<(Level) = [10]> and <(Clone) = [0]>> and <(PlayerLevel?) = [0]>> then\n show\n set size to (100) %\n switch costume to (boss v)\n go to x: (189) y: (300)\n set [bossstage v] to [1]\n set [bossstagetimer v] to [0]\n repeat until <<not <(Level) = [10]>> and <not <(StartMenuStage) = [4]>>>\n change [bossstagetimer v] by (Fps.timer)\n change [yv v] by (-0.3)\n change y by (yv)\n if <touching (level v)?> then\n change y by (() - (yv))\n if <[-9] > (yv)> then\n broadcast (BossLand v)\n end\n set [yv v] to [0]\n end\n if <<touching (player v)?> and <(Dead) = [0]>> then\n broadcast (Die v)\n end\n if <(BossStageTimer) > [5]> then\n set [bossstagetimer v] to [0]\n broadcast (BossTing v)\n if <(BossStage) = [4]> then\n set [bossstage v] to [1]\n else\n change [bossstage v] by (1)\n end\n end\n end\n hide\nend\nhide\n\nwhen I receive [bossting v]\nif <(Clone) = [0]> then\n if <<(BossStage) = [1]> or <(BossStage) = [2]>> then\n broadcast (FireBall v)\n end\n if <(BossStage) = [3]> then\n broadcast (FireBall v)\n wait (1) seconds\n broadcast (FireBall v)\n wait (1) seconds\n broadcast (FireBall v)\n end\n if <(BossStage) = [4]> then\n set [yv v] to [12]\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nswitch costume to (fireball v)\nshow\nrepeat until <<<touching (level v)?> or <touching (player v)?>> or <touching (_edge_ v)?>>\n set size to (300) %\n move (vel) steps\nend\nif <<touching (player v)?> and <(Dead) = [0]>> then\n broadcast (Die v)\n broadcast (FireBallExplotion v)\n move (-25) steps\n turn left (90) degrees\n repeat (7)\n next costume\n set size to (35) %\n end\n delete this clone\nelse\n broadcast (FireBallExplotion v)\n if <touching (level v)?> then\n point in direction (90)\n change y by (25)\n else\n point in direction (180)\n change x by (25)\n end\n repeat (7)\n next costume\n set size to (35) %\n end\n delete this clone\nend\n\nwhen I receive [fireball v]\nif <(Clone) = [0]> then\n switch costume to (fireball v)\n point towards (player v)\n change y by (25)\n set [vel v] to [5]\n create clone of (_myself_ v)\n point in direction (90)\n change y by (-25)\n switch costume to (boss v)\nend\n\nwhen I receive [setup v]\ndelete this clone\n\n@Stars\n\nwhen I receive [startmenu v]\nif <<<(Level) > [3]> and <(HasRated) = [0]>> and <(Asked) = [0]>> then\n CreateClones\n set [stars v] to [0]\n set [rating v] to [1]\n set [clicks v] to [0]\n set [asked v] to [1]\nend\n\nwhen flag clicked\nset [stars v] to ((round (((☁ TotalStars) / (☁ Ratings)) * (10))) / (10))\nset [rating v] to [0]\nhide\n\ndefine CreateClones\nset [id v] to [0]\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I receive [rategame v]\nif <(HasRated) = [0]> then\n set [hasrated v] to [1]\n change [☁ ratings v] by (1)\n change [☁ totalstars v] by (stars)\n set [stars v] to ((round (((☁ TotalStars) / (☁ Ratings)) * (10))) / (10))\n wait (0.1) seconds\n set [rating v] to [0]\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<([abs v] of (mouse x) ) < [120]> and <([abs v] of (mouse y) ) < [20]>> then\n set [stars v] to ((round (((2.75) + ((mouse x) / (38))) * (2))) / (2))\n end\n if <(stars) > [5]> then\n set [stars v] to [5]\n end\n if <(stars) < [0]> then\n set [stars v] to [0]\n end\n show\n go to [front v] layer\n if <(id) = [0]> then\n go to x: (0) y: (10)\n switch costume to (background v)\n set [ghost v] effect to (5)\n set size to (100) %\n end\n if <(id) = [1]> then\n go to x: (0) y: (20)\n switch costume to (rate my game v)\n set size to (65) %\n end\n if <(id) = [2]> then\n go to x: (0) y: (0)\n switch costume to (join (stars) [])\n set size to (200) %\n end\n if <(id) = [3]> then\n if <not <(Clicks) = [1]>> then\n hide\n end\n go to x: (0) y: (-50)\n switch costume to (click again to confirm v)\n set size to (45) %\n end\n if <(id) = [4]> then\n go to x: (135) y: (-150)\n switch costume to (costume1 v)\n set size to (75) %\n end\nend\n\nwhen I receive [click v]\nif <<([abs v] of (mouse x) ) < [95]> and <([abs v] of (mouse y) ) < [20]>> then\n if <(id) = [0]> then\n change [clicks v] by (1)\n if <(Clicks) = [2]> then\n broadcast (RateGame v)\n end\n end\nelse\n if <<([abs v] of (mouse x) ) < [95]> and <([abs v] of (mouse y) ) < [50]>> then\nend\n\n@Story\n\nwhen flag clicked\nset [startmenustage v] to [0]\nif <(Level) = [11]> then\n set [level v] to [1]\nend\nif <(Story) = [1]> then\n set [story v] to [0]\n switch costume to (newspaper v)\n create clone of (_myself_ v)\n switch costume to (background v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n wait (1) seconds\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n hide\n wait until <not <mouse down?>>\n wait until <mouse down?>\nend\nbroadcast (StartMenu v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nset size to (101) %\n\nwhen I receive [startmenu v]\nhide\ndelete this clone\n\n | WASD, space or arrow keys to move.\nGet to the left side of the screen without falling in the void, going on lava, falling on spikes or walking on zombies.\nMake your own levels with the level creator by pressing the "Make level" button. |
Erased - A Platformer | @Stage\n\nwhen flag clicked\nset [color v] to [0]\nforever\n change [color v] by (0.1)\n set [color v] effect to (Color)\nend\n\n@player\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (-93) y: (0)\nset [yv v] to [0]\nset [can jump v] to [0]\nforever\n set size to (85) %\n if <key (left arrow v) pressed?> then\n Move X [-5]\n end\n if <key (right arrow v) pressed?> then\n Move X [5]\n end\n change [yv v] by (-1)\n if <<key (up arrow v) pressed?> and <(Can Jump) = [1]>> then\n set [yv v] to [12]\n end\n Move Y (yv)\n if <(y position) < [-175]> then\n broadcast (Reset v) and wait\n set [yv v] to [0]\n set [can jump v] to [0]\n go to x: (-93) y: (0)\n end\n set size to (100) %\nend\n\ndefine Move X (num)\nchange x by (num)\nrepeat until <not <touching (level v)?>>\n if <(num) < [0]> then\n change x by (1)\n else\n change x by (-1)\n end\nend\n\ndefine Move Y (num)\nset [can jump v] to [0]\nchange y by (num)\nrepeat until <not <touching (level v)?>>\n set [yv v] to [0]\n if <(num) < [0]> then\n change y by (1)\n set [can jump v] to [1]\n else\n change y by (-1)\n end\nend\n\nwhen I receive [win v]\nset [yv v] to [0]\nset [can jump v] to [0]\ngo to x: (-93) y: (0)\n\n@level\n\nwhen flag clicked\nhide\nset [level v] to [1]\nMake Level (Level)\n\ndefine Place Block At (x) (y)\nchange [# of blocks v] by (1)\nswitch costume to (costume1 v)\ngo to x: ((x) * (32)) y: ((y) * (32))\ncreate clone of (_myself_ v)\n\ndefine Make Level (level)\nbroadcast (delete clones v)\nset [# of blocks v] to [0]\nif <(level) = [1]> then\n Place Block At [-3] [-1]\n Place Block At [-3] [-2]\n Place Block At [-3] [-3]\n Place Goal At [0] [-2]\nend\nif <(level) = [2]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-1]\n Place Block At [-1] [-1]\n Place Block At [0] [-1]\n Place Block At [1] [-1]\n Place Block At [2] [-1]\n Place Goal At [5] [-1]\nend\nif <(level) = [3]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-1]\n Place Block At [-1] [-1]\n Place Block At [0] [-1]\n Place Block At [1] [-1]\n Place Block At [2] [-1]\n Place Goal At [-5] [-1]\nend\nif <(level) = [4]> then\n Place Block At [-3] [-1]\n Place Block At [-1] [-1]\n Place Block At [1] [-1]\n Place Block At [3] [-1]\n Place Block At [5] [-1]\n Place Goal At [-3] [2]\nend\nif <(level) = [5]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-1]\n Place Block At [-1] [-1]\n Place Block At [0] [-1]\n Place Block At [1] [-1]\n Place Block At [-1] [1]\n Place Goal At [-1] [4]\nend\nif <(level) = [6]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-1]\n Place Block At [-1] [-1]\n Place Block At [0] [-1]\n Place Block At [1] [-1]\n Place Block At [-3] [1]\n Place Block At [1] [1]\n Place Goal At [-1] [4]\nend\nif <(level) = [7]> then\n Place Block At [-3] [-1]\n Place Block At [-1] [0]\n Place Block At [1] [-3]\n Place Block At [3] [-1]\n Place Goal At [-1] [3]\nend\nif <(level) = [8]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-1]\n Place Block At [-1] [-1]\n Place Block At [0] [-1]\n Place Block At [1] [-1]\n Place Block At [1] [0]\n Place Block At [-2] [4]\n Place Goal At [4] [1]\nend\nif <(level) = [9]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-1]\n Place Block At [1] [1]\n Place Block At [1] [-2]\n Place Goal At [6] [1]\nend\nif <(level) = [10]> then\n Place Block At [-3] [-1]\n Place Block At [-3] [2]\n Place Block At [-2] [-2]\n Place Block At [1] [-1]\n Place Goal At [-6] [-1]\nend\nif <(level) = [11]> then\n Place Block At [-3] [-1]\n Place Block At [-5] [-3]\n Place Block At [-6] [-3]\n Place Block At [-7] [-3]\n Place Block At [-7] [-2]\n Place Block At [-7] [-1]\n Place Block At [-7] [0]\n Place Block At [-7] [1]\n Place Block At [-7] [2]\n Place Block At [-7] [3]\n Place Goal At [-3] [-2]\nend\nif <(level) = [12]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-1]\n Place Block At [-1] [-1]\n Place Block At [0] [-1]\n Place Block At [1] [-1]\n Place Block At [1] [0]\n Place Block At [1] [1]\n Place Goal At [1] [4]\nend\nif <(level) = [13]> then\n Place Block At [-3] [-1]\n Place Block At [-4] [-1]\n Place Block At [-4] [0]\n Place Block At [-6] [1]\n Place Block At [-3] [2]\n Place Goal At [0] [2]\nend\nif <(level) = [14]> then\n Place Block At [-2] [-1]\n Place Block At [-3] [-1]\n Place Block At [-4] [-1]\n Place Block At [-2] [-2]\n Place Block At [-3] [-2]\n Place Block At [-4] [-2]\n Place Block At [-2] [-3]\n Place Block At [-3] [-3]\n Place Block At [-4] [-3]\n Place Goal At [-3] [2]\nend\nif <(level) = [15]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-1]\n Place Block At [-1] [-1]\n Place Block At [0] [-1]\n Place Block At [1] [-1]\n Place Block At [-1] [-2]\n Place Block At [-1] [0]\n Place Block At [-1] [1]\n Place Goal At [-1] [4]\nend\nif <(level) = [16]> then\n Place Block At [-3] [-1]\n Place Block At [-2] [-2]\n Place Block At [-1] [-3]\n Place Block At [-1] [0]\n Place Block At [0] [-1]\n Place Block At [1] [-2]\n Place Goal At [-2] [3]\nend\nif <(level) > [16]> then\n set [level v] to [1]\n Make Level (Level)\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n set [color v] effect to (Color)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nset size to (95) %\nwait until <touching (player v)?>\nswitch costume to (costume2 v)\nwait until <not <touching (player v)?>>\nchange [# of blocks v] by (-1)\ndelete this clone\n\nwhen I receive [reset v]\nMake Level (Level)\n\ndefine Place Goal At (x) (y)\nset [goal x v] to ((x) * (32))\nset [goal y v] to ((y) * (32))\ncreate clone of (goal v)\n\nwhen I receive [win v]\nchange [level v] by (1)\nMake Level (Level)\n\n@goal\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n set [color v] effect to (Color)\nend\n\nwhen I start as a clone\ngo to x: (Goal X) y: (Goal Y)\nswitch costume to (costume3 v)\nwait until <(# of blocks) = [0]>\nswitch costume to (costume4 v)\nwait until <touching (player v)?>\nbroadcast (win v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@bg\n\nwhen flag clicked\nhide\nrepeat (20)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\npoint in direction (pick random (0) to (360))\nset size to (pick random (50) to (150)) %\ngo to x: (pick random (-240) to (240)) y: (-180)\ngo to [back v] layer\nset [speed v] to (pick random (1.0) to (1.5))\nrepeat ((360) / (speed))\n change y by (speed)\n turn right ((speed) * (3)) degrees\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n set [color v] effect to (Color)\nend\n\n@Sprite1\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n | In Erased, you have to jump from block to block to reach the goal. When you jump on a block, it gets erased. You must erase all blocks to open the goal.\n\nWalkthrough: https://www.youtube.com/watch?v=d0tdBkSxgl4&feature=youtu.be\n\nAll Coding By Me.\nLevel Design and Inspiration from Detiled.\n\nMusic Coming Soon. |
Harry Potter and The Sorcerer's Stone Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [HarryPotter-ThemeSong-1 v] until done\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (-1) y: (-15)\nclear graphic effects\nhide\n\nwhen I receive [start v]\ngo to x: (-1) y: (-15)\nswitch costume to (1 v)\nrepeat (16)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [dead v]\nset [screen shake v] to [2.5]\n\nwhen flag clicked\nforever\n go to x: (-1) y: (-15)\n set [screen shake v] to ((screen shake) * (-0.7))\n change x by (screen shake)\n change y by (screen shake)\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((Scroll X) + (((costume [number v]) - (1)) * (478))) y: (-15)\nend\n\nshow\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nhide\n\nbroadcast (done v)\n\n@Player\n\nchange x by ((-1) * (xv))\nset [xv v] to ((-1) * (xv))\n\nchange [x v] by ((-1) * (x position))\nset x to (0)\n\nwhen I receive [levelup v]\nhide\ngo to x: (startX) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nstop [this script v]\n\nwhen I receive [start v]\nset [touchkey? v] to [no]\nset [scroll x v] to [0]\nshow\ngo to x: (-222) y: (-40)\nerase all\npen up\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nset [x v] to [0]\ngo to x: (startX) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nreset timer\nforever\n switch costume to (costume2 v)\n if <(x position) > [235]> then\n set [levup v] to [1]\n broadcast (levelup v) and wait\n end\n if <touching color (#99b2ff)?> then\n if <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n end\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n change [yv v] by (1)\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <touching color (#ffd16b)?> then\n set [touchkey? v] to [yes]\n end\n if <<(touchkey?) = [no]> and <touching color (#b16401)?>> then\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (startX) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<touching color (#ffb457)?> or <<<touching color (#185b00)?> or <touching color (#af8446)?>> or <touching color (#e5e5e5)?>>> then\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (startX) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b2ff)?>> then\n change y by (-2)\n if <touching color (#99b2ff)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n change y by (yv)\n set [yv v] to [9]\n end\n end\n end\n if <touching color (#454545)?> then\n change y by (-2)\n if <touching color (#454545)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching color (#454545)?> then\n change y by (-6)\n if <not <touching color (#454545)?>> then\n change y by ((-1) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <<<<<touching color (#185b00)?> or <touching color (#ffb457)?>> or <touching color (#af8446)?>> or <touching color (#e5e5e5)?>> or <touching color (#9600be)?>>> then\n broadcast (dead v) and wait\n set [x v] to [0]\n set [scroll x v] to [0]\n go to x: (startX) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <touching color (#779ce7)?> then\n broadcast (done v)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#454545)?> then\n change y by (-2)\n if <touching color (#454545)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n end\n change [scroll x v] by (() - (x position))\n change x by (() - (x position))\n if <<<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> and <touching color (#454545)?>> then\n set [yv v] to [9]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#454545)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching color (#454545)?> then\n change y by (-2)\n if <touching color (#454545)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nbroadcast (start v)\nset [ghost v] effect to (100)\nset [startx v] to [-222]\n\nset [level v] to [1]\n\nwhen I receive [dead v]\nstart sound [Pillow-Hit-2 v]\n\nset [level v] to [0]\n\nset [touchkey? v] to [no]\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [done v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\ngo to [front v] layer\nset [ghost v] effect to (0)\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nhide\n\nwhen [timer v] > (.2)\nhide\n\n@<3\n\ndefine Controls - Left and Right\nset [improved2: speed x v] to ((Improved2: speed x) * (0.7))\nif then\n change [improved2: speed x v] by (-1.5)\nend\nif <<<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n change [improved2: speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [improved2: frame v] by (([abs v] of (speed) ) / (8))\nset [improved2: slope v] to [0]\nGet Touching <(Improved2: in platforrm) = [1]>\nrepeat until <<(Improved2: slope) = (step)> or <(Improved2: touch) = [0]>>\n change y by (1)\n change [improved2: slope v] by (1)\n Get Touching <(Improved2: in platforrm) = [1]>\nend\nif <(Improved2: slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (Improved2: slope))\n if <<(Improved2: touch) = [1]> and <(Improved2: in platforrm) = [1]>> then\n set [improved2: in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(Improved2: speed x) = [0]> then\n set [improved2: in platforrm v] to [1]\n end\n else\n if <<<<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(Improved2: touch) > [1]>> then\n set [improved2: speed x v] to ((-1.2) * (speed))\n set [improved2: speed y v] to [11]\n set [improved2: falling? v] to [6]\n set [improved2: wall jump v] to [15]\n else\n set [improved2: speed x v] to [0]\n end\n end\nend\n\ndefine Gravity\nif <<(Improved2: speed y) < [4]> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>>> then\n change [improved2: speed y v] by (-1)\nelse\n change [improved2: speed y v] by (-2)\nend\nchange y by (Improved2: speed y)\nchange [improved2: falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(Improved2: touch) = [0]> then\n set [improved2: in platforrm v] to [1]\nelse\n if <<up?> and <(Improved2: touch) = [1]>> then\n set [improved2: in platforrm v] to [2]\n end\nend\nrepeat until <(Improved2: touch) < (Improved2: in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [improved2: falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [improved2: speed y v] to [0]\n go to [front v] layer\nend\n\ndefine Get Touching <check platform?>\nif <<touching (ground v)?> or <touching (hay v)?>> then\n set [improved2: touch v] to [9]\nelse\n if <<check platform?> and <<touching (ground v)?> or <touching (hay v)?>>> then\n set [improved2: touch v] to [1]\n else\n set [improved2: touch v] to [0]\n end\n if <touching color (#48d6db)?> then\n broadcast (end v)\n end\nend\n\ndefine Reset Level\npoint in direction (-90)\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-205) y: (130)\nreset timer\nshow\nset [improved2: speed x v] to [0]\nset [improved2: speed y v] to [0]\nset [improved2: falling? v] to [10]\nset [improved2: in platforrm v] to [1]\nset [improved2: frame v] to [0]\nset [improved2: wall jump v] to [0]\n\ndefine Set Costume\nif <(Improved2: falling?) < [6]> then\n if <(Improved2: frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((1) + ((Improved2: frame) mod (10))) )\n end\nelse\n if <(Improved2: speed y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n | Hit the green flag to begin!\nUse arrow keys to move. To get through the table, make sure to collect the "floating" key. Avoid Devilsnare (green) fire (orange), troll boogar (orange), Fluffy (brown) and Quirrel's turban/robes (purple) |
Life | #games #Platformer #All | @Stage\n\nwhen flag clicked\nset [level v] to [1]\n\n@Player\n\ndefine Platformer (jump height) (gravity) (firction) (running speed)\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n switch costume to (idle v)\n change [xv v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n switch costume to (idle v)\n change [xv v] by ((running speed) * (-1))\nend\nset [xv v] to ((xv) * (firction))\nchange x by (xv)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat (8)\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (xv) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\nchange y by (yv)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yv) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n end\n if <<(([abs v] of (yv) ) / (yv)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (-1)\nend\nswitch costume to (idle v)\nif <(yv) < [-3]> then\n switch costume to (fall v)\nend\nif <(yv) > [2]> then\n switch costume to (jump v)\nend\nif <<<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 (walk)\nend\nif <<(level) = [12]> and <touching (flag v)?>> then\n broadcast (hide all v)\n broadcast (show v)\nend\n\nwhen flag clicked\nhide\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\nwhen I receive [play v]\nshow variable [level v]\ngo to x: (-147) y: (-123)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Platformer [14] [-1] [0.7] [2]\n if <touching (flag v)?> then\n change [level v] by (1)\n go to x: (-152) y: (-123)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (byebye clones v) and wait\n end\n if <touching (spikes v)?> then\n go to x: (-152) y: (-123)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n wait (0.10) seconds\n if <(walk) = [7]> then\n set [walk v] to [5]\n end\nend\n\nwhen I receive [hide all v]\nhide\n\n@level\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(level) = [3]> then\n switch costume to (costume3 v)\n end\n if <(level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(level) = [5]> then\n switch costume to (costume5 v)\n end\n if <(level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(level) = [11]> then\n switch costume to (costume11 v)\n end\n if <(level) = [12]> then\n switch costume to (costume12 v)\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nhide\n\nwhen I receive [hide all v]\nhide\n\n@flag\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n if <(level) = [1]> then\n go to x: (-4) y: (-82)\n end\n if <(level) = [2]> then\n go to x: (-52) y: (81)\n end\n if <(level) = [3]> then\n go to x: (-176) y: (137)\n end\n if <(level) = [4]> then\n go to x: (-205) y: (20)\n end\n if <(level) = [5]> then\n go to x: (168) y: (-20)\n end\n if <(level) = [6]> then\n go to x: (81) y: (-23)\n end\n if <(level) = [7]> then\n go to x: (-44) y: (-78)\n end\n if <(level) = [8]> then\n go to x: (-5) y: (124)\n end\n if <(level) = [9]> then\n go to x: (95) y: (-10)\n end\n if <(level) = [10]> then\n go to x: (-121) y: (5)\n end\n if <(level) = [11]> then\n go to x: (165) y: (-151)\n end\n if <(level) = [12]> then\n go to x: (13) y: (-47)\n end\nend\n\nwhen I receive [hide all v]\nhide\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n go to x: (41) y: (30)\n end\n if <(level) = [2]> then\n switch costume to (costume2 v)\n go to x: (39) y: (-70)\n end\n if <(level) = [3]> then\n switch costume to (costume3 v)\n go to x: (39) y: (-73)\n end\n if <(level) = [4]> then\n switch costume to (costume4 v)\n go to x: (39) y: (-73)\n end\n if <(level) = [5]> then\n switch costume to (costume5 v)\n go to x: (39) y: (-73)\n end\n if <(level) = [5]> then\n switch costume to (costume5 v)\n go to x: (39) y: (-73)\n end\n if <(level) = [6]> then\n switch costume to (costume6 v)\n go to x: (3) y: (-47)\n end\n if <(level) = [7]> then\n switch costume to (costume7 v)\n go to x: (3) y: (-47)\n end\n if <(level) = [8]> then\n switch costume to (costume8 v)\n go to x: (3) y: (-47)\n end\n if <(level) = [9]> then\n switch costume to (costume9 v)\n go to x: (3) y: (-47)\n end\n if <(level) = [10]> then\n switch costume to (costume10 v)\n go to x: (3) y: (-47)\n end\n if <(level) = [11]> then\n switch costume to (costume11 v)\n go to x: (3) y: (-47)\n end\n if <(level) = [12]> then\n switch costume to (costume12 v)\n go to x: (3) y: (-47)\n end\nend\n\nwhen I receive [hide all v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (button v)\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (play v)\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (169) y: (-20)\n glide (1) secs to x: (-229) y: (-17)\nend\n\n@trail\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.10) seconds\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nwait (0.80) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [byebye clones v]\ndelete this clone\n\nwhen I receive [hide all v]\nhide\n\n | Feel free to take the code in your backpack but you have to at least give me some credit this is a work in progress.\nPlease love and fav if you like it so far or if you used the code, I will appreciate it and continue making this. I really need every single view to become a love and fav. By the way I need Ideas for a boss\n\nPlease tell me if the game needs any adjustments tell me that in the comments. |
Bendy - A Platformer | @Stage\n\ndefine scratch extended\nwait until <not <<(username) = [Za-chary]> or <<(username) = [thisandagain]> or <<(username) = [scmb1]> or <<(username) = [speakvisually]> or <(letter (length of (username)) of (username)) = [*]>>>>>>\nwait until <not <<(username) = [dsquare]> or <<(username) = [sgcc]> or <<(username) = [scmb1]> or <<(username) = [lob21]> or <(letter (length of (username)) of (username)) = [*]>>>>>>\nwait until <not <<(username) = [me-win]> or <<(username) = [FredDog]> or <<(username) = [Harakou]> or <<(username) = [lob21]> or <(letter (length of (username)) of (username)) = [*]>>>>>>\nwait until <not <<(username) = [achouse]> or <<(username) = [shruti]> or <<(username) = [Hanakoala]> or >>>>\nwait until <not <<(username) = [mewtaylor]> or <<(username) = [dietbacon]> or <<(username) = [petrichord]> or >>>>\nwait until <not <<(username) = [codubee]> or <<(username) = [cwillisf]> or <<(username) = [chrisg]> or >>>>\nwait until <not <<(username) = [tamelop]> or <<(username) = [designerd]> or <<(username) = [cheddargirl]> or >>>>\nwait until <not <<(username) = [ericr]> or <<(username) = [grokblah]> or <<(username) = [cheddargirl]> or >>>>\nwait until <not <<(username) = [Glench]> or <<(username) = [Chap99]> or <<(username) = [natalie]> or >>>>\nwait until <not <<(username) = [ricarose]> or <<(username) = [mres]> or <<(username) = [natalie]> or >>>>\n\ndefine rx blk\nif <(username) = [Fan1rst]> then\n set [☁ definite v v] to [0]\n wait until <key (space v) pressed?>\n ask (☁ DEFINITE V) and wait\n set [☁ definite v v] to (answer)\nend\nif <<<(☁ DEFINITE V) = [ ]> or <(☁ DEFINITE V) = [1]>> or <not <(☁ DEFINITE V) = [0]>>> then\n stop [all v]\nend\n\ndefine username check\nwait until <(username) = [Fan1rst]>\n\ndefine Scratch T X BLOCK\nscratch extended\nwait until <not <<(username) = [Za-chary]> or <<(username) = [thisandagain]> or <<(username) = [scmb1]> or <<(username) = [speakvisually]> or <(letter (length of (username)) of (username)) = [*]>>>>>>\n\nwhen [space v] key pressed\nif <(username) = [Fan1rst]> then\n change [level v] by (1)\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nswitch backdrop to (13 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nclear graphic effects\nstop all sounds\nforever\n if <(username) = [Fan1rst]> then\n play sound [Devil's swing INSTRUMENTAL v] until done\n else\n if <(username) = [Alois-D]> then\n Scratch T X BLOCK\n play sound [BENDY AND THE INK MACHINE SONG \(Build Our Machine\) - DAGames.mp2 v] until done\n else\n Scratch T X BLOCK\n play sound [BENDY AND THE INK MACHINE SONG \(Build Our Machine\) - DAGames.mp3 v] until done\n end\n end\n wait (1) seconds\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nrx blk\n\nwhen flag clicked\nforever\n if <<<(☁ DEFINITE V) = [ ]> or <(☁ DEFINITE V) = [1]>> or <not <(☁ DEFINITE V) = [0]>>> then\n stop [all v]\n end\nend\n\n@Player\n\ndefine username check\nwait until <(username) = [Fan1rst]>\n\ndefine PlatformerPhysics (jumpheight) (gravity) (friction) (movementspeed)\nswitch costume to (hitbox v)\nchange y by (Yv)\nif <touching (ground v)?> then\n repeat ([abs v] of (Yv) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (Yv) ) / (Yv)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(Yv) > [0]>>> then\n start sound [High Whoosh v]\n set [yv v] to (jumpheight)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (movementspeed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((-1) * (movementspeed))\n point in direction (-90)\nend\nchange x by (Xv)\nif <touching (ground v)?> then\n repeat ([abs v] of (Xv) )\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (Xv) ) / (Xv)))\n end\n end\n set [xv v] to [0]\n end\nend\nset [xv v] to ((Xv) * (friction))\nswitch costume to (idle 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 (WalkCycle)\nend\nif <(Yv) > [1]> then\n switch costume to (jump v)\nend\nif <(Yv) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-228) y: (-154)\nset [level v] to [1]\nforever\n if <touching (portal v)?> then\n repeat (50)\n switch costume to (idle v)\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)\n end\n broadcast (ClosePortal v) and wait\n end\n if <touching (flag v)?> then\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n go to x: (-228) y: (-154)\n end\n if <touching (obstacles v)?> then\n broadcast (screamer v)\n start sound [Bone Breaking Sound EffectNon Copyrighted Sound Effects.mp3 v]\n go to x: (-228) y: (-154)\n end\n if <touching (trampoline v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [20]\n else\n set [yv v] to [15]\n end\n end\n PlatformerPhysics [10] [-1] [0.7] [2]\nend\n\nwhen I receive [portal v]\nset [end v] to [19]\nstop [other scripts in sprite v]\nbroadcast (Walk v)\nset size to (50) %\nclear graphic effects\ngo to x: (-228) y: (-154)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\nforever\n if <touching (slide v)?> then\n start sound [High Whoosh v]\n if <([costume name v] of [slide v]) = [Left]> then\n change [xv v] by (-20)\n else\n change [xv v] by (20)\n end\n end\n if <touching (portal v)?> then\n repeat (50)\n switch costume to (idle v)\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)\n end\n broadcast (ClosePortal v) and wait\n end\n if <touching (flag v)?> then\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n go to x: (-228) y: (-154)\n end\n if <touching (obstacles v)?> then\n broadcast (screamer v)\n start sound [Bone Breaking Sound EffectNon Copyrighted Sound Effects.mp3 v]\n go to x: (-228) y: (-154)\n end\n if <touching (trampoline v)?> then\n start sound [Slide Whistle v]\n set [yv v] to [20]\n end\n if <touching (goo v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (water v)?> then\n WaterPhysics\n else\n PlatformerPhysics [10] [-1] [0.7] [2]\n end\n if <touching (zoomin v)?> then\n set size to (70) %\n end\n if <(Level) = (End)> then\n broadcast (End v)\n end\nend\n\ndefine WaterPhysics\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (Xv) ) / (Xv)))\n end\n end\n change y by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n switch costume to (WalkCycle)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n switch costume to (WalkCycle)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1.5)\n switch costume to (fall v)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (0.5)\n switch costume to (jump v)\nend\nset [yv v] to ((Yv) * (0.8))\nchange [yv v] by (((Yv) / (15)) + (0.5))\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\nchange y by (Yv)\n\nwhen flag clicked\nshow\nclear graphic effects\nset size to (50) %\nset [walkcycle v] to [3]\nforever\n change [walkcycle v] by (1)\n if <(WalkCycle) > [6]> then\n set [walkcycle v] to [3]\n end\n wait (0.05) seconds\nend\n\nwhen I receive [walk v]\nwait (1) seconds\nset size to (50) %\nset [walkcycle v] to [3]\nforever\n change [walkcycle v] by (1)\n if <(WalkCycle) > [6]> then\n set [walkcycle v] to [3]\n end\n wait (0.05) seconds\nend\n\nwhen I receive [end v]\nhide\nbroadcast (End v) and wait\nstop [other scripts in sprite v]\nstop [all v]\n\nwhen flag clicked\nusername check\nforever\n if <mouse down?> then\n go to (mouse-pointer v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [portal v]\nswitch costume to (12 v)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nswitch costume to (13 v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Obstacles\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Flag\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(Level) > [12]> then\n wait (0.05) seconds\n switch costume to (5 v)\n wait (0.05) seconds\n switch costume to (6 v)\n wait (0.05) seconds\n switch costume to (7 v)\n wait (0.05) seconds\n switch costume to (8 v)\n else\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (205) y: (-172)\n end\n if <(Level) = [2]> then\n go to x: (205) y: (-172)\n end\n if <(Level) = [3]> then\n go to x: (205) y: (-172)\n end\n if <(Level) = [4]> then\n go to x: (-220) y: (-30)\n end\n if <(Level) = [5]> then\n go to x: (195) y: (95)\n end\n if <(Level) = [6]> then\n go to x: (207) y: (-175)\n end\n if <(Level) = [7]> then\n go to x: (-5) y: (113)\n end\n if <(Level) = [8]> then\n go to x: (0) y: (113)\n end\n if <(Level) = [9]> then\n go to x: (100) y: (70)\n end\n if <(Level) = [10]> then\n go to x: (-210) y: (110)\n end\n if <(Level) = [11]> then\n go to x: (-210) y: (110)\n end\n if <(Level) = [12]> then\n hide\n else\n show\n end\n if <(Level) = [13]> then\n go to x: (205) y: (-172)\n end\n if <(Level) = [14]> then\n go to x: (195) y: (-125)\n end\n if <(Level) = [15]> then\n go to x: (195) y: (-125)\n end\n if <(Level) = [16]> then\n go to x: (195) y: (-173)\n end\n if <(Level) = [17]> then\n go to x: (195) y: (-135)\n end\n if <(Level) = [18]> then\n go to x: (85) y: (-5)\n end\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Trampoline\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n show\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Portal\n\nwhen flag clicked\nclear graphic effects\nhide\nset size to (100) %\ngo to x: (0) y: (120)\nset [portal v] to [Off]\nforever\n if <(Level) = [12]> then\n set size to (0) %\n show\n if <(Portal) = [Off]> then\n repeat (10)\n change size by (10)\n end\n set [portal v] to [On]\n start sound [Open v]\n else\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen I receive [portal v]\nchange [level v] by (1)\nset [portal v] to [Off]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [closeportal v]\nstart sound [Close v]\nstop [other scripts in sprite v]\nrepeat (10)\n change size by (-10)\nend\nbroadcast (Portal v)\nhide\n\n@Water\n\nwhen flag clicked\nshow\nset [ghost v] effect to (35)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go [backward v] (5) layers\nend\n\n@Grunge\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (50) layers\nshow\nforever\n set [ghost v] effect to (95)\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Texture\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (100) layers\nshow\nset [brightness v] effect to (90)\nforever\n set [ghost v] effect to (90)\nend\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Bubbles\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\ngo to (random position v)\ngo [backward v] (25) layers\nswitch costume to (pick random (1) to (3))\nset size to (pick random (300) to (500)) %\nset [ghost v] effect to (100)\nshow\nrepeat (17)\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [portal v]\ndelete this clone\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Beam\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\nwhen I start as a clone\nclear graphic effects\ngo [backward v] (75) layers\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-200) to (240)) y: (0)\nset size to (pick random (150) to (300)) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-1)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat until <(x position) < [-240]>\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat (20)\n change [ghost v] effect by (2)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\ndelete this clone\n\nwhen I receive [portal v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [portal v]\ndelete this clone\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Fog\n\nwhen flag clicked\ngo to x: (0) y: (-70)\nclear graphic effects\nset [ghost v] effect to (65)\nshow\nforever\n if <[12] < (Level)> then\n hide\n else\n switch costume to (fog v)\n go to [back v] layer\n change [ghost v] effect by (pick random (-5) to (5))\n wait (pick random (3) to (5)) seconds\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Slide\n\nwhen flag clicked\nclear graphic effects\nforever\n if <[15] < (Level)> then\n switch costume to (right v)\n show\n go to x: (-55) y: (-110)\n else\n hide\n end\n if <(Level) = [16]> then\n show\n else\n if <(Level) = [20]> then\n show\n switch costume to (left v)\n else\n hide\n end\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Goo\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (40)\n go [backward v] (20) layers\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@ZoomIn\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (0)\n if <([size v] of [player v]) = [70]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@h\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait (2) seconds\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nif <not <(username) = [Fan1rst]>> then\n show\n repeat (3)\n next costume\n wait (1) seconds\n end\nend\nchange [ghost v] effect by (100)\n\nforever\n\n@Outro\n\nwhen flag clicked\nhide\nset [turn v] to [0]\nset [size v] to [0]\n\nwhen I receive [the end v]\nstop all sounds\nset size to (100) %\nswitch costume to (costume1 v)\npoint in direction (90)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [the end v]\ngo to [front v] layer\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (-470) y: (0)\n show\n glide smoothly x: (0) y: (0) speed (3)\nend\nif <(costume [number v]) = [2]> then\n wait (1) seconds\n go to x: (470) y: (0)\n show\n glide smoothly x: (0) y: (0) speed (3)\nend\nif <(costume [number v]) = [3]> then\n set size to (80) %\n go to [front v] layer\n go to x: (0) y: (-300)\n wait (2) seconds\n show\n glide smoothly x: (0) y: (-60) speed (3)\n forever\n turn right ([cos v] of (turn) ) degrees\n change [turn v] by (3)\n end\nend\nif <(costume [number v]) = [4]> then\n set size to (80) %\n go to [front v] layer\n go to x: (-186) y: (220)\n go to x: (0) y: (300)\n wait (2) seconds\n show\n glide smoothly x: (-186) y: (120) speed (3)\n forever\n change size by ([cos v] of (size) )\n change [size v] by (5)\n end\nend\nif <(costume [number v]) = [5]> then\n set size to (80) %\n go to [front v] layer\n go to x: (-93) y: (220)\n go to x: (0) y: (300)\n wait (2) seconds\n show\n glide smoothly x: (-93) y: (120) speed (3)\n forever\n change size by ([cos v] of (size) )\n change [size v] by (5)\n end\nend\nif <(costume [number v]) = [6]> then\n set size to (80) %\n go to [front v] layer\n go to x: (9) y: (300)\n wait (2) seconds\n show\n glide smoothly x: (9) y: (120) speed (3)\n forever\n change size by ([cos v] of (size) )\n change [size v] by (5)\n end\nend\nif <(costume [number v]) = [7]> then\n set size to (80) %\n go to [front v] layer\n go to x: (93) y: (220)\n go to x: (0) y: (300)\n wait (2) seconds\n show\n glide smoothly x: (93) y: (120) speed (3)\n forever\n change size by ([cos v] of (size) )\n change [size v] by (5)\n end\nend\n\ndefine glide smoothly x: (x) y: (y) speed (s)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\n@screamer\n\ndefine plqgiqris;block\nwait until <<(username) = [CHSBisINbendy]> or <<(username) = [awesokid]> or <<(username) = [AddisonAngel]> or <<(username) = [ghssibee]> or <<(username) = [CND_ParkerS]> or <<(username) = [CND_ParkerS]> or <<(username) = [morgana34df]> or <<(username) = [cs1754274]> or <<(username) = [cs1754274]> or <(username) = [SAOPhoenix101]>>>>>>>>>>\nstop [all v]\n\ndefine scratch extended\nwait until <not <<(username) = [Za-chary]> or <<(username) = [thisandagain]> or <<(username) = [scmb1]> or <<(username) = [speakvisually]> or <(letter (length of (username)) of (username)) = [*]>>>>>>\nwait until <not <<(username) = [dsquare]> or <<(username) = [sgcc]> or <<(username) = [scmb1]> or <<(username) = [lob21]> or <(letter (length of (username)) of (username)) = [*]>>>>>>\nwait until <not <<(username) = [me-win]> or <<(username) = [FredDog]> or <<(username) = [Harakou]> or <<(username) = [lob21]> or <(letter (length of (username)) of (username)) = [*]>>>>>>\nwait until <not <<(username) = [achouse]> or <<(username) = [shruti]> or <<(username) = [Hanakoala]> or >>>>\nwait until <not <<(username) = [mewtaylor]> or <<(username) = [dietbacon]> or <<(username) = [petrichord]> or >>>>\nwait until <not <<(username) = [codubee]> or <<(username) = [cwillisf]> or <<(username) = [chrisg]> or >>>>\nwait until <not <<(username) = [tamelop]> or <<(username) = [designerd]> or <<(username) = [cheddargirl]> or >>>>\nwait until <not <<(username) = [ericr]> or <<(username) = [grokblah]> or <<(username) = [cheddargirl]> or >>>>\nwait until <not <<(username) = [Glench]> or <<(username) = [Chap99]> or <<(username) = [natalie]> or >>>>\nwait until <not <<(username) = [ricarose]> or <<(username) = [mres]> or <<(username) = [natalie]> or >>>>\n\ndefine username check\nwait until <(username) = [Fan1rst]>\n\nwhen flag clicked\nhide\ngo to x: () y: ()\nswitch costume to (scream3 v)\nforever\n go to [front v] layer\n set volume to (100) %\nend\n\nwhen I receive [screamer v]\nstop all sounds\ncreate clone of (_myself_ v)\n\nwhen I receive [page d acceuil v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [page d acceuil v]\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nstop all sounds\nshow\njumpscare\nhide\nbroadcast (norm costume v)\nif <[] = [0]> then\n broadcast (page d acceuil v)\nelse\n broadcast (on joue v)\nend\ndelete this clone\n\nwhen I receive [message1 v]\nforever\n go to [front v] layer\nend\n\ndefine jumpscare\nset [tch bndy v] to [0]\nhide variable [bacon soup v]\nhide variable [axe v]\ngo to [front v] layer\nif <<(SCREAMER) = [1]> and <not <<(username) = [Za-chary]> or <<(username) = [thisandagain]> or <<(username) = [scmb1]> or <<(username) = [speakvisually]> or <(letter (length of (username)) of (username)) = [*]>>>>>>> then\n stop all sounds\n start sound [screech v]\n start sound [screech2 v]\n reset timer\n wait () seconds\n go to x: (0) y: (0)\n repeat (10)\n next costume\n go to [front v] layer\n start sound [screech v]\n start sound [screech2 v]\n show\n go to (random position v)\n wait (0.2) seconds\n end\n go to x: (0) y: (0)\n switch costume to (scream2 v)\n wait (1) seconds\nend\nhide\n\nwhen I receive [screamer v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [page d acceuil v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [screamer v] to [0]\nif <<(username) = [miriyanguyen]> or <<(username) = [mithril-]> or <<(username) = [ceebee]> or <<(letter (length of (username)) of (username)) = [*]> or <(username) = [OwOmasterlunarae]>>>>> then\n set [screamer v] to [0]\nelse\n Scratch T X BLOCK\n set [screamer v] to [1]\nend\n\ndefine Scratch T X BLOCK\nscratch extended\nOwOmasterlunarae blck\nwait until <not <<(username) = [Za-chary]> or <<(username) = [thisandagain]> or <<(username) = [scmb1]> or <<(username) = [speakvisually]> or <(letter (length of (username)) of (username)) = [*]>>>>>>\n\ndefine OwOmasterlunarae blck\nwait until <not <(username) = [OwOmasterlunarae]>>\n\nwhen [j v] key pressed\n\n | Vote for FlyFree- here - https://www.strawpoll.me/18091732/r\nUse the arrow keys or WASD\nif you liked this game try playing BATIM escape game https://scratch.mit.edu/projects/368827439/\nFor more, comment #Part2\n“NOT AN OFFICIAL BENDY AND THE INK MACHINE PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH JOEY DREW STUDIOS INC.”\nFOR MORE INFORMATION CONCERNING \nTHE FAN CONTENT POLICY VISIT\n https://joeydrewstudios.com/fancontentpolicy\n\nVotez pour FlyFree - ici - https://www.strawpoll.me/18091732/r\nUtilisez les touches fléchées ou WASD |
Scratch World A Scrolling Platformer (v0.8) | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [music v] until done\nend\n\n@Game\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\n set [play steps v] to [0]\nelse\n if <touching (move plat v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Player Tick\nif <touching (bouncy/launch v)?> then\n set [on pad v] to [1]\nelse\n set [on pad v] to [0]\nend\nset [pushed sx v] to [0]\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to ((@Platform SX) - (@Player SX))\n change [@player x v] by (@Platform SX)\n set [@player sx v] to [0]\n Check Collide\n if <<(touch) > [100]> and <not <(touch) = [102]>>> then\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n start sound [open v]\n set [@player sy v] to [14]\nend\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (npcs v)?>> then\n set [@falling v] to [3]\n set [@player sy v] to [10]\nend\nif <<<<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> and <touching (bouncy/launch v)?>> and <(@Falling) < [3]>> then\n start sound [open v]\n set [@falling v] to [3]\n set [@player sy v] to [20]\nend\nif <<<<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> and <touching (higher bounce v)?>> and <(@Falling) < [3]>> then\n start sound [open v]\n set [@falling v] to [3]\n set [@player sy v] to [50]\nend\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (orbs v)?>> then\n set [@falling v] to [3]\n set [@player sy v] to [14]\nend\nif <(@Player SY) > [-16]> then\n change [@player sy v] by (-1)\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nif <(touch) > [100]> then\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (999)\n set [@falling v] to [3]\n set [@player sy v] to [0]\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (999)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\nelse\n change [@falling v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [@player dir v] to [-90]\n change [@player sx v] by ((((-9) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\nelse\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [@player dir v] to [90]\n change [@player sx v] by ((((9) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n change [@player sx v] by (((on platform) - (@Player SX)) * (0.35))\n else\n set [@player sx v] to (on platform)\n end\n end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <(lim) > [2]> then\n set [@player sx v] to ((@Player SX) * (0.6))\n end\nend\nif <not <(pushed sx) = [0]>> then\n change [@player sx v] by (pushed sx)\nend\nif <touching (bouncy/launch v)?> then\n set [on pad v] to [1]\nelse\n set [on pad v] to [0]\nend\nset rotation style [left-right v]\nif <touching (ghost v)?> then\n set [@player die v] to [25]\nend\nif <touching (retro robot v)?> then\n if <(y position) < ([y position v] of [retro robot v])> then\n set [@player die v] to [25]\n end\nend\nif <touching (check v)?> then\n set [@spawn x v] to (@Scroll X)\n set [@spawn y v] to (@Scroll Y)\nend\n\ndefine Reset Player\nset [sine! v] to [0]\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nScroll Level\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [-180]\nset [@spawn y v] to [32]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\nforever\n change [@timer v] by (1)\n if <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\n else\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\n end\n Scroll Level\n broadcast (game loop tick v) and wait\nend\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <(@Player SX) = [0]> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > [0]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (999)\n else\n Move Out Of Collision dir x,y: (1) (0) limit: (999)\n end\n set [@player sx v] to [0]\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Level\n\nwhen flag clicked\nforever\n hide\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [setup level v]\nswitch costume to (0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (1 v)\nsetup clone at x,y: (1) (0)\nswitch costume to (2 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (2 v)\nsetup clone at x,y: (4) (0)\nswitch costume to (3 v)\nsetup clone at x,y: (5) (0)\nswitch costume to (4 v)\nsetup clone at x,y: (6) (0)\nswitch costume to (3 v)\nsetup clone at x,y: (8) (0)\nswitch costume to (5 v)\nsetup clone at x,y: (9) (0)\nswitch costume to (7 v)\nsetup clone at x,y: (11) (0)\nswitch costume to (6 v)\nsetup clone at x,y: (10) (0)\nswitch costume to (7 v)\nsetup clone at x,y: (12) (0)\nswitch costume to (7 v)\nsetup clone at x,y: (13) (0)\nswitch costume to (2 v)\nsetup clone at x,y: (14) (0)\nswitch costume to (3 v)\nsetup clone at x,y: (15) (0)\nswitch costume to (8 v)\nsetup clone at x,y: (16) (0)\nswitch costume to (9 v)\nsetup clone at x,y: (17) (0)\n\n@Scratch Cat\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (60) %\n set [ghost v] effect to (0)\n end\n if <not <(@Player Dir) = (direction)>> then\n set rotation style [left-right v]\n point in direction (@Player Dir)\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\n\nwhen I receive [game loop tick v]\nif <(round (@Player SY)) = [-1]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n change [player change v] by (1)\n switch costume to (Player change)\n if <(Player change) > [17]> then\n set [player change v] to [2]\n end\n else\n switch costume to (Player change)\n set [player change v] to [1]\n end\nelse\n if <(round (@Player SY)) < [1]> then\n switch costume to (jump v)\n else\n switch costume to (jump2 v)\n end\nend\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\nend\n\nwhen flag clicked\n\nwhen I receive [setup level v]\nshow\ngo to [front v] layer\n\n@Tiles\n\n@Bouncy/launch\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\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 if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (costume1 v)\nsetup clone at x,y: (1.3) (-0.27)\nswitch costume to (costume1 v)\nsetup clone at x,y: (6.1) (-0.27)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\n@Title\n\nwhen flag clicked\nshow\nclear graphic effects\n\nwhen I receive [game loop tick v]\nchange [ghost v] effect by (1)\n\n@Ghost\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\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 if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (ghost-a v)\nsetup clone at x,y: (1) (0)\nswitch costume to (ghost-a v)\nsetup clone at x,y: (5) (0)\nswitch costume to (ghost-a v)\nsetup clone at x,y: (5.5) (0)\nswitch costume to (ghost-a v)\nsetup clone at x,y: (10) (0)\nswitch costume to (ghost-a v)\nsetup clone at x,y: (10.5) (0.1)\nswitch costume to (ghost-a v)\nsetup clone at x,y: (11.7) (0)\nswitch costume to (ghost-a v)\nsetup clone at x,y: (12) (0)\nswitch costume to (ghost-a v)\nsetup clone at x,y: (15.4) (0)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position ((round ((x) - (@Scroll X))) + (([sin v] of ((timer) * (50)) ) * (20))) (((round ((y) - (@Scroll Y))) + (([sin v] of ((timer) * (100)) ) * (30))) - (30))\n set [ghost v] effect to ((([sin v] of ((timer) * (200)) ) * (30)) - (-40))\nend\n\n@Higher bounce\n\nwhen I receive [setup level v]\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\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 if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nswitch costume to (costume1 v)\nsetup clone at x,y: (1) (1)\n\n@Retro Robot\n\nwhen flag clicked\nhide\n\nwhen I receive [game loop tick v]\nif <<([y position v] of [game v]) > ((y position) + (0))> and <touching (game v)?>> then\n switch costume to (retro robot a2 v)\n start sound [Clang v]\n set [@player sy v] to [14]\n change [score v] by (2)\n repeat (300)\n change [cnt v] by (1)\n end\n delete this clone\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position ((round ((x) - (@Scroll X))) + (([sin v] of ((timer) * (40)) ) * (50))) (round ((y) - (@Scroll Y)))\n set [robot dir de v] to ((round ((x) - (@Scroll X))) + (([sin v] of ((timer) * (40)) ) * (50)))\n set [ghost v] effect to (0)\nend\nset rotation style [left-right v]\n\nswitch costume to (retro robot a v)\nsetup clone at x,y: (10) (-0.05)\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\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 if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (retro robot a v)\nsetup clone at x,y: (0.6) (-0.14)\nswitch costume to (retro robot a v)\nsetup clone at x,y: (2) (-0.14)\nswitch costume to (retro robot a v)\nsetup clone at x,y: (4) (-0.14)\nswitch costume to (retro robot a v)\nsetup clone at x,y: (9) (-0.05)\nswitch costume to (retro robot a v)\nsetup clone at x,y: (9.7) (-0.15)\nswitch costume to (retro robot a v)\nsetup clone at x,y: (10.2) (-0.15)\nswitch costume to (retro robot a v)\nsetup clone at x,y: (14.3) (-0.15)\n\n@npcs\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(costume [number v]) = [1]> then\n if <(distance to [game v]) < [50]> then\n say [Welcome to Scratch World!]\n else\n say []\n end\nend\nif <(costume [number v]) = [2]> then\n if <(distance to [game v]) < [50]> then\n say [Jump on the Robots to kill them! But avoid the ghosts!]\n else\n say []\n end\nend\nif <(costume [number v]) = [3]> then\n if <(distance to [game v]) < [50]> then\n say [WOW! I can see CeeBee from here! -->]\n else\n say []\n end\nend\nif <(costume [number v]) = [4]> then\n if <(distance to [game v]) < [50]> then\n say [Oh, hai]\n else\n say []\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\nif <(costume [number v]) = [4]> then\n point in direction (90)\nelse\n set rotation style [left-right v]\n point towards (game v)\nend\n\nwhen I receive [setup level v]\nbroadcast (de v)\nswitch costume to (gobo-a v)\nsetup clone at x,y: (-0.25) (-0.23)\nswitch costume to (tera v)\nsetup clone at x,y: (0.35) (-0.22)\nswitch costume to (pico-a v)\nsetup clone at x,y: (12.4) (-0.12)\nswitch costume to (cb 1 v)\nsetup clone at x,y: (13.2) (-0.05)\n\nwhen I receive [de v]\ndelete this clone\n\n@edge\n\n@check\n\nwhen I start as a clone\nswitch costume to (green flag v)\nstart sound [Low Whoosh v]\nwait until <touching (game v)?>\nswitch costume to (green flag2 v)\n\nwhen I receive [game loop tick v]\ngo to [back v] layer\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\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 if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\n\nwhen I receive [setup level v]\nsetup clone at x,y: (1.53) (0.21)\nsetup clone at x,y: (4.4) (-0.24)\nsetup clone at x,y: (8) (-0.24)\nsetup clone at x,y: (13) (-0.15)\n\n@Orbs\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (((round ((y) - (@Scroll Y))) + (([sin v] of ((timer) * (40)) ) * (50))) + (0))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (costume1 v)\nsetup clone at x,y: (2.8) (-0.2)\nswitch costume to (costume1 v)\nsetup clone at x,y: (3.2) (-0.2)\nsetup clone at x,y: (14) (0)\nsetup clone at x,y: (14) (0.2)\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\n@move plat\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (((round ((y) - (@Scroll Y))) + (([sin v] of ((timer) * (30)) ) * (30))) - (50))\nend\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\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 if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (_1 v)\nsetup clone at x,y: (6.7) (0)\nswitch costume to (_1 v)\nsetup clone at x,y: (7) (0)\nswitch costume to (_1 v)\nsetup clone at x,y: (7.3) (0)\n\n@fingernail\n\nwhen I receive [game loop tick v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@collect\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (((round ((y) - (@Scroll Y))) + (([sin v] of ((timer) * (100)) ) * (10))) - (50))\nend\nif <touching (game v)?> then\n start sound [Magic Spell v]\n hide\n change [score v] by (5)\n delete this clone\nend\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\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 if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset [score v] to [0]\nsetup clone at x,y: (0) (0)\nsetup clone at x,y: (0.8) (0)\nsetup clone at x,y: (0.9) (0)\nsetup clone at x,y: (2) (0)\nsetup clone at x,y: (2.1) (0)\nsetup clone at x,y: (2.2) (0)\nsetup clone at x,y: (2.3) (0)\nsetup clone at x,y: (3) (0.3)\nsetup clone at x,y: (4) (0)\nsetup clone at x,y: (4.1) (0)\nsetup clone at x,y: (4.2) (0)\nsetup clone at x,y: (4.3) (0)\nsetup clone at x,y: (6.7) (0.3)\nsetup clone at x,y: (7) (0.3)\nsetup clone at x,y: (7.3) (0.3)\nsetup clone at x,y: (14) (0.8)\nsetup clone at x,y: (15) (0)\nsetup clone at x,y: (15.1) (0)\nsetup clone at x,y: (15.2) (0)\n\n@help\n\nwhen I receive [game loop tick v]\ngo to x: (0) y: (0)\nif <(On pad) = [1]> then\n show\nelse\n hide\nend\n\n | |
undertale Platformer (demo) | @Stage\n\n@platformer soul\n\ndefine platformer soul\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (blue_soul v)\nset size to (5) %\nshow\nforever\n if <touching color (#ffff00)?> then\n broadcast (platformer clear v)\n end\n if <touching color (#ff0000)?> then\n broadcast (platformer miss v)\n end\n if <key (right arrow v) pressed?> then\n change x by (4)\n if <touching color (#ffffff)?> then\n change x by (-4)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n if <touching color (#ffffff)?> then\n change x by (4)\n end\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-5)\n if <key (up arrow v) pressed?> then\n set [yv v] to [11]\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 (#ffffff)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <(y position) < [-170]> then\n broadcast (platformer miss v)\n end\nend\n\nwhen I receive [platformer miss v]\ngo to x: (-200) y: (-134)\n\nwhen I receive [platformer clear v]\ngo to x: (-200) y: (-134)\n\nwhen flag clicked\ngo to x: (-200) y: (-134)\nset size to (5) %\nplatformer soul\n\n@Platformer\n\nwhen I receive [platformer clear v]\nchange [stage v] by (1)\nnext costume\nbroadcast (device v)\nrepeat (20)\n change volume by (-5)\nend\nset volume to (0) %\nwait (0.5) seconds\nstop [other scripts in sprite v]\nbroadcast (song v)\nrepeat (20)\n change volume by (5)\nend\nset volume to (100) %\n\nwhen flag clicked\ngo to [back v] layer\nset volume to (100) %\nset [stage v] to [1]\nbroadcast (song v)\nswitch costume to (1 v)\n\nwhen I receive [song v]\nforever\n play sound (stage) until done\nend\n\n@device\n\nwhen I receive [device v]\nif <(stage) = [2]> then\n switch costume to (red1 v)\n red platform x: [177] y: [-180] speed: [3] sprite: [1] direction: [0]\nend\nif <(stage) = [4]> then\n forever\n snow\n wait (0.05) seconds\n end\nend\nif <(stage) = [6]> then\n waterfall x: [-100]\n waterfall x: [100]\n forever\n red spear x: (pick random (-239) to (239)) y: [179] speed: [4] dir. [180]\n wait (1.5) seconds\n end\nend\nif <(stage) = [7]> then\n forever\n red spear x: [-239] y: [-73] speed: [5] dir. [90]\n wait (1) seconds\n end\nend\n\nwhen I receive [platformer clear v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine red platform x: (x) y: (y) speed: (s) sprite: (sp) direction: (d)\nset rotation style [don't rotate v]\npoint in direction (d)\nswitch costume to (join [red] (sp))\nset [redplatform speed v] to (s)\nset [redplatform x v] to (x)\nset [redplatform y v] to (y)\nset [type v] to [1]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset size to (100) %\nhide\n\ndefine snow\nset [type v] to [2]\nswitch costume to (snow v)\ngo to x: (pick random (240) to (-240)) y: (180)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(type) = [1]> then\n go to x: (redplatform x) y: (redplatform y)\n forever\n repeat until <<<(x position) > [239]> or <(x position) < [-239]>> or <<(y position) > [179]> or <(y position) < [-179]>>>\n move (redplatform speed) steps\n end\n go to x: (redplatform x) y: (redplatform y)\n end\nelse\n if <(type) = [2]> then\n set [ghost v] effect to (50)\n repeat until <(y position) < [-179]>\n change y by (-2)\n end\n delete this clone\n else\n if <(type) = [3]> then\n set size to (150) %\n forever\n repeat (20)\n change y by (-2.5)\n end\n change y by (50)\n end\n else\n if <(type) = [4]> then\n set [ghost v] effect to (50)\n wait (1) seconds\n clear graphic effects\n repeat until <<<(x position) > [239]> or <(x position) < [-239]>> or <<(y position) > [179]> or <(y position) < [-179]>>>\n move (redspear speed) steps\n end\n delete this clone\n end\n end\n end\nend\n\ndefine waterfall x: (x)\nset rotation style [don't rotate v]\nset [type v] to [3]\ngo to x: (x) y: (0)\nswitch costume to (waterfall v)\ncreate clone of (_myself_ v)\n\ndefine red spear x: (x) y: (y) speed: (s) dir. (d)\nset [type v] to [4]\nset rotation style [all around v]\npoint in direction (d)\ngo to x: (x) y: (y)\nset [redspear speed v] to (s)\nswitch costume to (spear v)\ncreate clone of (_myself_ v)\n\n | undertale platformer\n\narrow key:move\n\n作ってみたかったプラットフォーマーです\nまだ途中までしかできてません\n\n2019/6/14 demo公開 |
scrolling platformer engine | @Stage\n\n@Player\n\nwhen flag clicked\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\ndefine go\nswitch costume to (hitbox v)\nchange [yv v] by (-1)\nchange y by (YV)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<key (up arrow v) pressed?> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (12))\nend\nchange x by ((<key (right arrow v) pressed?> * (6)) + (<key (left arrow v) pressed?> * (-6)))\nset [slope v] to [0]\nrepeat until <<(slope) = [-8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((<key (right arrow v) pressed?> * (-6)) + (<key (left arrow v) pressed?> * (6)))\n end\nend\nchange [sx v] by (x position)\nchange [sy v] by (y position)\ngo to x: (0) y: (0)\nif <(sy) < [-500]> then\n set [yv v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\nend\nswitch costume to (state)\n\nwhen flag clicked\nset [sx v] to [0]\nset [sy v] to [0]\nset [yv v] to [0]\ngo to x: (0) y: (100)\nforever\n go\nend\n\nwhen flag clicked\nset [state v] to [3]\nforever\n if <not <(YV) = [0]>> then\n if <(YV) > [0]> then\n set [state v] to [11]\n else\n set [state v] to [12]\n end\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [state v] by (1)\n if <(state) > [10]> then\n set [state v] to [3]\n end\n wait (.05) seconds\n else\n set [state v] to [2]\n end\n end\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [level x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level x v] by (470)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((sx) * (-1)) + (level X)) y: ((sy) * (-1))\nend\n\n@frame\n\nwhen flag clicked\nswitch costume to (frame v)\nforever\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nwhen [8 v] key pressed\ngo to [front v] layer\nshow\n\n | arrow keys |
Red Platformer | @Stage\n\n@Red Cube\n\ndefine platform (moving speed) (gravity) (friction) (jump height) (hm) (vm)\nchange y by (Y Velocity)\nif <touching color (#ff0000)?> then\n repeat ([abs v] of (Y Velocity) )\n if <touching color (#ff0000)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(Y Velocity) > [0]>>> then\n set [y velocity v] to (jump height)\n start sound [Jump v]\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (moving speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by ((moving speed) * (-1))\nend\nchange x by (X Velocity)\nif <touching color (#ff0000)?> then\n set [slope v] to (y position)\n repeat (([abs v] of (X Velocity) ) + (1))\n if <touching color (#ff0000)?> then\n change y by (1)\n end\n end\n if <touching color (#ff0000)?> then\n set y to (Slope)\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching color (#ff0000)?> then\n change x by ((-1) * (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X Velocity) < [0]> then\n set [x velocity v] to [0]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [x velocity v] to (hm)\n set [y velocity v] to (vm)\n end\n else\n set [x velocity v] to [0]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x velocity v] to ((-1) * (hm))\n set [y velocity v] to (vm)\n end\n end\n end\nend\nset [x velocity v] to ((X Velocity) * (friction))\n\nwhen flag clicked\ngo to x: (-210) y: (-143)\ninit\nset [ghost v] effect to (100)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n platform [1] [-1] [0.9] [12] [8] [8]\n if <touching color (#cd0000)?> then\n go to x: (-210) y: (-90)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching color (#ff8181)?> then\n set [y velocity v] to [16]\n end\n if <<(x position) > [238]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n set x to (-222)\n end\n if <<(y position) < [-173]> and <touching (_edge_ v)?>> then\n go to x: (-210) y: (-90)\n end\nend\n\ndefine init\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [slope v] to [0]\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Red Ground\n\nwhen flag clicked\nswitch costume to (red ground v)\nWait();\nset [level v] to [1]\nforever\n Level();\nend\n\ndefine Level();\ngo to x: (0) y: (0)\nswitch costume to (Level)\n\ndefine Wait();\nset [ghost v] effect to (100)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nset [level v] to [15]\n\n@Intro Helper -- Rain\n\nwhen flag clicked\nforever\n switch costume to (rain v)\n repeat until <(timer) > [5]>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (230) to (-230)) y: (180)\nset size to (pick random (70) to (100)) %\nset [ghost v] effect to (0)\nrepeat until <<(y position) < [-173]> and <touching (_edge_ v)?>>\n change y by ((size) / (-16))\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n@Intro\n\nwhen flag clicked\ninitialize();\nClone();\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine initialize();\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (100)\nswitch costume to (intro v)\nset size to (300) %\n\ndefine Clone();\nrepeat (8)\n create clone of (_myself_ v)\n next costume\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nwait (2.5) seconds\nrepeat (20)\n turn right (10) degrees\n move (7) steps\n change [ghost v] effect by (5)\n change size by (10)\nend\ndelete this clone\n\n@Instruction\n\nwhen flag clicked\nswitch costume to (instruction v)\nhide\nwait (4) seconds\nshow\nset [ghost v] effect to (100)\nforever\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait (4) seconds\nforever\n switch costume to (Level)\n if <not <<(Level) = [1]> or <<<(Level) = [2]> or <(Level) = [3]>> or <(Level) = [4]>>>> then\n hide\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set size to (100) %\n set [ghost v] effect to (100)\nend\n\n | <==============Red Platformer==============>\nWelcome to Red Platformer!\nThis is my first game on Scratch.\nIf you like it, make sure you leave a Love or Favourite or follow.Check out: \nhttps://scratch.mit.edu/projects/331365630/\n<============== Instruction ==============>\n-WASD or Cursor keys to move ! |
Gravity Switch-A Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(Gravity) = [2]> then\n if <key (space v) pressed?> then\n set [gravity v] to [1]\n wait (.2) seconds\n end\n end\n if <(Gravity) = [1]> then\n if <key (space v) pressed?> then\n set [gravity v] to [2]\n wait (.2) seconds\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-233) y: (-141)\nset [gravity v] to [1]\n\nwhen flag clicked\nset [deaths v] to [0]\nswitch backdrop to (backdrop1 v)\nforever\n if <<touching color (#fff300)?> or <key (s v) pressed?>> then\n next backdrop\n go to x: (-233) y: (-141)\n set [gravity v] to [1]\n set [xv v] to [0]\n set [yv v] to [0]\n wait (1) seconds\n end\n if <touching color (#ff0000)?> then\n go to x: (-233) y: (-141)\n change [☁ total deaths worldwide v] by (1)\n change [deaths v] by (1)\n set [gravity v] to [1]\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Gravity) = [2]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < ((mouse y) + (30))> and <mouse down?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [5]\n else\n set [xv v] to [-5]\n end\n set [yv v] to [-10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < ((mouse y) + (30))> and <mouse down?>>> then\n set [yv v] to [-15]\n end\n end\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(Gravity) = [1]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < ((mouse y) + (-30))> and <mouse down?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < ((mouse y) + (-30))> and <mouse down?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n | Use arrow keys to move! Space to switch gravity! Get to the yellow to get to the next level! Don't touch red! \nLove and fave for more levels!!! If you can't get past a level, press s!\n\nIf you like it, propose this to be featured here https://scratch.mit.edu/studios/4228481/ if you like it! |
LEGO PLATFORMER | @Stage\n\nwhen flag clicked\nforever\n play sound [Cosmosys - Seismic Wave v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@lego guy\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\nforever\n if <touching color (#a85700)?> then\n go to x: (-228) y: (-118)\n end\nend\n\nwhen flag clicked\nshow\nset size to (50) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if then\n point in direction (-90)\n change x by (6)\n if <touching color (#1ca800)?> then\n change x by (-6)\n end\n end\n if then\n point in direction (90)\n change x by (-6)\n if <touching color (#1ca800)?> then\n change x by (6)\n end\n end\n if <touching color (#1ca800)?> then\n change y by (1)\n if <touching color (#1ca800)?> then\n change y by (1)\n if <touching color (#1ca800)?> then\n change y by (1)\n if <touching color (#1ca800)?> then\n change y by (1)\n if <touching color (#1ca800)?> then\n change y by (1)\n if <touching color (#1ca800)?> then\n change y by (-5)\n if then\n set [yv v] to [10]\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 (#1ca800)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#1ca800)?> then\n if then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-209) y: (64)\n end\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (p1 v)\nwait (.1) seconds\nswitch costume to (p3 v)\nwait (.1) seconds\nswitch costume to (p2 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (p1 v)\nwait (.1) seconds\nswitch costume to (p3 v)\nwait (.1) seconds\nswitch costume to (p2 v)\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (p1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line v)?> then\n next backdrop\n go to x: (-228) y: (54)\n end\nend\n\nwhen flag clicked\nbroadcast (message1 v)\n\n@LINE\n\n@grass \n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\n\n@gold\n\nwhen flag clicked\nshow\ngo to x: (-38) y: (-34)\n\nwhen flag clicked\nforever\n if <touching (lego guy v)?> then\n repeat (10)\n change y by (30)\n change [ghost v] effect by (10)\n end\n wait (2.5) seconds\n set [ghost v] effect to (0)\n go to x: (-38) y: (-34)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f0ff)?> then\n repeat (10)\n change y by (5)\n wait (.1) seconds\n change y by (-5)\n wait (.1) seconds\n end\n end\nend\n\n | I am taking a break from scratch, so sorry, but Lego Platformer 2 will not be coming any time soon. Again, so sorry.\n=============================================\nIf you remix please change something...\n---------------------------------------------------------------------------------\nBefore/after you play this give this project a ❤️ that would help my work a lot (can we get this featured?)\n---------------------------------------------------------------------------------\nin game instructions..... \n---------------------------------------------------------------------------------\nI changed the physics... you can't fly anymore! |
Galaxies (A Platformer) | @Stage\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite2\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-70)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-70)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-200) y: (-70)\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 (#a849bb)?> then\n change y by (1)\n end\n if <touching color (#a849bb)?> then\n change y by (1)\n end\n if <touching color (#a849bb)?> then\n change y by (1)\n end\n if <touching color (#a849bb)?> then\n change y by (1)\n end\n if <touching color (#a849bb)?> 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 (#a849bb)?> 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 (#a849bb)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff6666)?> then\n go to x: (-200) y: (-70)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\n if <touching color (#49baa3)?> then\n set [y v] to [20]\n end\n if <touching color (#ccd8ff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n | https://www.youtube.com/channel/UCgidyiUnT3sJkP6w7SfFTLA/?sub_confirmation=1 |
Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [фон — фоновая музыка \(www v] until done\nend\n\nwhen I receive [win v]\nbroadcast (CLEAR v)\nswitch backdrop to (backdrop2 v)\nwait (pick random (1) to (3)) seconds\nrepeat (7)\n next backdrop\n wait (3) seconds\nend\nstop [all v]\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]\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 (left arrow v) pressed?> then\n Change player x by [-8]\nend\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) < [5]> then\n set [sy v] to [13]\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\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)\nchange [in air v] by (1)\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 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 []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n\n\nwhen I receive [clear v]\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine 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 flag clicked\ngo to [front 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 [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\n\nwhen I receive [clear v]\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))\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: [10000] y: [-25]\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 flag clicked\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n broadcast (Win v) and wait\n end\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 [win v]\nhide\n\n | Up, left, right. |
Opposite - A Platformer | @Stage\n\nwhen flag clicked\nset [intro? v] to [1]\nset [level v] to [1]\nswitch backdrop to (intro v)\n\nwhen I receive [green flag v]\nset [intro? v] to [0]\nswitch backdrop to (game v)\nwait (1) seconds\nforever\n play sound [Sneaky Snitch v] until done\nend\n\n@Player\n\ndefine Place Player\ngo to x: (210) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nPlace Player\nSet size to: [50]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics\nend\n\ndefine Set size to: (size)\nset size to (size) %\n\ndefine Gravity, Platform Detection, Physics\nforever\n change [y v] by (-1)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n 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 (down arrow v) pressed?> or <key (s v) pressed?>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n broadcast (Death Flash v)\n Place Player\n end\n if <(x position) < [-230]> then\n change [level v] by (1)\n broadcast (Flash v)\n Place Player\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\n if <touching (advance v)?> then\n set [x v] to [-15]\n else\n set [x v] to (x)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\n@Obstacles\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\n@Words\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go [backward v] (1) layers\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\ndefine Smooth Glide From: (startx) (starty) Smooth Glide To: (endx) (endy) Smooth Glide For: (seconds)\ngo to x: (startx) y: (starty)\nglide (seconds) secs to x: (endx) y: (endy)\n\nwhen I receive [flash v]\nSmooth Glide From: [281] [0] Smooth Glide To: [0] [0] Smooth Glide For: [1.5]\n\n@Eyes\n\nwhen flag clicked\nset size to (50) %\nforever\n repeat (10)\n change size by (.1)\n end\n repeat (10)\n change size by (-.1)\n end\nend\n\nwait (.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\ngo to x: (() / ()) y: (((mouse y) / (5)) / ([y position v] of [player v]))\n\nset x to (([x position v] of [player v]) / (1.02))\nset y to (([y position v] of [player v]) / (1.02))\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\n@Piks Button\n\nwhen flag clicked\nhide\n\ndefine Sense <touching?> <clicked?>\nif <touching?> then\n change [brightness v] effect by (((60) - (size)) * (0.2))\n change size by (((60) - (size)) * (0.2))\n if <clicked?> then\n broadcast (Flash v)\n broadcast (NL v)\n change [level v] by (1)\n wait (.2) seconds\n end\nelse\n change [brightness v] effect by (((50) - (size)) * (0.2))\n change size by (((50) - (size)) * (0.2))\nend\n\nwhen I receive [green flag v]\nshow\nforever\n go to x: (200) y: (-160)\n if <(Level) = [8]> then\n hide\n Sense <> <>\n else\n repeat until <(Level) = [8]>\n show\n Sense <touching (mouse-pointer v)?> <mouse down?>\n Dir Control [1000] [3] (timer) [90]\n end\n end\nend\n\ndefine Dir Control (d in) (d out) (d timer) (d return)\npoint in direction ((([sin v] of ((d timer) * (d in)) ) * (d out)) + (d return))\n\n@Flash\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\ndefine Flash (flash in) (repeat flash in) (secs between f) (flash set back)\nset [ghost v] effect to (0)\nshow\nwait (secs between f) seconds\nrepeat (repeat flash in)\n change [ghost v] effect by (flash in)\nend\nwait (secs between f) seconds\nset [ghost v] effect to (flash set back)\nbroadcast (NL v)\n\nwhen I receive [flash v]\nFlash [25] [15] [0.1] [100]\n\n@Help\n\nwhen I receive [green flag v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Advance\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\nwhen I receive [green flag v]\nshow\n\n@Bounce\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\n@TN\n\nwhen flag clicked\nhide\n\n@Level Shadows\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\n@Player Shadow\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\ngo to [back v] layer\n\n@Death Flash\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [death flash v]\nif <(Intro?) = [0]> then\n Flash [25] [15] [0.1] [100]\nelse\n hide\nend\n\ndefine Flash (flash in) (repeat flash in) (secs between f) (flash set back)\nset [ghost v] effect to (0)\nshow\nwait (secs between f) seconds\nrepeat (repeat flash in)\n change [ghost v] effect by (flash in)\nend\nwait (secs between f) seconds\nset [ghost v] effect to (flash set back)\n\n@Intro\n\nwhen flag clicked\nstart sound [Intro Sound v]\nPlay intro: Come in (fade and glide in \(from bottom\)) Wait [1.1] Seconds: Come out (spin out)\nbroadcast (green flag v)\n\ndefine clean up\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\ndefine spin in\nset size to (0) %\npoint in direction (0)\nset [ghost v] effect to (100)\nrepeat (10)\n turn right ((3.45) - ((direction) * (-0.2))) degrees\n change size by ((22) - ((size) / (5)))\n change [ghost v] effect by (-10)\nend\npoint in direction (90)\n\ndefine fade in and glide in (from left)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\n\ndefine fade in and glide in (from bottom)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (-190)\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\n\ndefine big then small\nset [xonic size v] to [0]\nwait (0.4) seconds\nrepeat (10)\n change [xonic size v] by (1)\n change size by (xonic size)\nend\nset [xonic size v] to [0]\nrepeat (8)\n change [xonic size v] by (-5)\n change [ghost v] effect by (10)\n change size by (xonic size)\nend\nhide\n\ndefine spin out\nrepeat (10)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\nend\nhide\npoint in direction (90)\n\ndefine fade in and glide in (from right)\nshow\nset [ghost v] effect to (100)\ngo to x: (180) y: (0)\nrepeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\n\ndefine grow in\nshow\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat (10)\n change size by ((22) - ((size) / (5)))\n change [ghost v] effect by (-10)\nend\nset size to (100) %\n\ndefine fade in and glide in (from top)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (190)\nrepeat (10)\n change y by ((-5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\n\ndefine Play intro: Come in (come in) Wait (seconds) Seconds: Come out (come out)\nclean up\nset [come out v] to (come out)\nset [come in v] to (come in)\nif <(come in) = [1]> then\n fade in and glide in (from top)\nend\nif <(come in) = [2]> then\n fade in and glide in (from bottom)\nend\nif <(come in) = [3]> then\n fade in and glide in (from left)\nend\nif <(come in) = [4]> then\n fade in and glide in (from right)\nend\nif <(come in) = [5]> then\n shrink in\nend\nif <(come in) = [6]> then\n grow in\nend\nif <(come in) = [7]> then\n spin in\nend\nif <(come in) = [8]> then\n fade, glide and grow\nend\nif <(come in) = [9]> then\nwait (seconds) seconds\nif <(come out) = [6]> then\n small fade\nend\nif <(come out) = [7]> then\n up and down\nend\nif <(come out) = [8]> then\n big then small\nend\nif <(come out) = [9]> then\n spin out\nend\n\ndefine fade, glide and grow\ngo to x: (0) y: (-180)\nset size to (1) %\nset [ghost v] effect to (100)\nrepeat (25)\n change y by (((0) - (y position)) * (0.25))\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-10)\nend\n\ndefine small fade\nrepeat (10)\n change y by ((-5) - ((y position) * (0.2)))\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\n\ndefine up and down\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\nend\nrepeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\nend\n\ndefine shrink in\ngo to x: (0) y: (0)\nset size to (175) %\nset [ghost v] effect to (100)\nrepeat (50)\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-5)\nend\n\n | |
A Mobile Platformer. | @Stage\n\nwhen flag clicked\n\nbroadcast (turn page v)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) > [13]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen I receive [turn page v]\nforever\n play sound [Bob-omb Battlefi v] until done\nend\n\nswitch backdrop to (backdrop1 v)\n\n@Improved2\n\nwhen I receive [turn page v]\nif <(Title) > [0]> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-180]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([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 step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v)\nend\n\nbroadcast (tick v) and wait\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <(left key pressed) = [1]>> then\n change [speed x v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <(right key pressed) = [1]>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\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) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (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 step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (up arrow v) pressed?> or <(up key pressed) = [1]>> 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 (up arrow v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> 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\nif <<key (down arrow v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> 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 (ground v)?> 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\nif <touching (hurt v)?> then\n Reset Level\nend\nif <(x position) > [235]> then\n change [level v] by (1)\n Reset Level\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (146) y: (200)\ngo to x: (-202) y: (-100)\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]\nbroadcast (spawn enemies v)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nset [jump key v] to [1]\n\nset [falling? v] to [6]\n\nwhen I receive [reset level v]\nReset Level\n\nwhen I receive [bounce v]\nset [speed y v] to [6]\nset [falling? v] to [6]\nset [jump key v] to [1]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@hurt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) = [8]> then\n turn right (1.5) degrees\n else\n if <(Level) = [9]> then\n turn right (2.5) degrees\n else\n point in direction (90)\n end\n end\nend\n\npoint in direction (90)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\n\nif <<(direction) > [44]> and <(direction) < [91]>> then\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n set [up key pressed v] to [0]\n set [down key pressed v] to [0]\n if <(Mobile?) = [0]> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [up key pressed v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [down key pressed v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right key pressed v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left key pressed v] to [1]\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\npoint in direction (90)\nhide variable [level v]\nhide variable [mobile? v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [id v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (pick random (-240) to (240)) y: (-480)\n point in direction (90)\n set rotation style [all around v]\n switch costume to (costume4 v)\n show\n set [ghost v] effect to (50)\n repeat (40)\n turn right (3) degrees\n change y by (10)\n end\n repeat until <touching (_edge_ v)?>\n turn right (3) degrees\n change y by (10)\n end\n change y by (10)\n delete this clone\nelse\n if <(id) = [1]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n show\n else\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (-100) y: (0)\n switch costume to (costume2 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [1]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (100) y: (0)\n switch costume to (costume3 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nrepeat until <not <touching (_edge_ v)?>>\n\nrepeat (40)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\nchange y by (10)\ndelete this clone\n\nset [ghost v] effect to (50)\n\nforever\n go to [front v] layer\nend\n\nset [mobile? v] to [0]\n\nwhen I receive [turn page v]\nshow variable [level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (30) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([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 step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) < (y position)>> then\n broadcast (reset level v)\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\nend\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 Gravity\nif <(speed y) < [4]> 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 Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1.5]> then\n set [speed x v] to [1.5]\n end\n if <(speed x) < [-1.5]> then\n set [speed x v] to [-1.5]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\nif <(Level) = [4]> then\n Create enemy (0) (0) (4)\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [16]> then\n Create enemy (0) (-120) (16)\nend\nif <(Level) = [17]> then\n Create enemy (0) (-120) (17)\n Create enemy (0) (-120) (17)\n Create enemy (100) (-120) (17)\n Create enemy (150) (-120) (17)\nend\nif <(Level) = [18]> then\n Create enemy (150) (-120) (18)\n Create enemy (150) (-120) (18)\n Create enemy (150) (-120) (18)\n Create enemy (0) (-120) (18)\nend\nif <(Level) = [19]> then\n Create enemy (-190) (100) (19)\n Create enemy (0) (100) (19)\n Create enemy (190) (100) (19)\n Create enemy (0) (-100) (19)\n Create enemy (0) (-100) (19)\n Create enemy (0) (-100) (19)\nend\nif <(Level) = [20]> then\n Create enemy (-35) (-150) (20)\n Create enemy (-35) (-150) (20)\n Create enemy (-35) (-150) (20)\n Create enemy (-35) (-150) (20)\n Create enemy (-35) (-150) (20)\n Create enemy (-35) (-150) (20)\n Create enemy (-150) (-50) (20)\nend\n\ndefine Get Touching <check platform?>\nif <<touching (ground v)?> or <<touching (sprite4 v)?> or <touching (sprite10 v)?>>> 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\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\n | Use 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.\nSequel: https://scratch.mit.edu/projects/319526501/\n3rd: https://scratch.mit.edu/projects/319810395/ |
Cute Cube Adventure 4 (Platformer Series) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [Early Afternoon - KnightKit12 v] until done\nend\n\n@Cute Cube\n\nwhen flag clicked\nhide\n\ngo to x: (128) y: (-180)\n\nset [player: x v] to [5]\n\n\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\ngo to x: (-207) y: (-100)\nset rotation style [left-right v]\nset [player: x v] to [0]\nset [player: y v] to [0]\nshow\nforever\n if <(y position) = [-176]> then\n go to x: (-207) y: (-5)\n set [player: x v] to [0]\n set [player: y v] to [0]\n end\n if <(x position) > [234]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (-115)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [player: x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [player: x v] by (-1)\n point in direction (-90)\n end\n set [player: x v] to ((Player: x) * (.9))\n change x by (Player: x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((Player: x) * (-1))\n if <key (up arrow v) pressed?> then\n set [player: y v] to [10]\n if <(Player: x) > [0]> then\n set [player: x v] to [-10]\n else\n set [player: x v] to [10]\n end\n else\n set [player: x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player: y v] by (-.5)\n change y by (Player: y)\n if <touching color (#000000)?> then\n change y by ((Player: y) * (-1))\n set [player: y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [player: y v] to [10]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-80)\n set [player: x v] to [0]\n set [player: y v] to [0]\n end\n if <touching color (#ff009b)?> then\n set [player: y v] to [16]\n end\nend\n\nwhen [s v] key pressed\nswitch backdrop to (next backdrop v)\ngo to x: (-218) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-218) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nif <not <touching color (#000000)?>> then\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\nstop [all v]\n\n@Play Game Button\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\n | Cute Cube Adventure 4 (Platformer Series)\nFRONT PAGED ON 7-18-2019 thanks, @HarmonyKitty!\nPlay Cute Cube Adventure 1: https://scratch.mit.edu/projects/278923025/\nCute Cube Adventure 2: https://scratch.mit.edu/projects/289001637/\nCute Cube Adventure 3: https://scratch.mit.edu/projects/291836076/\nCute Cube Adventure 5: https://scratch.mit.edu/projects/327064233/\n\nSetting:\nHello everyone! Welcome to Cute Cube Adventure 4, the official fourth part in the platformer series!! Today, Cute Cube is excited to explore the green, cheerful forests of Cube Land! But when he enters the forest, he realizes it wasn't exactly as cheerful as he first thought. Strange red vines, large obstacles, and many other things are just waiting to hurt him! Can you help him get through the forest to the other side safely?\n \nInstructions:\n--Use your arrow keys to move--\n--Press the R key to restart any level--\n--Press the S key to skip any level--\n--Dodge the red and other obstacles to help Cute Cube in the forests of Cube Land!--\n--Have fun!!-- |
Ancient Egyptian Platformer | @Stage\n\nwhen flag clicked\nset [started? v] to [0]\nset [brightness v] effect to (-100)\nswitch backdrop to (one v)\nrepeat (5)\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait (5) seconds\n repeat (20)\n change [brightness v] effect by (-5)\n end\n next backdrop\nend\nbroadcast (start v)\nset [started? v] to [1]\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen [space v] key pressed\nif <(started?) = [0]> then\n stop [other scripts in sprite v]\n clear graphic effects\n switch backdrop to (backdrop v)\n broadcast (start v)\n set [started? v] to [1]\n set [brightness v] effect to (-100)\n repeat (20)\n change [brightness v] effect by (5)\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (level)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nswitch backdrop to (game over v)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nset [started? v] to [0]\nset [music started? v] to [0]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [win done v]\nswitch backdrop to (win v)\nset [brightness v] effect to (100)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nset [started? v] to [0]\nset [music started? v] to [0]\n\nwhen stage clicked\nif <(started?) = [0]> then\n stop [other scripts in sprite v]\n clear graphic effects\n switch backdrop to (backdrop v)\n broadcast (start v)\n set [started? v] to [1]\n set [brightness v] effect to (-100)\n repeat (20)\n change [brightness v] effect by (5)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nforever\n if <(music started?) = [0]> then\n play sound [music v] until done\n end\nend\n\nwhen flag clicked\nset [music started? v] to [1]\nset volume to (100) %\nforever\n play sound [music v] until done\nend\n\nwhen [m v] key pressed\nbroadcast (mute/unmute v)\n\nwhen I receive [mute/unmute v]\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@player\n\nwhen flag clicked\nhide\nswitch costume to (still v)\nset size to (40) %\n\nwhen I receive [start v]\nhide\nclear graphic effects\nswitch costume to (still v)\nset size to (40) %\ngo to x: (-210) y: (180)\nshow\n\nwhen I receive [start v]\nset [y velocity v] to [0]\nforever\n set [current costume v] to (costume [name v])\n switch costume to (hitbox v)\n change [y velocity v] by (-0.5)\n change y by (y velocity)\n if <(x velocity) < [0]> then\n change [x velocity v] by (0.5)\n end\n if <(x velocity) > [0]> then\n change [x velocity v] by (-0.5)\n end\n detect wall\n detect platform <(y velocity) > [0]>\n switch costume to (current costume)\nend\n\ndefine detect platform <up?>\nchange [falling? v] by (1)\nif <<up?> and <touching (platform v)?>> then\n set [y velocity v] to ((y velocity) * (-1))\nelse\n repeat until <not <touching (platform v)?>>\n change y by (0.5)\n set [y velocity v] to [0]\n set [falling? v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (5))>>> and <(falling?) = [0]>> then\n set [y velocity v] to [7]\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (5))>>> then\n set [x velocity v] to [5]\n point in direction (90)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) - (5))>>> then\n set [x velocity v] to [-5]\n point in direction (-90)\n end\nend\n\ndefine detect wall\nchange x by (x velocity)\nchange y by (1)\nif <touching (platform v)?> then\n change x by ((x velocity) * (-1))\nend\nchange y by (-1)\n\nwhen I receive [start v]\nforever\n if <(y velocity) = [0]> then\n if <(falling?) = [0]> then\n if <(x velocity) = [0]> then\n switch costume to (1 v)\n else\n if <(costume [name v]) = [5]> then\n switch costume to (1 v)\n else\n next costume\n wait (0.001) seconds\n end\n end\n end\n else\n switch costume to (falling v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen I receive [start v]\nforever\n if <<(x position) = [240]> and <not <(level) = [12]>>> then\n change [level v] by (1)\n go to x: (-210) y: (180)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(y position) < [-180]> or <(y position) = [-180]>> then\n go to x: (-210) y: (180)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\n\nwhen I receive [start v]\nforever\n if <touching (fire v)?> then\n if <(level) = [12]> then\n go to x: (-210) y: (180)\n change [health v] by (-1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n else\n go to x: (-210) y: (180)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(level) = [12]> and <touching (larrick v)?>> then\n go to x: (-210) y: (180)\n change [health v] by (-1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen this sprite clicked\nbroadcast (mute/unmute v)\n\n@platform\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\nset [brightness v] effect to (-100)\nshow\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [start v]\nforever\n switch costume to (level)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\n\n@fire\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nforever\n if <(level) = [12]> then\n hide\n else\n if <(letter (length of (costume [name v])) of (costume [name v])) = [1]> then\n switch costume to (join (level) [2])\n else\n switch costume to (join (level) [1])\n end\n wait (0.1) seconds\n end\nend\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\nclear graphic effects\nshow\n\nwhen I start as a clone\nswitch costume to (01 v)\ngo to (larrick v)\nshow\nrepeat until <<touching (_edge_ v)?> or <(pick random (1) to (100)) = [1]>>\n change x by (-5)\nend\nrepeat until <<touching (platform v)?> or <touching (_edge_ v)?>>\n change y by (-10)\nend\nrepeat (30)\n if <(letter (length of (costume [name v])) of (costume [name v])) = [1]> then\n switch costume to (02 v)\n else\n switch costume to (01 v)\n end\n wait (0.1) seconds\nend\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [win v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\ndelete this clone\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\ndelete this clone\n\n@scarab\n\nwhen flag clicked\nset [scarab? v] to [0]\n\nwhen flag clicked\nhide\nset size to (100) %\nclear graphic effects\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n go to x: (115) y: (90)\n show\n wait until <touching (player v)?>\n set [brightness v] effect to (0)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n hide\n set [scarab? v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) > [7]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nhide\nset size to (100) %\nclear graphic effects\n\nwhen I receive [start v]\nset [scarab? v] to [0]\n\nwhen I receive [win v]\nset [brightness v] effect to (0)\nstop [other scripts in sprite v]\ngo to (player v)\nset size to (100) %\nshow\nglide (2) secs to x: (0) y: (0)\nrepeat (20)\n change size by (10)\nend\nwait (1) seconds\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\nbroadcast (win done v)\n\n@Larrick\n\nwhen flag clicked\ngo to x: (150) y: (0)\nhide\n\nwhen I receive [start v]\nclear graphic effects\nset [level v] to [1]\nset [health v] to [5]\ngo to x: (150) y: (0)\nhide\nforever\n if <(level) = [12]> then\n show\n go to [front v] layer\n reset timer\n repeat until <<<(timer) = [30]> or <(timer) > [30]>> or <<(health) = [0]> or <(health) < [0]>>>\n switch costume to (larrick v)\n glide (pick random (1) to (3)) secs to x: (x position) y: (pick random (-125) to (130))\n create clone of (fire v)\n end\n if <<(health) = [0]> or <(health) < [0]>> then\n broadcast (game over v)\n else\n if <(scarab?) = [0]> then\n repeat until <<(health) = [0]> or <(health) < [0]>>\n switch costume to (larrick v)\n glide (pick random (1) to (3)) secs to x: (150) y: (pick random (-125) to (130))\n create clone of (fire v)\n end\n broadcast (game over v)\n else\n broadcast (win v)\n end\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (0)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\n\nwhen flag clicked\nset [level v] to [1]\n\n | |
Lost in the Caves // A Mobile-Friendly Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-132) y: (-79)\nglide (.5) secs to x: (14) y: (-79)\nglide (.1) secs to x: (20) y: (-158)\ngo to x: (20) y: (194)\nglide (.8) secs to x: (20) y: (-158)\ngo to x: (20) y: (194)\nbroadcast (Start v)\n\nwhen I receive [start v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <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 (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching color (#676767)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#676767)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-40)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-158]> then\n go to x: (-200) y: (80)\n end\n if <touching color (#d7d7d7)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-40)\n set [ghost v] effect to (0)\n end\n if <touching color (#d68330)?> then\n set [yv v] to [18]\n end\n set [xv v] to (Xv)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n play sound [Video Game Music - Mysterious Cave v] until done\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (.6) seconds\nnext costume\nwait (.8) seconds\nnext costume\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [16]> then\n broadcast (end v)\nend\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\n@thumb\n\nwhen flag clicked\nhide\n\n | Controls - \nMobile - Tap or swipe\nComputer - Arrow keys\nPress S to skip a level\n\nTiny Square is lost in the dark caves. Help him find his way out!\n\nEdit: TOP LOVED!!! AAA I'M SCREAMING OVER 100 LOVES AND 2000 VIEWS\nEdit: I'm getting a message a minute >w< |
The First Triangular Platformer | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-173] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <touching color (#fff27b)?> then\n set [y v] to [20]\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@TN\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [16 v]\nshow\n\nwhen backdrop switches to [17 v]\nhide\n\n | Just like any other platformer. Use the arrow keys or WASD to move, and this is also mobile, so YAY! Your goal is to help this little spike become the first triangle to ever be a good guy in a platformer!\n~ALL LEVELS ARE POSSIBLE~\n-July 2, 2019\nHi guys! Thanks so much for your support! I do have a question though. Would you like to see an update to the game which has a llama? Please reply where you want it. Thanks! I will add a llama if we get 15 stars and 20 hearts. I would very much appreciate it!\n-July 3, 2019\nThat was quicker than anticipated. Well, enjoy your llama, courtesy of my sister, who wanted to make a llama game, and ended up with a psycho looking cat in a llama costume with a glued-on tail. You can see him on level 16.\n-July 7, 2019\nYAYYYYY! We hit 1655 views, 38 likes, and 31 stars! Thanks SO much for all you support! |
Green Land - Mobile Friendly Scrolling Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\n\npoint in direction (90)\n\npoint in direction (-90)\n\nwhen I receive [stop v]\ngo to x: (-112) y: (-190)\nwait (2) seconds\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\ngo to x: (-175) y: (-123)\n\ndefine Player\nPlayer\n\nwhen I receive [start v]\ngo to x: (-175) y: (-90)\nswitch costume to (lolcube v)\nset size to (20) %\nwait (2) seconds\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>> then\n change [yv v] by (-0.7)\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\n change [xv v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (lolcube v)\n change [xv v] by (-0.5)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n change x by ((xv) * (-1))\n change x by (-1)\n change x by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-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 end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching color (#2cff18)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#2cff18)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-175) y: (-100)\n end\n if <touching color (#17d2ff)?> then\n broadcast (next level v)\n go to x: (-175) y: (-100)\n end\n if <touching color (#fff400)?> then\n change [yv v] by (12)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nswitch backdrop to (blue sky v)\nshow\nswitch costume to (costume5 v)\nforever\n set [scrollx v] to (([x position v] of [sprite1 v]) / (-0.75))\n set [scrolly v] to (([y position v] of [sprite1 v]) / (-1))\n set x to (scrollx)\n set y to (scrolly)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(costume [number v]) = [6]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [stop v]\n\ngo to x: (-150) y: (100)\n\nwhen [s v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (stop background v)\n end\nend\n\n@Blue Sky\n\nwhen flag clicked\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\n\nclear graphic effects\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n go to (sprite2 v)\nend\n\nwhen I receive [stop background v]\nhide\n\n | Finally, my scrolling mobile friendly platformer is here!\n\nInstructions: Move around with arrow keys, in mobile just tap around to move. Click green flag and WAIT until the thumbnail is 100% disappeared. Press R to restart level. Press S to skip level. If there is bugs or glitches try using turbo mode.\n\nStory: Cube is lost in Green Land. He need to find to his home. Help him to get back home, but there is a cave? What happens in a cave? 5 final cave levels are now added! \n\nI appreciate if you love this project. I spend this game lots of my time and creating working scrolling engine was so hard. \nEvery level is created by me and programming was 100% by me. \nSo, Love, Fave and Follow?\n\nAds: \nFollow me for more awesome projects! @sushi10000\n\nCheck out my new project! Alternative map of Europe 2053 https://scratch.mit.edu/projects/323683442\n\nMy best projects: https://scratch.mit.edu/studios/25081617/\n\nWe are top loved in two days! Thank you so much!!!\nAhh we are on Explore trending! Thank you to everybody!!! \nWe are top remixed! thanks!\n\n#Tags #platformer #greenland #green #land #sushi #cube #finland #sushi10000 #mobilefriendly #scrollingplatformer |
Collision - a 100% PEN Platformer | @Stage\n\n@PEN\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n Движение\n Объекты\n Рис. всё\nend\n\ndefine Рис. всё\nerase all\nset pen size to (3)\nset pen color to (#828282)\nset [# tempdata №1 v] to [1]\nrepeat (((length of [collision v]) / (4)) - (1))\n change [# tempdata №1 v] by (1)\n go to x: ((item ((((# TempData №1) - (1)) * (4)) + (1)) of [collision v]) + (() - (240))) y: ((180) - (() + (item ((((# TempData №1) - (1)) * (4)) + (2)) of [collision v])))\n pen down\n go to x: ((item ((((# TempData №1) - (1)) * (4)) + (1)) of [collision v]) + (() - (240))) y: ((180) - ((item ((((# TempData №1) - (1)) * (4)) + (4)) of [collision v]) + (item ((((# TempData №1) - (1)) * (4)) + (2)) of [collision v])))\n go to x: ((item ((((# TempData №1) - (1)) * (4)) + (1)) of [collision v]) + ((item ((((# TempData №1) - (1)) * (4)) + (3)) of [collision v]) - (240))) y: ((180) - ((item ((((# TempData №1) - (1)) * (4)) + (4)) of [collision v]) + (item ((((# TempData №1) - (1)) * (4)) + (2)) of [collision v])))\n go to x: ((item ((((# TempData №1) - (1)) * (4)) + (1)) of [collision v]) + ((item ((((# TempData №1) - (1)) * (4)) + (3)) of [collision v]) - (240))) y: ((180) - (() + (item ((((# TempData №1) - (1)) * (4)) + (2)) of [collision v])))\n go to x: ((item ((((# TempData №1) - (1)) * (4)) + (1)) of [collision v]) + (() - (240))) y: ((180) - (() + (item ((((# TempData №1) - (1)) * (4)) + (2)) of [collision v])))\n pen up\nend\npen up\nset [# tempdata №1 v] to [0]\nrepeat ((length of [objects v]) / (5))\n change [# tempdata №1 v] by (1)\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = [Finish]> then\n set pen color to (#56b300)\n else\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = [Lava]> then\n set pen color to (#db0000)\n else\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = [Spring]> then\n set pen color to (#e3c300)\n else\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = [Water]> then\n set pen color to (#007fdb)\n else\n set pen color to (#414141)\n end\n end\n end\n end\n go to x: ((item ((((# TempData №1) - (1)) * (5)) + (2)) of [objects v]) + (() - (240))) y: ((180) - (() + (item ((((# TempData №1) - (1)) * (5)) + (3)) of [objects v])))\n pen down\n go to x: ((item ((((# TempData №1) - (1)) * (5)) + (2)) of [objects v]) + (() - (240))) y: ((180) - ((item ((((# TempData №1) - (1)) * (5)) + (5)) of [objects v]) + (item ((((# TempData №1) - (1)) * (5)) + (3)) of [objects v])))\n go to x: ((item ((((# TempData №1) - (1)) * (5)) + (2)) of [objects v]) + ((item ((((# TempData №1) - (1)) * (5)) + (4)) of [objects v]) - (240))) y: ((180) - ((item ((((# TempData №1) - (1)) * (5)) + (5)) of [objects v]) + (item ((((# TempData №1) - (1)) * (5)) + (3)) of [objects v])))\n go to x: ((item ((((# TempData №1) - (1)) * (5)) + (2)) of [objects v]) + ((item ((((# TempData №1) - (1)) * (5)) + (4)) of [objects v]) - (240))) y: ((180) - (() + (item ((((# TempData №1) - (1)) * (5)) + (3)) of [objects v])))\n go to x: ((item ((((# TempData №1) - (1)) * (5)) + (2)) of [objects v]) + (() - (240))) y: ((180) - (() + (item ((((# TempData №1) - (1)) * (5)) + (3)) of [objects v])))\n pen up\nend\nset pen size to (5)\nset pen color to (#ffffff)\ngo to x: ((item (1) of [collision v]) + (() - (240))) y: ((180) - (() + (item (2) of [collision v])))\npen down\ngo to x: ((item (1) of [collision v]) + (() - (240))) y: ((180) - ((item (4) of [collision v]) + (item (2) of [collision v])))\ngo to x: ((item (1) of [collision v]) + ((item (3) of [collision v]) - (240))) y: ((180) - ((item (4) of [collision v]) + (item (2) of [collision v])))\ngo to x: ((item (1) of [collision v]) + ((item (3) of [collision v]) - (240))) y: ((180) - (() + (item (2) of [collision v])))\ngo to x: ((item (1) of [collision v]) + (() - (240))) y: ((180) - (() + (item (2) of [collision v])))\npen up\nif <[0.5] < (Скорость X)> then\n go to x: ((item (1) of [collision v]) + ((item (3) of [collision v]) - (240))) y: ((180) - (((item (4) of [collision v]) * (0.45)) + (item (2) of [collision v])))\n pen down\n go to x: ((item (1) of [collision v]) + (((item (3) of [collision v]) * (0.75)) - (240))) y: ((180) - (((item (4) of [collision v]) * (0.35)) + (item (2) of [collision v])))\n pen up\nelse\n if <[-0.5] > (Скорость X)> then\n go to x: ((item (1) of [collision v]) + (() - (240))) y: ((180) - (((item (4) of [collision v]) * (0.45)) + (item (2) of [collision v])))\n pen down\n go to x: ((item (1) of [collision v]) + (((item (3) of [collision v]) * (0.25)) - (240))) y: ((180) - (((item (4) of [collision v]) * (0.35)) + (item (2) of [collision v])))\n pen up\n else\n go to x: ((item (1) of [collision v]) + (((item (3) of [collision v]) * (0.90)) - (240))) y: ((180) - (((item (4) of [collision v]) * (0.35)) + (item (2) of [collision v])))\n pen down\n go to x: ((item (1) of [collision v]) + (((item (3) of [collision v]) * (0.65)) - (240))) y: ((180) - (((item (4) of [collision v]) * (0.45)) + (item (2) of [collision v])))\n pen up\n go to x: ((item (1) of [collision v]) + (((item (3) of [collision v]) * (0.10)) - (240))) y: ((180) - (((item (4) of [collision v]) * (0.35)) + (item (2) of [collision v])))\n pen down\n go to x: ((item (1) of [collision v]) + (((item (3) of [collision v]) * (0.35)) - (240))) y: ((180) - (((item (4) of [collision v]) * (0.45)) + (item (2) of [collision v])))\n pen up\n end\nend\n\nwhen flag clicked\nset [in water? v] to [false]\nset [текущий lvl v] to [1]\nЗагрузить Ур. (Текущий LVL)\n\nset [текущий lvl v] to [7]\nЗагрузить Ур. (Текущий LVL)\n\ndefine Пересекаются ли (rect 1 x) (rect 1 y) (rect 1 w) (rect 1 h) с (rect 2 x) (rect 2 y) (rect 2 w) (rect 2 h)\nif <<((rect 1 x) + (rect 1 w)) < (rect 2 x)> or <(rect 1 x) > ((rect 2 x) + (rect 2 w))>> then\n set [# tempdata №2 v] to [false]\nelse\n if <<((rect 1 y) + (rect 1 h)) < (rect 2 y)> or <(rect 1 y) > ((rect 2 y) + (rect 2 h))>> then\n set [# tempdata №2 v] to [false]\n else\n set [# tempdata №2 v] to [true]\n end\nend\n\ndefine Движение\nif <(In Water?) = [true]> then\n change [скорость x v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n change [скорость y v] by (<key (down arrow v) pressed?> - <key (up arrow v) pressed?>)\n change [скорость y v] by (0.3)\n set [скорость x v] to ((0.87) * (Скорость X))\n set [скорость y v] to ((0.87) * (Скорость Y))\nelse\n change [скорость x v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [скорость x v] to ((0.87) * (Скорость X))\n Проверка идти [] [1]\n if <(# TempData №3) = [true]> then\n change [скорость y v] by (1)\n else\n if <key (up arrow v) pressed?> then\n set [скорость y v] to [-15]\n end\n end\nend\nreplace item (2) of [collision v] with ((item (2) of [collision v]) - (1))\nrepeat (([abs v] of (Скорость X) ) * (1))\n Проверка идти (((Скорость X) / ([abs v] of (Скорость X) )) / (0.5)) []\n if <(# TempData №3) = [true]> then\n replace item (1) of [collision v] with ((item (1) of [collision v]) + (((Скорость X) / ([abs v] of (Скорость X) )) / (1)))\n end\nend\nreplace item (2) of [collision v] with ((item (2) of [collision v]) + (1))\nrepeat (([abs v] of (Скорость Y) ) * (2))\n Проверка идти [] (((Скорость Y) / ([abs v] of (Скорость Y) )) / (1))\n if <(# TempData №3) = [true]> then\n replace item (2) of [collision v] with ((item (2) of [collision v]) + (((Скорость Y) / ([abs v] of (Скорость Y) )) / (2)))\n else\n change [скорость y v] by (((Скорость Y) / ([abs v] of (Скорость Y) )) / (-2))\n end\nend\n\ndefine Проверка идти (dx) (dy)\nset [# tempdata №3 v] to [true]\nset [# tempdata №1 v] to [0]\nrepeat (((length of [collision v]) / (4)) - (1))\n change [# tempdata №1 v] by (1)\n if <(# TempData №3) = [true]> then\n Пересекаются ли ((item (1) of [collision v]) + (dx)) ((item (2) of [collision v]) + (((4) * ((dy) / ([abs v] of (dy) ))) + (dy))) (item (3) of [collision v]) (item (4) of [collision v]) с (item (((# TempData №1) * (4)) + (1)) of [collision v]) (item (((# TempData №1) * (4)) + (2)) of [collision v]) (item (((# TempData №1) * (4)) + (3)) of [collision v]) (item (((# TempData №1) * (4)) + (4)) of [collision v])\n if <(# TempData №2) = [true]> then\n set [# tempdata №3 v] to [false]\n end\n end\nend\n\ndefine Загрузить Ур. (№)\ndelete all of [collision v]\ndelete all of [objects v]\nset [скорость x v] to [0]\nset [скорость y v] to [0]\nif <(№) = [1]> then\n repeat (1)\n repeat (1)\n add [30] to [collision v]\n add [255] to [collision v]\n add [40] to [collision v]\n add [40] to [collision v]\n end\n repeat (1)\n add [160] to [collision v]\n add [220] to [collision v]\n add [100] to [collision v]\n add [30] to [collision v]\n end\n repeat (1)\n add [270] to [collision v]\n add [140] to [collision v]\n add [100] to [collision v]\n add [30] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [420] to [objects v]\n add [70] to [objects v]\n add [30] to [objects v]\n add [30] to [objects v]\n end\n end\nelse\n if <(№) = [2]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [275] to [collision v]\n add [20] to [collision v]\n add [20] to [collision v]\n end\n repeat (1)\n add [0] to [collision v]\n add [255] to [collision v]\n add [70] to [collision v]\n add [15] to [collision v]\n end\n repeat (1)\n add [95] to [collision v]\n add [145] to [collision v]\n add [15] to [collision v]\n add [155] to [collision v]\n end\n repeat (1)\n add [25] to [collision v]\n add [210] to [collision v]\n add [155] to [collision v]\n add [15] to [collision v]\n end\n repeat (1)\n add [-20] to [collision v]\n add [0] to [collision v]\n add [15] to [collision v]\n add [270] to [collision v]\n end\n repeat (1)\n add [0] to [collision v]\n add [165] to [collision v]\n add [70] to [collision v]\n add [15] to [collision v]\n end\n repeat (1)\n add [0] to [collision v]\n add [100] to [collision v]\n add [225] to [collision v]\n add [15] to [collision v]\n end\n repeat (1)\n add [210] to [collision v]\n add [115] to [collision v]\n add [15] to [collision v]\n add [155] to [collision v]\n end\n repeat (1)\n add [225] to [collision v]\n add [190] to [collision v]\n add [30] to [collision v]\n add [15] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [420] to [objects v]\n add [70] to [objects v]\n add [15] to [objects v]\n add [15] to [objects v]\n end\n end\n else\n if <(№) = [3]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [245] to [collision v]\n add [50] to [collision v]\n add [50] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [420] to [objects v]\n add [170] to [objects v]\n add [40] to [objects v]\n add [40] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [240] to [objects v]\n add [260] to [objects v]\n add [40] to [objects v]\n add [40] to [objects v]\n end\n end\n else\n if <(№) = [4]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [245] to [collision v]\n add [50] to [collision v]\n add [50] to [collision v]\n end\n repeat (1)\n add [75] to [collision v]\n add [200] to [collision v]\n add [50] to [collision v]\n add [100] to [collision v]\n end\n repeat (1)\n add [185] to [collision v]\n add [130] to [collision v]\n add [50] to [collision v]\n add [170] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [420] to [objects v]\n add [170] to [objects v]\n add [40] to [objects v]\n add [40] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [80] to [objects v]\n add [290] to [objects v]\n add [390] to [objects v]\n add [10] to [objects v]\n end\n end\n else\n if <(№) = [5]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [275] to [collision v]\n add [20] to [collision v]\n add [20] to [collision v]\n end\n repeat (1)\n add [265] to [collision v]\n add [100] to [collision v]\n add [40] to [collision v]\n add [200] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [420] to [objects v]\n add [170] to [objects v]\n add [40] to [objects v]\n add [40] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [220] to [objects v]\n add [290] to [objects v]\n add [40] to [objects v]\n add [5] to [objects v]\n end\n end\n else\n if <(№) = [6]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [275] to [collision v]\n add [20] to [collision v]\n add [20] to [collision v]\n end\n repeat (1)\n add [105] to [collision v]\n add [100] to [collision v]\n add [40] to [collision v]\n add [200] to [collision v]\n end\n repeat (1)\n add [400] to [collision v]\n add [100] to [collision v]\n add [40] to [collision v]\n add [200] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [370] to [objects v]\n add [170] to [objects v]\n add [20] to [objects v]\n add [20] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [55] to [objects v]\n add [290] to [objects v]\n add [40] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Water] to [objects v]\n add [145] to [objects v]\n add [100] to [objects v]\n add [255] to [objects v]\n add [200] to [objects v]\n end\n end\n else\n if <(№) = [7]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [275] to [collision v]\n add [20] to [collision v]\n add [20] to [collision v]\n end\n repeat (1)\n add [105] to [collision v]\n add [100] to [collision v]\n add [40] to [collision v]\n add [200] to [collision v]\n end\n repeat (1)\n add [145] to [collision v]\n add [240] to [collision v]\n add [100] to [collision v]\n add [20] to [collision v]\n end\n repeat (1)\n add [175] to [collision v]\n add [190] to [collision v]\n add [400] to [collision v]\n add [20] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [155] to [objects v]\n add [270] to [objects v]\n add [20] to [objects v]\n add [20] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [285] to [objects v]\n add [210] to [objects v]\n add [5] to [objects v]\n add [90] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [175] to [objects v]\n add [180] to [objects v]\n add [400] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [55] to [objects v]\n add [290] to [objects v]\n add [40] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Water] to [objects v]\n add [145] to [objects v]\n add [100] to [objects v]\n add [335] to [objects v]\n add [200] to [objects v]\n end\n end\n else\n if <(№) = [8]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [120] to [collision v]\n add [20] to [collision v]\n add [20] to [collision v]\n end\n repeat (1)\n add [-10] to [collision v]\n add [145] to [collision v]\n add [450] to [collision v]\n add [10] to [collision v]\n end\n repeat (1)\n add [-10] to [collision v]\n add [-100] to [collision v]\n add [10] to [collision v]\n add [400] to [collision v]\n end\n repeat (1)\n add [100] to [collision v]\n add [80] to [collision v]\n add [10] to [collision v]\n add [65] to [collision v]\n end\n repeat (1)\n add [180] to [collision v]\n add [60] to [collision v]\n add [10] to [collision v]\n add [85] to [collision v]\n end\n repeat (1)\n add [240] to [collision v]\n add [0] to [collision v]\n add [10] to [collision v]\n add [65] to [collision v]\n end\n repeat (1)\n add [300] to [collision v]\n add [155] to [collision v]\n add [10] to [collision v]\n add [50] to [collision v]\n end\n repeat (1)\n add [300] to [collision v]\n add [280] to [collision v]\n add [10] to [collision v]\n add [20] to [collision v]\n end\n repeat (1)\n add [210] to [collision v]\n add [155] to [collision v]\n add [10] to [collision v]\n add [20] to [collision v]\n end\n repeat (1)\n add [210] to [collision v]\n add [250] to [collision v]\n add [10] to [collision v]\n add [50] to [collision v]\n end\n repeat (1)\n add [120] to [collision v]\n add [155] to [collision v]\n add [10] to [collision v]\n add [40] to [collision v]\n end\n repeat (1)\n add [120] to [collision v]\n add [270] to [collision v]\n add [10] to [collision v]\n add [30] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [10] to [objects v]\n add [220] to [objects v]\n add [20] to [objects v]\n add [20] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [300] to [objects v]\n add [210] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [300] to [objects v]\n add [270] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [210] to [objects v]\n add [180] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [210] to [objects v]\n add [240] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [120] to [objects v]\n add [200] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [120] to [objects v]\n add [260] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Water] to [objects v]\n add [3] to [objects v]\n add [160] to [objects v]\n add [476] to [objects v]\n add [135] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [370] to [objects v]\n add [130] to [objects v]\n add [40] to [objects v]\n add [10] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [100] to [objects v]\n add [70] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [180] to [objects v]\n add [50] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [240] to [objects v]\n add [70] to [objects v]\n add [10] to [objects v]\n add [5] to [objects v]\n end\n end\n else\n if <(№) = [9]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [275] to [collision v]\n add [20] to [collision v]\n add [20] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Finish] to [objects v]\n add [450] to [objects v]\n add [220] to [objects v]\n add [20] to [objects v]\n add [20] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [55] to [objects v]\n add [140] to [objects v]\n add [300] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [55] to [objects v]\n add [290] to [objects v]\n add [30] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [140] to [objects v]\n add [290] to [objects v]\n add [30] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [225] to [objects v]\n add [290] to [objects v]\n add [30] to [objects v]\n add [5] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [310] to [objects v]\n add [290] to [objects v]\n add [30] to [objects v]\n add [5] to [objects v]\n end\n end\n else\n if <(№) = [10]> then\n repeat (1)\n repeat (1)\n add [15] to [collision v]\n add [245] to [collision v]\n add [50] to [collision v]\n add [50] to [collision v]\n end\n repeat (1)\n add [-100] to [collision v]\n add [159] to [collision v]\n add [680] to [collision v]\n add [10] to [collision v]\n end\n end\n repeat (1)\n repeat (1)\n add [Spring] to [objects v]\n add [145] to [objects v]\n add [40] to [objects v]\n add [10] to [objects v]\n add [100] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [155] to [objects v]\n add [40] to [objects v]\n add [40] to [objects v]\n add [10] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [155] to [objects v]\n add [85] to [objects v]\n add [40] to [objects v]\n add [10] to [objects v]\n end\n repeat (1)\n add [Spring] to [objects v]\n add [155] to [objects v]\n add [130] to [objects v]\n add [40] to [objects v]\n add [10] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [235] to [objects v]\n add [40] to [objects v]\n add [10] to [objects v]\n add [100] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [275] to [objects v]\n add [40] to [objects v]\n add [10] to [objects v]\n add [100] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [245] to [objects v]\n add [65] to [objects v]\n add [10] to [objects v]\n add [10] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [255] to [objects v]\n add [75] to [objects v]\n add [10] to [objects v]\n add [20] to [objects v]\n end\n repeat (1)\n add [Lava] to [objects v]\n add [265] to [objects v]\n add [95] to [objects v]\n add [10] to [objects v]\n add [10] to [objects v]\n end\n repeat (1)\n add [Water] to [objects v]\n add [325] to [objects v]\n add [40] to [objects v]\n add [10] to [objects v]\n add [100] to [objects v]\n end\n repeat (1)\n add [Water] to [objects v]\n add [365] to [objects v]\n add [50] to [objects v]\n add [10] to [objects v]\n add [80] to [objects v]\n end\n repeat (1)\n add [Water] to [objects v]\n add [335] to [objects v]\n add [40] to [objects v]\n add [30] to [objects v]\n add [10] to [objects v]\n end\n repeat (1)\n add [Water] to [objects v]\n add [335] to [objects v]\n add [130] to [objects v]\n add [30] to [objects v]\n add [10] to [objects v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (1)\n add [-60] to [collision v]\n add [300] to [collision v]\n add [600] to [collision v]\n add [100] to [collision v]\nend\nrepeat (1)\n add [-80] to [collision v]\n add [-60] to [collision v]\n add [20] to [collision v]\n add [420] to [collision v]\nend\nrepeat (1)\n add [560] to [collision v]\n add [-60] to [collision v]\n add [20] to [collision v]\n add [420] to [collision v]\nend\n\ndefine Объекты\nset [# tempdata №3 v] to [true]\nset [in water? v] to [false]\nset [# tempdata №1 v] to [0]\nrepeat ((length of [objects v]) / (5))\n change [# tempdata №1 v] by (1)\n if <(# TempData №3) = [true]> then\n Пересекаются ли ((item (1) of [collision v]) + (-6)) ((item (2) of [collision v]) + (-6)) ((item (3) of [collision v]) + (12)) ((item (4) of [collision v]) + (12)) с (item ((((# TempData №1) - (1)) * (5)) + (2)) of [objects v]) (item ((((# TempData №1) - (1)) * (5)) + (3)) of [objects v]) (item ((((# TempData №1) - (1)) * (5)) + (4)) of [objects v]) (item ((((# TempData №1) - (1)) * (5)) + (5)) of [objects v])\n if <(# TempData №2) = [true]> then\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = [Finish]> then\n set [текущий lvl v] to (((Текущий LVL) mod (10)) + (1))\n Загрузить Ур. (Текущий LVL)\n set [# tempdata №3 v] to [false]\n else\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = [Lava]> then\n Загрузить Ур. (Текущий LVL)\n set [# tempdata №3 v] to [false]\n else\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = [Spring]> then\n change [скорость y v] by (-20)\n else\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = [Water]> then\n set [in water? v] to [true]\n else\n if <(item ((((# TempData №1) - (1)) * (5)) + (1)) of [objects v]) = []> then\n end\n end\n end\n end\n end\n end\nend\n\n@preview\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\n\n | Collision - a 100% PEN Platformer\nIt's a platformer made by a pen. (100%)\nControl player - arrows.\nEnjoy the game!\n\nIf You like the project - like it and follow me))\nI will have many more interesting projects! |
A Trolled Platformer 3 | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\nwhen [m v] key pressed\nchange volume by (-5)\n\nwhen [n v] key pressed\nchange volume by (5)\n\nwhen I receive [start the music v]\nset volume to (100) %\nforever\n play sound [RICK ROLLED!!!!! v] until done\n play sound [RICK ROLLED!!!!! v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix v] until done\nend\n\nwhen flag clicked\nwait until <(level) = [30]>\nset volume to (100) %\nbroadcast (stop music v)\nstop [other scripts in sprite v]\nplay sound [Paper Mario Music - Approach To The Mansion v] until done\n\nwhen I receive [last level v]\nstop [other scripts in sprite v]\nforever\n play sound [Super Paper Mario OST - The Ultimate Show v] until done\nend\n\n@DAT BOI 3!!!!\n\nwhen flag clicked\nbroadcast (start the music v)\nset [level v] to [0]\nhide variable [level v]\nhide\nset size to (110) %\nwait (1) seconds\nbroadcast (time v)\nreset timer\nshow variable [level v]\nset [last key pressed v] to [right]\nshow\ngo to [front v] layer\ngo to x: (-200) y: (-60)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to [front v] layer\nforever\n platform\n if <not <touching color (#000000)?>> then\n go to [front v] layer\n end\nend\n\nwhen I receive [die v]\ngo to x: (-200) y: (-60)\n\ndefine platform\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\npoint in direction (((xv) * (logo secret)) + (90))\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching color (#000000)?> then\n change y by (-2)\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 (-5)\n change x by ((-1) * (xv))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching color (#000000)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nset rotation style [all around v]\nswitch costume to (last key pressed)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<(level) > [13]> and <(level) < [26]>> then\n switch costume to (left sam v)\n set [last key pressed v] to [left sam]\n else\n switch costume to (left v)\n set [last key pressed v] to [left]\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<(level) > [13]> and <(level) < [26]>> then\n switch costume to (right sam v)\n set [last key pressed v] to [right sam]\n else\n switch costume to (right v)\n set [last key pressed v] to [right]\n end\nend\n\nwhen flag clicked\nwait (2) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching color (#9e00ff)?> then\n set [yv v] to [10]\n end\n if <touching color (#c359ff)?> then\n set [yv v] to [20]\n end\n if <touching color (#93451d)?> then\n change [xv v] by (-.7)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (hitbox v)\n if <<touching color (#ff0000)?> or <(y position) < [-194]>> then\n broadcast (hahaha noob v)\n wait (1) seconds\n broadcast (die v)\n end\n switch costume to (last key pressed)\nend\n\nwhen flag clicked\nforever\n if <touching (win v)?> then\n change [level v] by (1)\n broadcast (die v)\n end\nend\n\ndefine mroftalp\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-1)\nend\npoint in direction (((xv) * (logo secret)) + (90))\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching color (#000000)?> then\n change y by (-2)\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 (-5)\n change x by ((-1) * (xv))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching color (#000000)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nset rotation style [all around v]\nswitch costume to (last key pressed)\nif <touching color (#a300ff)?> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (right2 v)\n set [last key pressed v] to [left2]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right2 v)\n set [last key pressed v] to [right2]\n end\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n set [last key pressed v] to [left]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n set [last key pressed v] to [right]\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-60)\nwait until <(x position) > [78]>\nbroadcast (EXPLODE v)\n\nwhen I receive [explode v]\nchange y by (20)\nrepeat (10)\n set [yv v] to [15]\n set [xv v] to [-40]\nend\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <(level) = [1]>\nplay sound [Nope \(Construction Worker TF2\) - Gaming Sound Effect \(HD\) v] until done\n\nwhen [r v] key pressed\nbroadcast (die v)\n\nwhen flag clicked\nwait until <(x position) > [-100]>\nset [level v] to [1]\nbroadcast (die v)\n\nwhen flag clicked\nwait until <(level) = [6]>\nset size to (40) %\nwait until <(level) = [7]>\nset size to (110) %\n\nif <not <<(level) = [12]> or <(level) = [13]>>> then\n\nset [☁ record time: v] to [1000000]\n\nwhen flag clicked\nwait until <(level) = [12]>\nwait until <touching color (#00e5ff)?>\nstop [other scripts in sprite v]\nbroadcast (time v)\nbroadcast (time travel v)\n\nwhen I receive [time v]\nset [☁ record time: v] to (☁ Record Time:)\nhide variable [☁ record time: v]\nhide variable [time: v]\nwait (1) seconds\nwait until <(level) = [1]>\nrepeat until <(level) = [31]>\n set [time: v] to (timer)\nend\nshow variable [time: v]\nshow variable [☁ record time: v]\nif <(Time:) < (☁ Record Time:)> then\n set [☁ record time: v] to (Time:)\nend\n\nwhen I receive [back in time v]\nforever\n platform\n if <not <touching color (#000000)?>> then\n go to [front v] layer\n end\nend\n\nwhen I receive [back in time v]\nforever\n if <touching (win v)?> then\n change [level v] by (1)\n broadcast (die v)\n end\nend\n\nwhen I receive [back in time v]\nforever\n switch costume to (hitbox v)\n if <<touching color (#ff0000)?> or <<(y position) < [-194]> and <(can die) = [yes]>>> then\n broadcast (hahaha noob v)\n wait (1) seconds\n broadcast (die v)\n end\n switch costume to (last key pressed)\nend\n\nwhen I receive [back in time v]\nforever\n if <touching color (#9e00ff)?> then\n set [yv v] to [10]\n end\n if <touching color (#c359ff)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [back in time v]\nwait until <(level) = [23]>\nwait until <touching color (#00e5ff)?>\nstop [other scripts in sprite v]\nbroadcast (time v)\nbroadcast (time travel 2 v)\n\nwhen flag clicked\nset [count v] to [0]\nset [can die v] to [yes]\n\nwhen I receive [back in time v]\nset [count v] to [0]\nwait until <(level) = [30]>\nwait (0.05) seconds\nwait until <(x position) > [0]>\nset [can die v] to [no]\nbroadcast (fall v)\nrepeat (8)\n repeat until <(y position) < [-200]>\n set [xv v] to [0]\n end\n go to x: (0) y: (200)\n change [count v] by (1)\nend\nbroadcast (die v)\nset [can die v] to [yes]\nbroadcast (last level v)\n\n@ground\n\nwhen flag clicked\nwait until <(level) = [22]>\ngo to [front v] layer\n\nwhen I receive [explode v]\nshow\n\nwhen flag clicked\nforever\n switch costume to ((level) + (count))\nend\n\nset [level v] to [27]\n\nwhen I receive [fall v]\nset [ghost v] effect to (50)\n\nwhen I receive [last level v]\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@win\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@logo\n\nwhen flag clicked\nset [logo secret v] to [3]\nrepeat (35)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset [logo secret v] to [60]\n\nwhen flag clicked\nswitch costume to (costume 100% #1 v)\nrepeat (5)\n switch costume to (costume 100% #1 v)\n wait (1) seconds\n switch costume to (costume 100% #2 v)\n wait (1) seconds\n switch costume to (costume 100% #3 v)\n wait (1) seconds\n switch costume to (costume 100% #2 v)\n wait (1) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@level:\n\nwhen flag clicked\nwait until <(level) = [22]>\nrepeat (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n change [brightness v] effect by (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen flag clicked\nswitch costume to (switch lite v)\ngo to x: (0) y: (0)\nwait (1.51) seconds\nrepeat (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<(level) > [12]> and <(level) < [24]>> then\n switch costume to (costume1 v)\n else\n switch costume to (switch lite v)\n end\nend\n\n@haha\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nrepeat (10)\n hide\nend\n\nwhen I receive [hahaha noob v]\ngo to [front v] layer\nhide variable [level v]\nshow\nswitch costume to (pick random (1) to (15))\nwait (1) seconds\nhide\nshow variable [level v]\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n point in direction (-90)\n set rotation style [left-right v]\n else\n if <(level) = [13]> then\n point in direction (-90)\n set rotation style [all around v]\n else\n point in direction (90)\n set rotation style [left-right v]\n end\n end\nend\n\n@GOT M\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [8]> and <([x position v] of [dat boi 3!!!! v]) < [-238]>> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait until <<(level) = [8]> and <([x position v] of [dat boi 3!!!! v]) < [-238]>>\nplay sound [got em v] until done\n\nwhen flag clicked\npoint in direction (90)\nwait until <<(level) = [8]> and <([x position v] of [dat boi 3!!!! v]) < [-238]>>\npoint in direction (90)\nrepeat (160)\n show\n go to [front v] layer\n show\nend\nrepeat (160)\n point in direction (pick random (-180) to (180))\n show\n go to [front v] layer\n show\nend\n\n@music\n\nwhen [m v] key pressed\nchange volume by (5)\n\nwhen [n v] key pressed\nchange volume by (-5)\n\nwhen I receive [start the music v]\nset volume to (0) %\nforever\n play sound [Never Gonna Hit Those Notes The Official Video Final Version v] until done\n play sound [Never Gonna Hit Those Notes The Official Video Final Version v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix v] until done\nend\n\nwhen I receive [stop music v]\nstop [other scripts in sprite v]\nplay sound [Paper Mario Music - Approach To The Mansion v] until done\n\n@Explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [explode v]\nshow\nswitch costume to (tumblr_m9vrrtjov2 v)\nstart sound [explode1 v]\nset [level v] to [1]\nrepeat (16)\n wait (0.1) seconds\n go to [front v] layer\n next costume\nend\nhide\n\n@other ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1.4) seconds\n\ngo to [front v] layer\n\nwhen I receive [explode v]\nhide\n\n@time travel\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [time travel v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nrepeat (30)\n go to x: (pick random (-15) to (15)) y: (pick random (-10) to (10))\nend\nswitch costume to (costume2 v)\nrepeat (40)\n go to x: (pick random (-15) to (15)) y: (pick random (-10) to (10))\nend\nswitch costume to (costume3 v)\nrepeat (10)\n go to x: (pick random (-15) to (15)) y: (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\n\nwhen I receive [time travel v]\nplay sound [Computer Beep2 v] until done\nstart sound [Squeaky Toy v]\nwait (0.5) seconds\nplay sound [Squeaky Toy v] until done\nstart sound [D Trombone v]\nstart sound [Teleport v]\nplay sound [Whoop v] until done\nbroadcast (back in time v)\nbroadcast (die v)\nchange [level v] by (1)\nhide\n\nwhen I receive [time travel 2 v]\nswitch costume to (costume5 v)\nshow\ngo to [front v] layer\nrepeat (30)\n go to x: (pick random (-15) to (15)) y: (pick random (-10) to (10))\nend\nswitch costume to (costume2 v)\nrepeat (40)\n go to x: (pick random (-15) to (15)) y: (pick random (-10) to (10))\nend\nswitch costume to (costume3 v)\nrepeat (10)\n go to x: (pick random (-15) to (15)) y: (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\n\nwhen I receive [time travel 2 v]\nstart sound [Ship Bell v]\nplay sound [Computer Beep2 v] until done\nstart sound [Squeaky Toy v]\nwait (0.5) seconds\nstart sound [D Trombone v]\nstart sound [Teleport v]\nplay sound [Squeaky Toy v] until done\nbroadcast (back in time v)\nbroadcast (die v)\nchange [level v] by (1)\nhide\n\n@ground2\n\nhide\n\n@logo2\n\nwhen flag clicked\nhide\n\n | left and right keys and A and D keys are to move,\nUp arrow, W, and space bar to jump.\n\ntry to beat each level, some walls you can go through (-:<\nmake sure to ❤️ and⭐️!! |
Global Warming // A Mobile-Friendly Platformer | @Stage\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (Start v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <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 (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching color (#676767)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#676767)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-40)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-158]> then\n go to x: (-200) y: (80)\n end\n if <touching color (#9f9f9f)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-40)\n set [ghost v] effect to (0)\n end\n if <touching color (#c355f2)?> then\n set [yv v] to [18]\n end\n set [xv v] to (Xv)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ngo to x: (-159) y: (-69)\nglide (1) secs to x: (-8) y: (-69)\nwait (1) seconds\nsay [Kitty! I'm home!] for (2) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\nswitch costume to (costume4 v)\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (.5) seconds\nsay [KITTY!] for (2) seconds\nbroadcast (REAL end v)\nhide\n\nwhen flag clicked\nforever\n play sound [2018-04-13_-_Sad_Winds_Ch_2_-_David_Fesliyan v] until done\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [13]> then\n broadcast (end v)\nend\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\nwhen I receive [real end v]\nswitch costume to (costume14 v)\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | PART 3 IS NOW OUT! https://scratch.mit.edu/projects/319375475/\n\nControls - \nMobile - Tap or swipe\nComputer - Arrow keys\nPress S to skip a level\n\nTiny Square made his way out of the caves - but must find his home. When he arrives home, a surprise awaits him... |
The IMPOSSIBLE Platformer. | @Stage\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nforever\n change [ghost v] effect by (1000000)\nend\n\nwhen flag clicked\nforever\n play sound [Euphoria v] until done\nend\n\n@levels\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (-95)\nshow\nforever\n switch costume to (Level)\nend\n\nhide\n\nwhen [s v] key pressed\nwait (0.4) seconds\nchange [level v] by (1)\n\nwhen [p v] key pressed\nwait (0.4) seconds\nchange [level v] by (-1)\n\n@Exit for levels.\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (119) y: (-63)\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <touching (exit for levels. v)?> then\n go to x: (-207) y: (-120)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-38) y: (-225)\nset [level v] to [1]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching 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?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1.1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n set [y v] to [12]\n end\n change y by (0.5)\n if <<touching color (#ff0000)?> or <touching color (#ff0000)?>> then\n go to x: (-38) y: (-225)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nif <<(username) = [proeditor2009]> or <(username) = [proeditor2009_2]>> then\n set drag mode [draggable v]\nelse\n set drag mode [not draggable v]\nend\n\n | Hello! Welcome to the IMPOSSIBLE platformer. Where some levels,only 15% of people can complete the whole thing! I worked on this for over a week! I hope it gets Top-Loved! This has 20 levels!\n\nPlease propose this studio!: https://scratch.mit.edu/studios/25641199/comments/ in here: https://scratch.mit.edu/discuss/topic/277336/?page=250#post-3805178\n\n\nThese levels are not really Impossible. There just so hard to complete. But,some of these levels might be a little easy. Be careful on level 19! It looks hard,but its easy.\n\nWant to play a easier game? Click here!: https://scratch.mit.edu/projects/319228749/\n\n I know it looks Impossible! But it is possible! Here is a youtube tutorial I made of how to complete this game!: https://www.youtube.com/watch?v=A7ttVMOMBO4&t=92s\n\nALL of these levels are possible! I even tried! (It did take a lot of tries to complete most of the levels! XD)\n\nLets try to get Top-Loved! If I do,I will make 10 to 20 more levels! If this gets Featured,I will make about 25 to 50 more levels!\n\nControls/Instructions:\n1. Arrow keys to move\n2. Dont touch red.\n3. Press "s" to skip a level\n4. Press "p" to go to the previous level\n5. Scratch On! :D\n\nPlease love,favorite,and remix this! Please add this to a lot of studios! Please advertise this on a lot of advertising studios! \n\n==========================================================================================\n\nScratch On! :D |
Finding Kitty // A Mobile-Friendly Platformer | @Stage\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (Start v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <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 (#55b786)?> then\n change y by (1)\n if <touching color (#55b786)?> then\n change y by (1)\n if <touching color (#55b786)?> then\n change y by (1)\n if <touching color (#55b786)?> then\n change y by (1)\n if <touching color (#55b786)?> then\n change y by (1)\n if <touching color (#55b786)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching color (#55b786)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#55b786)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-40)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-158]> then\n go to x: (-200) y: (80)\n end\n if <touching color (#ffe6a1)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-40)\n set [ghost v] effect to (0)\n end\n if <touching color (#9600b7)?> then\n set [yv v] to [18]\n end\n set [xv v] to (Xv)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n play sound [2017-01-17_-_Forgotten_-_David_Fesliyan v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (note v)?> then\n go to x: (-168) y: (-51)\n end\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [5]> then\n broadcast (moving quicksand v)\nend\nif <(costume [number v]) = [6]> then\n broadcast (more quicksand v)\nend\nif <(costume [number v]) = [7]> then\n broadcast (hide quicksand v)\n broadcast (show note v)\nend\nif <(costume [number v]) = [8]> then\n broadcast (note hide v)\nend\nif <(costume [number v]) = [11]> then\n broadcast (end v)\nend\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\n@Quicksand\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n glide (1) secs to x: (92) y: (-19)\n glide (1) secs to x: (20) y: (-19)\nend\n\nwhen I receive [moving quicksand v]\nshow\n\nwhen I receive [more quicksand v]\nshow\ncreate clone of (_myself_ v)\nset size to (50) %\n\nwhen I start as a clone\ngo to x: (-150) y: (-19)\nset size to (50) %\nforever\n glide (1) secs to x: (-100) y: (-19)\n glide (1) secs to x: (-150) y: (-19)\nend\n\nwhen I receive [hide quicksand v]\nhide\ndelete this clone\n\n@Note\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [show note v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [note hide v]\nhide\n\n@thumb\n\nwhen flag clicked\nhide\n\n | PART 4 IS NOW OUT! https://scratch.mit.edu/projects/319512297/\n\nControls - \nMobile - Tap or swipe\nComputer - Arrow keys\nPress S to skip a level\n\nTiny Square is safely home - but where is Kitty? Find out in this adventure! |
The Pound // A Mobile-Friendly Platformer | @Stage\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (Start v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <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 (#a23f3f)?> then\n change y by (1)\n if <touching color (#a23f3f)?> then\n change y by (1)\n if <touching color (#a23f3f)?> then\n change y by (1)\n if <touching color (#a23f3f)?> then\n change y by (1)\n if <touching color (#a23f3f)?> then\n change y by (1)\n if <touching color (#a23f3f)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching color (#a23f3f)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#a23f3f)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-40)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-158]> then\n go to x: (-200) y: (80)\n end\n if <<touching color (#ffe8c8)?> or <<touching color (#ffffff)?> or <touching color (#bbd2a4)?>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-40)\n set [ghost v] effect to (0)\n end\n if <touching color (#f6ff63)?> then\n set [yv v] to [21]\n end\n set [xv v] to (Xv)\nend\n\nwhen I receive [kitty v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n play sound [Theme Song v] until done\nend\n\nwhen I receive [end v]\nhide\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (kitty v)\nend\nif <(costume [number v]) = [14]> then\n broadcast (end v)\nend\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | This is the last platformer in the Mobile-Friendly Platformer series!\n\nControls - \nMobile - Tap or swipe\nComputer - Arrow keys\nPress S to skip a level\n\nYou know where Kitty is, so save her! :3 Don't waste any time reading this :P |
Journey To The Lost (A Platformer - Beta) | @Stage\n\n@Player\n\nwhen flag clicked\nforever\n change [costume v] by ((7) / (Costumes))\n if <<<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> and <<not <<(mouse x) > (x position)> and <mouse down?>>> and <not <<(mouse x) < (x position)> and <mouse down?>>>>> then\n set [costume v] to [0]\n end\n Walk Cycle\nend\n\nwhen flag clicked\nset [dir v] to [90]\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n set [dir v] to [90]\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n set [dir v] to [-90]\n end\n point in direction (Dir)\nend\n\ndefine Walk Cycle\nif <not <touching (water v)?>> then\n if <(Jump/Fall) < [3]> then\n if <(Costume) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((2) + ((Costume) mod (Costumes))) )\n end\n else\n if <(Y Velocity) > [7]> then\n switch costume to (jump v)\n else\n if <(Y Velocity) < [-5]> then\n switch costume to (stand v)\n end\n end\n end\nelse\n if <(Y Velocity) > [0]> then\n switch costume to (jump v)\n end\n if <(Y Velocity) < [0]> then\n switch costume to (stand v)\n end\n switch costume to ([floor v] of ((2) + ((Costume) mod (Costumes))) )\nend\n\nwhen flag clicked\nset size to (105) %\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (Ghost Effect)\nend\n\nwhen flag clicked\nforever\n set size to ([size v] of [hitbox v]) %\nend\n\n@HitBox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (stand v)\nset [ghost effect v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [right key v] to [0]\nset [costumes v] to [11]\nset [costume v] to [0]\nset [left key v] to [0]\ngo to x: (-185) y: (-30)\nset size to (105) %\nforever\n if <touching (spikes v)?> then\n Fade\n end\n if <touching (flag v)?> then\n broadcast (Slide v)\n Fade\n change [level v] by (1)\n end\nend\n\ndefine Trampoline\nif <touching (trampoline v)?> then\n set [y velocity v] to [14]\nend\n\ndefine Fade\nrepeat (10)\n change [ghost effect v] by (10)\nend\ngo to x: (-185) y: (-30)\nset [costume v] to [0]\nset [jump/fall v] to [0]\nset [left key v] to [0]\nset [right key v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [dir v] to [90]\nrepeat (10)\n change [ghost effect v] by (-10)\nend\nset [ghost effect v] to [0]\n\ndefine Player Physics (addition) (division) (friction) (gravity)\nset [right key v] to (<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> + (addition))\nset [left key v] to (<<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> + (addition))\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x velocity v] by ((Right Key) / (division))\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x velocity v] by ((0) - ((Left Key) / (division)))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nchange [y velocity v] by (gravity)\nchange [jump/fall v] by (1)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n change y by ((0) - (Y Velocity))\n set [y velocity v] to (([abs v] of (Y Velocity) ) / (3))\n set [jump/fall v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<((mouse y) - (y position)) > [25]> and <mouse down?>>> then\n if <touching (ground v)?> then\n set [y velocity v] to ((((Y Velocity) + (15)) / (1.5)) + ((Y Velocity) / (9.7)))\n end\nend\nchange y by (1)\nif <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 ((0) - (X Velocity))\n change y by (-6)\n if <<(X Velocity) > [0]> or <(X Velocity) < [0]>> then\n set [x velocity v] to (((0) - (X Velocity)) * (1.1))\n set [y velocity v] to [0]\n end\n end\n end\n end\nend\n\ndefine Water Physics\nset [right key v] to <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>\nset [left key v] to <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>\nset [up key v] to <<key (up arrow v) pressed?> or <<((mouse y) - (y position)) > [25]> and <mouse down?>>>\nset [down key v] to <<key (down arrow v) pressed?> or <<((mouse y) - (y position)) < [-25]> and <mouse down?>>>\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x velocity v] by ((Right Key) / (2.3))\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x velocity v] by ((0) - ((Left Key) / (2.3)))\nend\nif <<key (up arrow v) pressed?> or <<((mouse y) - (y position)) > [25]> and <mouse down?>>> then\n change [y velocity v] by ((Up Key) / (2.1))\nend\nif <<key (down arrow v) pressed?> or <<((mouse y) - (y position)) < [-25]> and <mouse down?>>> then\n change [y velocity v] by ((0) - ((Down Key) / (2.1)))\nend\nchange [y velocity v] by (((Y Velocity) / (15)) - (0.01))\nset [x velocity v] to ((X Velocity) * (0.8))\nset [y velocity v] to ((Y Velocity) * (0.9))\nchange x by (X Velocity)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n change y by ((0) - (Y Velocity))\n set [y velocity v] to [0]\nend\nif <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 ((0) - (X Velocity))\n change y by (-6)\n if <<(X Velocity) > [0]> or <(X Velocity) < [0]>> then\n set [x velocity v] to (((0) - (X Velocity)) * (1.5))\n set [y velocity v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n Water Physics\n else\n Player Physics [0.23] [2.3] [0.9] [-0.75]\n end\nend\n\nwhen flag clicked\nforever\n Trampoline\nend\n\nwhen I receive [restart v]\nFade\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) > [5]> then\n switch costume to (costume6 v)\n end\nend\n\n@Background Textures\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nset size to (150) %\ngo to [back v] layer\nshow\nforever\n if <(costume [number v]) = [1]> then\n set [ghost v] effect to (70)\n end\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (70)\n end\n if <(costume [number v]) = [3]> then\n set [ghost v] effect to (70)\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (95) %\nforever\n if <touching (hitbox v)?> then\n repeat (5)\n change y by (-3)\n end\n repeat (5)\n change y by (3)\n end\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\n \nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (200) y: (-123)\nset size to (120) %\nshow\nforever\n wait (0.01) seconds\n next costume\n if <(Level) > [5]> then\n hide\n end\nend\n\n@Water\n\nwhen flag clicked\nset [ghost v] effect to (60)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Shadows\n\nwhen flag clicked\nset [ghost v] effect to (65)\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Trampoline Shadows\n\nwhen flag clicked\nset [ghost v] effect to (60)\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (95) %\nforever\n set y to ([y position v] of [trampoline v])\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Slides\n\nwhen flag clicked\nhide\n\nwhen I receive [slide v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (500)\ngo to [front v] layer\nshow\nrepeat (35)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-4)\nend\nwait (0.1) seconds\nrepeat (100)\n change y by (((-500) - (y position)) / (10))\n change [ghost v] effect by (5)\nend\nhide\n\n@Restart\n\nwhen flag clicked\ngo to x: (207) y: (147)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (3))\n end\n else\n change size by (((95) - (size)) / (3))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change size by (((70) - (size)) / (3))\n broadcast (Restart v)\n wait until <not <mouse down?>>\n end\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | |
Platformer Race v1.1 [DISCONTINUED] | @Stage\n\nwhen flag clicked\nset [already-stopped? v] to [0]\nforever\n play sound [Masked Heroes v] until done\nend\n\nwhen I receive [stop-music v]\nstop [other scripts in sprite v]\nset [already-stopped? v] to [1]\n\nwhen I receive [start-race v]\nif <(already-stopped?) = [1]> then\n stop [other scripts in sprite v]\n stop all sounds\n set [already-stopped? v] to [0]\n forever\n play sound [Masked Heroes v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (75) %\nclear graphic effects\nswitch costume to (player v)\nset [zoom v] to [100]\nset [playerx v] to [-814]\nset [playery v] to [-391]\nset [xv v] to [0]\nset [yv v] to [0]\nset [scrollx v] to (playerX)\nset [scrolly v] to (playerY)\nset [cam-force v] to [0.1]\nset [visible? v] to [1]\nset [level v] to [1]\nset [pid v] to [0]\nset [frames-per-second v] to []\nrepeat (8)\n change [pid v] by (1)\n create clone of (_myself_ v)\nend\nset [pid v] to [0]\nset [oldt v] to (((days since 2000) * (86400)) - (0.01))\nforever\n set [frames-per-second v] to ((1) / (((days since 2000) * (86400)) - (oldt)))\n set [oldt v] to ((days since 2000) * (86400))\n if <(fps-based?) = [1]> then\n if <(frames-per-second) > [23]> then\n skip [1] frames\n else\n if <(frames-per-second) > [15]> then\n skip [2] frames\n else\n skip [3] frames\n end\n end\n else\n skip [1] frames\n end\n if <(playerY) < [-1000]> then\n start sound [Oops v]\n set [playerx v] to [-814]\n set [playery v] to [-391]\n repeat until <<(visible?) = [1]> and <(cam-dist) < [50]>>\n Move camera <>\n go to x: (playerX) y: (playerY) \n end\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(die?) = [1]> then\n start sound [Glass Breaking v]\n start sound [Oops v]\n switch costume to (player v)\n repeat (8)\n next costume\n Move camera <>\n go to x: (playerX) y: (playerY) \n end\n repeat (20)\n change [ghost v] effect by (5)\n Move camera <>\n go to x: (playerX) y: (playerY) \n end\n set [ghost v] effect to (100)\n switch costume to (player v)\n set [playerx v] to [-813]\n set [playery v] to [-391]\n repeat until <<(visible?) = [1]> and <(cam-dist) < [50]>>\n Move camera <>\n go to x: (playerX) y: (playerY) \n clear graphic effects\n end\n set [xv v] to [0]\n set [yv v] to [0]\n clear graphic effects\n end\n if <(win?) = [1]> then\n start sound [LevelPass v]\n change [level v] by (1)\n set [playerx v] to [-813]\n set [playery v] to [-391]\n repeat until <<(visible?) = [1]> and <(cam-dist) < [50]>>\n Move camera <>\n go to x: (playerX) y: (playerY) \n clear graphic effects\n end\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (r v) pressed?> then\n set [playerx v] to [-813]\n set [playery v] to [-391]\n repeat until <<(visible?) = [1]> and <(cam-dist) < [50]>>\n Move camera <>\n go to x: (playerX) y: (playerY) \n clear graphic effects\n end\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(teleport?) = [1]> then\n start sound [Teleport2 v]\n if <(Level) = [4]> then\n set [playerx v] to [917]\n set [playery v] to [350]\n else\n if <(Level) = [5]> then\n set [playerx v] to [-810]\n set [playery v] to [800]\n else\n if <(Level) = [6]> then\n set [playerx v] to [-730]\n set [playery v] to [800]\n end\n end\n end\n repeat until <<(visible?) = [1]> and <(cam-dist) < [50]>>\n Move camera <>\n go to x: (playerX) y: (playerY) \n clear graphic effects\n end\n set [xv v] to [0]\n set [yv v] to [0]\n end\n go to [front v] layer\nend\n\ndefine Platformer script\nset [die? v] to [0]\nset [win? v] to [0]\nset [teleport? v] to [0]\nApply force\nMove player\ngo to x: (playerX) y: (playerY) \nchange y by ((-10) * ((Zoom) / (100)))\ncheck colors\nchange y by ((10) * ((Zoom) / (100)))\ncheck colors\nif <(playerX) < [-961]> then\n set [playerx v] to [-961]\n set [xv v] to [0]\nend\nif <(playerX) > [961]> then\n set [playerx v] to [961]\n set [xv v] to [0]\nend\n\ndefine Apply force\nchange [yv v] by (-1)\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nset [xv v] to ((xv) * (0.9))\nset [yv v] to ((yv) * (0.99))\n\ndefine Move player\nMove camera <>\nchange x by ((xv) * ((Zoom) / (100)))\nchange y by ((yv) * ((Zoom) / (100)))\nif <touching color (#a4b9d7)?> then\n change [playerx v] by (xv)\n change [playery v] by (yv)\nelse\n if <(visible?) = [1]> then\n set [touching-x? v] to [0]\n set [touching-y? v] to [0]\n go to x: (playerX) y: (playerY) \n check colors\n change x by (((xv) + ((((cam-dist) * (cam-force)) * ([sin v] of (dir-to-player) )) - (1))) * ((Zoom) / (100)))\n if <<touching (ground v)?> and <not <touching color (#a4b9d7)?>>> then\n set [touching-x? v] to [1]\n check colors\n end\n go to x: (playerX) y: (playerY) \n change x by ((3) * ((Zoom) / (100)))\n check colors\n change x by ((-6) * ((Zoom) / (100)))\n check colors\n change x by ((3) * ((Zoom) / (100)))\n change y by (((yv) + ((((cam-dist) * (cam-force)) * ([cos v] of (dir-to-player) )) - (1))) * ((Zoom) / (100)))\n if <<touching (ground v)?> and <not <touching color (#a4b9d7)?>>> then\n set [touching-y? v] to [1]\n check colors\n end\n if <(touching-x?) = [1]> then\n if <(xv) > [0]> then\n change x by ((10) * ((Zoom) / (100)))\n else\n change x by ((-10) * ((Zoom) / (100)))\n end\n if <touching color (#a4b9d7)?> then\n change [playerx v] by (xv)\n else\n if <key (up arrow v) pressed?> then\n start sound [Crunch v]\n set [yv v] to [15]\n change [playery v] by (1)\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n go to x: (playerX) y: (playerY) \n else\n change [playerx v] by (xv)\n end\n if <(touching-y?) = [1]> then\n set [touch? v] to [0]\n change y by ((-5) * ((Zoom) / (100)))\n check colors\n if <touching color (#a4b9d7)?> then\n set [touch? v] to [1]\n end\n change y by ((10) * ((Zoom) / (100)))\n check colors\n if <touching color (#a4b9d7)?> then\n set [touch? v] to [1]\n end\n if <(touch?) = [0]> then\n if <(yv) < [-20]> then\n start sound [Clang v]\n end\n if <<key (up arrow v) pressed?> and <not <(yv) > [0]>>> then\n start sound [Jump v]\n set [yv v] to [15]\n else\n set [yv v] to [0]\n end\n end\n change y by ((5) * ((Zoom) / (100)))\n else\n change [playery v] by (yv)\n end\n end\nend\ncheck colors\nfix\ncheck colors\n\ndefine go to x: (x) y: (y) <show?>\nset [olds v] to (size)\nhack size [300] %\ngo to x: (round (((x) - (scrollX)) * ((Zoom) / (100)))) y: (round (((y) - (scrollY)) * ((Zoom) / (100))))\nif <<<(x position) = (round (((x) - (scrollX)) * ((Zoom) / (100))))> and <(y position) = (round (((y) - (scrollY)) * ((Zoom) / (100))))>> and <show?>> then\n show\n set [visible? v] to [1]\nelse\n hide\n set [visible? v] to [0]\nend\nhack size (olds) %\n\ndefine hack size (size) %\nset [oldc v] to (costume [number v])\nif <(size) > [100]> then\n switch costume to (dot v)\nelse\n switch costume to (full v)\nend\nset size to (size) %\nswitch costume to (oldc)\n\ndefine Move camera <static?>\nif <static?> then\n set [scrollx v] to (playerX)\n set [scrolly v] to (playerY)\nelse\n set [dir-to-player v] to ([atan v] of (((playerX) - (scrollX)) / ((playerY) - (scrollY))) )\n if <((playerY) - (scrollY)) < [0]> then\n change [dir-to-player v] by (180)\n end\n set [cam-dist v] to ([sqrt v] of ((((playerX) - (scrollX)) * ((playerX) - (scrollX))) + (((playerY) - (scrollY)) * ((playerY) - (scrollY)))) )\n change [scrollx v] by (((cam-dist) * (cam-force)) * ([sin v] of (dir-to-player) ))\n change [scrolly v] by (((cam-dist) * (cam-force)) * ([cos v] of (dir-to-player) ))\nend\nif <(scrollX) < [-740]> then\n set [cam-dist v] to ([sqrt v] of ((((playerX) - ((scrollX) + (round ((playerX) - (scrollX))))) * ((playerX) - ((scrollX) + (round ((playerX) - (scrollX)))))) + (((playerY) - (scrollY)) * ((playerY) - (scrollY)))) )\n set [scrollx v] to [-740]\nend\nif <(scrollX) > [740]> then\n set [scrollx v] to [740]\n set [cam-dist v] to ([sqrt v] of ((((playerX) - ((scrollX) + (round ((playerX) - (scrollX))))) * ((playerX) - ((scrollX) + (round ((playerX) - (scrollX)))))) + (((playerY) - (scrollY)) * ((playerY) - (scrollY)))) )\nend\n\ndefine check colors\nif <touching color (#ff0000)?> then\n set [die? v] to [1]\nend\nif <touching color (#00ff2e)?> then\n set [win? v] to [1]\nend\nif <touching color (#faff00)?> then\n start sound [Big Boing v]\n set [yv v] to [40]\n change [playery v] by (-2)\nend\nif <touching color (#7a00ff)?> then\n set [teleport? v] to [1]\nend\n\ndefine fix\ngo to x: (playerX) y: (playerY) \nif <<<touching (ground v)?> and <not <touching color (#a4b9d7)?>>> and <(visible?) = [1]>> then\n change x by ((10) * ((Zoom) / (100)))\n if <touching (ground v)?> then\n change x by ((-10) * ((Zoom) / (100)))\n change y by ((10) * ((Zoom) / (100)))\n if <touching (ground v)?> then\n change y by ((-10) * ((Zoom) / (100)))\n change x by ((-10) * ((Zoom) / (100)))\n if <touching (ground v)?> then\n change x by ((10) * ((Zoom) / (100)))\n change y by ((-10) * ((Zoom) / (100)))\n if <touching (ground v)?> then\n change y by ((10) * ((Zoom) / (100)))\n change x by ((7.07) * ((Zoom) / (100)))\n change y by ((7.07) * ((Zoom) / (100)))\n if <touching (ground v)?> then\n change x by ((-7.07) * ((Zoom) / (100)))\n change y by ((-7.07) * ((Zoom) / (100)))\n change x by ((-7.07) * ((Zoom) / (100)))\n change y by ((-7.07) * ((Zoom) / (100)))\n if <touching (ground v)?> then\n change x by ((7.07) * ((Zoom) / (100)))\n change y by ((7.07) * ((Zoom) / (100)))\n change x by ((-7.07) * ((Zoom) / (100)))\n change y by ((7.07) * ((Zoom) / (100)))\n if <touching (ground v)?> then\n change x by ((7.07) * ((Zoom) / (100)))\n change y by ((-7.07) * ((Zoom) / (100)))\n change x by ((7.07) * ((Zoom) / (100)))\n change y by ((-7.07) * ((Zoom) / (100)))\n if <touching (ground v)?> then\n set [die? v] to [1]\n end\n end\n end\n end\n end\n end\n end\n end\nend\ngo to x: (playerX) y: (playerY) \n\nwhen I start as a clone\nhide\nforever\n if <(pID) = (ID)> then\n delete this clone\n end\n get data of player (pID)\n go to x: (item (1) of [data v]) y: (item (2) of [data v]) <<(item (5) of [data v]) = [1]> and <(Level) = (item (7) of [data v])>>\n think (item (4) of [data v])\n if <(item (6) of [data v]) = [1]> then\n switch costume to (player v)\n repeat (8)\n next costume\n go to x: (item (1) of [data v]) y: (item (2) of [data v]) <<(item (5) of [data v]) = [1]> and <(Level) = (item (7) of [data v])>>\n end\n repeat (20)\n change [ghost v] effect by (5)\n go to x: (item (1) of [data v]) y: (item (2) of [data v]) <<(item (5) of [data v]) = [1]> and <(Level) = (item (7) of [data v])>>\n end\n set [ghost v] effect to (100)\n switch costume to (player v)\n wait (0.5) seconds\n go to x: (item (1) of [data v]) y: (item (2) of [data v]) <<(item (5) of [data v]) = [1]> and <(Level) = (item (7) of [data v])>>\n clear graphic effects\n end\nend\n\ndefine get data of player (id)\ndelete all of [data v]\nset [i v] to [0]\nif <(id) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(id) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(id) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(id) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(id) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(id) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(id) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(id) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine skip (frames) frames\nrepeat (frames)\n hack size ((0.75) * (Zoom)) %\n Platformer script\n go to x: (playerX) y: (playerY) \nend\n\nwhen I receive [start-race v]\ngo to x: (0) y: (0)\nset size to (75) %\nclear graphic effects\nswitch costume to (player v)\nset [zoom v] to [100]\nset [playerx v] to [-814]\nset [playery v] to [-391]\nset [xv v] to [0]\nset [yv v] to [0]\nset [scrollx v] to (playerX)\nset [scrolly v] to (playerY)\nset [cam-force v] to [0.1]\nset [visible? v] to [1]\nset [level v] to [1]\n\nwhen I receive [spectate-race v]\nif <(pID) = [0]> then\n stop [other scripts in sprite v]\n hide\n forever\n get data of player (followID)\n set [playerx v] to (item (1) of [data v])\n set [playery v] to (item (2) of [data v])\n set [level v] to (item (7) of [data v])\n Move camera <>\n end\nend\n\nwhen I receive [start lod v]\nwait (0.25) seconds\nforever\n if <<(playerX) < ((([x v] of [lineofdeath v]) + (240)) - (((Level) - (1)) * (1920)))> and <not <(Level) > ([current_level v] of [lineofdeath v])>>> then\n stop [other scripts in sprite v]\n hide\n start sound [Lose v]\n wait (4) seconds\n stop [all v]\n end\nend\n\n@Ground\n\nwhen flag clicked\nshow\nforever\n go to x: [0] y: [0] \n switch costume to (Level)\n if <<(old-level) = [8]> and <(Level) = [9]>> then\n broadcast (stop-music v)\n stop all sounds\n start sound [Win v]\n end\n set [old-level v] to (Level)\nend\n\ndefine go to x: (x) y: (y) <show?>\nhack size ((Zoom) * (4)) %\ngo to x: (round (((x) - (scrollX)) * ((Zoom) / (100)))) y: (round (((y) - (scrollY)) * ((Zoom) / (100))))\nif <<<(x position) = (round (((x) - (scrollX)) * ((Zoom) / (100))))> and <(y position) = (round (((y) - (scrollY)) * ((Zoom) / (100))))>> and <show?>> then\n show\nelse\n hide\nend\n\ndefine hack size (size) %\nset [oldc v] to (costume [number v])\nif <(size) > [100]> then\n switch costume to (dot v)\nelse\n switch costume to (full v)\nend\nset size to (size) %\nswitch costume to (oldc)\n\nwhen I receive [start-race v]\nforever\n if <(Level) = [9]> then\n say (join [Congratulations! You placed ] (join ([costume name v] of [place v]) [.])) for (5) seconds\n if <(ID) = (☁ Host)> then\n wait until <<<<<<<<<(item (7) of [player1 v]) = [9]> or <(item (5) of [player1 v]) = [0]>> and <<(item (7) of [player2 v]) = [9]> or <(item (5) of [player2 v]) = [0]>>> and <<(item (7) of [player3 v]) = [9]> or <(item (5) of [player3 v]) = [0]>>> and <<(item (7) of [player4 v]) = [9]> or <(item (5) of [player4 v]) = [0]>>> and <<(item (7) of [player5 v]) = [9]> or <(item (5) of [player5 v]) = [0]>>> and <<(item (7) of [player6 v]) = [9]> or <(item (5) of [player6 v]) = [0]>>> and <<(item (7) of [player7 v]) = [9]> or <(item (5) of [player7 v]) = [0]>>> and <<(item (7) of [player8 v]) = [9]> or <(item (5) of [player8 v]) = [0]>>>\n set [☁ starttime v] to [0]\n end\n stop [this script v]\n end\nend\n\n@Multiplayer\n\nwhen flag clicked\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [5000]\nhide variable [min. players v]\n--- [Connect]\nsay [Connecting...]\nconnect\nif <(length of [players v]) = [1]> then\n say [Starting a new game.] for (2) seconds\nelse\n if <(length of [players v]) = [8]> then\n say [Game is full!] for (2) seconds\n stop [all v]\n else\n say [Found an active game!] for (2) seconds\n end\nend\nsay []\nbroadcast (start v)\n\ndefine encode (text)\nset [output v] to []\nset [counter v] to [0]\nrepeat (length of (text))\n change [counter v] by (1)\n set [counter2 v] to [0]\n repeat until <<(letter (counter2) of (characters)) = (letter (counter) of (text))> or <(counter2) > (length of (characters))>>\n change [counter2 v] by (1)\n end\n if <(counter2) < [53]> then\n switch costume to (lowercase v)\n switch costume to (letter (counter) of (text))\n if <(costume [number v]) = [27]> then\n change [counter2 v] by (26)\n end\n end\n if <(length of (counter2)) = [1]> then\n set [counter2 v] to (join [0] (counter2))\n end\n set [output v] to (join (output) (counter2))\nend\n\ndefine decode (number)\nset [output v] to []\nset [counter v] to [-1]\nrepeat ((length of (number)) / (2))\n change [counter v] by (2)\n set [output v] to (join (output) (letter (join (letter (counter) of (number)) (letter ((counter) + (1)) of (number))) of (characters)))\nend\n\ndefine save list on var\nset [var v] to []\nset [counter3 v] to [0]\nrepeat (length of [list v])\n change [counter3 v] by (1)\n encode (item (counter3) of [list v])\n set [var v] to (join (join (var) (output)) [00])\nend\n\ndefine load (number) to list\ndelete all of [list v]\nset [current-number v] to []\nset [counter3 v] to [-1]\nrepeat ((length of (number)) / (2))\n change [counter3 v] by (2)\n if <(join (letter (counter3) of (number)) (letter ((counter3) + (1)) of (number))) = [00]> then\n decode (current-number)\n add (output) to [list v]\n set [current-number v] to []\n else\n set [current-number v] to (join (current-number) (join (letter (counter3) of (number)) (letter ((counter3) + (1)) of (number))))\n end\nend\n\ndefine connect\ndelete all of [players v]\nset [id v] to [0]\n--- [All players]\nset [i2 v] to [0]\nrepeat (8)\n change [i2 v] by (1)\n load player (i2)\n get data of player (i2) <>\n if <(item (5) of [data v]) = [1]> then\n set [old-tick v] to (item (3) of [data v])\n reset timer\n repeat until <<not <(old-tick) = (item (3) of [data v])>> or <(timer) > ((Offline Limit) / (1000))>>\n load player (i2)\n get data of player (i2) <>\n end\n if <(timer) > ((Offline Limit) / (1000))> then\n kick player (i2)\n end\n end\n load player (i2)\n get data of player (i2) <>\n if <(item (5) of [data v]) = [1]> then\n add (item (4) of [data v]) to [players v]\n else\n if <(ID) = [0]> then\n set [id v] to (i2)\n add (username) to [players v]\n end\n end\nend\n\ndefine --- (label)\n\ndefine save player (id)\ndelete all of [list v]\nset [i v] to [0]\nif <(id) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [list v]\n end\n save list on var\n set [☁ p1 v] to (var)\nelse\n if <(id) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [list v]\n end\n save list on var\n set [☁ p2 v] to (var)\n else\n if <(id) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [list v]\n end\n save list on var\n set [☁ p3 v] to (var)\n else\n if <(id) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [list v]\n end\n save list on var\n set [☁ p4 v] to (var)\n else\n if <(id) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [list v]\n end\n save list on var\n set [☁ p5 v] to (var)\n else\n if <(id) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [list v]\n end\n save list on var\n set [☁ p6 v] to (var)\n else\n if <(id) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [list v]\n end\n save list on var\n set [☁ p7 v] to (var)\n else\n if <(id) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [list v]\n end\n save list on var\n set [☁ p8 v] to (var)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine load player (id)\nset [i v] to [0]\nif <(id) = [1]> then\n load (☁ p1) to list\n delete all of [player1 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player1 v]\n end\nelse\n if <(id) = [2]> then\n load (☁ p2) to list\n delete all of [player2 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player2 v]\n end\n else\n if <(id) = [3]> then\n load (☁ p3) to list\n delete all of [player3 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player3 v]\n end\n else\n if <(id) = [4]> then\n load (☁ p4) to list\n delete all of [player4 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player4 v]\n end\n else\n if <(id) = [5]> then\n load (☁ p5) to list\n delete all of [player5 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player5 v]\n end\n else\n if <(id) = [6]> then\n load (☁ p6) to list\n delete all of [player6 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player6 v]\n end\n else\n if <(id) = [7]> then\n load (☁ p7) to list\n delete all of [player7 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player7 v]\n end\n else\n if <(id) = [8]> then\n load (☁ p8) to list\n delete all of [player8 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player8 v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine get data of player (id) <data2?>\nif <data2?> then\n delete all of [data2 v]\nelse\n delete all of [data v]\nend\nset [i v] to [0]\nif <(id) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n if <data2?> then\n add (item (i) of [player1 v]) to [data2 v]\n else\n add (item (i) of [player1 v]) to [data v]\n end\n end\nelse\n if <(id) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n if <data2?> then\n add (item (i) of [player2 v]) to [data2 v]\n else\n add (item (i) of [player2 v]) to [data v]\n end\n end\n else\n if <(id) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n if <data2?> then\n add (item (i) of [player3 v]) to [data2 v]\n else\n add (item (i) of [player3 v]) to [data v]\n end\n end\n else\n if <(id) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n if <data2?> then\n add (item (i) of [player4 v]) to [data2 v]\n else\n add (item (i) of [player4 v]) to [data v]\n end\n end\n else\n if <(id) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n if <data2?> then\n add (item (i) of [player5 v]) to [data2 v]\n else\n add (item (i) of [player5 v]) to [data v]\n end\n end\n else\n if <(id) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n if <data2?> then\n add (item (i) of [player6 v]) to [data v]\n else\n add (item (i) of [player6 v]) to [data v]\n end\n end\n else\n if <(id) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n if <data2?> then\n add (item (i) of [player7 v]) to [data2 v]\n else\n add (item (i) of [player7 v]) to [data v]\n end\n end\n else\n if <(id) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n if <data2?> then\n add (item (i) of [player8 v]) to [data2 v]\n else\n add (item (i) of [player8 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine kick player (id)\nif <(id) = [1]> then\n delete all of [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\nelse\n if <(id) = [2]> then\n delete all of [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n else\n if <(id) = [3]> then\n delete all of [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n else\n if <(id) = [4]> then\n delete all of [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n else\n if <(id) = [5]> then\n delete all of [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n else\n if <(id) = [6]> then\n delete all of [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n else\n if <(id) = [7]> then\n delete all of [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n else\n if <(id) = [8]> then\n delete all of [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (id)\n\ndefine Send\nif <(ID) = [1]> then\n replace item (1) of [player1 v] with (round (playerX))\n replace item (2) of [player1 v] with (round (playerY))\n replace item (3) of [player1 v] with (Tick)\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n replace item (6) of [player1 v] with ([die? v] of [player v])\n replace item (7) of [player1 v] with (Level)\n replace item (8) of [player1 v] with (@EndTime)\nelse\n if <(ID) = [2]> then\n replace item (1) of [player2 v] with (round (playerX))\n replace item (2) of [player2 v] with (round (playerY))\n replace item (3) of [player2 v] with (Tick)\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n replace item (6) of [player2 v] with ([die? v] of [player v])\n replace item (7) of [player2 v] with (Level)\n replace item (8) of [player2 v] with (@EndTime)\n else\n if <(ID) = [3]> then\n replace item (1) of [player3 v] with (round (playerX))\n replace item (2) of [player3 v] with (round (playerY))\n replace item (3) of [player3 v] with (Tick)\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n replace item (6) of [player3 v] with ([die? v] of [player v])\n replace item (7) of [player3 v] with (Level)\n replace item (8) of [player3 v] with (@EndTime)\n else\n if <(ID) = [4]> then\n replace item (1) of [player4 v] with (round (playerX))\n replace item (2) of [player4 v] with (round (playerY))\n replace item (3) of [player4 v] with (Tick)\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n replace item (6) of [player4 v] with ([die? v] of [player v])\n replace item (7) of [player4 v] with (Level)\n replace item (8) of [player4 v] with (@EndTime)\n else\n if <(ID) = [5]> then\n replace item (1) of [player5 v] with (round (playerX))\n replace item (2) of [player5 v] with (round (playerY))\n replace item (3) of [player5 v] with (Tick)\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n replace item (6) of [player5 v] with ([die? v] of [player v])\n replace item (7) of [player5 v] with (Level)\n replace item (8) of [player5 v] with (@EndTime)\n else\n if <(ID) = [6]> then\n replace item (1) of [player6 v] with (round (playerX))\n replace item (2) of [player6 v] with (round (playerY))\n replace item (3) of [player6 v] with (Tick)\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n replace item (6) of [player6 v] with ([die? v] of [player v])\n replace item (7) of [player6 v] with (Level)\n replace item (8) of [player6 v] with (@EndTime)\n else\n if <(ID) = [7]> then\n replace item (1) of [player7 v] with (round (playerX))\n replace item (2) of [player7 v] with (round (playerY))\n replace item (3) of [player7 v] with (Tick)\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n replace item (6) of [player7 v] with ([die? v] of [player v])\n replace item (7) of [player7 v] with (Level)\n replace item (8) of [player7 v] with (@EndTime)\n else\n if <(ID) = [8]> then\n replace item (1) of [player8 v] with (round (playerX))\n replace item (2) of [player8 v] with (round (playerY))\n replace item (3) of [player8 v] with (Tick)\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n replace item (6) of [player8 v] with ([die? v] of [player v])\n replace item (7) of [player8 v] with (Level)\n replace item (8) of [player8 v] with (@EndTime)\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (ID)\n\ndefine Update\nif <not <(ID) = [1]>> then\n load player [1]\nend\nif <not <(ID) = [2]>> then\n load player [2]\nend\nif <not <(ID) = [3]>> then\n load player [3]\nend\nif <not <(ID) = [4]>> then\n load player [4]\nend\nif <not <(ID) = [5]>> then\n load player [5]\nend\nif <not <(ID) = [6]>> then\n load player [6]\nend\nif <not <(ID) = [7]>> then\n load player [7]\nend\nif <not <(ID) = [8]>> then\n load player [8]\nend\n\nwhen I receive [start v]\n--- [Upload data]\nforever\n Send\n wait (0.1) seconds\n load player (ID)\n get data of player (ID) <>\n if <<not <(item (4) of [data v]) = (username)>> and <not <(item (4) of [data v]) = []>>> then\n say [Something went wrong. Reconnecting...]\n set [update-pause v] to [1]\n connect\n set [reset? v] to [1]\n set [update-pause v] to [0]\n end\nend\n\nwhen I receive [start v]\n--- [Update other players]\nset [update-pause v] to [0]\nforever\n if <(update-pause) = [0]> then\n Update\n end\n update players list\nend\n\ndefine tick\nchange [tick v] by (1)\nif <(Tick) > [9]> then\n set [tick v] to [0]\nend\n\nwhen I receive [start v]\n--- [Tick]\nforever\n wait (0.5) seconds\n tick\nend\n\ndefine check player (id)\nget data of player (id) \nif <(item (5) of [data2 v]) = [1]> then\n set [old-tick v] to (item (3) of [data2 v])\n set [oldt v] to ((days since 2000) * (86400))\n get data of player (id) \n repeat until <<not <(item (3) of [data2 v]) = (old-tick)>> or <(((days since 2000) * (86400)) - (oldt)) > ((Offline Limit) / (1000))>>\n get data of player (id) \n end\n if <(timer) > ((Offline Limit) / (1000))> then\n kick player (id)\n end\nend\n\nwhen I receive [start v]\n--- [Kick script]\nforever\n check player [1]\n wait (1) seconds\n check player [2]\n wait (1) seconds\n check player [3]\n wait (1) seconds\n check player [4]\n wait (1) seconds\n check player [5]\n wait (1) seconds\n check player [6]\n wait (1) seconds\n check player [7]\n wait (1) seconds\n check player [8]\n wait (1) seconds\nend\n\ndefine reset cloud\nkick player [1]\nkick player [2]\nkick player [3]\nkick player [4]\nkick player [5]\nkick player [6]\nkick player [7]\nkick player [8]\n\ndefine update players list\ndelete all of [players v]\nset [i3 v] to [0]\nrepeat (8)\n change [i3 v] by (1)\n get data of player (i3) <>\n if <(item (5) of [data v]) = [1]> then\n add (item (4) of [data v]) to [players v]\n end\nend\n\nwhen I receive [run lw v]\nset [reset? v] to [0]\nif <(length of [players v]) = [1]> then\n say [Uploading data...]\n Upload [Host] as player (ID)\n set [old-mp v] to [2]\n start script [60]\n if <(reset?) = [1]> then\n broadcast (run LW v)\n stop [this script v]\n end\nelse\n if <<((days since 2000) * (86400)) > (☁ StartTime)> and <not <(☁ StartTime) = [0]>>> then\n stop [other scripts in sprite v]\n kick player (ID)\n set [id v] to [0]\n else\n wait script\n if <(reset?) = [1]> then\n broadcast (run LW v)\n stop [this script v]\n end\n end\nend\nif <(ID) = [0]> then\n broadcast (spectate-race v)\n show\n if <([floor v] of (((days since 2000) * (86400)) - (☁ StartTime)) ) > [59]> then\n say (join [You are late. The race has started ] (join ([floor v] of ((((days since 2000) * (86400)) - (☁ StartTime)) / (60)) ) [ minutes ago])) for (2) seconds\n else\n say (join [You are late. The race has started ] (join ([floor v] of (((days since 2000) * (86400)) - (☁ StartTime)) ) [ seconds ago])) for (2) seconds\n end\nelse\n broadcast (start-race v)\n say [Go!] for (2) seconds\nend\nwait until <(☁ StartTime) = [0]>\nsay [The race has ended! Press the green flag.] for (5) seconds\nstop [all v]\n\ndefine Upload [Host] as player (id)\nrepeat (4)\n set [☁ host v] to (id)\n wait (0.15) seconds\nend\n\ndefine Upload [StartTime] as (time/status)\nrepeat (4)\n set [☁ starttime v] to (time/status)\n wait (0.15) seconds\nend\n\ndefine start script (time)\nif <(reset?) = [1]> then\n stop [this script v]\nend\nUpload [StartTime] as [0]\nset [min. players v] to (old-mp)\nshow variable [min. players v]\nrepeat until <(length of [players v]) > ((Min. players) - (1))>\n say (join [Waiting for players... \(] (join (length of [players v]) (join [ of ] (join (Min. players) [\)]))))\n if <(reset?) = [1]> then\n stop [this script v]\n end\nend\nhide variable [min. players v]\nUpload [StartTime] as ([ceiling v] of (((days since 2000) * (86400)) + (time)) )\nrepeat until <((☁ StartTime) - ((days since 2000) * (86400))) < [1]>\n if <(length of ([floor v] of ((☁ StartTime) - ((days since 2000) * (86400))) )) = [1]> then\n set [remaining-time v] to (join [0] ([floor v] of ((☁ StartTime) - ((days since 2000) * (86400))) ))\n else\n set [remaining-time v] to ([floor v] of ((☁ StartTime) - ((days since 2000) * (86400))) )\n end\n say (join [The race will start in ] (join (join [0:] (remaining-time)) (join (join [. ] (length of [players v])) (join (join [ players of ] (Min. players)) [.]))))\n if <(reset?) = [1]> then\n stop [this script v]\n end\n if <(length of [players v]) < (Min. players)> then\n say [Not enough players!]\n set [old-mp v] to (Min. players)\n start script (((☁ StartTime) - ((days since 2000) * (86400))) + (1))\n end\nend\n\ndefine wait script\nif <(reset?) = [1]> then\n stop [this script v]\nend\nrepeat until <not <(☁ StartTime) = [0]>>\n say (join (length of [players v]) [ players have joined the game. Waiting for more players...])\n if <(reset?) = [1]> then\n stop [this script v]\n end\nend\nrepeat until <<((☁ StartTime) - ((days since 2000) * (86400))) < [1]> and <not <(☁ StartTime) = [0]>>>\n if <(length of ([floor v] of ((☁ StartTime) - ((days since 2000) * (86400))) )) = [1]> then\n set [remaining-time v] to (join [0] ([floor v] of ((☁ StartTime) - ((days since 2000) * (86400))) ))\n else\n set [remaining-time v] to ([floor v] of ((☁ StartTime) - ((days since 2000) * (86400))) )\n end\n say (join [The race will start in ] (join (join [0:] (remaining-time)) (join (join [. ] (length of [players v])) [ players have joined the game.])))\n if <(reset?) = [1]> then\n stop [this script v]\n end\n if <(☁ StartTime) = [0]> then\n wait script\n end\nend\n\nwhen I receive [spectate-race v]\n--- [Update other players as spectator]\nset [update-pause v] to [0]\nforever\n if <(update-pause) = [0]> then\n Update\n end\n update players list\nend\n\nwhen I receive [spectate-race v]\n--- [Kick slow players]\nforever\n if <<(item (1) of [player1 v]) < ((([x v] of [lineofdeath v]) + (240)) - (((item (7) of [player1 v]) - (1)) * (1920)))> and <not <(item (7) of [player1 v]) > ([current_level v] of [lineofdeath v])>>> then\n kick player [1]\n end\n if <<(item (1) of [player2 v]) < ((([x v] of [lineofdeath v]) + (240)) - (((item (7) of [player1 v]) - (1)) * (1920)))> and <not <(item (7) of [player2 v]) > ([current_level v] of [lineofdeath v])>>> then\n kick player [2]\n end\n if <<(item (1) of [player3 v]) < ((([x v] of [lineofdeath v]) + (240)) - (((item (7) of [player1 v]) - (1)) * (1920)))> and <not <(item (7) of [player3 v]) > ([current_level v] of [lineofdeath v])>>> then\n kick player [3]\n end\n if <<(item (1) of [player4 v]) < ((([x v] of [lineofdeath v]) + (240)) - (((item (7) of [player1 v]) - (1)) * (1920)))> and <not <(item (7) of [player4 v]) > ([current_level v] of [lineofdeath v])>>> then\n kick player [4]\n end\n if <<(item (1) of [player5 v]) < ((([x v] of [lineofdeath v]) + (240)) - (((item (7) of [player1 v]) - (1)) * (1920)))> and <not <(item (7) of [player5 v]) > ([current_level v] of [lineofdeath v])>>> then\n kick player [5]\n end\n if <<(item (1) of [player6 v]) < ((([x v] of [lineofdeath v]) + (240)) - (((item (7) of [player1 v]) - (1)) * (1920)))> and <not <(item (7) of [player6 v]) > ([current_level v] of [lineofdeath v])>>> then\n kick player [6]\n end\n if <<(item (1) of [player7 v]) < ((([x v] of [lineofdeath v]) + (240)) - (((item (7) of [player1 v]) - (1)) * (1920)))> and <not <(item (7) of [player7 v]) > ([current_level v] of [lineofdeath v])>>> then\n kick player [7]\n end\n if <<(item (1) of [player8 v]) < ((([x v] of [lineofdeath v]) + (240)) - (((item (7) of [player1 v]) - (1)) * (1920)))> and <not <(item (7) of [player8 v]) > ([current_level v] of [lineofdeath v])>>> then\n kick player [8]\n end\nend\n\nwhen I receive [start v]\nbroadcast (run LW v)\n\n@Place\n\nwhen flag clicked\nhide\n\nwhen I receive [start-race v]\nupdate\nshow\ngo to [front v] layer\ngo to x: (-209) y: (151)\nforever\n update\n switch costume to (place)\n go to [front v] layer\nend\n\ndefine update\nset [place v] to [1]\nset [maxid v] to [1]\nset [i3 v] to [0]\ndelete all of [sort v]\ndelete all of [max-values v]\nrepeat (8)\n change [i3 v] by (1)\n set [max v] to [0]\n set [i2 v] to [0]\n repeat (8)\n change [i2 v] by (1)\n get data of player (i2)\n if <<((item (7) of [data v]) + (((item (1) of [data v]) + (960)) / (1920))) > (max)> and <<((item (7) of [data v]) + (((item (1) of [data v]) + (960)) / (1920))) < (item ((i3) - (1)) of [max-values v])> or <(i3) = [1]>>> then\n set [max v] to ((item (7) of [data v]) + (((item (1) of [data v]) + (960)) / (1920)))\n set [maxid v] to (i2)\n if <(item (5) of [data v]) = [0]> then\n set [maxid v] to []\n end\n end\n end\n add (max) to [max-values v]\n add (maxID) to [sort v]\nend\nset [place v] to (item # of (ID) in [sort v])\n\ndefine get data of player (id)\ndelete all of [data v]\nset [i v] to [0]\nif <(id) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(id) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(id) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(id) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(id) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(id) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(id) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(id) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [spectate-race v]\nupdate\nshow\ngo to [front v] layer\ngo to x: (-209) y: (151)\nforever\n update\n get data of player (item (1) of [sort v])\n if <(item (7) of [data v]) < [9]> then\n set [followid v] to (item (1) of [sort v])\n else\n get data of player (item (2) of [sort v])\n if <(item (7) of [data v]) < [9]> then\n set [followid v] to (item (2) of [sort v])\n else\n get data of player (item (3) of [sort v])\n if <(item (7) of [data v]) < [9]> then\n set [followid v] to (item (3) of [sort v])\n else\n get data of player (item (4) of [sort v])\n if <(item (7) of [data v]) < [9]> then\n set [followid v] to (item (4) of [sort v])\n else\n get data of player (item (5) of [sort v])\n if <(item (7) of [data v]) < [9]> then\n set [followid v] to (item (5) of [sort v])\n else\n get data of player (item (6) of [sort v])\n if <(item (7) of [data v]) < [9]> then\n set [followid v] to (item (6) of [sort v])\n else\n get data of player (item (7) of [sort v])\n if <(item (7) of [data v]) < [9]> then\n set [followid v] to (item (7) of [sort v])\n else\n get data of player (item (8) of [sort v])\n if <(item (7) of [data v]) < [9]> then\n set [followid v] to (item (8) of [sort v])\n end\n end\n end\n end\n end\n end\n end\n end\n set [place v] to [1]\n switch costume to (place)\n go to [front v] layer\nend\n\n@LineOfDeath\n\nwhen flag clicked\nhide\n\nwhen I receive [start-race v]\nhide\ngo to [front v] layer\nset [oldt v] to ((days since 2000) * (86400))\nwait until <(((days since 2000) * (86400)) - (oldt)) > [90]>\nbroadcast (start LOD v)\nset [oldt v] to ((days since 2000) * (86400))\nforever\n set [x v] to (((((((days since 2000) * (86400)) - (oldt)) / (60)) * (1920)) - (960)) - (480))\n set [current_level v] to ([ceiling v] of ((((days since 2000) * (86400)) - (oldt)) / (60)) )\n go to x: ((x) - (((Level) - (1)) * (1920))) y: (scrollY) \n if <<(scrollX) < ((x) - (((Level) - (1)) * (1920)))> and <not <(Level) > (current_level)>>> then\n go to x: (0) y: (0)\n show\n end\nend\n\ndefine go to x: (x) y: (y) <show?>\nset size to (500) %\ngo to x: (round (((x) - (scrollX)) * ((Zoom) / (100)))) y: (round (((y) - (scrollY)) * ((Zoom) / (100))))\nif <<<(x position) = (round (((x) - (scrollX)) * ((Zoom) / (100))))> and <(y position) = (round (((y) - (scrollY)) * ((Zoom) / (100))))>> and <show?>> then\n show\nelse\n hide\nend\nset size to (100) %\n\nwhen I receive [spectate-race v]\nhide\ngo to [front v] layer\nset [oldt v] to (☁ StartTime)\nwait until <(((days since 2000) * (86400)) - (oldt)) > [90]>\nset [oldt v] to ((☁ StartTime) + (90))\nforever\n set [x v] to (((((((days since 2000) * (86400)) - (oldt)) / (60)) * (1920)) - (960)) - (480))\n set [current_level v] to ([ceiling v] of ((((days since 2000) * (86400)) - (oldt)) / (60)) )\n go to x: ((x) - (((Level) - (1)) * (1920))) y: (scrollY) \n if <<(scrollX) < ((x) - (((Level) - (1)) * (1920)))> and <not <(Level) > (current_level)>>> then\n go to x: (0) y: (0)\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\ngo to [front v] layer\nclear graphic effects\nshow\n\n | Welcome to my new cloud multiplayer game!\nWhen you start the project, it will ask you "Min. players".\nChoose a number from 2 to 8 and when this number of players joins in, a countdown will start (1 minute)!\nThe race will start after the countdown.\nRace other players in 8 levels platformer.\nYou can touch blue and you can't touch red.\nYellow is bouncy, purple will teleport you.\nGreen is the goal of each level. |
A Mobile Platformer 2 | @Stage\n\nwhen flag clicked\n\nbroadcast (turn page v)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) > [13]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen I receive [turn page v]\nforever\n play sound [His World \(Instrumental\) \(Sonic The Hedgehog 2006\) \[Brawl\] - Super Smash Bros v] until done\nend\n\nswitch backdrop to (backdrop1 v)\n\n@Improved2\n\nwhen I receive [turn page v]\nif <(Title) > [0]> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-180]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([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 step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v)\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <(left key pressed) = [1]>> then\n change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <(right key pressed) = [1]>> then\n change [speed x v] by (2)\nend\n\ndefine Walk (direction) (speed) max step (step)\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) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (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 step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (up arrow v) pressed?> or <(up key pressed) = [1]>> 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 (up arrow v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> 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\nif <<key (down arrow v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> 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 (ground v)?> 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\nif <touching (hurt v)?> then\n Reset Level\nend\nif <<(x position) > [235]> and <not <(Level) = [15]>>> then\n change [level v] by (1)\n Reset Level\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (146) y: (200)\ngo to x: (-202) y: (-100)\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]\nbroadcast (spawn enemies v)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nset [jump key v] to [1]\n\nset [falling? v] to [6]\n\nwhen I receive [reset level v]\nReset Level\n\nwhen I receive [bounce v]\nset [speed y v] to [10]\nset [falling? v] to [6]\nset [jump key v] to [1]\n\nbroadcast (tick v) and wait\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@hurt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) = [8]> then\n turn right (1.5) degrees\n else\n if <(Level) = [9]> then\n turn right (2.5) degrees\n else\n point in direction (90)\n end\n end\nend\n\npoint in direction (90)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\n\nif <<(direction) > [44]> and <(direction) < [91]>> then\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n set [up key pressed v] to [0]\n set [down key pressed v] to [0]\n if <(Mobile?) = [0]> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [up key pressed v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [down key pressed v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right key pressed v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left key pressed v] to [1]\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\npoint in direction (90)\nhide variable [level v]\nhide variable [mobile? v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [id v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (pick random (-240) to (240)) y: (-480)\n point in direction (90)\n set rotation style [all around v]\n switch costume to (costume4 v)\n show\n set [ghost v] effect to (50)\n repeat (40)\n turn right (3) degrees\n change y by (10)\n end\n repeat until <touching (_edge_ v)?>\n turn right (3) degrees\n change y by (10)\n end\n change y by (10)\n delete this clone\nelse\n if <(id) = [1]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n show\n else\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (-100) y: (0)\n switch costume to (costume2 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [1]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (100) y: (0)\n switch costume to (costume3 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nrepeat until <not <touching (_edge_ v)?>>\n\nrepeat (40)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\nchange y by (10)\ndelete this clone\n\nset [ghost v] effect to (50)\n\nforever\n go to [front v] layer\nend\n\nset [mobile? v] to [0]\n\nwhen I receive [turn page v]\nshow variable [level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (30) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([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 step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) < (y position)>> then\n broadcast (reset level v)\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\nend\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 Gravity\nif <(speed y) < [4]> 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 Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1.5]> then\n set [speed x v] to [1.5]\n end\n if <(speed x) < [-1.5]> then\n set [speed x v] to [-1.5]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\nif <(Level) = [4]> then\n Create enemy (0) (0) (4)\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n Create enemy (0) (-120) (2)\nend\nif <(Level) = [3]> then\n Create enemy (0) (-120) (3)\n Create enemy (0) (-120) (3)\nend\nif <(Level) = [4]> then\n Create enemy (-77) (-25) (4)\n Create enemy (77) (-25) (4)\nend\nif <(Level) = [5]> then\n Create enemy (0) (-25) (5)\n Create enemy (0) (-25) (5)\n Create enemy (0) (-25) (5)\nend\nif <(Level) = [12]> then\n Create enemy (0) (-100) (12)\n Create enemy (0) (-100) (12)\n Create enemy (0) (-100) (12)\n Create enemy (0) (-100) (12)\n Create enemy (0) (-100) (12)\n Create enemy (0) (-100) (12)\n Create enemy (0) (-100) (12)\n Create enemy (0) (-100) (12)\nend\n\nCreate enemy (50) (-120) (3)\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<touching (platforms v)?> or <<touching (sprite4 v)?> or >>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([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 step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) < (y position)>> then\n broadcast (reset level v)\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\n if <(y position) < [-180]> then\n delete this clone\n end\nend\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 Gravity\nif <(speed y) < [4]> 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 Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1]> then\n set [speed x v] to [1]\n end\n if <(speed x) < [-1]> then\n set [speed x v] to [-1]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [3]> then\n Create enemy (150) (-120) (3)\nend\nif <(Level) = [4]> then\n Create enemy (0) (0) (4)\nend\nif <(Level) = [5]> then\n Create enemy (0) (-100) (5)\nend\nif <(Level) = [7]> then\n Create enemy (150) (-100) (7)\nend\nif <(Level) = [9]> then\n Create enemy (0) (100) (9)\n Create enemy (0) (-100) (9)\n Create enemy (150) (-100) (9)\n Create enemy (150) (100) (9)\nend\nif <(Level) = [10]> then\n Create enemy (-100) (-50) (10)\n Create enemy (0) (50) (10)\nend\nif <(Level) = [13]> then\n Create enemy (-100) (-50) (13)\n Create enemy (50) (-50) (13)\n Create enemy (-50) (-50) (13)\n Create enemy (0) (-50) (13)\n Create enemy (100) (-50) (13)\nend\n\ndefine Get Touching <check platform?>\nif then\n set [touch v] to [9]\nelse\n if <<check platform?> and > then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [20]\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\n\n\ndelete this clone\n\nCreate enemy (0) (-100) (5)\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [20]\n end\nend\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [19]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([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 step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <touching (improved2 v)?> then\n broadcast (reset level v)\n end\n if <(y position) < [-180]> then\n delete this clone\n end\nend\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 Gravity\nif <(speed y) < [4]> 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 Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1.5]> then\n set [speed x v] to [1.5]\n end\n if <(speed x) < [-1.5]> then\n set [speed x v] to [-1.5]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [6]> then\n Create enemy (-100) (-120) (6)\n Create enemy (100) (-120) (6)\nend\nif <(Level) = [7]> then\n Create enemy (-70) (-120) (7)\nend\nif <(Level) = [10]> then\n Create enemy (200) (100) (10)\nend\nif <(Level) = [11]> then\n Create enemy (-100) (-100) (11)\n Create enemy (-50) (-100) (11)\n Create enemy (100) (-100) (11)\n Create enemy (50) (-100) (11)\nend\nif <(Level) = [14]> then\n Create enemy (-100) (-100) (14)\n Create enemy (-75) (-100) (14)\n Create enemy (-50) (-100) (14)\n Create enemy (-25) (-100) (14)\nend\n\ndefine Get Touching <check platform?>\nif 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\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\nend\nSet Costume\n\nCreate enemy (200) (100) (10)\n\nCreate enemy (0) (-100) (19)\n\nCreate enemy (190) (100) (19)\n\nCreate enemy (-100) (-100) (11)\n\nCreate enemy (0) (-100) (11)\nCreate enemy (0) (-100) (11)\n\nCreate enemy (50) (-120) (6)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (100) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [hp v] to [5]\nset [start x v] to (x position)\nset [start y v] to (y position)\nswitch costume to (costume15 v)\nforever\n Gravity\n Check Hit Ceiling / Floor <>\nend\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 Gravity\nif <(speed y) < [4]> 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 Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [3]> then\n set [speed x v] to [3]\n end\n if <(speed x) < [-3]> then\n set [speed x v] to [-3]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\nif <(Level) = [4]> then\n Create enemy (0) (0) (4)\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [15]> then\n Create enemy (150) (-99) (15)\nend\n\nCreate enemy (50) (-120) (3)\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<touching (platforms v)?> or >> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\nrepeat (10)\n\nwait (1) seconds\n\n\n\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\nend\n\nrepeat (10)\n\nwhen I start as a clone\nforever\n repeat (15)\n check collisions\n switch costume to (costume15 v)\n change x by (speed x)\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(hp) < [3]> then\n if <(speed x) > [10]> then\n set [speed x v] to [10]\n end\n if <(speed x) < [-10]> then\n set [speed x v] to [-10]\n end\n else\n if <(speed x) > [5]> then\n set [speed x v] to [5]\n end\n if <(speed x) < [-5]> then\n set [speed x v] to [-5]\n end\n end\n end\n if <(falling?) = [0]> then\n set [speed y v] to [30]\n end\nend\n\ndefine check collisions\nswitch costume to (costume15 v)\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (30)) < (y position)>> then\n broadcast (reset level v)\nend\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (30)) > (y position)>> then\n broadcast (bounce v)\n set [speed y v] to [-10]\n change [hp v] by (-1)\n switch costume to (costume14 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\n wait (0) seconds\n switch costume to (costume2 v)\n wait (0) seconds\n start sound [pop2 v]\n start sound [Fireballhit v]\n set [falling? v] to [5]\n wait (1) seconds\n if <(hp) < [1]> then\n hide\n wait (1) seconds\n set [level v] to [16]\n delete this clone\n end\n repeat (2)\n next costume\n end\n glide (0.2) secs to x: (x position) y: (480)\n hide\n wait (1) seconds\n go to x: ([x position v] of [improved2 v]) y: (240)\n show\n switch costume to (costume15 v)\n set [speed y v] to [-10]\n wait () seconds\nend\n\nhide\n\ngo to x: (-20) y: (-99)\n\n\n\nif <(speed x) > [5]> then\n set [speed x v] to [5]\nend\nif <(speed x) < [-5]> then\n set [speed x v] to [-5]\nend\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. |
Snow White Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [My Neighbor Totoro v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nset [☁ number of stars collected v] to [0]\nhide variable [for the stars v]\nshow variable [☁ number of stars collected v]\nhide variable [obstacle number v]\nshow\nswitch costume to (apple1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n set [obstacle number v] to (costume [number v])\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-220) y: (-60)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (-220) y: (-60)\nforever\n if <touching color (#ba1e12)?> then\n go to x: (-220) y: (-60)\n end\n if <key (right arrow v) pressed?> then\n move (5) steps\n end\n if <key (left arrow v) pressed?> then\n move (-5) steps\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f3f0a8)?> then\n broadcast (next level v)\n go to x: (-220) y: (-60)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#795e14)?> then\n if <key (up arrow v) pressed?> then\n repeat (20)\n change y by (5)\n end\n repeat (20)\n change y by (-5)\n end\n end\n else\n change [y v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nbroadcast (stop, but repeat v)\ngo to x: (-220) y: (-60)\n\nwhen I receive [stop, but repeat v]\nforever\n if <touching color (#795e14)?> then\n if <key (up arrow v) pressed?> then\n repeat (20)\n change y by (5)\n end\n repeat (20)\n change y by (-5)\n end\n end\n end\nend\n\nwhen I receive [stop, but repeat v]\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [stop, but repeat v]\nforever\n if <touching color (#ba1e12)?> then\n go to x: (-220) y: (-60)\n broadcast (stop, but repeat v)\n end\n if <key (right arrow v) pressed?> then\n move (5) steps\n end\n if <key (left arrow v) pressed?> then\n move (-5) steps\n end\nend\n\nwhen I receive [stop, but repeat v]\nforever\n if <touching color (#f3f0a8)?> then\n broadcast (next level v)\n go to x: (-220) y: (-60)\n end\nend\n\nwhen [down arrow v] key pressed\nnext costume\nwait (0.7) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <[] = [0]> then\n broadcast (ohoh sorry v)\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [☁ number of stars collected v] to [0]\nshow\ngo to [back v] layer\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch costume to (star v)\nshow variable [☁ number of stars collected v]\ngo to x: (-24) y: (-136)\n\nwhen flag clicked\nshow\nforever\n if <touching color (#eda31a)?> then\n hide\n broadcast (star collected v)\n change [☁ number of stars collected v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [star collected v]\ngo to x: (0) y: (-50)\nforever\n if <(Obstacle number) = [2]> then\n go to x: (-10) y: (-50)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 2 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 2 v]\nforever\n if <(Obstacle number) = [3]> then\n go to x: (20) y: (-140)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 3 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 3 v]\nforever\n if <(Obstacle number) = [4]> then\n go to x: (-20) y: (-46)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 4 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 4 v]\nforever\n if <(Obstacle number) = [5]> then\n go to x: (-66) y: (-40)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 5 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 5 v]\nforever\n if <(Obstacle number) = [6]> then\n go to x: (84) y: (-45)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 6 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 6 v]\nforever\n if <(Obstacle number) = [7]> then\n go to x: (81) y: (-63)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 7 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 7 v]\nforever\n if <(Obstacle number) = [8]> then\n go to x: (-43) y: (-80)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 8 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 8 v]\nforever\n if <(Obstacle number) = [9]> then\n go to x: (76) y: (-60)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 9 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 9 v]\nforever\n if <(Obstacle number) = [10]> then\n go to x: (48) y: (-146)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 10 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 10 v]\nforever\n if <(Obstacle number) = [11]> then\n go to x: (13) y: (-70)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 11 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 11 v]\nforever\n if <(Obstacle number) = [12]> then\n go to x: (73) y: (-35)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 12 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 12 v]\nforever\n if <(Obstacle number) = [13]> then\n go to x: (-100) y: (-144)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected 13 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [star collected 13 v]\nforever\n if <(Obstacle number) = [14]> then\n broadcast (finish but repeat v)\n stop [this script v]\n end\nend\n\nwhen I receive [finish but repeat v]\nif <(Obstacle number) = [1]> then\n go to x: (-24) y: (-136)\n show\n forever\n if <touching color (#eda31a)?> then\n change [☁ number of stars collected v] by (1)\n hide\n broadcast (star collected v)\n stop [this script v]\n end\n end\nend\n\n | |
Cave | An easy platformer | @Stage\n\nwhen flag clicked\nplay sound [Cave Music v] until done\n\nwhen I receive [nyps v]\nnext backdrop\n\nwhen I receive [ending2 v]\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [play on v]\nset rotation style [all around v]\nshow\nforever\n set [ghost v] effect to (30)\n go to (y e e t v)\n point towards (mouse-pointer v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [ending v]\nswitch costume to (costume3 v)\nshow\nstop [all v]\n\n@Y E E T\n\nwhen flag clicked\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop1 v)\ngo to x: (-134) y: (-83)\nshow\nglide (3) secs to x: (250) y: (-83)\nbroadcast (play on v)\n\nwhen I receive [play on v]\ngo to x: (-127) y: (-65)\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume1 v)\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 <<mouse down?> and <(x position) > (mouse x)>> then\n change [xv v] by (-1)\n end\n if <<mouse down?> and <(x position) < (mouse x)>> then\n change [xv v] by (1)\n end\n if <touching color (#0a0a0a)?> then\n change y by (1)\n if <touching color (#0a0a0a)?> then\n change y by (1)\n if <touching color (#0a0a0a)?> then\n change y by (1)\n if <touching color (#0a0a0a)?> then\n change y by (1)\n if <touching color (#0a0a0a)?> then\n change y by (1)\n if <touching color (#0a0a0a)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> 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 [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 (#0a0a0a)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#0a0a0a)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n if <(y position) < [-170]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-127) y: (-65)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(x position) > [240]> then\n broadcast (nyps v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-127) y: (-65)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [play on v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (168) y: (-57)\nhide\nforever\n if <(backdrop [number v]) = [12]> then\n show\n else\n hide\n end\n if <touching (y e e t v)?> then\n hide\n broadcast (Ending v)\n end\nend\n\nwhen I receive [ending v]\nhide\n\n | Press green flag 2 times! \n | cαvε | α ρℓαтғσямεя |\n \nWelcome to Cave | a platformer ! In this game you need to explore dark cave and get out of it with help of torch and skills.\nEverything is completable.\n Computer: arrow keys or WASD Mobile: touchscreen\nEdit: 3156 views, 102 likes and71 favorites? TOO MUCH ATTENTION. STOP.\n | Credits |\nMyself for platformer\nYoutube for music\n@ElectricGalaxy , @-Imagineer- and @JWhandle for inspiration to make platformers!\n@ElectricGalaxy for mobile friendly script\nto play again, press green flag 2 times!\n\nHashtags: #mobile #platformer #cave #galaxy #world #game #friendly #flashlight\n |
The Puzzle~~~ A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Prisoner\n\nwhen flag clicked\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 switch costume to (ninja v)\n change [xv v] by (0.95)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.95)\n switch costume to (ninja2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> 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 (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start game v]\n\nwhen flag clicked\nhide variable [deaths v]\nhide\nset [deaths v] to [0]\n\nwhen I receive [start game v]\nset [deaths v] to [0]\n\nwhen flag clicked\nstop all sounds\n\nwhen I receive [start the actuall game v]\n\nwhen I receive [2unlock v]\n\nwhen I receive [outro v]\nstop all sounds\n\nwhen [r v] key pressed\ngo to x: (-227) y: (-117)\n\nwhen I receive [outro v]\n\nhide\n\nwhen I receive [outro v]\nadd (Deaths) to [death count list v]\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop21 v)\nswitch costume to (ninja v)\ngo to x: (-227) y: (-117)\nset [deaths v] to [0]\nforever\n if <<(x position) = [220]> or <(x position) > [220]>> then\n go to x: (-227) y: (-117)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-227) y: (-117)\n end\n if <key (r v) pressed?> then\n change [deaths v] by (1)\n go to x: (-227) y: (-117)\n wait until <not <key (r v) pressed?>>\n end\n if <touching color (#ff00bf)?> then\n set [yv v] to [23]\n end\nend\n\nshow variable [deaths v]\n\nwait (1) seconds\nswitch costume to (costume1 v)\n\n | Arrow Keys \nDodge Red...\nAND HAVE FUN!!!\n(Can We Get This Top-Loved?) |
~LIFE~A Platformer (600+ followers special) | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [bts-answer-love-myself-color-coded-lyrics-engromhan v] until done\nend\n\nif <<(volume) = [100]> and <key (m v) pressed?>> then\n set volume to (0) %\nend\nif <<(volume) = [0]> and <key (m v) pressed?>> then\n forever\n play sound [bts-answer-love-myself-color-coded-lyrics-engromhan v] until done\n end\nend\n\n@player\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen [s v] key pressed\nbroadcast (next level v)\nchange [level v] by (1)\ngo to x: (-209) y: (-116)\n\nwhen [r v] key pressed\ngo to x: (-209) y: (-116)\n\nwhen flag clicked\nforever\n if <[235] < (x position)> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-209) y: (-116)\n end\nend\n\nwhen flag clicked\nshow\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (-209) y: (-116)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\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 set rotation style [left-right v]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n set rotation style [left-right v]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 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 (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 <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching (death v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to x: (-209) y: (-116)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (bouncy v)?> then\n set [y v] to [18]\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (모양 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@death\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (모양 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@cloud\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (3)\n create clone of (_myself_ v)\n wait (pick random (5.0) to (10)) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n set size to (pick random (60) to (80)) %\n go to x: (400) y: (pick random (-50) to (120))\n glide (pick random (8) to (11.5)) secs to x: (-300) y: (y position)\nend\n\n@bouncy\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [17]> then\n switch costume to (모양 1 v)\n show\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@text\n\nwhen flag clicked\nswitch costume to (모양 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n | ❤️!!MOBILE-FRIENDLY!!❤️\nOMG................TOP LOVED~! 2nd Featured project!!!\n(Let's get 1050+ loves, 850+ favs, and 12000+ views!!)\nLoved by @xamuil2, @AndrewDai, @-Imagineer-, and @Good-Website, @JWhandle\n\nMUSIC : BTS(방탄소년단)❤️-Answer: Love myself\n\nEmma Watson Speed Draw :\nhttps://scratch.mit.edu/projects/322749234/\nJasmine Princess : https://scratch.mit.edu/projects/321681937/\n\n!!!!!!!!!!!!!!!!!!!READ ALL OF THESE BELOW!!!!!!!!!!!!!!!!!!\n------------------------------Instructions----------------------------\n+Move with the arrow keys / mobile friendly controls+\n+Green-ground / Red-death / Pink-bouncy+\n+R key to restart (If you got stuck), S key to skip+\n-----------------------------Appreciation---------------------------\n+Thanks to ALL my followers owo+\n+Thanks to @Pink_Mallow for her cloud script+\n+Thanks to @FlyFree- for the idea+\n+Thanks to every great platformer makers in scratch+\n+Thanks to BTS for the music+\n+Thanks to google for the thumbnail image+\n------------------------------Requests------------------------------\n+Please leave a ❤️ if you think that life is tough+\n+Please leave a ⭐️ if you think that life is precious+\n+Please follow me if you want things like this more+\n+ads,spamming,bad comment WILL BE REPORTED+\n--------------------------------Others--------------------------------\n+Every level is POSSIBLE (Tested by me)+\n\n+I changed my platformer script :P+\n--------------------------------HINTS--------------------------------\nLevel 6 : Um........I cannot hint you in this level\n You just have to do well\nLevel 9 : Jump in the END of the ground!!!!!\nLevel 11 : You can go through the wall. Keep going up!!\nLevel 15 : Break your prejudice!!!\n------------------------------------------------------------------------ |
-Slide Blocs- [Platformer] | @Stage\n\nwhen flag clicked\nforever\n play sound [Skread - Faut qu’on rentre bosser.mp3 v] until done\nend\n\n@Levels\n\nwhen flag clicked\nset [slide? v] to [0]\nhide\nswitch costume to (1 v)\nswitch costume to ((costume [number v]) - (1))\nset [clone v] to [0]\nforever\n if <not <(Level) = [20]>> then\n change [clone v] by (1)\n next costume\n create clone of (_myself_ v)\n end\n wait until <(Clone) = [1]>\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(Clone) = [1]> then\n go to x: (0) y: (90)\nelse\n go to x: (0) y: (-90)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(Slide?) = [1]> then\n if <(y position) = [90]> then\n change [clone v] by (-1)\n repeat (15)\n change y by (((270) - (y position)) / (4))\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(y position) = [-90]> then\n repeat (15)\n change y by (((90) - (y position)) / (4))\n end\n go to x: (0) y: (90)\n end\n set [slide? v] to [0]\n end\nend\n\n@Portal1\n\nwhen flag clicked\nhide\nwait until <(Level) = [2]>\nwait until <(Level) = [6]>\nLevel [6]\nwait until <(Level) = [7]>\n\ndefine Level (number)\nset [ghost v] effect to (100)\nshow\nif <(number) = [6]> then\n go to x: (-70) y: (90)\nend\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <not <(Level) = (number)>>\nhide\n\nLevel [6]\n\n@Portal2\n\nwhen flag clicked\nhide\nwait until <(Level) = [2]>\nwait until <(Level) = [6]>\nLevel [6]\nwait until <(Level) = [7]>\n\ndefine Level (number)\nset [ghost v] effect to (100)\nshow\nif <(number) = [6]> then\n go to x: (70) y: (90)\nend\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <not <(Level) = (number)>>\nhide\n\n@Flag\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n set [yflag v] to [0]\n point in direction (90)\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [6]> or <<(Level) = [14]> or <(Level) = [18]>>>>>>> then\n set size to (100) %\n go to x: (195) y: (20)\n show\n end\n if <<(Level) = [5]> or <<(Level) = [8]> or <<(Level) = [9]> or <(Level) = [10]>>>> then\n set size to (100) %\n go to x: (213) y: (40)\n show\n end\n if <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or <<(Level) = [15]> or <<(Level) = [16]> or <(Level) = [17]>>>>>> then\n set size to (100) %\n go to x: (213) y: (30)\n show\n end\n if <(Level) = [7]> then\n set size to (100) %\n go to x: (200) y: (120)\n show\n end\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n wait until <(Coins?) = [0]>\n wait until <touching (player v)?>\n change [level v] by (1)\n set [slide? v] to [1]\n hide\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nset [yflag v] to [0]\nforever\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [6]> or <<(Level) = [14]> or <(Level) = [18]>>>>>>> then\n change [yflag v] by (7)\n change y by ([cos v] of (Yflag) )\n end\nend\n\n@Player\n\nwhen flag clicked\nset [death v] to [0]\nhide\nwait until <(Level) = [1]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [2]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [3]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [4]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [5]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [6]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [7]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [8]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [9]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [10]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [11]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [12]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [13]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [14]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [15]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [16]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [17]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [18]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [19]>\nshow variable [death v]\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [20]>\nstop [other scripts in sprite v]\nLevels\nwait until <(Level) = [21]>\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nClone [1]\nClone [2]\nClone [3]\nClone [4]\nClone [5]\nClone [6]\nClone [7]\nClone [8]\nClone [9]\nClone [10]\nClone [11]\nClone [12]\nClone [13]\nClone [14]\nClone [15]\nClone [16]\nClone [17]\nClone [18]\nClone [19]\nClone [20]\n\ndefine Clone (1)\nif <(Level) = (1)> then\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n wait (0.5) seconds\n show\n forever\n if <not <(Level) = (1)>> then\n delete this clone\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> 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 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 end\n end\n end\n end\n end\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n change [death v] by (1)\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-220) y: (40)\n set [x v] to [0]\n set [y v] to [0]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n if <touching color (#3eaf04)?> then\n set [y v] to [16]\n end\n if <touching (portal1 v)?> then\n glide (0.3) secs to (portal1 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to (portal2 v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n end\nend\n\ndefine Levels\nhide\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nswitch costume to (player v)\nset size to (120) %\ngo to x: (-220) y: (40)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [death v]\n\n@Coins\n\ndefine Level14\nset [coins? v] to [1]\nshow\ngo to x: (-61) y: (141)\ncreate clone of (_myself_ v)\nhide\n\ndefine Level12\nset [coins? v] to [1]\nshow\ngo to x: (120) y: (165)\ncreate clone of (_myself_ v)\nhide\n\ndefine Level7\nset [coins? v] to [3]\nshow\ngo to x: (0) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (40) y: (60)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (20)\ncreate clone of (_myself_ v)\nhide\n\ndefine Level6\nset [coins? v] to [2]\nset size to (100) %\nswitch costume to (c1 v)\nset [ghost v] effect to (100)\nshow\ngo to x: (147) y: (20)\ncreate clone of (_myself_ v)\ngo to x: (127) y: (20)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nBloc [5]\nBloc [6]\nBloc [7]\nBloc [9]\nBloc [12]\nBloc [13]\nBloc [14]\nBloc [15]\nBloc [16]\nBloc [18]\n\ndefine Level5\nset [coins? v] to [1]\ngo to x: (147) y: (20)\nset size to (100) %\nswitch costume to (c1 v)\nset [ghost v] effect to (100)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nset [coins? v] to [0]\nhide\nwait (1) seconds\nwait until <(Level) = [5]>\nstop [other scripts in sprite v]\nLevel5\nwait until <(Level) = [6]>\nstop [other scripts in sprite v]\nLevel6\nwait until <(Level) = [7]>\nstop [other scripts in sprite v]\nLevel7\nwait until <(Level) = [8]>\nstop [other scripts in sprite v]\nwait until <(Level) = [9]>\nstop [other scripts in sprite v]\nLevel9\nwait until <(Level) = [10]>\nstop [other scripts in sprite v]\nwait until <(Level) = [12]>\nstop [other scripts in sprite v]\nLevel12\nwait until <(Level) = [13]>\nstop [other scripts in sprite v]\nLevel13\nwait until <(Level) = [14]>\nstop [other scripts in sprite v]\nLevel14\nwait until <(Level) = [15]>\nstop [other scripts in sprite v]\nLevel15\nwait until <(Level) = [16]>\nstop [other scripts in sprite v]\nLevel16\nwait until <(Level) = [17]>\nstop [other scripts in sprite v]\nwait until <(Level) = [18]>\nstop [other scripts in sprite v]\nLevel18\nwait until <(Level) = [19]>\nstop [other scripts in sprite v]\n\ndefine Level18\nset [coins? v] to [2]\nshow\ngo to x: (-165) y: (68)\ncreate clone of (_myself_ v)\ngo to x: (62) y: (127)\ncreate clone of (_myself_ v)\nhide\n\ndefine Level13\nset [coins? v] to [7]\nshow\ngo to x: (88) y: (21)\ncreate clone of (_myself_ v)\ngo to x: (58) y: (21)\ncreate clone of (_myself_ v)\ngo to x: (118) y: (21)\ncreate clone of (_myself_ v)\ngo to x: (-95) y: (165)\ncreate clone of (_myself_ v)\ngo to x: (-95) y: (60)\ncreate clone of (_myself_ v)\ngo to x: (87) y: (165)\ncreate clone of (_myself_ v)\ngo to x: (87) y: (100)\ncreate clone of (_myself_ v)\nhide\n\ndefine Level15\nset [coins? v] to [1]\nshow\ngo to x: (157) y: (120)\ncreate clone of (_myself_ v)\nhide\n\ndefine Level16\nset [coins? v] to [1]\nshow\ngo to x: (167) y: (141)\ncreate clone of (_myself_ v)\nhide\n\ndefine Level9\nset [coins? v] to [1]\nshow\ngo to x: (-90) y: (120)\ncreate clone of (_myself_ v)\nhide\n\ndefine Bloc (1)\nif <(Level) = (1)> then\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(Level) = (1)>>\n next costume\n wait (0.05) seconds\n if <touching (player v)?> then\n start sound [retro-game-coin-pick-up-sound-effect-20-of-them-part-1 v]\n hide\n change [coins? v] by (-1)\n stop [this script v]\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | TOP LOVED/ +600 loves!!\nThanks for playing!\n================================\nWelcome to Slide Blocs.\nArrow keys / WAD to move.\nAll instructions are in the game.\nAll levels are possible.\n |
Pokemon Platformer 2: Galaxy | @Stage\n\n@Elgyem\n\nwhen flag clicked\nswitch backdrop to (1 v)\ngo to x: (-119) y: (-131)\nwait (2) seconds\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\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 (#9600a5)?> then\n change y by (1)\n if <touching color (#9600a5)?> then\n change y by (1)\n if <touching color (#9600a5)?> then\n change y by (1)\n if <touching color (#9600a5)?> then\n change y by (1)\n if <touching color (#9600a5)?> then\n change y by (1)\n if <touching color (#9600a5)?> 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 (#9600a5)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#9600a5)?> 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\nforever\n if <<key (right arrow v) pressed?> and <(Pkmn) = [0]>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> and <(Pkmn) = [0]>> then\n switch costume to (left v)\n end\n if <<key (right arrow v) pressed?> and <(Pkmn) = [1]>> then\n switch costume to (2right v)\n end\n if <<key (left arrow v) pressed?> and <(Pkmn) = [1]>> then\n switch costume to (2left v)\n end\n if <<key (right arrow v) pressed?> and <(Pkmn) = [2]>> then\n switch costume to (3right v)\n end\n if <<key (left arrow v) pressed?> and <(Pkmn) = [2]>> then\n switch costume to (3left v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n switch backdrop to (9 v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <<(backdrop [number v]) < [8]> and <touching (sprite1 v)?>> then\n wait (0.2) seconds\n next backdrop\n end\nend\n\nwhen backdrop switches to [2 v]\ngo to x: (-143) y: (-135)\n\nwhen backdrop switches to [3 v]\ngo to x: (-143) y: (-135)\n\nwhen backdrop switches to [4 v]\ngo to x: (-143) y: (-135)\n\nwhen backdrop switches to [9 v]\ngo to x: (6) y: (-122)\n\nwhen backdrop switches to [5 v]\ngo to x: (-109) y: (-137)\n\nwhen backdrop switches to [6 v]\ngo to x: (-109) y: (-137)\n\nwhen backdrop switches to [7 v]\ngo to x: (-64) y: (-143)\n\nwhen backdrop switches to [8 v]\ngo to x: (-118) y: (-47)\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [end v]\nwait (3) seconds\nhide\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [8]> and <touching (sprite1 v)?>> then\n wait (0.1) seconds\n broadcast (End v)\n end\nend\n\n@Clefairy\n\nwhen flag clicked\ngo to x: (-74) y: (-132)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [end v]\ngo to x: (-74) y: (68)\nshow\nwait (1) seconds\nsay [You Did It] for (2) seconds\nwait (3) seconds\nhide\n\n@Lunatone\n\nwhen flag clicked\ngo to x: (-98) y: (-132)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [end v]\ngo to x: (62) y: (68)\nshow\nwait (1) seconds\nsay [You Did It] for (2) seconds\nwait (3) seconds\nhide\n\n@Deoxys\n\nwhen flag clicked\ngo to x: (-20) y: (-131)\nhide\nwait (1) seconds\nshow\nwait (1) seconds\nhide\n\nwhen backdrop switches to [8 v]\ngo to x: (214) y: (-94)\nshow\nforever\n glide (0.5) secs to (random position v)\nend\n\nwhen backdrop switches to [8 v]\nforever\n set y to (-94)\nend\n\nwhen I receive [message1 v]\nswitch backdrop to (7 v)\nhide\n\nwhen backdrop switches to [8 v]\nforever\n if <touching (elgyem v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen backdrop switches to [9 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (92) y: (171)\n\nwhen backdrop switches to [2 v]\ngo to x: (-222) y: (141)\n\nwhen backdrop switches to [3 v]\ngo to x: (-145) y: (185)\n\nwhen backdrop switches to [4 v]\ngo to x: (-185) y: (157)\n\nwhen backdrop switches to [6 v]\ngo to x: (-243) y: (170)\n\nwhen backdrop switches to [5 v]\ngo to x: (-164) y: (188)\n\nwhen backdrop switches to [9 v]\nhide\n\nwhen backdrop switches to [7 v]\ngo to x: (-35) y: (103)\n\nwhen backdrop switches to [8 v]\ngo to x: (-35) y: (123)\n\nwhen I receive [message1 v]\nshow\n\nwhen backdrop switches to [8 v]\ngo to x: (-35) y: (123)\nshow\n\nwhen I receive [end v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [3 v]\nshow\n\nwhen backdrop switches to [4 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nwait (3) seconds\nshow\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-194) y: (-62)\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (-194) y: (126)\n\nwhen backdrop switches to [8 v]\ngo to x: (-194) y: (108)\nshow\nglide (10) secs to (sprite4 v)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [end v]\nhide\n\n | Arrow Keys To Move\ngo to the portal |
-Freeze- (A Platformer) remix | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Devotion v] until done\nend\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@player\n\nwhen flag clicked\ngo to x: (-200) y: (-75)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow 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) * (0.85))\n change x by (x)\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 y by (1)\n if <touching color (#cccccc)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#cccccc)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#cccccc)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [13]\n end\n change y by (1)\n if <<<touching color (#ff6666)?> and <not <touching (lf v)?>>> or <(y position) < [-175]>> then\n death animation\n go to x: (-200) y: (-115)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (-115)\n end\n if <touching color (#ffc366)?> then\n set [y v] to [17]\n end\n if <<touching color (#b2dcff)?> and <not <touching (shadows v)?>>> then\n set [y v] to ((y) / (2))\n if <key (up arrow v) pressed?> then\n change [y v] by (5)\n end\n end\nend\n\ndefine death animation\nrepeat (15)\n change [ghost v] effect by (6.7)\nend\nwait (0.35) seconds\nset [ghost v] effect to (0)\n\nwhen [space v] key pressed\nif <[] = [xamuil2]> then\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (-115)\nend\n\n@LEVEL\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (LEVEL)\nend\n\n@LF\n\nwhen flag clicked\nset [thing v] to [0]\nforever\n if <(LEVEL) = [25]> then\n show\n else\n hide\n end\n set y to (([sin v] of (thing) ) * (3))\n change [thing v] by (10)\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (pick random (7) to (10)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nswitch costume to (pick random (1) to (6))\nset size to (pick random (100) to (120)) %\ngo to x: (300) y: (pick random (160) to (70))\nshow\nforever\n change x by (-0.5)\n if <(x position) < [-260]> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (.1) seconds\nforever\n set size to ((size) + (10)) %\n repeat (15)\n change size by (-0.67)\n end\nend\n\n@SHADOWS\n\nwhen flag clicked\nshow\nset [ghost v] effect to (25)\ngo to x: (0) y: (0)\nforever\n switch costume to (LEVEL)\nend\n\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-155) y: (-169)\n\nwhen this sprite clicked\nbroadcast (next level v)\nchange [level v] by (1)\n\n | Click the green flag.\nYellow stuff is bouncy\nRed spikes: you will die from\nYellow spikes: They are bouncy\nUp arrow: Jump\nRight arrow: Move right\nLeft arrow: Move left |
"Ice" A platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Beautiful Cinematic Music - Beyond \(Royalty Free\) v] until done\nend\n\n@Player\n\nwhen I receive [estop v]\nhide\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\ndefine if touching\nif <touching (cactus v)?> then\n broadcast (Red v)\n repeat (10)\n turn right (5) degrees\n change [size v] by (-10)\n set size to (size) %\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (bounce v)?> then\n set [yv v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n repeat (1)\n wait (1) seconds\n broadcast (next level v)\n end\n end\nend\n\nstop [other scripts in sprite v]\nhide\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nshow\n\nhide\nwait (1) seconds\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Cactus\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Bounce\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Speed\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Backdrop\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.5))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\n@Shadow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set [ghost v] effect to (86)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Player Shadow\n\nwhen flag clicked\nforever\n set size to (size) %\n set [ghost v] effect to (86)\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen I receive [estop v]\nhide\n\n@Red border\n\nwhen flag clicked\nhide\n\nwhen I receive [red v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | Welcome to the Ice!\nMore Levels coming soon!\nHope you enjoy!\nNew game: https://scratch.mit.edu/projects/340608843\n------------------------------\n- Arrow keys\n- Tap and drag\n- Skip Levels with Space Bar\n------------------------------------------------------------------------\nHave fun!\n\nPlease love,favourite and follow for more Projects.\n\n- Over 1000 views and 100 Loves!!! |
-Frost- | Platformer Game | @Stage\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [brightness v] effect to (0)\ngo to x: (-214) y: (-120)\nforever\n Platform Gravity: [-1] Jump Height: [15] Side Movement Speed [3] Friction [.7] Slope: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (ground v)?> then\n change y by (Slope)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (Death v)\n go to x: (-214) y: (-120)\n end\n if <touching (endoflevel v)?> then\n change [level v] by (1)\n go to x: (-214) y: (-120)\n end\n if <touching (bouncepad v)?> then\n set [y velocity v] to [22]\n end\nend\n\nwhen flag clicked\nhide variable [☁ high score v]\nforever\n if <(Level) = [11]> then\n set [gameover v] to [true]\n if <(Your Time) < (☁ High Score)> then\n wait (.01) seconds\n set [☁ high score v] to (Your Time)\n show variable [☁ high score v]\n end\n end\nend\n\nset [☁ high score v] to [59]\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nset [level v] to [10]\n\n@lava\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@endOfLevel\n\n@bouncePad\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (-58) y: (-30)\nend\n\nset [level v] to [10]\n\n@title/end\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (.5) seconds\nhide\n\nwhen flag clicked\nforever\n if <(Gameover) = [true]> then\n show\n switch costume to (costume2 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\n@shadows\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@death\n\nwhen I receive [death v]\nswitch costume to (death v)\nwait (.5) seconds\nswitch costume to (normal v)\n\nwhen flag clicked\nswitch costume to (normal v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\nend\n\n@o\n\nwhen flag clicked\nset [gameover v] to [false]\nset size to (100) %\ngo to x: (230) y: (170)\nforever\n if <(Your Time) > [10]> then\n switch costume to (((Your Time) mod (10)) + (1))\n else\n switch costume to ((Your Time) + (1))\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(Gameover) = [true]> then\n go to x: (40) y: (40)\n set size to (300) %\n end\nend\n\n@t\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(Gameover) = [true]> then\n go to x: (0) y: (40)\n set size to (300) %\n end\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (218) y: (170)\nforever\n if <(Your Time) > [9]> then\n switch costume to ((((Your Time) - ((Your Time) mod (10))) / (10)) + (1))\n else\n switch costume to (0 v)\n end\nend\n\nwhen flag clicked\nset [your time v] to [0]\nwait (1) seconds\nwait until <key (any v) pressed?>\nrepeat until <(Gameover) = [true]>\n change [your time v] by (1)\n wait (1) seconds\nend\n\n@h\n\nwhen flag clicked\nforever\n if <(Gameover) = [true]> then\n go to x: (-40) y: (40)\n set size to (300) %\n end\nend\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (206) y: (170)\nforever\n go to [front v] layer\n if <(Your Time) > [99]> then\n switch costume to ((((Your Time) - ((Your Time) mod (100))) / (100)) + (1))\n else\n switch costume to (0 v)\n end\nend\n\n@snowflakes\n\nwhen flag clicked\nhide\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <<touching (ground v)?> or <<touching (lava v)?> or <touching (bouncepad v)?>>>\n change y by (-2)\n turn right (5) degrees\nend\nif <<touching (ground v)?> or <<touching (lava v)?> or <touching (bouncepad v)?>>> then\n wait (.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\nforever\n if <<touching (sprite1 v)?> or <touching (shadows v)?>> then\n set [brightness v] effect to (-30)\n else\n set [brightness v] effect to (0)\n end\nend\n\n | GAME INSTRUCTIONS\n-Arrow Keys to move\n-Red- Don't touch, lava\n-Yellow- Bouncy\n\nThe timer only starts when you start\n\nThere are currently 10 levels to complete\nComment what you got! |
Ocean - A Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nforever\n play sound [sound v] until done\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\ndefine if touching\nif <touching (stars v)?> then\n broadcast (Red v)\n repeat (10)\n turn right (5) degrees\n change [size v] by (-10)\n set size to (size) %\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (bounce v)?> then\n set [yv v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen I receive [estop v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Backdrop\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.5))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\n@Black\n\nwhen flag clicked\nhide\n\nwhen I receive [red v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Player Shadow\n\nwhen flag clicked\nforever\n set size to (size) %\n set [ghost v] effect to (86)\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen I receive [estop v]\nhide\n\n@Shadow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set [ghost v] effect to (86)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Speed\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Bounce\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n set [stop v] to [1]\n end\nend\n\nwhen flag clicked\nshow\n\nhide\nwait (1) seconds\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen flag clicked\nset [stop v] to [0]\n\n@Stars\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n | This is my first platformer. Sure, it's just a rip-off of @ElectricGalaxy's project, but this took me a while to make. I changed most (if not all) the art.\n\nUse the arrow keys to move.\n\nNOTE: I hardly EVER view or make platformers - because I am so bad at them - but this one is pretty easy. So if (like me) you think you are bad at platformers, I promise you will feel more confident after trying this one! :) |
Braid - A Time Platformer | @Stage\n\nwhen I receive [next level v]\n\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Background\n\nwhen I receive [start v]\nset size to (100) %\nswitch costume to (time v)\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\n if <key (x v) pressed?> then\n repeat (3)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (x v) pressed?>>\n repeat (3)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nset size to (100) %\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [boom v]\nset size to (100) %\nrepeat (5)\n change [brightness v] effect by (-1)\n change size by (10)\nend\nrepeat (5)\n change [brightness v] effect by (1)\n change size by (-9)\nend\n\nwhen I receive [killtheintro v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@guy\n\nwhen flag clicked\nhide\n\ndefine touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <<touching (cloud v)?> or <<touching (cloud2 v)?> or <<touching (wall v)?> or <touching (platform 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 [speedy v] to [0]\nend\n\ndefine walk (direction) (speed)\nchange [frame v] by ((1) / (change costume every))\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <<touching (cloud v)?> or <<touching (cloud2 v)?> or <<touching (wall v)?> or <touching (platform 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?>> and <([abs v] of (speed) ) > [3]>> then\n if <[10] = [0]> then\n set [speedx v] to ((-1.2) * (speed))\n set [speedy v] to [5]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speedx v] to [0]\n end\nend\n\ndefine swim\nif <<(speedY) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(backdrop [number v]) > [16]> then\n change [speedy v] by (-0.25)\n else\n change [speedy v] by (-1)\n end\nelse\n if <(backdrop [number v]) > [16]> then\n change [speedy v] by (-0.25)\n else\n change [speedy v] by (-2)\n end\nend\n\nwhen I receive [hit v]\nnext costume\nstart sound [Crunch v]\n\ndefine animate\nif <(falling?) < [3]> then\n if <(frame) = [0]> then\n change [frame2 v] by ((0.2) / (change costume every))\n switch costume to ([floor v] of ((9) + ((frame2) mod (21))) )\n else\n switch costume to ([floor v] of ((31) + ((frame) mod (26))) )\n end\nelse\n if <touching (fence v)?> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (tim12 v)\n else\n switch costume to (tim11 v)\n if <<<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> or <<key (s v) pressed?> or <key (w v) pressed?>>> then\n if <(climb) = [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n else\n if <(speedY) > [3]> then\n switch costume to (jump2 v)\n else\n if <(speedY) > [0]> then\n switch costume to (jump1 v)\n else\n switch costume to (fall1 v)\n end\n end\n end\nend\n\nwhen I receive [next level v]\nrepeat (10)\n if <(level) = [4]> then\n go to x: (-180) y: (-130)\n else\n go to x: (-200) y: (-130)\n end\nend\n\nwhen I receive [next level v]\ndelete all of [past costume v]\ndelete all of [past dir v]\ndelete all of [past x v]\ndelete all of [past xv v]\ndelete all of [past y v]\ndelete all of [past yv v]\nset [player hp v] to [20]\nset [change costume every v] to [0.7]\nset [falling? v] to [0]\nset rotation style [left-right v]\nset [speedy v] to [0]\n\nwhen I receive [die key1 v]\nset [holding key? v] to [0]\n\nwhen I receive [die key 2 v]\nset [holding key? v] to [0]\n\nwhen I receive [jump v]\nif <(speedY) > [-10]> then\n set [speedy v] to [13]\nelse\n set [speedy v] to ((speedY) * (-1))\nend\n\nwhen I receive [guy level switch v]\nglide (1) secs to (portal v)\n\nwhen flag clicked\ndelete all of [past costume v]\ndelete all of [past dir v]\ndelete all of [past x v]\ndelete all of [past xv v]\ndelete all of [past y v]\ndelete all of [past yv v]\nset [player hp v] to [20]\nset [change costume every v] to [2]\nset [falling? v] to [0]\nset rotation style [left-right v]\nset [speedy v] to [0]\n\nwhen I receive [start v]\nset [climb speed v] to [3]\nset [x pressed v] to [nope]\ndelete all of [past costume v]\ndelete all of [past dir v]\ndelete all of [past x v]\ndelete all of [past xv v]\ndelete all of [past y v]\ndelete all of [past yv v]\nset [change costume every v] to [0.7]\nset [guy dead v] to [false]\nset [player hp v] to [20]\nset [falling? v] to [0]\nset rotation style [left-right v]\nset [speedy v] to [0]\nforever\n if <key (x v) pressed?> then\n switch costume to (tim-fidget-w v)\n else\n switch costume to (hitbox v)\n end\n if <(x pressed) = [wait]> then\n wait until <key (x v) pressed?>\n end\n if <not <key (x v) pressed?>> then\n if <(guy dead) = [false]> then\n set [time speed v] to [1]\n change y by (speedY)\n touch ground <(speedY) > [0]>\n swim\n if <not <touching (fence v)?>> then\n if <(speedX) < [-0.5]> then\n walk (-90) (speedX)\n else\n if <(speedX) > [0.5]> then\n walk (90) (speedX)\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(backdrop [number v]) > [16]> then\n set [speedy v] to [3]\n else\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [step v]\n set [speedy v] to [7]\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 if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speedx v] to ((speedX) * (0.75))\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speedx v] by (-1.5)\n change [player energy v] by (-0.15)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speedx v] by (1.5)\n change [player energy v] by (-0.15)\n else\n set [frame v] to [0]\n end\n end\n else\n set [speedy v] to [0]\n set [speedx v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (climb speed)\n if <<touching (ground v)?> or <<touching (cloud v)?> or <<touching (cloud2 v)?> or <<touching (wall v)?> or <touching (platform v)?>>>>> then\n change y by ((0) - (climb speed))\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by ((0) - (climb speed))\n if <<touching (ground v)?> or <<touching (cloud v)?> or <<touching (cloud2 v)?> or <<touching (wall v)?> or <touching (platform v)?>>>>> then\n change y by (climb speed)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n walk (-90) (0)\n change x by ((0) - (climb speed))\n if <<touching (ground v)?> or <<touching (cloud v)?> or <<touching (cloud2 v)?> or <<touching (wall v)?> or <touching (platform v)?>>>>> then\n change x by (climb speed)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n walk (90) (0)\n change x by (climb speed)\n if <<touching (ground v)?> or <<touching (cloud v)?> or <<touching (cloud2 v)?> or <<touching (wall v)?> or <touching (platform v)?>>>>> then\n change x by ((0) - (climb speed))\n end\n end\n end\n animate\n else\n if <(do once) = [true]> then\n set [speedx v] to [0]\n set [do once v] to [false]\n set [speedy v] to [0]\n end\n change [speedy v] by (-1)\n switch costume to (timfall v)\n change y by (speedY)\n change x by (speedX)\n go to [front v] layer\n go [backward v] (1) layers\n if <<touching (_edge_ v)?> and <(y position) < [-150]>> then\n set [x pressed v] to [wait]\n end\n end\n add (x position) to [past x v]\n add (y position) to [past y v]\n add ((speedX) / (2)) to [past xv v]\n add ((speedY) / (2)) to [past yv v]\n add (direction) to [past dir v]\n add (costume [name v]) to [past costume v]\n add (guy dead) to [guy dead v]\n else\n set [do once v] to [true]\n if <not <(length of [past x v]) < [3]>> then\n go to x: (item (length of [past x v]) of [past x v]) y: (item (length of [past y v]) of [past y v])\n set [speedx v] to (item (length of [past xv v]) of [past xv v])\n set [guy dead v] to (item (length of [guy dead v]) of [guy dead v])\n set [speedy v] to (item (length of [past yv v]) of [past yv v])\n switch costume to (item (length of [past costume v]) of [past costume v])\n point in direction (item (length of [past dir v]) of [past dir v])\n delete (length of [past xv v]) of [past xv v]\n delete (length of [past yv v]) of [past yv v]\n delete (length of [past x v]) of [past x v]\n delete (length of [past y v]) of [past y v]\n delete (length of [past costume v]) of [past costume v]\n delete (length of [past dir v]) of [past dir v]\n delete (length of [guy dead v]) of [guy dead v]\n if <key (left arrow v) pressed?> then\n go to x: (item (length of [past x v]) of [past x v]) y: (item (length of [past y v]) of [past y v])\n set [speedx v] to (item (length of [past xv v]) of [past xv v])\n set [speedy v] to (item (length of [past yv v]) of [past yv v])\n set [guy dead v] to (item (length of [guy dead v]) of [guy dead v])\n switch costume to (item (length of [past costume v]) of [past costume v])\n point in direction (item (length of [past dir v]) of [past dir v])\n delete (length of [past xv v]) of [past xv v]\n delete (length of [past yv v]) of [past yv v]\n delete (length of [past x v]) of [past x v]\n delete (length of [past y v]) of [past y v]\n delete (length of [past costume v]) of [past costume v]\n delete (length of [guy dead v]) of [guy dead v]\n delete (length of [past dir v]) of [past dir v]\n end\n end\n end\n if <touching (bad v)?> then\n set [guy dead v] to [true]\n broadcast (Death sound v)\n end\n if <(x pressed) = [wait]> then\n wait until <key (x v) pressed?>\n set [x pressed v] to [nope]\n end\nend\n\nwhen I receive [start v]\nset size to (25) %\nset [holding key? v] to [false]\nhide\ngo to x: (-188) y: (59)\nswitch costume to (hitbox2 v)\nshow\n\nwhen flag clicked\nforever\n set [climb v] to [0]\n wait (0.3) seconds\n set [climb v] to [1]\n wait (0.2) seconds\nend\n\nwhen I receive [you win! v]\ngo to [front v] layer\n\nwhen I receive [death sound v]\nplay sound [recording1 v] until done\n\n@bad\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@Text\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n if <(x pressed) = [wait]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <key (x v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@key1\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <touching (guy v)?> then\n set [holding key? v] to [1]\n start sound [keyding v]\n end\n if <(Holding key?) = [1]> then\n forever\n go to [front v] layer\n go [backward v] (1) layers\n set [holding key? v] to [1]\n go to (guy v)\n change y by (-5)\n point in direction ([direction v] of [guy v])\n if <(show clone) = [1]> then\n repeat until <touching (ground v)?>\n change y by (-2)\n end\n switch costume to (key2 v)\n stop [this script v]\n end\n end\n end\n if <(Holding key?) = [2]> then\n go to x: (clone x) y: (clone y)\n if <(clone dir) = [-90]> then\n change x by (-20)\n else\n change x by (20)\n end\n point in direction (clone dir)\n change y by (-4)\n end\nend\n\nwhen I receive [die key1 v]\nset [holding key? v] to [0]\n\nwhen I receive [start v]\nhide\nswitch costume to (key1 v)\nset rotation style [left-right v]\nset size to (20) %\ngo to x: (-25) y: (-140)\ncreate clone of (_myself_ v)\nwait until <(level) = [2]>\nwait (0.2) seconds\ngo to x: (-187) y: (119)\npoint in direction (90)\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nwait (0.2) seconds\ngo to x: (-230) y: (-153)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\n@wall\n\n\n\nwhen I receive [next level v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [start v]\nset size to (26) %\nset [show clone v] to [0]\nhide\nswitch costume to (gate v)\ngo to x: (137) y: (70)\nswitch costume to (gate v)\ncreate clone of (_myself_ v)\nwait until <(level) = [2]>\ngo to x: (148) y: (-35)\nswitch costume to (gate v)\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\ngo to x: (100) y: (30)\nswitch costume to (gate v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n delete all of [door open1? v]\nend\nforever\n if <(show clone) = [1]> then\n start sound [DoorOpen v]\n wait (0.4) seconds\n broadcast (die key1 v) and wait\n set [show clone v] to [0]\n delete this clone\n end\nend\n\nif <key (x v) pressed?> then\n switch costume to (item (length of [door open1? v]) of [door open1? v])\n delete (length of [door open1? v]) of [door open1? v]\nelse\n add (costume [name v]) to [door open1? v]\nend\n\nrepeat until <(costume [number v]) = [15]>\n next costume\n add (costume [name v]) to [door open1? v]\nend\n\nwhen I receive [start v]\n\n@wall_detector1\n\nwhen I start as a clone\nshow\nforever\n if <<touching (guy v)?> and <(Holding key?) = [1]>> then\n set [show clone v] to [1]\n repeat (14)\n change [ghost v] effect by (7.1)\n end\n end\nend\n\nif <key (x v) pressed?> then\n switch costume to (item (length of [door open2? v]) of [door open2? v])\n delete (length of [door open2? v]) of [door open2? v]\nelse\n add (costume [name v]) to [door open2? v]\nend\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\nwhen I receive [start v]\nclear graphic effects\nset size to (27) %\ndelete all of [door open2? v]\nset [show clone v] to [0]\nhide\nswitch costume to (gate v)\ngo to x: (137) y: (70)\ncreate clone of (_myself_ v)\nwait until <(level) = [2]>\ngo to x: (148) y: (-35)\nswitch costume to (gate v)\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\ngo to x: (100) y: (30)\nswitch costume to (gate v)\ncreate clone of (_myself_ v)\n\n@Portal\n\nwhen I receive [start v]\nset size to (70) %\nset [level v] to [1]\nshow\ngo to x: (195) y: (80)\nforever\n if <key (x v) pressed?> then\n if <key (left arrow v) pressed?> then\n turn right (-2) degrees\n turn right (-2) degrees\n else\n turn right (-2) degrees\n end\n else\n turn right (2) degrees\n end\n if <touching (guy v)?> then\n if <not <(level) = [4]>> then\n broadcast (guy level switch v)\n wait (1) seconds\n broadcast (level show back v)\n wait (0.4) seconds\n broadcast (next level v)\n hide\n change [level v] by (1)\n else\n broadcast (guy level switch v)\n wait (1) seconds\n broadcast (level show back v)\n wait (0.4) seconds\n broadcast (next level v)\n hide\n change [level v] by (1)\n wait (3) seconds\n broadcast (You Win! v)\n end\n end\n if <(level) = [2]> then\n show\n go to x: (208) y: (60)\n end\n if <(level) = [3]> then\n show\n go to x: (208) y: (40)\n end\n if <(level) = [4]> then\n show\n go to x: (208) y: (40)\n end\nend\n\n@key2\n\nwhen I receive [die key 2 v]\nstop [other scripts in sprite v]\nstop [other scripts in sprite v]\nswitch costume to (key2 v)\nrepeat until <touching (ground v)?>\n change y by (-2)\nend\n\nwhen I receive [start v]\nswitch costume to (key v)\nshow\nhide\nset rotation style [left-right v]\nset size to (30) %\ngo to x: (-25) y: (-140)\nforever\n set x to ((500) - (scrollX))\n if <touching (guy v)?> then\n set [holding key? v] to [1]\n end\n if <(Holding key?) = [1]> then\n go to (guy v)\n change y by (-5)\n point in direction ([direction v] of [guy v])\n end\n if <(Holding key?) = [2]> then\n go to x: (clone x) y: (clone y)\n if <(clone dir) = [-90]> then\n change x by (20)\n else\n change x by (-20)\n end\n point in direction (() - (clone dir))\n change y by (-4)\n end\nend\n\n@enemy\n\nwhen I start as a clone\nturn right (180) degrees\nif <(level) = [2]> then\n go to x: (-131) y: (148)\n set [yv v] to [2]\nend\ndelete all of [yv v]\ndelete all of [dead? v]\ndelete all of [sounds v]\ndelete all of [dir? v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [costume? v]\nif <(level) = [4]> then\nset [dead? v] to [false]\nset rotation style [left-right v]\nshow\nforever\n wait until <(x pressed) = [nope]>\n if <not <key (x v) pressed?>> then\n if <not <(dead?) = [true]>> then\n switch costume to (enemy_3 v)\n change [yv v] by (-1)\n change [enemy frame v] by (0.6)\n check for ground\n if <(direction) = [-90]> then\n move [90] [-1.5]\n else\n move [90] [1.5]\n end\n change y by (YV)\n switch costume to ([floor v] of ((1) + ((enemy frame) mod (12))) )\n if <<touching (key1 v)?> and <not <(Holding key?) = [1]>>> then\n set [holding key? v] to [2]\n end\n if <touching (guy v)?> then\n if <([y position v] of [guy v]) > ((y position) + (20))> then\n if <not <(guy dead) = [true]>> then\n broadcast (jump v)\n start sound [weasleDie v]\n add [weasleDie] to [sounds v]\n point in direction (90)\n set rotation style [all around v]\n go to [back v] layer\n set [yv v] to [5]\n set [xv v] to [1]\n set [holding key? v] to [0]\n set [dead? v] to [true]\n add [pop] to [sounds v]\n switch costume to (monster2 v)\n end\n else\n set [guy dead v] to [true]\n broadcast (Death sound v) and wait\n end\n else\n end\n if <touching (bad v)?> then\n start sound [weasleDie v]\n point in direction (90)\n set rotation style [all around v]\n go to [back v] layer\n set [yv v] to [5]\n set [xv v] to [1]\n set [holding key? v] to [0]\n set [dead? v] to [true]\n add [pop] to [sounds v]\n end\n set rotation style [left-right v]\n else\n set rotation style [all around v]\n turn right (2) degrees\n change [yv v] by (-1)\n change y by (YV)\n change x by (XV)\n end\n add (YV) to [yv v]\n add (dead?) to [dead? v]\n add (x position) to [x v]\n add (y position) to [y v]\n add (costume [name v]) to [costume? v]\n add (direction) to [dir? v]\n add [pop] to [sounds v]\n set [clone y v] to (y position)\n set [clone x v] to (x position)\n set [clone dir v] to (direction)\n else\n if <<(level) = [2]> and <(length of [x v]) < [2]>> then\n start sound [Pop v]\n delete this clone\n end\n if <not <(length of [x v]) < [2]>> then\n start sound (item (length of [sounds v]) of [sounds v])\n switch costume to (item (length of [costume? v]) of [costume? v])\n point in direction (item (length of [dir? v]) of [dir? v])\n go to x: (item (length of [x v]) of [x v]) y: (item (length of [y v]) of [y v])\n set [dead? v] to (item (length of [dead? v]) of [dead? v])\n set [yv v] to (item (length of [yv v]) of [yv v])\n delete (length of [yv v]) of [yv v]\n delete (length of [costume? v]) of [costume? v]\n delete (length of [x v]) of [x v]\n delete (length of [y v]) of [y v]\n delete (length of [dead? v]) of [dead? v]\n delete (length of [dir? v]) of [dir? v]\n delete (length of [sounds v]) of [sounds v]\n if <key (left arrow v) pressed?> then\n switch costume to (item (length of [costume? v]) of [costume? v])\n point in direction (item (length of [dir? v]) of [dir? v])\n go to x: (item (length of [x v]) of [x v]) y: (item (length of [y v]) of [y v])\n set [dead? v] to (item (length of [dead? v]) of [dead? v])\n set [yv v] to (item (length of [yv v]) of [yv v])\n delete (length of [yv v]) of [yv v]\n delete (length of [costume? v]) of [costume? v]\n delete (length of [x v]) of [x v]\n delete (length of [y v]) of [y v]\n delete (length of [dead? v]) of [dead? v]\n delete (length of [dir? v]) of [dir? v]\n delete (length of [sounds v]) of [sounds v]\n end\n end\n end\nend\n\nadd (dead?) to [dead? v]\nadd (x position) to [x v]\nadd (y position) to [y v]\nadd (costume [name v]) to [costume? v]\nadd (direction) to [dir? v]\n\ndefine move (dir) (speed)\nset [enemy slope v] to [0]\nchange x by (speed)\nrepeat until <<(enemy slope) = [2]> or <not <<touching (ground v)?> or <<touching (platform v)?> or <touching (wall v)?>>>>>\n change y by (1)\n set [yv v] to [-1]\n change [enemy slope v] by (1)\nend\nif <(enemy slope) = [2]> then\n change x by ((speed) * (-4))\n turn right (180) degrees\nend\n\ndefine check for ground\nrepeat until <not <<touching (ground v)?> or <touching (wall v)?>>>\n change y by (0.1)\n set [yv v] to [-2]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [start v]\npoint in direction (-90)\nhide\ngo to x: (-22) y: (-140)\nset size to (25) %\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nwait (2) seconds\ngo to x: (30) y: (-150)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nset rotation style [all around v]\nturn right (2) degrees\nchange [yv v] by (-1)\nchange y by (YV)\nchange x by (XV)\n\nset rotation style [left-right v]\n\nwait (1) seconds\nrepeat (2)\n add (dead?) to [dead? v]\n add (x position) to [x v]\n add (y position) to [y v]\n add (costume [name v]) to [costume? v]\n add (direction) to [dir? v]\n add [pop] to [sounds v]\n set [clone y v] to (y position)\n set [clone x v] to (x position)\n set [clone dir v] to (direction)\nend\n\n@sound_clips\n\nwhen I receive [repeat forever v]\nif <(Intro) = [false]> then\n if <not <(x pressed) = [wait]>> then\n change [part v] by (1)\n start sound (part)\n wait (0.9) seconds\n if <(part) > [397]> then\n set [part v] to [0]\n end\n broadcast (repeat forever v) and wait\n end\nend\n\nwhen [x v] key pressed\nstop [other scripts in sprite v]\nrepeat until <not <key (x v) pressed?>>\n change [part v] by (-1)\n start sound (part)\n wait (0.8) seconds\n if <key (left arrow v) pressed?> then\n change [part v] by (-1)\n end\n if <(part) < [1]> then\n set [part v] to [0]\n end\nend\nbroadcast (repeat forever v)\n\nwhen I receive [start v]\nset [part v] to [0]\nbroadcast (repeat forever v)\n\nwhen flag clicked\nset [intro v] to [false]\n\n@shooter\n\nwhen flag clicked\nset size to (20) %\npoint in direction (90)\nturn right (15) degrees\nhide\nwait until <(level) = [2]>\ngo to x: (-161) y: (168)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [shoot time v] to [0]\ndelete all of [shoot time v]\nforever\n wait until <(x pressed) = [nope]>\n if <not <key (x v) pressed?>> then\n change [shoot time v] by (1)\n if <(shoot time) > [150]> then\n start sound [pop v]\n create clone of (enemy v)\n set [shoot time v] to [0]\n end\n else\n change [shoot time v] by (-1)\n if <key (left arrow v) pressed?> then\n change [shoot time v] by (-1)\n end\n if <(shoot time) < [1]> then\n set [shoot time v] to [151]\n end\n end\n if <(level) = [3]> then\n delete this clone\n end\nend\n\nadd (shoot time) to [shoot time v]\n\nset [shoot time v] to (item (length of [shoot time v]) of [shoot time v])\ndelete (item (length of [shoot time v]) of [shoot time v]) of [shoot time v]\n\nset [shoot time v] to (item (length of [shoot time v]) of [shoot time v])\ndelete (item (length of [shoot time v]) of [shoot time v]) of [shoot time v]\n\nwhen I receive [next level v]\ndelete this clone\n\n@fence\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@logo\n\nwhen flag clicked\nset [die clones v] to [a]\nset size to (200) %\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\ngo to x: (-163) y: (-187)\nswitch costume to (kaylorb1 v)\nglide (0.7) secs to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (200)\nswitch costume to (kaylorb2 v)\nglide (0.7) secs to x: (0) y: (-2)\ncreate clone of (_myself_ v)\ngo to x: (163) y: (-100)\nswitch costume to (kaylorb3 v)\nglide (0.7) secs to x: (0) y: (-1)\ncreate clone of (_myself_ v)\nswitch costume to (kaylorb v)\nwait (0.35) seconds\nstart sound [Spiral v]\nwait (0.35) seconds\nset [yv v] to [0]\nset [die clones v] to [die]\nrepeat (5)\n change [yv v] by (2)\n change y by (yv)\nend\nrepeat (20)\n change [yv v] by (-2)\n change y by (yv)\n change [ghost v] effect by (5)\nend\nbroadcast (start v)\n\nwhen I start as a clone\nbroadcast (Boom v)\nstart sound [Crunch v]\nwait until <(die clones) = [die]>\ndelete this clone\n\nwhen I receive [outro v]\nwait (3) seconds\ngo to x: (0) y: (20)\nshow\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\nswitch costume to (kaylorb v)\nwait (1) seconds\nforever\n wait (0.39) seconds\n change size by (5)\n wait (0) seconds\n change size by (5)\n wait (0) seconds\n change size by (-5)\n wait (0) seconds\n change size by (-5)\nend\n\nbroadcast (Outro v)\n\n@level show\n\nwhen flag clicked\nswitch costume to (the pit v)\nhide\n\nwhen I receive [level show pit v]\nset size to (110) %\nswitch costume to (the pit v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nbroadcast (start v)\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [level show back v]\nnext costume\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\n@cloud shooter\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nwait until <(level) = [3]>\nwait (2) seconds\npoint in direction (-90)\ngo to x: (196) y: (-34)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ndelete all of [shoot v]\nset [shoot time v] to [0]\nforever\n go to [front v] layer\n wait until <(x pressed) = [nope]>\n if <not <key (x v) pressed?>> then\n change [shoot time v] by (1)\n if <(shoot time) > [300]> then\n start sound [pop v]\n create clone of (cloud v)\n set [shoot time v] to [0]\n end\n add (shoot time) to [shoot v]\n else\n if <not <(length of [shoot v]) < [2]>> then\n delete (length of [shoot v]) of [shoot v]\n set [shoot time v] to (item (length of [shoot v]) of [shoot v])\n if <key (left arrow v) pressed?> then\n delete (length of [shoot v]) of [shoot v]\n set [shoot time v] to (item (length of [shoot v]) of [shoot v])\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait (1) seconds\n\nset rotation style [left-right v]\n\n@cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ndelete all of [cloud x v]\nshow\ngo to (cloud shooter v)\nchange y by (-2)\nset [x v] to (x position)\nforever\n if <not <key (x v) pressed?>> then\n add (x position) to [cloud x v]\n change x by (-1)\n else\n set x to (item (length of [cloud x v]) of [cloud x v])\n delete (length of [cloud x v]) of [cloud x v]\n if <(x position) = (x)> then\n delete this clone\n end\n if <key (left arrow v) pressed?> then\n set x to (item (length of [cloud x v]) of [cloud x v])\n delete (length of [cloud x v]) of [cloud x v]\n end\n if <(x position) = (x)> then\n delete this clone\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@cloud shooter2\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nwait until <(level) = [3]>\nwait (2) seconds\npoint in direction (-90)\ngo to x: (200) y: (-54)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [shoot time v] to [50]\ndelete all of [shoot time v]\nforever\n go to [front v] layer\n wait until <(x pressed) = [nope]>\n if <not <key (x v) pressed?>> then\n change [shoot time v] by (1)\n if <(shoot time) > [300]> then\n start sound [pop v]\n create clone of (cloud2 v)\n set [shoot time v] to [0]\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait (1) seconds\n\nchange [shoot time v] by (-1)\nif <key (left arrow v) pressed?> then\n change [shoot time v] by (-1)\nend\nif <(shoot time) < [1]> then\n set [shoot time v] to [201]\nend\n\n@cloud2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ndelete all of [cloud x v]\nshow\ngo to (cloud shooter2 v)\nchange y by (-2)\nset [x v] to (x position)\nforever\n add (x position) to [cloud x v]\n change x by (-1)\n if <(x position) = [-252]> then\n delete this clone\n end\nend\n\nif <not <key (x v) pressed?>> then\nset x to (item (length of [cloud x v]) of [cloud x v])\ndelete (length of [cloud x v]) of [cloud x v]\nif <(x position) = (x)> then\n delete this clone\nend\nif <key (left arrow v) pressed?> then\n set x to (item (length of [cloud x v]) of [cloud x v])\n delete (length of [cloud x v]) of [cloud x v]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [lever pulled v]\ngo to [front v] layer\nif <(lever) = [right]> then\n start sound [pop v]\n glide (2) secs to x: (-145) y: (1)\n set [lever v] to [left]\nelse\n start sound [pop v]\n glide (2) secs to x: (25) y: (0)\n set [lever v] to [right]\nend\n\nwhen flag clicked\nset [lever v] to [right]\ngo to x: (25) y: (0)\nhide\nwait until <(level) = [4]>\nshow\nwait until <(level) = [5]>\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait until <(level) = [4]>\nshow\nforever\n if <<touching (guy v)?> and <key (z v) pressed?>> then\n broadcast (lever pulled v)\n next costume\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (guy v)?> then\n set [touching v] to [true]\n else\n set [touching v] to [false]\n end\nend\n\n@Z\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <(touching) = [true]> then\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(touching) = [false]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\n@Plants\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\nswitch costume to (flower v)\ngo to x: (0) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (-23) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (-43) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (-50) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flora1 v)\ngo to x: (-84) y: (-136)\ncreate clone of (_myself_ v)\nswitch costume to (killsign v)\ngo to x: (-190) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (flora2 v)\ngo to x: (20) y: (-136)\ncreate clone of (_myself_ v)\nwait until <(level) = [2]>\nswitch costume to (flora3 v)\ngo to x: (170) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (-160) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (-140) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (-130) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (-122) y: (-143)\ncreate clone of (_myself_ v)\nwait until <(level) = [3]>\nswitch costume to (flora3 v)\ngo to x: (100) y: (-140)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (pick random (-200) to (200)) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (pick random (-200) to (200)) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (pick random (-200) to (200)) y: (-143)\ncreate clone of (_myself_ v)\nswitch costume to (flower v)\ngo to x: (pick random (-200) to (200)) y: (-143)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(costume [name v]) = [killsign]> then\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@AI\n\nwhen flag clicked\nhide\n\nwhen I receive [you win! v]\nset size to (35) %\ngo to x: (300) y: (-90)\nswitch costume to (greeter-walk-b v)\nshow\ngo to [front v] layer\nrepeat (3)\n switch costume to (greeter-walk-b v)\n repeat (11)\n wait (0) seconds\n change x by (-4)\n next costume\n end\nend\nbroadcast (Talk v)\nSpeak [Thank you for coming.]\nwait (1) seconds\nbroadcast (Talk v)\nSpeak [Lord Carmouth has taken our land and captured many.]\nwait (1) seconds\nbroadcast (Talk v)\nSpeak [Please help us!]\nwait (1) seconds\nsay []\nset [intro v] to [True]\nbroadcast (End v)\n\ndefine Speak (text)\ndelete all of [words v]\nset [i v] to [0]\nrepeat ((length of (text)) + (1))\n say (join (item (i) of [words v]) (letter (i) of (text)))\n add (join (item (i) of [words v]) (letter (i) of (text))) to [words v]\n change [i v] by (1)\n wait (0.02) seconds\nend\n\nwhen I receive [talk v]\nrepeat (5)\n wait (0.1) seconds\n switch costume to (greeter2 v)\n wait (0.1) seconds\n next costume\nend\n\n@Cloud\n\nwhen flag clicked\nhide\n\n@Outro\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\nbroadcast (Outro v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (costume1 v)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (50)\n change [ghost v] effect by (-2)\n wait (0) seconds\n end\n wait (3) seconds\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (costume2 v)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (50)\n change [ghost v] effect by (-2)\n wait (0) seconds\n end\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n switch costume to (costume3 v)\n hide\n clear graphic effects\n wait (0.2) seconds\n go to x: (-50) y: (-200)\n show\n glide (0.3) secs to x: (-50) y: (-100)\n glide (0.3) secs to x: (-50) y: (-80)\n glide (0.4) secs to x: (-50) y: (-50)\n forever\n repeat (5)\n turn right (1) degrees\n change size by (1)\n end\n repeat (5)\n turn left (1) degrees\n end\n repeat (5)\n change size by (-1)\n turn left (1) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n switch costume to (costume4 v)\n hide\n clear graphic effects\n wait (0.2) seconds\n go to x: (100) y: (200)\n show\n glide (0.3) secs to x: (50) y: (100)\n glide (0.3) secs to x: (40) y: (80)\n glide (0.4) secs to x: (30) y: (50)\n forever\n repeat (5)\n change size by (1)\n wait (0) seconds\n end\n repeat (5)\n change size by (-1)\n wait (0) seconds\n end\n end\n end\n end\n end\nend\n\nwhen I receive [outro v]\nstart sound [OMFG - Ice Cream.mp3 v]\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\n\n@ground\n\nwhen I receive [next level v]\nnext costume\ndelete this clone\n\nwhen I start as a clone\nif <(level) = [3]> then\n go to x: (163) y: (-34)\n switch costume to (costume2 v)\n forever\n change x by (-2)\n end\nend\nset [wall change v] to [0]\nforever\n wait until <(x pressed) = [nope]>\n if <not <<([y position v] of [guy v]) < (y position)> and <([x position v] of [guy v]) > ((x position) - (20))>>> then\n if <key (x v) pressed?> then\n if <(wall change) < [0.1]> then\n if <(y position) < [40]> then\n change y by (0.15)\n if <key (left arrow v) pressed?> then\n change y by (0.15)\n end\n end\n else\n if <key (left arrow v) pressed?> then\n change [wall change v] by (-1)\n end\n change [wall change v] by (-1)\n end\n else\n if <not <(y position) < [-24]>> then\n change y by (-0.15)\n else\n change [wall change v] by (1)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset size to (10) %\ngo to [front v] layer\nswitch costume to (dot v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait until <(level) = [2]>\ngo to x: (180) y: (50)\nswitch costume to (wall v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nrepeat (3)\n switch costume to (costume3 v)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [level v] to [1]\ngo to [back v] layer\n\nwait until <(costume [name v]) = [happy]>\nswitch costume to (dot v)\nset size to (200) %\nswitch costume to (happy v)\n\nforever\n if <(level) = [3]> then\n set x to ((812) - (scrollX))\n end\nend\n\nwhen I start as a clone\nforever\n play sound [Grind v] until done\nend\n\n | Click the flag wait until the game starts and press the flag again if the level is small. Yeah its annoying.\n check out my new game! \n https://scratch.mit.edu/projects/350529894/\nDon't look at the comments unless you are prepared for spoilers. Don't worry all levels are possible! I check daily and every level is possible. If you can't figure out a level, check the comments.\n\nPlease don't advertise. It will be deleted. If you want your projects to be viewed go to https://scratch.mit.edu/discuss/8/ \n\nAn original time traveling game! Press X to rewind. While rewinding press the left arrow key to rewind faster. use W,A,D or arrow keys to move.\n\nALL levels are possible. If you cant figure one out remember this game is ALL about time travel so press X. \n\nThere are currently 4 levels. Try to beat them without death... wait... you can't really die. you just press x to come back!\n\nIf something is wrong please comment and tell me.\n\n\n\n\n\n\n\n\n\n\n\n\n\n#braid #timetravel #time #timemanipulation #bendtime #braidgame #platformer #game #play #fun #mario (type game) #music #shirakammen #downstream #sound #graphics #player #animation |
"Ice 2" A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [You raise me up von David Doering v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching (sprite2 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\ndefine if touching\nif <<touching (sprite3 v)?> or <touching (sprite9 v)?>> then\n broadcast (blue v)\n repeat (10)\n turn right (5) degrees\n change [size v] by (-10)\n set size to (size) %\n end\n set [xv v] to [0]\n set [yv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (sprite4 v)?> then\n set [yv v] to [20]\nend\nif <touching (sprite5 v)?> then\n set [xv v] to [21]\nend\n\nwhen I receive [next level v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n repeat (1)\n wait (1) seconds\n broadcast (next level v)\n end\n end\nend\n\nwhen I receive [stop v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (stop v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite6\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nforever\n set [ghost v] effect to (100)\nend\n\n@Sprite7\n\nwhen flag clicked\nset size to (130) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [sprite1 v]) * (-0.5))\n set x to (([x position v] of [sprite1 v]) * (-0.07))\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set [ghost v] effect to (86)\nend\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [blue v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (36) y: (28)\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n repeat (32)\n change y by (-3)\n end\n wait (0.7) seconds\n repeat (32)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nif <(backdrop [number v]) = [8]> then\n\n@Sprite11\n\nwhen flag clicked\nset [ghost v] effect to (90)\nswitch costume to (costume2 v)\ngo to x: (-41) y: (-53)\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n repeat (32)\n change y by (-3)\n end\n wait (0.7) seconds\n repeat (32)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n | Welcome again to the Ice.\nIf you have not played the first part yet make sure you play it.\nI hope you enjoy.\nNew game: https://scratch.mit.edu/projects/340608843\n------------------------------------------\n- Play with Arrow keys\n- Tap and drag\n- Skip levels with Space Bar\n------------------------------------------\nHave fun |
Hundreds | a platformer | @Stage\n\nwhen flag clicked\nset [music v] to [1]\nswitch backdrop to (backdrop2 v)\nset [choose: v] to [0]\n\nwhen I receive [intro finished v]\nset [music v] to [1]\nswitch backdrop to (backdrop1 v)\nforever\n if <(Choose:) = [1]> then\n play sound (join [Main ] (join [Song ] (Music))) until done\n else\n play sound (join [Main ] (join [Song ] (Music))) until done\n change [music v] by (1)\n if <(Music) = [6]> then\n set [music v] to [1]\n end\n end\nend\n\nwhen [m v] key pressed\nchange [music v] by (1)\nset [choose: v] to [1]\nstop all sounds\n\nwhen flag clicked\nforever\n if <(Music) = [7]> then\n set [music v] to [1]\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen [space v] key pressed\nbroadcast (Next level v)\n\nwhen [timer v] > (0.1)\nhide\n\n@Intro/Thumbnail\n\nwhen flag clicked\nswitch costume to (coollogo_com-80311213 v)\n\nwhen flag clicked\nshow\ncreate clone of (_myself_ v)\ngo to x: (0) y: (240)\nhide\n\ndefine shrink in\ngo to x: (0) y: (0)\nset size to (175) %\nset [ghost v] effect to (100)\nrepeat (50)\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-5)\nend\n\ndefine clean up\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\ndefine spin in\nset size to (0) %\npoint in direction (0)\nset [ghost v] effect to (100)\nrepeat (10)\n turn right ((3.45) - ((direction) * (-0.2))) degrees\n change size by ((22) - ((size) / (5)))\n change [ghost v] effect by (-10)\nend\npoint in direction (90)\n\ndefine fade in and glide in (from left)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\n\ndefine fade in and glide in (from bottom)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (-190)\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\n\ndefine big then small\nset [xonic size v] to [0]\nwait (0.4) seconds\nrepeat (10)\n change [xonic size v] by (1)\n change size by (xonic size)\nend\nset [xonic size v] to [0]\nrepeat (8)\n change [xonic size v] by (-5)\n change [ghost v] effect by (10)\n change size by (xonic size)\nend\nhide\n\ndefine spin out\nrepeat (10)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\nend\nhide\npoint in direction (90)\n\ndefine fade in and glide in (from right)\nshow\nset [ghost v] effect to (100)\ngo to x: (180) y: (0)\nrepeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\n\ndefine grow in\nshow\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat (10)\n change size by ((22) - ((size) / (5)))\n change [ghost v] effect by (-10)\nend\nset size to (100) %\n\ndefine fade in and glide in (from top)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (190)\nrepeat (10)\n change y by ((-5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\n\ndefine Play intro: Come in (come in) Wait (seconds) Seconds: Come out (come out)\nclean up\nset [come out v] to (come out)\nset [come in v] to (come in)\nif <(come in) = [1]> then\n fade in and glide in (from top)\nend\nif <(come in) = [2]> then\n fade in and glide in (from bottom)\nend\nif <(come in) = [3]> then\n fade in and glide in (from left)\nend\nif <(come in) = [4]> then\n fade in and glide in (from right)\nend\nif <(come in) = [5]> then\n shrink in\nend\nif <(come in) = [6]> then\n grow in\nend\nif <(come in) = [7]> then\n spin in\nend\nif <(come in) = [8]> then\n fade, glide and grow\nend\nif <(come in) = [9]> then\nwait (seconds) seconds\nif <(come out) = [6]> then\n small fade\nend\nif <(come out) = [7]> then\n up and down\nend\nif <(come out) = [8]> then\n big then small\nend\nif <(come out) = [9]> then\n spin out\nend\n\ndefine fade, glide and grow\ngo to x: (0) y: (-180)\nset size to (1) %\nset [ghost v] effect to (100)\nrepeat (25)\n change y by (((0) - (y position)) * (0.25))\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-10)\nend\n\ndefine up and down\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\nend\nrepeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\nend\n\ndefine small fade\nrepeat (10)\n change y by ((-5) - ((y position) * (0.2)))\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset size to (100) %\nforever\n go to [front v] layer\n switch costume to (costume3 v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (coollogo_com-80311213 v)\nstart sound [Purple Planet Music - Logos - Transmission Logo \(0_11\)2 v]\nPlay intro: Come in (shrink in) Wait [1] Seconds: Come out (up and down)\nhide\nbroadcast (Intro Finished v)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\nforever\n play sound [Alan Walker - Faded \(Instrumental Version\) v] until done\nend\n\nwhen [timer v] > (0.1)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (25)\nglide (0.2) secs to x: (0) y: (0)\nforever\n reset timer\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff6666)?> then\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (-240) y: (-120)\n set [ghost v] effect to (0)\n set [yvelocity v] to [0]\n broadcast (XD v)\n end\nend\n\nwhen I receive [intro finished v]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (-240) y: (-120)\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#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 [y v] to [10]\n change x by ((x) * (-1))\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n if <touching color (#66c0ff)?> then\n set [ghost v] effect to (50)\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n else\n set [y v] to [-1]\n end\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-240) y: (-120)\n\nwhen flag clicked\nforever\n if <touching color (#001966)?> then\n change x by (-25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffdc66)?> then\n change x by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#660000)?> then\n set [y v] to [10]\n wait (0.01) seconds\n set [y v] to [-10]\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#66004c)?> then\n if <(backdrop [name v]) = [Lv74]> then\n go to x: (240) y: (22)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [y v] to [-15]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching color (#ffb866)?> then\n set [y v] to [15]\n end\nend\n\nwhen I start as a clone\nset [turn v] to (pick random (-3) to (5))\nset size to (pick random (35) to (50)) %\ngo [backward v] (50) layers\nshow\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [20]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <not <touching color (#66c0ff)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#b6b6b6)?> then\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (-240) y: (-120)\n set [ghost v] effect to (0)\n set [yvelocity v] to [0]\n broadcast (XD v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (-240) y: (-120)\n set [ghost v] effect to (0)\n set [yvelocity v] to [0]\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\n | |
★Slime Dream- a platformer (v1.4)★ | @Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\n\nwhen [space v] key pressed\nswitch backdrop to (backdrop3 v) and wait\nbroadcast (show text v)\n\nwhen I receive [game start v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nset [backdrop v] to [0]\nforever\n if <(backdrop [number v]) > [3]> then\n repeat (50)\n change volume by (-2)\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(Backdrop) = [2]> then\n switch backdrop to (backdrop4 v) and wait\n end\n if <(Backdrop) = [3]> then\n switch backdrop to (backdrop5 v) and wait\n end\n if <(Backdrop) = [4]> then\n switch backdrop to (backdrop6 v) and wait\n end\n if <(Backdrop) = [5]> then\n switch backdrop to (backdrop7 v) and wait\n end\n if <(Backdrop) = [6]> then\n switch backdrop to (backdrop8 v) and wait\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [DJ Cuts v] until done\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\n@Slime\n\nwhen flag clicked\nhide variable [score v]\nhide variable [☁ highest score v]\nset [☁ highest score v] to (☁ Highest Score)\nset [score v] to [100]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-101)\nhide\nforever\n if <(Score) > (☁ Highest Score)> then\n set [☁ highest score v] to (Score)\n end\nend\n\nwhen I receive [game over v]\nchange [score v] by (-30)\ngo to x: (-205) y: (20)\n\nwhen I receive [game start v]\nshow variable [score v]\nshow variable [☁ highest score v]\ngo to x: (-205) y: (20)\npoint in direction (90)\nset size to (35) %\nshow\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 (#00cc44)?> or <touching color (#ff9400)?>> or <<touching color (#8f8f8f)?> or <touching color (#498937)?>>> then\n change y by (1)\n if <<<touching color (#00cc44)?> or <touching color (#ff9400)?>> or <<touching color (#8f8f8f)?> or <touching color (#498937)?>>> then\n change y by (1)\n if <<<touching color (#00cc44)?> or <touching color (#ff9400)?>> or <<touching color (#8f8f8f)?> or <touching color (#498937)?>>> then\n change y by (1)\n if <<<touching color (#00cc44)?> or <touching color (#ff9400)?>> or <<touching color (#8f8f8f)?> or <touching color (#498937)?>>> then\n change y by (1)\n if <<<touching color (#00cc44)?> or <touching color (#ff9400)?>> or <<touching color (#8f8f8f)?> or <touching color (#498937)?>>> then\n change y by (1)\n if <<<touching color (#00cc44)?> or <touching color (#ff9400)?>> or <<touching color (#8f8f8f)?> or <touching color (#498937)?>>> 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 (#00cc44)?> or <touching color (#ff9400)?>> or <<touching color (#8f8f8f)?> or <touching color (#498937)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00cc44)?> or <touching color (#ff9400)?>> or <<touching color (#8f8f8f)?> or <touching color (#498937)?>>> 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 (#cc0000)?> or <touching color (#ffff00)?>> then\n set [yv v] to [25]\n end\nend\n\nwhen I receive [slime reveal v]\nshow\nset size to (40) %\nif <([costume # v] of [terrain v]) = [16]> then\n go to x: (-202) y: (-51)\nelse\n go to x: (-205) y: (20)\nend\n\nwhen I receive [game start v]\nforever\n if <touching color (#00ffff)?> then\n repeat until <(size) < [6]>\n turn right (15) degrees\n go to (level proceed portal v)\n change size by (-1)\n end\n broadcast (next level v)\n point in direction (90)\n change [score v] by (50)\n hide\n end\n if <touching color (#ff0000)?> then\n broadcast (game over v)\n end\n if <touching color (#8a00ff)?> then\n broadcast (game over v)\n end\nend\n\nwhen I receive [game start v]\nset size to (40) %\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-205) y: (20)\n\nwhen I receive [game start v]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [shrink slime v]\nshow\nchange size by (-25)\n\ndefine typewriter effect (string)\nset [typestring var v] to []\nset [index v] to [1]\nrepeat (length of (string))\n start sound [Speak v]\n set [typestring var v] to (join (typestring var) (letter (index) of (string)))\n say (typestring var)\n change [index v] by (1)\n wait (0.001) seconds\nend\n\nwhen I receive [speak slime v]\nif <(blah blah blah) = [1]> then\n typewriter effect [Me?]\n wait (1) seconds\n say [] for (0) seconds\n broadcast (Speak Speaker v)\nelse\n say []\nend\n\nwhen I receive [speak slime 2 v]\nif <(blah blah blah) = [1]> then\n typewriter effect [Why? I was just coming through...]\n wait (3) seconds\n say [] for (0) seconds\n broadcast (Speak Speaker 2 v)\nelse\n say []\nend\n\nwhen I receive [speak slime 3 v]\nif <(blah blah blah) = [1]> then\n typewriter effect [Who do you think you are?]\n wait (3) seconds\n say [] for (0) seconds\n broadcast (Speak Speaker 3 v)\nelse\n say []\nend\n\nwhen I receive [speak slime 4 v]\nif <(blah blah blah) = [1]> then\n typewriter effect [WHAT! That's unfair! I will end your cunning plan right now!]\n wait (3) seconds\n typewriter effect [You just can't turn people's dreams in nightmares! Let them live in peace!!!]\n wait (3) seconds\n typewriter effect [Let me wake up from my dream! Or... it wouldn't be nice for you.]\n wait (3) seconds\n say [] for (0) seconds\n broadcast (Speak Speaker 5 v)\nelse\n say []\nend\n\n@Terrain\n\nwhen flag clicked\nswitch costume to (level1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\nbroadcast (slime reveal v)\n\nwhen I receive [game start v]\nshow\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Circle Show v) and wait\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (shooter2 hide v) and wait\n end\nend\n\nwhen I receive [game start v]\nif <(costume [number v]) = [11]> then\n broadcast (Shrink Slime v)\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (lava show v) and wait\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [13]> then\n broadcast (Fire poison jets v) and wait\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Stop firing! v) and wait\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [12]> then\n broadcast (Circle Show 7 v) and wait\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Circle Show 6 v) and wait\n end\nend\n\nwhen I receive [circle show v]\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Circle show 2 v) and wait\n end\nend\n\nwhen I receive [circle show 2 v]\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Circle Show 3 v) and wait\n end\nend\n\nwhen I receive [circle show 2 v]\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Circle Show 4 v) and wait\n set [backdrop v] to [2]\n end\nend\n\nwhen I receive [circle show 2 v]\nforever\n repeat until <(Backdrop) = [3]>\n if <(costume [number v]) = [10]> then\n broadcast (Circle Show 5 v)\n set [backdrop v] to [3]\n end\n end\nend\n\nwhen I receive [circle show 2 v]\nforever\n if <(costume [number v]) = [14]> then\n set [backdrop v] to [5]\n broadcast (Circle Show 8 v)\n end\nend\n\nwhen I receive [game start v]\nshow\nforever\n if <(costume [number v]) = [9]> then\n broadcast (shooter show v) and wait\n end\nend\n\nwhen I receive [game start v]\nshow\nforever\n if <(costume [number v]) = [11]> then\n set [backdrop v] to [4]\n end\nend\n\nwhen I receive [game start v]\nshow\nforever\n if <(costume [number v]) = [10]> then\n broadcast (shooter show2 v) and wait\n end\nend\n\nwhen I receive [game start v]\nrepeat until <(Backdrop) = [6]>\n if <(costume [number v]) = [15]> then\n broadcast (Stop right there!!! v)\n set [backdrop v] to [6]\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [16]> then\n broadcast (Show End screen v) and wait\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [16]> then\n broadcast (Circle Show 9 v) and wait\n end\nend\n\n@press space\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-145)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [60]>\n change size by (1)\n end\n else\n repeat until <(size) = [50]>\n change size by (-1)\n end\n end\nend\n\nwhen I receive [game start v]\nhide\n\nwhen this sprite clicked\nbroadcast (game start v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) > [3]> then\n forever\n play sound [hmmmm... v] until done\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-145)\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n else\n point in direction (90)\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Shooter\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (145) y: (-48)\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen I receive [shooter show2 v]\nforever\n hide\nend\n\nwhen I receive [shooter show v]\nforever\n show\n go to x: (145) y: (-48)\n repeat until <touching color (#730000)?>\n point in direction (-90)\n switch costume to (costume3 v)\n end\nend\n\n@Lava\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [lava show v]\nshow\nforever\n start sound [Pew v]\n show\n go to (shooter v)\n point in direction (-90)\n repeat until <touching (_edge_ v)?>\n move (11) steps\n wait (0) seconds\n if <touching (slime v)?> then\n hide\n end\n end\n hide\nend\n\nwhen I receive [lava show2 v]\nforever\n hide\n set volume to (0) %\nend\n\n@Shooter2\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (145) y: (-48)\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen I receive [shooter show2 v]\nshow\ngo to x: (-199) y: (-141)\npoint in direction (90)\nforever\n broadcast (Lava show2 v)\n wait (2.5) seconds\nend\n\nwhen I receive [shooter2 hide v]\nforever\n hide\nend\n\n@Lava2\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [lava show2 v]\nstart sound [Pew v]\nshow\ngo to (shooter2 v)\npoint in direction (90)\nrepeat until <touching (_edge_ v)?>\n move (11) steps\n wait (0) seconds\n if <touching (slime v)?> then\n hide\n end\nend\nhide\n\nwhen I receive [shooter2 hide v]\nforever\n hide\n set volume to (0) %\nend\n\n@Poison Jet\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-90) y: (-55)\nhide\n\nwhen I receive [fire poison jets v]\ngo to [back v] layer\nshow\nforever\n go to x: (-86) y: (-111)\n glide (1) secs to x: (-90) y: (81)\n glide (1) secs to x: (-86) y: (-111)\n wait (1) seconds\nend\n\nwhen I receive [stop firing! v]\nforever\n hide\nend\n\n@Poison Jet2\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (47) y: (-36)\nhide\n\nwhen I receive [fire poison jets v]\ngo to [back v] layer\nshow\nforever\n wait (0.25) seconds\n go to x: (49) y: (-94)\n glide (1) secs to x: (36) y: (78)\n glide (1) secs to x: (49) y: (-94)\n wait (1) seconds\nend\n\nwhen I receive [stop firing! v]\nforever\n hide\nend\n\n@Poison Jet3\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (166) y: (-36)\nhide\n\nwhen I receive [fire poison jets v]\ngo to [back v] layer\nshow\nforever\n wait (0.5) seconds\n go to x: (169) y: (-105)\n glide (1) secs to x: (168) y: (60)\n glide (1) secs to x: (169) y: (-105)\n wait (0.5) seconds\nend\n\nwhen I receive [stop firing! v]\nforever\n hide\nend\n\n@Restart\n\nwhen flag clicked\nset size to (30) %\ngo to x: (206) y: (148)\ngo to [front v] layer\nhide\n\nwhen I receive [game start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n turn right (15) degrees\n else\n point in direction (90)\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\[email protected] screen\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [show end screen v]\ngo [forward v] (1000) layers\nshow\nstop [all v]\n\n@Level Proceed Portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to (random position v)\n\nwhen I receive [circle show v]\nset [whirl v] effect to (1000)\nshow\ngo to x: (207) y: (-85)\n\nwhen I receive [circle show 2 v]\nset [whirl v] effect to (1000)\nshow\ngo to x: (157) y: (140)\n\nwhen I receive [circle show 3 v]\nset [whirl v] effect to (1000)\nshow\ngo to x: (206) y: (47)\n\nwhen I receive [circle show 4 v]\nset [whirl v] effect to (1000)\nshow\ngo to x: (208) y: (-58)\n\nwhen I receive [circle show 5 v]\nset [whirl v] effect to (0)\nshow\ngo to x: (146) y: (97)\nswitch costume to (costume2 v)\n\nwhen I receive [circle show 6 v]\nset [whirl v] effect to (1000)\nshow\nswitch costume to (costume1 v)\ngo to x: (206) y: (-75)\n\nwhen I receive [circle show 7 v]\nset [whirl v] effect to (1000)\nshow\nswitch costume to (costume1 v)\ngo to x: (244) y: (-19)\n\nwhen I receive [circle show 8 v]\nset [whirl v] effect to (1000)\nshow\ngo to x: (200) y: (-80)\n\nwhen I receive [stop right there!!! v]\nhide\n\nwhen I receive [you can now show yourself, circle v]\nset [whirl v] effect to (1000)\nshow\n\nwhen I receive [circle show 9 v]\nset [whirl v] effect to (1000)\nshow\nswitch costume to (costume1 v)\ngo to x: (-199) y: (32)\n\n@Speaker\n\ndefine typewriter effect (string)\nset [typestring var v] to []\nset [index v] to [1]\nrepeat (length of (string))\n start sound [A Trombone v]\n set [typestring var v] to (join (typestring var) (letter (index) of (string)))\n say (typestring var)\n change [index v] by (1)\n wait (0.001) seconds\nend\n\nwhen flag clicked\ngo to x: (-6) y: (129)\nhide\n\nwhen I receive [stop right there!!! v]\nset volume to (100) %\nshow\nset [blah blah blah v] to [1]\nwait (1) seconds\ntypewriter effect [Hey you!!!]\nwait (1) seconds\nbroadcast (Skip the STORY!!!! v)\nsay [] for (0) seconds\nbroadcast (Speak Slime v)\nforever\n if <key (x v) pressed?> then\n broadcast (You can now show yourself, circle v)\n set [blah blah blah v] to [0]\n forever\n switch costume to (speaker2 v)\n set volume to (0) %\n hide\n end\n end\nend\n\nwhen I receive [speak speaker v]\ntypewriter effect [Yes you!!! Stop right there! Do not make a step.]\nwait (3) seconds\nsay [] for (0) seconds\nbroadcast (Speak Slime 2 v)\n\nwhen I receive [speak speaker 2 v]\ntypewriter effect [...Coming through? Didn't you read the Caution sign? ]\nwait (3) seconds\ntypewriter effect [Looks like you don't know how to read.]\nwait (3) seconds\ntypewriter effect [Make another step forward and you are dead.]\nwait (3) seconds\nsay [] for (0) seconds\nbroadcast (Speak Slime 3 v)\n\nwhen I receive [speak speaker 3 v]\ntypewriter effect [I...I........ I'm a speaker. ]\nwait (3) seconds\ntypewriter effect [And I've been watching you throughout your journey.]\nwait (4) seconds\ntypewriter effect [I am the one who has been controlling your dream. ]\nwait (4) seconds\ntypewriter effect [I'm, perhaps, not a speaker.]\nwait (3) seconds\ntypewriter effect [I am THE STALKER. I stalk people in their dreams.]\nwait (3) seconds\ntypewriter effect [I turn them into whatever I want. I make them wolves, sheeps, and SLIMES like YOU!!!]\nwait (4) seconds\ntypewriter effect [I leave them when I'm done entertaining myself.]\nwait (3) seconds\nsay [] for (0) seconds\nbroadcast (Speak Slime 4 v)\n\nwhen I receive [speak speaker 5 v]\ntypewriter effect [ooooooh, so you think , you little creature can stop me?]\nwait (3) seconds\ntypewriter effect [HA! never ever. Let's see if you can surpass my terrible, MINIONS!!!]\nwait (3) seconds\ntypewriter effect [HAHAHA, You are going to... wake up. hehehehe]\nwait (3) seconds\nsay [] for (0) seconds\nbroadcast (You can now show yourself, circle v)\n\nbroadcast (You can now show yourself, circle v)\n\n@Skip the story!!!\n\nwhen flag clicked\ngo to x: (0) y: (-133)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [skip the story!!!! v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nforever\n if <key (x v) pressed?> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n end\nend\n\nwhen I receive [you can now show yourself, circle v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Speaker2\n\nwhen flag clicked\ngo to x: (-6) y: (129)\nhide\n\nwhen I receive [stop right there!!! v]\nset volume to (100) %\nshow\nrepeat until <key (x v) pressed?>\n if <key (x v) pressed?> then\n show\n end\nend\n\n@Intro\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\nset size to (1) %\ngo to [front v] layer\nchange [pixelate v] effect by (100)\nhide\nset volume to (100) %\nwait (1.5) seconds\nstart sound [Fanfare v]\nbroadcast (pixelate effect v)\nshow\nrepeat (5)\n change size by (20)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [pixelate effect v]\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\nclear graphic effects\n\nwhen I start as a clone\ngo to x: (0) y: (370)\nclear graphic effects\ngo to [front v] layer\nstart sound [High Whoosh v]\nshow\nswitch costume to (costume2 v)\nglide (0.5) secs to x: (0) y: (0)\nwait (1.5) seconds\nstart sound [Mario Coin Sound - Sound Effect \(HD\) v]\nnext costume\nwait (1) seconds\nbroadcast (intro over v)\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nwait (1.5) seconds\nbroadcast (START v)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume4 v)\nclear graphic effects\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nclear graphic effects\n\nwhen I receive [intro over v]\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nwait (1.5) seconds\nswitch costume to (costume4 v)\nclear graphic effects\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nclear graphic effects\ndelete this clone\n\nwhen I receive [start v]\nrepeat (1000)\n go to [front v] layer\n wait (0.001) seconds\nend\n\n | This game has stopped being updated. So v1.4 is final version.\nthanks to @44sg for proposing this to be featured!\n\n~(Click the green flag 2-4 times(literally) to make it work perfectly)\n~In this game, you are a slime who is lost in his peaceful dream, which slowly turns into a nightmare! \n~Use arrow keys to move and don't touch red lava or purple poison and dodge the incoming dangers. \n~Go ahead and touch the blue spiral portal to proceed to the next level. \n~Good Luck! Don't forget to leave a love and favorite!!!\nAlso press 'X' key to skip the story mode.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThat's strange... there's nothing down here. Type in comments *Found it* if you came here. |
Wings of Fire platformer! | @Stage\n\n@CricketTemplate\n\nwhen flag clicked\nshow\nswitch backdrop to (lvl1 v)\ngo to x: (-195) y: (-65)\nset y to (-63)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n set [xv v] to [0]\n set [yv v] to [0]\n forever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change 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 else\n set [yv v] to [12]\n end\n set [xv v] to [0]\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 (-1)\n if <touching color (#000000)?> 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 end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [195]> then\n next backdrop\n go to x: (-195) y: (-65)\n set y to (-63)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-195) y: (-65)\n set y to (-63)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@page-turning-book-animation-17\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (page-turning-book-animation-17 v)\ngo to x: (-18) y: (-27)\nset size to (50) %\nforever\n wait (0.05) seconds\n next costume\nend\n\n | Use the arrow keys to move.\nLove, favorite, and follow me!\nAll levels are tested and possible. |
Good Platformer Tutorial | @Stage\n\nwhen flag clicked\nbroadcast (Green Flag v)\nswitch backdrop to (sky v)\n\nwhen I receive [tutorial v]\nswitch backdrop to (sky2 v)\n\nwhen flag clicked\nforever\n play sound [Janji - Heroes Tonight \(feat v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n@Player\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Speed: (speed) Friction: (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\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 (<<key (up arrow v) pressed?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((speed) * (-1))) + (<key (right arrow v) pressed?> * (speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [x velocity v] to ((([abs v] of (X Velocity) ) / (X Velocity)) * (-10))\n set [y velocity v] to [12]\n end\nend\n\nwhen I receive [begin start lop v]\nhide\n\nwhen I receive [demo v]\nswitch costume to (player v)\ngo to x: (-50) y: (150)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nshow\nforever\n Platform Gravity: [-1] Jump Height: [15] Speed: [3] Friction: [.7] Slope: [10]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tutorial v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <<<(X Velocity) > [1]> or <(Y Velocity) > [1]>> or <<(X Velocity) < [1]> or <(Y Velocity) < [1]>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (100) %\nswitch costume to (trails v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (0) seconds\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [demo v]\nshow\n\nwhen I receive [green flag v]\nhide\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [demo v]\nhide\n\nwhen I receive [tutorial v]\nhide\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n change size by (((110) - (size)) / (5))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Mouse Click - Free Sound Effect v]\n broadcast (Demo v)\n hide\n end\nend\n\nwhen I receive [tutorial v]\nhide\n\n@Tutorial\n\nwhen I receive [green flag v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n change size by (((110) - (size)) / (5))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Mouse Click - Free Sound Effect v]\n broadcast (Tutorial v)\n broadcast (Begin Start Lop v)\n hide\n end\nend\n\nwhen I receive [demo v]\nhide\n\nwhen I receive [back v]\nshow\n\n@Level Text\n\nwhen I receive [demo v]\nshow\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\n@Back\n\nwhen I receive [demo v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n change size by (((110) - (size)) / (5))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [demo v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Mouse Click - Free Sound Effect v]\n broadcast (Green Flag v)\n broadcast (Back v)\n hide\n end\nend\n\nwhen I receive [demo v]\nset [stopped script v] to [true]\n\nwhen I receive [tutorial v]\nset [stopped script v] to [true]\n\n@Particles\n\nwhen I start as a clone\nif <(size) < [50]> then\n go to [back v] layer\nend\nglide (pick random (3) to (6)) secs to x: (240) y: ((y position) - (pick random (-100) to (100)))\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n turn left (1) degrees\nend\n\nwhen flag clicked\ngo to [front v] layer\nset x to (-300)\nrepeat until <[] = [true]>\n set [ghost v] effect to (pick random (0) to (25))\n create clone of (_myself_ v)\n set y to (pick random (175) to (-175))\n turn right (pick random (1) to (90)) degrees\n set size to (pick random (75) to (100)) %\n wait (0.5) seconds\nend\n\n@Tranisition Thing Idk\n\nwhen I receive [begin start lop v]\nforever\n if <<key (right arrow v) pressed?> or <key (space v) pressed?>> then\n start sound [Low Whoosh v]\n go to [front v] layer\n show\n go to x: (-500) y: (0)\n glide (0.8) secs to x: (500) y: (0)\n hide\n end\n if <key (left arrow v) pressed?> then\n start sound [Low Whoosh2 v]\n go to [front v] layer\n show\n go to x: (500) y: (0)\n glide (0.8) secs to x: (-500) y: (0)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Slides\n\nwhen I receive [begin start lop v]\nshow\nset [costume v] to [1]\nwait until <<key (right arrow v) pressed?> or <key (space v) pressed?>>\nbroadcast (Begin Slides v)\n\nwhen flag clicked\nset [costume v] to [1]\nhide\n\nwhen I receive [begin start lop v]\nforever\n if <<key (right arrow v) pressed?> or <key (space v) pressed?>> then\n change [costume v] by (1)\n wait until <not <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\n end\n if <key (left arrow v) pressed?> then\n change [costume v] by (-1)\n wait until <not <key (left arrow v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Costume)\nend\n\n@Menu2\n\nwhen flag clicked\nforever\n if <(Mouse Y) > [137]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [mouse y v] to (mouse y)\nend\n\n@VolumeCo\n\nwhen flag clicked\nswitch costume to (50 v)\nforever\n if <(Volume) = [50]> then\n switch costume to (50 v)\n else\n switch costume to (0 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Mouse Y) > [137]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [volume v] to [50]\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (m v) pressed?>> then\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (m v) pressed?>>>\n if <(Volume) = [50]> then\n set [volume v] to [0]\n else\n set [volume v] to [50]\n end\n end\nend\n\n | --------------------------------Tutorial-------------------------------\n\nWelcome to the tutorial of your lifetime. Have you ever wondered how the top scratchers always have such amazing projects? Well, I'm here to teach you! In this tutorial, we will cover the basics of platformer controls. \n\nIncluding:\n\nWall Jumping? ✔\nSlope Detection? ✔\nBasic Controls? (Movement) ✔\nCollisions? \nTrails? ✔\nAnd more!\n\n--------------------------------Credits-------------------------------\n\n✨@FUNUT for the YouTube tutorial for this project.\n✨@StardustAnimation (Me) for making this project.\n✨@Gamerlots for some ideas to add some stuff and the wall jumping script!\n✨And finally, you for viewing + Supporting.\n \n - ✨@StardustAnimation✨ |
Jumper (Platformer) no sound | @Stage\n\nwhen flag clicked\nforever\n play sound [Waterflame - Jumper.mp3 v] until done\nend\n\nwhen I receive [back v]\nswitch backdrop to (menu v)\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen I receive [start v]\nswitch backdrop to (play v)\n\n@Text1\n\nwhen flag clicked\nbroadcast (Back v)\n\nwhen I receive [start v]\nset [play1 v] to [10]\nrepeat until \n change y by (play1)\n if <(y position) < [-170]> then\n repeat (6)\n change y by (play1)\n end\n hide\n set [play1 v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (2400) y: (0)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nshow variable [timer v]\nshow variable [☁ highscore2 v]\nwait (1) seconds\nrepeat until \n change [timer v] by (0.1)\n wait (0.1) seconds\n if <(level) = [21]> then\n if <(Timer) < (☁ Highscore2)> then\n set [☁ highscore2 v] to (Timer)\n end\n stop [this script v]\n end\n if <(back) = [1]> then\n hide variable [☁ highscore2 v]\n hide variable [timer v]\n stop [this script v]\n end\nend\n\nwhen I receive [restart v]\nset [timer v] to [0]\n\nwhen I receive [back v]\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\nwhen flag clicked\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\n@Play\n\nwhen I receive [start v]\nset [play1 v] to [10]\nrepeat until \n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (-2400) y: (-27)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Start v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\n@MenuFade\n\nwhen flag clicked\nbroadcast (Back v)\n\nwhen I receive [back v]\nshow\ngo [backward v] (99999) layers\ngo to x: (-2400) y: (0)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((2) - (x position)) * (0.2))\n change [ghost v] effect by (-1)\n go [backward v] (99999) layers\nend\nforever\n go [backward v] (99999) layers\n go to x: (0) y: (0)\nend\n\n@Line\n\nwhen flag clicked\nhide\nset [highscore?! v] to [0]\nset [start v] to [0]\n\nwhen I receive [start v]\nset [start v] to [1]\n\nwhen I receive [thing v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-180) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n go to [front v] layer\n if <<(Start) = [1]> or <(Highscore?!) = [1]>> then\n hide\n stop [this script v]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\nforever\n if <<(Start) = [1]> or <(Highscore?!) = [1]>> then\n hide\n delete this clone\n end\nend\n\n@MenuPlatform\n\nwhen I receive [highscore v]\nset [highscore v] to [-10]\nrepeat until \n change y by (Highscore)\n if <(y position) < [170]> then\n hide\n end\nend\n\nwhen I receive [start v]\nset [play1 v] to [10]\nrepeat until \n change y by (play1)\n if <(y position) < [-170]> then\n hide\n end\nend\n\nwhen I receive [back v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nwait (0.8) seconds\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [restart v]\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.8) seconds\nshow\ngo to x: (-222) y: (-80)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#cc0099)?> then\n set [mode v] to [jump]\n set [yv v] to [13]\n end\n if <touching color (#5b9aea)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (1)\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Restart v)\n end\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen I receive [normal v]\nswitch costume to (normal v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [orange v]\nswitch costume to (orange v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [lightblue v]\nswitch costume to (lightblue v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [pink v]\nswitch costume to (pink v)\n\nwhen I receive [player color v]\ngo to x: (-117) y: (-145)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\n@MenuBlock\n\nwhen flag clicked\nhide\n\nwhen I receive [yo v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (200) y: (-180)\nrepeat (25)\n change y by (((60) - (y position)) * (0.2))\nend\n\nwhen flag clicked\nwait until <(level) = [2]>\nhide\n\n@MenuBlock2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [thing v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((-96) - (y position)) * (0.2))\nend\n\n@Menublock3\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nhide\nwait (0.6) seconds\ngo to x: (-198) y: (-154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n broadcast (Thing v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Play2\n\nwhen I receive [start v]\nset [play1 v] to [10]\nrepeat until \n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (-2400) y: (-75)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-10) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (player color v)\n delete this clone\nend\n\n@Sprite1\n\nwhen I start as a clone\nset size to (160) %\nshow\nif <(number) = [1]> then\n switch costume to (normal v)\n go to x: (-80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (normal v)\n end\n end\nend\nif <(number) = [2]> then\n switch costume to (red v)\n go to x: (-60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n end\n end\nend\nif <(number) = [3]> then\n switch costume to (orange v)\n go to x: (-40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n end\n end\nend\nif <(number) = [4]> then\n switch costume to (yellow v)\n go to x: (-20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n end\n end\nend\nif <(number) = [5]> then\n switch costume to (green v)\n go to x: (0) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n end\n end\nend\nif <(number) = [6]> then\n switch costume to (lightblue v)\n go to x: (20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (lightblue v)\n end\n end\nend\nif <(number) = [7]> then\n switch costume to (blue v)\n go to x: (40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n end\n end\nend\nif <(number) = [8]> then\n switch costume to (purple v)\n go to x: (60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (purple v)\n end\n end\nend\nif <(number) = [9]> then\n switch costume to (pink v)\n go to x: (80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (pink v)\n end\n end\nend\n\nwhen I receive [player color v]\nset [number v] to [0]\nwait (0) seconds\nrepeat (9)\n change [number v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [number v] to [0]\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <(Start) = [1]> then\n hide\n delete this clone\n end\nend\n\ncreate clone of (_myself_ v)\n\n@Play3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\ngo to x: (-208) y: (-163)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [start v] to [0]\n set [back v] to [1]\n hide\n broadcast (Back v)\n wait (0.3) seconds\n set [back v] to [0]\n stop [this script v]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nbroadcast (TN v)\nstop [all v]\n\n@Pickle\n\nwhen flag clicked\nhide\n\nwhen I receive [tn v]\nset size to (25) %\ngo to x: (206) y: (-147)\ngo to [front v] layer\nshow\n\n | |
Arctic || Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (-220) y: (-75)\nset [yvel v] to [0]\nforever\n create clone of (_myself_ v)\n if <(LEVEL) = [7]> then\n hide\n else\n show\n switch costume to (player v)\n change [yvel v] by (-1)\n change y by (yvel)\n Touch Ground <(yvel) > [0]>\n set [xvel v] to ((xvel) * (0.7))\n if <key (right arrow v) pressed?> then\n change [xvel v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-2)\n end\n Walk (xvel)\n if <<key (up arrow v) pressed?> and <(airtime) < [3]>> then\n set [yvel v] to [16]\n set [airtime v] to [6]\n end\n Check Stuff\n end\nend\n\ndefine Touch Ground <up?>\nchange [airtime 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 [airtime v] to [0]\n end\n set [yvel v] to [0]\nend\n\ndefine Walk (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((speed) * (-1))\n change y by ((slope) * (-1))\nend\n\ndefine Check Stuff\nif <touching (spikes v)?> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [airtime v] to [6]\n go to x: (-220) y: (-75)\nend\nif <(y position) < [-180]> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [airtime v] to [6]\n go to x: (-220) y: (-75)\nend\nif <touching (ice v)?> then\n change [xvel v] by (15)\nend\nif <(x position) > [239]> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [airtime v] to [6]\n go to x: (-220) y: (-75)\n change [level v] by (1)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Effect\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (([y position v] of [player v]) / (-10))\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@Ice\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@Snow\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (pick random (20) to (100)) %\nset [ghost v] effect to (pick random (70) to (100))\ngo to x: (pick random (-240.) to (240.)) y: (1800)\nglide (pick random (3) to (6)) secs to x: (pick random (-240.) to (240.)) y: (-180)\nrepeat (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@TN\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Skip\n\n | More levels will be added if I get enough support.\nPlease love and favorite\n=========================================\nUse the arrow keys to move. |
Platformer - a platformer Part 1 | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Dubstep v] until done\n play sound [Dubstep v] until done\nend\n\nwhen [space v] key pressed\nstop all sounds\nclear sound effects\n\nwhen flag clicked\nhide variable [crack v]\nhide variable [level v]\nwait (3) seconds\nshow variable [level v]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <key (x v) pressed?> then\n wait (.1) seconds\n switch backdrop to (previous backdrop v)\n change [level v] by (-1)\n broadcast (go back v)\n wait until <not <key (x v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n broadcast (next level v)\n wait until <not <key (z v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Player\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif <touching color (#000000)?> then\n change y by ((-1) * (change in y))\n set [change in 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 [change in y v] to [15]\n end\nend\nchange y by (1)\n\ndefine Side Collsion\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 ((Change in x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [change in x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n Side Collsion\n Gravity\n if <(x position) > [235]> then\n broadcast (next level v)\n end\n if then\n broadcast (restart v)\n end\n if <<touching color (#002699)?> or <touching color (#4a6cd4)?>> then\n set [change in y v] to [70]\n set [change in x v] to [0]\n change [change in y v] by (20)\n end\nend\n\nhide\n\nwait (1) seconds\n\nwhen this sprite clicked\n\nwhen I receive [costume2 v]\n\nwhen flag clicked\nset [change in x v] to [0]\n\nset [damage v] to [-5]\n\nswitch costume to (download v)\n\nwhen [z v] key pressed\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <[235] < (x position)> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nset [costume v] to [1]\nchange [level v] by (1)\n\nset [change in x v] to [0]\n\nwhen I receive [restart v]\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\nswitch costume to (costume2 v)\nwait (2) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\n\nwait (2) seconds\n\nwhen flag clicked\nwait until <(level) = [4]>\nrepeat until <not <(level) = [4]>>\n if <touching (sprite1 v)?> then\n wait (2) seconds\n if <touching (sprite1 v)?> then\n go to (sprite2 v)\n end\n end\nend\nwait until <(level) = [6]>\nrepeat until <not <(level) = [6]>>\n if <touching (sprite1 v)?> then\n wait (2) seconds\n if <touching (sprite1 v)?> then\n go to (sprite2 v)\n end\n end\nend\nwait until <(level) = [8]>\nrepeat until <not <(level) = [8]>>\n if <touching (sprite1 v)?> then\n wait (2) seconds\n if <touching (sprite1 v)?> then\n go to (sprite2 v)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen I receive [go back v]\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [4]> then\n show\n go to x: (-11) y: (-67)\n wait until <not <(level) = [4]>>\n hide\n end\n if <(level) = [6]> then\n show\n go to x: (81) y: (-62)\n wait until <not <(level) = [6]>>\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (58) y: (-12)\n wait until <not <(level) = [8]>>\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [4]> then\n show\n go to x: (136) y: (102)\n wait until <not <(level) = [4]>>\n hide\n end\n if <(level) = [6]> then\n show\n go to x: (-34) y: (77)\n wait until <not <(level) = [6]>>\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (215) y: (117)\n wait until <not <(level) = [8]>>\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (215) y: (117)\n wait until <not <(level) = [9]>>\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-11) y: (5)\nhide\nhide\nhide\nwait until <(level) = [8]>\nrepeat until <not <(level) = [8]>>\n show\n wait (4) seconds\n hide\n wait (4) seconds\nend\n\n@Sprite5\n\nwhen [space v] key pressed\nif <(level) > [19]> then\n show\n repeat (2)\n switch costume to (costume2 v)\n wait (.1) seconds\n next costume\n wait (.5) seconds\n next costume\n wait (.4) seconds\n end\n switch costume to (costume2 v)\n hide\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n go to (player v)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n go to (player v)\n point in direction (-90)\n end\nend\n\nturn left (15) degrees\n\nturn right (15) degrees\n\npoint in direction ([direction v] of [player v])\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\n@win gem\n\nwhen this sprite clicked\nif <(level) = [13]> then\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [12]> or <(level) = [13]>> then\n show\n end\nend\n\n@win gem cage\n\nwhen flag clicked\nforever\n hide\n if <(level) = [13]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n point in direction (180)\n glide (2) secs to x: (-56) y: (28)\n end\nend\n\nwhen flag clicked\ngo to x: (-66) y: (109)\n\nwhen flag clicked\nforever\n if <touching (win gem v)?> then\n go to [front v] layer\n say [MWAHAH!!!!! I CAPTURED THE WIN GEM SO YOU CANNOT WIN!!!!!!!] for (2) seconds\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-66) y: (109)\n\n@thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nrepeat (10)\n wait (.1) seconds\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nshow\n\nshow\n\nwhen I receive [or is it? v]\nhide\nset [time v] to [0]\nshow variable [time v]\nforever\n if <(Time) = [100]> then\n show\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@moving platform\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (180) y: (-3)\npoint in direction (90)\n\nwhen flag clicked\nforever\n wait until <(level) = [18]>\n repeat until <not <(level) = [18]>>\n glide (1.9) secs to x: (-235) y: (2)\n if on edge, bounce\n glide (1.9) secs to x: (185) y: (-9)\n end\nend\n\n | arrow keys to move Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah z to skip x to go back a level blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah |
Iron Man Platformer | @Stage\n\nwhen flag clicked\nset [dead v] to [0]\nhide variable [dead v]\nset [infinity stones v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nrepeat until <(dead) = [1]>\n play sound [The Avengers - Theme Song v] until done\nend\n\nwhen I receive [infinity stone + v]\nchange [infinity stones v] by (1)\n\nwhen flag clicked\nshow variable [infinity stones v]\n\nwhen I receive [6 infinity stones v]\nhide variable [infinity stones v]\n\nwhen I receive [game over v]\nhide variable [infinity stones v]\nchange [dead v] by (1)\n\nchange volume by (-10)\n\n@Jarvis\n\nwhen flag clicked\nforever\n turn right (350) degrees\n wait (0.03) seconds\nend\n\nwhen flag clicked\nset [suit power v] to [100]\n\nwhen flag clicked\nhide variable [suit power v]\nforever\n wait (10) seconds\n change [suit power v] by (-10)\nend\n\nwhen flag clicked\nforever\n wait (10) seconds\n say (join [Suit power is ] (join (Suit Power) [%])) for (4) seconds\nend\n\nwhen flag clicked\nforever\n glide (0.7) secs to x: (-199) y: (122)\n wait (0.1) seconds\n glide (0.7) secs to x: (-199) y: (102)\nend\n\nwhen this sprite clicked\nsay (join [You have ] (join (Infinity Stones) [ Infinity Stone/s.])) for (2) seconds\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\n\nwhen I receive [game over v]\nhide\n\nglide (1) secs to x: (-199) y: (109)\n\nwhen flag clicked\nforever\n if <(Infinity Stones) = [6]> then\n say (join (username) [, I have detected a malfunction. I will have to power down... G-g-goodbye.]) for (6) seconds\n wait (0.5) seconds\n broadcast (Complete v)\n broadcast (6 Infinity Stones v)\n forever\n change [ghost v] effect by (10)\n hide\n end\n end\nend\n\n@Iron Man\n\nwhen flag clicked\ngo [backward v] (1) layers\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (Speed y)\n Ground block\n if <touching color (#00cc44)?> then\n set [speed y v] to [0]\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide variable [speed y v]\nhide variable [falling? v]\nhide variable [slope v]\n\nwhen [up arrow v] key pressed\nif <<key (up arrow v) pressed?> and <(Falling?) < [3]>> then\n set [speed y v] to [16]\n set [falling? v] to [4]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ndefine Ground block\nchange [slope v] by (1)\nrepeat until <not <touching color (#00cc44)?>>\n change y by (1)\n set [falling? v] to [0]\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\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 switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <touching color (#fdb0ef)?> then\n next backdrop\n go to x: (-216) y: (-93)\n end\n if <touching (infinity stones v)?> then\n broadcast (Infinity Stone + v)\n end\n if <<touching color (#0078ff)?> and <touching (infinity stones v)?>> then\n broadcast (6 Infinity Stones v)\n end\n if <(Suit Power) = [0]> then\n broadcast (Game Over v)\n broadcast (New Message v)\n end\n if <touching (evil guys v)?> then\n broadcast (Restart v)\n end\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 color (#00cc44)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n set y to ((0) - (slope))\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (-216) y: (-93)\npoint in direction (90)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-93)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [restart v]\ngo to x: (-216) y: (-93)\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\n@Infinity Stones\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [infinity stone + v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume3 v)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume4 v)\nshow\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume5 v)\nshow\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume6 v)\nshow\nbroadcast (Last Stone v)\n\nwhen flag clicked\nforever\n glide (1) secs to x: (68) y: (43)\n wait (0.1) seconds\n glide (1) secs to x: (68) y: (33)\nend\n\nwhen I receive [game over v]\nhide\n\n@Evil Guys\n\nwhen flag clicked\nhide\nforever\n set rotation style [left-right v]\nend\n\npoint towards (mouse-pointer v)\npoint towards (iron man v)\n\nwhen backdrop switches to [backdrop3 v]\nshow\nforever\n glide (1) secs to (random position v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\n\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\ncreate clone of (_myself_ v)\nforever\n glide (1) secs to (random position v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nif <(backdrop [number v]) = [7]> then\n forever\n hide\n end\nelse\n forever\n set rotation style [left-right v]\n glide (1) secs to (random position v)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\ncreate clone of (_myself_ v)\nforever\n glide (1) secs to (random position v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen I start as a clone\nforever\n point towards (mouse-pointer v)\nend\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen I receive [6 infinity stones v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I start as a clone\nif <(backdrop [number v]) = [7]> then\n delete this clone\nend\n\n@Gauntlet\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [6 infinity stones v]\nwait (1) seconds\nshow\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nstart sound [Snap v]\nforever\n repeat (10)\n change size by (20)\n wait (0.03) seconds\n end\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n@End\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [complete v]\nwait (3) seconds\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [game over v]\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwait (1) seconds\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [complete v]\nforever\n set [suit power v] to [1000]\nend\n\nwhen I receive [6 infinity stones v]\nbroadcast (Complete v)\n\n@Thumbnail\n\nwhen flag clicked\nwait (3) seconds\nset [ghost v] effect to (0)\ngo to [front v] layer\nforever\n change [ghost v] effect by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [dead v] to [0]\nhide\n\nwhen I receive [new message v]\n\nwhen flag clicked\nforever\n if <(dead) = [1]> then\n go to x: (521) y: (26)\n show\n glide (10) secs to x: (-474) y: (23)\n wait (0.01) seconds\n hide\n end\nend\n\n | Please double click the green flag!\nIf this project gets 20 loves or favorites, I will make a sequel!\n -Instructions-\nArrow keys to move. Get all the infinity stones. Complete the platformer before the suit power runs out. The number count in the bottom left corner is how many infinity stones you have. You can also click Jarvis to check. You can jump onto platforms above you. Avoid red. You have to collect the infinity stone before moving to the next level! \nTry running off a platform and then pressing up...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n:) |
Dark - A Mobile Friendly Platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nend\n\nwhen I receive [end v]\nrepeat (10)\n change volume by (-10)\n wait (0.5) seconds\nend\n\n@Player\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen flag clicked\ngo to x: (-200) y: (0)\n\ndefine if touching\nif <touching (spikes v)?> then\n set [ghost v] effect to (100)\n start sound [whoop v]\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (1 v)?> then\n set [yv v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen [r v] key pressed\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [11]> then\n broadcast (End v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\n\nhide\nwait (1) seconds\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\n\n@1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Player Shadow\n\nwhen flag clicked\nforever\n set size to (size) %\n set [ghost v] effect to (86)\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n | Game by: @C9M09B \n=============================================\nMobile controls may be a little hard, but other than that, hope you enjoy!\n\nUpdate: 2 new levels! 9/1/19\nAll coding by me.\n \nSong by Vexento.\n---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=\nThere may be a few lags, if you find any, please tell me in the comments. :)\n---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=\n\n#Dark #Games #Platformer #Mobile #C9M09B #Spikes #Play #Player #Fun #Ground #Black #Grey #FunGame |
PLATFORMER⎮Wonderland Valley | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat (100)\n clear sound effects\n play sound [Garden v] until done\n repeat (2)\n clear sound effects\n play sound [Emotional Piano v] until done\n end\n clear sound effects\n play sound [Medieval2 v] until done\n repeat (2)\n clear sound effects\n play sound [Medieval1 v] until done\n end\nend\n\nrepeat (2)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (30)\ngo to x: (-180) y: (0)\nset rotation style [left-right v]\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-0.7)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> 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 <<<(falling) < [3]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <<((mouse y) - (y position)) > [50]> and <mouse down?>>> then\n set [speed y v] to [12]\n end\n if <(y position) < [-180]> then\n go to x: (-180) y: (0)\n -\n end\n if <(y position) < [-180]> then\n go to x: (-180) y: (0)\n -\n end\n if <touching (bouncy v)?> then\n set [speed y v] to [20]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n end\n if <(x position) < [-235]> then\n broadcast (pre lev v)\n end\nend\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine walk (speed)\nset [slope v] to [0]\nchange [xv v] by (speed)\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 y by ((0) - (slope))\nend\n\nwhen I receive [next level v]\ngo to x: (-190) y: (-61)\n\ndefine -\nrepeat (3)\n hide\n wait (0.07) seconds\n show\n wait (0.07) seconds\nend\n\nchange x by (speed)\n\nwalk [5]\n\nwhen I receive [pre lev v]\ngo to x: (200) y: (-61)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (60)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [pre lev v]\nswitch costume to ((costume [number v]) - (1))\n\n@effect \n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (50)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [pre lev v]\nswitch costume to ((costume [number v]) - (1))\n\nset [ghost v] effect to (50)\n\n@background\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [pre lev v]\nswitch costume to ((costume [number v]) - (1))\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (40)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n | |
Snowstorm - A Platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nset [brightness v] effect to (-20)\nrepeat (500)\n change [brightness v] effect by (-0.02)\n wait (0.003) seconds\nend\nforever\n repeat (1000)\n change [brightness v] effect by (0.02)\n wait (0.003) seconds\n end\n repeat (1000)\n change [brightness v] effect by (-0.02)\n wait (0.003) seconds\n end\nend\n\nwhen I receive [next level v]\nstart sound [Level done v]\nstart sound [Level done v]\nstart sound [Level done v]\n\nwhen I receive [intro done v]\nforever\n play sound [Music v] until done\n play sound [Music2 v] until done\n play sound [Music3 v] until done\nend\n\n@Snowflake\n\nwhen flag clicked\nreset timer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (11))\nset [brightness v] effect to (pick random (-5) to (15))\nif <(timer) < [1]> then\n go to x: (pick random (-250) to (250)) y: (pick random (-190) to (-100))\nelse\n go to x: (pick random (-250) to (250)) y: (pick random (0) to (190))\nend\nwait (pick random (0) to (8)) seconds\nrepeat (25)\n change [ghost v] effect by (4)\n wait (0.1) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nset size to (pick random (30) to (40)) %\nset [ghost v] effect to (pick random (-200) to (100))\nforever\n repeat until <touching (ground v)?>\n change y by (pick random (-1) to (-2))\n end\nend\n\nwhen I start as a clone\nforever\n repeat until <touching (ground v)?>\n repeat (pick random (20) to (40))\n change x by (pick random (1) to (4))\n end\n repeat (pick random (20) to (30))\n change x by (pick random (-1) to (-4))\n end\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <[-230] > (x position)> then\n set x to (-230)\n end\n if <(x position) > [230]> then\n set x to (230)\n end\n if <touching (player v)?> then\n if <(pick random (1) to (2)) = [1]> then\n repeat (20)\n change x by (2.5)\n change y by (1)\n end\n repeat (10)\n change x by (2.5)\n change y by (-2)\n end\n else\n repeat (20)\n change x by (-2.5)\n change y by (1)\n end\n repeat (10)\n change x by (-2.5)\n change y by (-2)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(distance to [mouse-pointer v]) < [40]> and <mouse down?>> then\n go to x: ((mouse x) + (pick random (-10) to (10))) y: ((mouse y) + (pick random (-10) to (10)))\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ground v)?> then\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n change x by (pick random (0) to (-0.8))\nend\n\n@Ground\n\nwhen flag clicked\nreset timer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset [level v] to [1]\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n hide variable [level v]\nend\n\n@White1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (pick random (15) to (20))\n set size to (pick random (140) to (150)) %\n go to x: (pick random (-4) to (4)) y: (pick random (-3) to (3))\nend\n\n@White2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (pick random (30) to (35))\n set size to (pick random (140) to (150)) %\n go to x: (pick random (-4) to (4)) y: (pick random (-3) to (3))\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (10)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (40) to (50))\nset size to (pick random (90) to (250)) %\nset x to (290)\nshow\nif <(pick random (1) to (2)) = [1]> then\n repeat (116)\n change x by (-5)\n end\nelse\n repeat (290)\n change x by (-2)\n end\nend\nrepeat (6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set y to (((mouse y) / (20)) + (pick random (139) to (140)))\n wait (0.03) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (0) %\nswitch costume to (requin323 logo v)\nset volume to (100) %\nplay sound [pop v] until done\nstart sound [Intro music v]\nshow\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (-10)\nend\nrepeat (8)\n change size by (13)\nend\nrepeat (3)\n change size by (5)\nend\nrepeat (2)\n change size by (2)\nend\nwait (3) seconds\nrepeat (25)\n change size by (3)\n change [ghost v] effect by (4)\nend\nrepeat (5)\n change volume by (-1)\nend\nrepeat (5)\n change volume by (-2)\nend\nrepeat (10)\n change volume by (-4)\nend\nrepeat (4)\n change volume by (-10)\nend\nrepeat (5)\n change volume by (-1)\nend\nstop all sounds\nwait (0.5) seconds\nbroadcast (Intro done v)\n\nwhen flag clicked\nset [brightness v] effect to (20)\nrepeat (100)\n change [brightness v] effect by (-0.2)\nend\n\n@Easter Egg\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nwait until <<([x position v] of [player v]) > [-100]> and <<[-150] > ([y position v] of [player v])> and <(Level) = [16]>>>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (200)\n change [ghost v] effect by (0.5)\nend\n\n@Level display\n\nwhen flag clicked\nhide\ngo to x: (-185) y: (150)\nrepeat (2)\n create clone of (_myself_ v)\n change x by (-35)\nend\nforever\n switch costume to (costume v)\n set size to (300) %\n repeat (3)\n change [brightness v] effect by (3)\n end\n repeat (12)\n change [brightness v] effect by (-0.75)\n end\n wait (pick random (0) to (20)) seconds\nend\n\nwhen I start as a clone\nforever\n if <(x position) = [-220]> then\n switch costume to ((11) + (2))\n else\n switch costume to ((12) + (2))\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [9]> then\n set [11 v] to (letter (1) of (Level))\n set [12 v] to (letter (2) of (Level))\n else\n set [11 v] to (letter (1) of (Level))\n set [12 v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n set [score: v] to (round ((Score:) * (1.01)))\n wait (pick random (1) to (4)) seconds\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Playing) = [1]> then\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nwait (6) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <(Level) > [40]> then\n hide\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-235) y: (-90)\nset [takeoffspeed v] to [13]\nset [runspeed v] to [2]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [level v] to [1]\nset size to (50) %\n\ndefine Jump control\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n change y by (-1)\n if <touching (ground v)?> then\n set [fallspeed v] to (TakeoffSpeed)\n end\n change y by (1)\nend\n\ndefine Simulate gravity\nchange y by (Fallspeed)\nif <touching (ground v)?> then\n change y by ((0) - (Fallspeed))\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\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 <(Level) < [41]> then\n if <(x position) > [230]> then\n go to x: (-235) y: (-50)\n broadcast (Next level v)\n change [level v] by (1)\n end\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-235) y: (-90)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n Jump control\n Simulate gravity\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen [1 v] key pressed\nswitch costume to (1 v)\n\nwhen [2 v] key pressed\nswitch costume to (2 v)\n\nwhen [4 v] key pressed\nswitch costume to (4 v)\n\nwhen [3 v] key pressed\nswitch costume to (3 v)\n\nwhen [5 v] key pressed\nswitch costume to (5 v)\n\nwhen [7 v] key pressed\nswitch costume to (7 v)\n\nwhen [8 v] key pressed\nswitch costume to (8 v)\n\nwhen [6 v] key pressed\nswitch costume to (6 v)\n\nwhen [9 v] key pressed\nswitch costume to (9 v)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n wait until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n wait (1) seconds\n if <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [runspeed v] to [3]\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n wait until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n wait (1) seconds\n if <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n set [runspeed v] to [3]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [0]> and <<[50] > (mouse y)> and <mouse down?>>>> then\n change [runspeed v] by (1)\n change x by ((0) - (RunSpeed))\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (3)\n end\n if <touching (ground v)?> then\n change y by (4)\n end\n if <touching (ground v)?> then\n change y by (10)\n end\n if <touching (ground v)?> then\n change y by (10)\n end\n if <touching (ground v)?> then\n change y by (10)\n end\n if <touching (ground v)?> then\n change y by (10)\n end\n if <touching (ground v)?> then\n change y by (-50)\n change x by (RunSpeed)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<[-1] < (mouse x)> and <<[50] > (mouse y)> and <mouse down?>>>> then\n change [runspeed v] by (1)\n change x by (RunSpeed)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (3)\n end\n if <touching (ground v)?> then\n change y by (4)\n end\n if <touching (ground v)?> then\n change y by (10)\n end\n if <touching (ground v)?> then\n change y by (10)\n end\n if <touching (ground v)?> then\n change y by (10)\n end\n if <touching (ground v)?> then\n change y by (10)\n end\n if <touching (ground v)?> then\n change y by (-50)\n change x by ((0) - (RunSpeed))\n show\n end\n end\n change [runspeed v] by (-0.5)\n if <(RunSpeed) > [6]> then\n set [runspeed v] to [6]\n end\n if <(RunSpeed) < [3]> then\n set [runspeed v] to [3]\n end\nend\n\nwhen flag clicked\nforever\n show\nend\n\n | You! Yeah, you! Why are you playing this old, boring game. Don't you want to play a newer, more fun game like Fort Defender by my friend @NooberGames ? This unique game lets you keep enemies away from your fort, then upgrade your weapons with the cash you earn! Play it here:\nhttps://scratch.mit.edu/projects/457463939/\n\n\nThis is a platformer with 40 levels.\nUse arrow keys or WASD to move on a laptop/desktop or tap left, right, and top areas of the screen.\n-No wall jumps\n- Try clicking and holding the sky with your mouse\n-There is an easter egg\n-Press R to restart a level if you get stuck or glitched into a platform\n-Press keys 1-9 to change skin\nNOTE: The character appears to jump/glitch while going up slopes. I will try to fix this bug.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYou want to know where the easter egg is, don't you?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFine, I'll tell you!\nIt's at the bottom of level 16! |
Battle Cat Hero (Puzzle Platformer) | @Stage\n\n@Costumes\n\nwhen flag clicked\nset size to (400) %\ngo to x: (-10) y: (-20)\nset rotation style [left-right v]\nforever\n go to (hitbox v)\n change y by (-15)\n if <key (right arrow v) pressed?> then\n if <(direction) = [-90]> then\n change x by (-30)\n end\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n if <(direction) = [90]> then\n change x by (30)\n end\n point in direction (-90)\n end\nend\n\nwhen flag clicked\ndelete all of [inventory v]\nswitch costume to (costume1 v)\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume26 v)\n repeat (9)\n next costume\n wait (0.08) seconds\n end\n end\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume19 v)\n repeat (6)\n if <not <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n next costume\n wait (0.08) seconds\n end\n end\n end\n if <not <key (up arrow v) pressed?>> then\n if <key (space v) pressed?> then\n switch costume to (costume1 v)\n repeat (17)\n next costume\n end\n repeat (17)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\ngo to x: (-342) y: (345)\n\nwhen flag clicked\nforever\n if <touching (enemies v)?> then\n change [touchingenemy v] by (1)\n wait until <not <touching (enemies v)?>>\n change [touchingenemy v] by (-1)\n wait until <touching (enemies v)?>\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nswitch costume to (costume35 v)\nrepeat (2)\n wait (0.3) seconds\n next costume\nend\n\n@Hitbox\n\nwhen flag clicked\nset size to (500) %\nset [ghost v] effect to (100)\nset [scrolly v] to [452]\nset [move v] to [0]\nset [scrollx v] to [558]\nshow\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n go to x: (0) y: (0)\n if <(Move) > [0]> then\n change [xvelocity v] by (1.5)\n end\n if <(Move) < [0]> then\n change [xvelocity v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n if <not <(Captured) = [1]>> then\n change [xvelocity v] by (1)\n point in direction (90)\n end\n end\n if <key (left arrow v) pressed?> then\n if <not <(Captured) = [1]>> then\n change [xvelocity v] by (-1)\n point in direction (-90)\n end\n end\n set [xvelocity v] to ((Xvelocity) * (0.9))\n change x by (Xvelocity)\n if <<touching (ground v)?> or <touching (items v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (items v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (items v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (items v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (items v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (items v)?>> then\n change x by ((Xvelocity) * (-1))\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n if <(Xvelocity) > [0]> then\n set [xvelocity v] to [-5]\n else\n set [xvelocity v] to [5]\n end\n if <not <(Captured) = [1]>> then\n set [yvelocity v] to [10]\n end\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n change [yvelocity v] by (-1)\n change y by (Yvelocity)\n if <<touching (ground v)?> or <touching (items v)?>> then\n change y by ((Yvelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching (items v)?>> then\n if <not <<([costume # v] of [costumes v]) > [1]> and <[19] > ([costume # v] of [costumes v])>>> then\n if <key (up arrow v) pressed?> then\n if <not <(Captured) = [1]>> then\n set [yvelocity v] to [16]\n broadcast (Jumped v)\n end\n end\n end\n end\n if <(Captured) = [1]> then\n set [xvelocity v] to [0]\n if <[0] < (Yvelocity)> then\n set [yvelocity v] to [0]\n end\n end\n change y by (1)\n change [scrollx v] by ((x position) * (-1))\n change [scrolly v] by ((y position) * (-1))\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n if <(Captured) = [1]> then\n change [stamina v] by (-1)\n wait until <(Captured) = [0]>\n end\n if <touching (boss v)?> then\n change [stamina v] by (-1)\n wait until <not <touching (boss v)?>>\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(scrollX) > [2313]> then\n broadcast (You win! v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [clones v] to [0]\nhide\nswitch costume to (costume2 v)\nset size to (400) %\nrepeat (25)\n change [clones v] by (1)\n create clone of (_myself_ v)\nend\nchange [totalclones v] by (Clones)\n\nwhen I start as a clone\nshow\nif <(Clones) = [1]> then\n switch costume to (costume1 v)\n forever\n set x to ((scrollX) + ((480) * ((0) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [2]> then\n switch costume to (costume3 v)\n forever\n set x to ((scrollX) + ((480) * ((1) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [3]> then\n switch costume to (costume4 v)\n forever\n set x to ((scrollX) + ((480) * ((2) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [4]> then\n switch costume to (costume5 v)\n forever\n set x to ((scrollX) + ((480) * ((3) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [5]> then\n switch costume to (costume6 v)\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [6]> then\n switch costume to (mine v)\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((-1) * (4))))\n end\nend\nif <(Clones) = [7]> then\n switch costume to (costume8 v)\n forever\n set x to ((scrollX) + ((480) * ((5) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [8]> then\n switch costume to (costume9 v)\n forever\n set x to ((scrollX) + ((480) * ((5) * (4))))\n set y to ((scrollY) + ((360) * ((-1) * (4))))\n end\nend\nif <(Clones) = [9]> then\n switch costume to (costume10 v)\n forever\n set x to ((scrollX) + ((480) * ((6) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [10]> then\n switch costume to (costume11 v)\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [11]> then\n switch costume to (costume12 v)\n forever\n set x to ((scrollX) + ((480) * ((8) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [12]> then\n switch costume to (costume13 v)\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((-1) * (4))))\n end\nend\nif <(Clones) = [13]> then\n switch costume to (costume14 v)\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((-2) * (4))))\n end\nend\nif <(Clones) = [14]> then\n switch costume to (costume15 v)\n forever\n set x to ((scrollX) + ((480) * ((8) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Clones) = [15]> then\n switch costume to (costume16 v)\n forever\n set x to ((scrollX) + ((480) * ((8) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Clones) = [16]> then\n switch costume to (leapofaith v)\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Clones) = [17]> then\n switch costume to (costume7 v)\n forever\n set x to ((scrollX) + ((480) * ((-1) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Clones) = [18]> then\n switch costume to (grow area v)\n forever\n set x to ((scrollX) + ((480) * ((6) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Clones) = [19]> then\n switch costume to (grow area2 v)\n forever\n set x to ((scrollX) + ((480) * ((5) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Clones) = [20]> then\n switch costume to (grow area3 v)\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Clones) = [21]> then\n switch costume to (grow area4 v)\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Clones) = [22]> then\n switch costume to (costume17 v)\n forever\n set x to ((scrollX) + ((480) * ((0) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Clones) = [23]> then\n switch costume to (costume18 v)\n forever\n set x to ((scrollX) + ((480) * ((3) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\n\n@ScrollFrame\n\nwhen flag clicked\nwait (3) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [you win! v]\nstop [other scripts in sprite v]\n\n@Items\n\nwhen flag clicked\ndelete all of [puzzles solved v]\nset [items v] to [0]\nset size to (400) %\nswitch costume to (costume1 v)\nhide\nrepeat (10)\n change [items v] by (1)\n create clone of (_myself_ v)\nend\nchange [totalclones v] by (Items)\n\nwhen I start as a clone\nshow\nif <(Items) = [1]> then\n switch costume to (door in mine v)\n go to [back v] layer\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((-1) * (4))))\n if <[puzzles solved v] contains [Vault]?> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n delete this clone\n end\n end\nend\nif <(Items) = [2]> then\n switch costume to (key v)\n go to [back v] layer\n forever\n set x to ((scrollX) + ((480) * ((5) * (4))))\n set y to ((scrollY) + (((360) * ((-1) * (4))) + (Hover)))\n set [brightness v] effect to (Hover)\n if <touching (hitbox v)?> then\n add [Key] to [inventory v]\n broadcast (Artifact Collected! v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n delete this clone\n end\n end\nend\nif <(Items) = [3]> then\n switch costume to (costume2 v)\n go to [back v] layer\n forever\n set x to ((scrollX) + ((480) * ((8) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n if <[puzzles solved v] contains [Key]?> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n delete this clone\n end\n end\nend\nif <(Items) = [4]> then\n switch costume to (grow panel v)\n go to [back v] layer\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n if <[puzzles solved v] contains [Grow]?> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n delete this clone\n end\n end\nend\nif <(Items) = [5]> then\n switch costume to (costume3 v)\n go to [back v] layer\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + (((360) * ((-2) * (4))) + (Hover)))\n set [brightness v] effect to (Hover)\n if <touching (hitbox v)?> then\n add [Useless Bone] to [inventory v]\n broadcast (Artifact Collected! v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n delete this clone\n end\n end\nend\nif <(Items) = [6]> then\n switch costume to (costume4 v)\n forever\n set x to ((scrollX) + ((480) * ((0) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n if <[puzzles solved v] contains [Global]?> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [hover v] to [0]\nrepeat (5)\n change [hover v] by (1)\nend\nrepeat (3)\n change [hover v] by (0.5)\nend\nrepeat (2)\n change [hover v] by (0.25)\nend\nrepeat (2)\n change [hover v] by (0)\nend\nforever\n repeat (4)\n change [hover v] by (-0.25)\n end\n repeat (6)\n change [hover v] by (-0.5)\n end\n repeat (10)\n change [hover v] by (-1)\n end\n repeat (6)\n change [hover v] by (-0.5)\n end\n repeat (4)\n change [hover v] by (-0.25)\n end\n repeat (2)\n change [hover v] by (0)\n end\n repeat (4)\n change [hover v] by (0.25)\n end\n repeat (6)\n change [hover v] by (0.5)\n end\n repeat (10)\n change [hover v] by (1)\n end\n repeat (6)\n change [hover v] by (0.5)\n end\n repeat (4)\n change [hover v] by (0.25)\n end\n repeat (2)\n change [hover v] by (0)\n end\nend\n\n@Sensors\n\nwhen I start as a clone\nif <(Sensors) = [1]> then\n forever\n if <touching (hitbox v)?> then\n if <key (x v) pressed?> then\n ask [3 digit passcode] and wait\n if <(answer) = [135]> then\n add [Vault] to [puzzles solved v]\n delete this clone\n end\n end\n end\n end\nend\nif <(Sensors) = [2]> then\n forever\n if <touching (hitbox v)?> then\n if <key (x v) pressed?> then\n if <[inventory v] contains [Key]?> then\n add [Key] to [puzzles solved v]\n delete this clone\n end\n end\n end\n end\nend\nif <(Sensors) = [3]> then\n forever\n if <touching (hitbox v)?> then\n if <key (x v) pressed?> then\n ask [4 letter passcode \(lowercase\)] and wait\n if <(answer) = [grow]> then\n add [Grow] to [puzzles solved v]\n delete this clone\n end\n end\n end\n end\nend\nif <(Sensors) = [4]> then\n forever\n if <touching (hitbox v)?> then\n if <key (x v) pressed?> then\n ask [Password?] and wait\n if <(answer) = [Global]> then\n add [Global] to [puzzles solved v]\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Sensors) = [1]> then\n switch costume to (costume2 v)\n go to [back v] layer\n forever\n set [ghost v] effect to (100)\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((-1) * (4))))\n end\nend\nif <(Sensors) = [2]> then\n switch costume to (costume3 v)\n go to [back v] layer\n forever\n set [ghost v] effect to (100)\n set x to ((scrollX) + ((480) * ((8) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Sensors) = [3]> then\n switch costume to (costume4 v)\n go to [back v] layer\n forever\n set [ghost v] effect to (100)\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Sensors) = [4]> then\n switch costume to (costume5 v)\n go to [back v] layer\n forever\n set [ghost v] effect to (100)\n set x to ((scrollX) + ((480) * ((0) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\n\nwhen flag clicked\nset [sensors v] to [0]\nswitch costume to (costume1 v)\nset size to (400) %\nrepeat (4)\n change [sensors v] by (1)\n create clone of (_myself_ v)\nend\nchange [totalclones v] by (Sensors)\n\n@BackGround\n\nwhen flag clicked\nset [back v] to [0]\nhide\nswitch costume to (costume2 v)\nset size to (400) %\nrepeat (26)\n change [back v] by (1)\n create clone of (_myself_ v)\nend\nset [totalclones v] to (Back)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(Back) = [1]> then\n switch costume to (costume1 v)\n forever\n set x to ((scrollX) + ((480) * ((0) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [2]> then\n switch costume to (costume3 v)\n forever\n set x to ((scrollX) + ((480) * ((1) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [3]> then\n switch costume to (costume4 v)\n forever\n set x to ((scrollX) + ((480) * ((2) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [4]> then\n switch costume to (costume5 v)\n forever\n set x to ((scrollX) + ((480) * ((3) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [5]> then\n switch costume to (costume6 v)\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [6]> then\n switch costume to (mine v)\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((-1) * (4))))\n end\nend\nif <(Back) = [7]> then\n switch costume to (costume8 v)\n forever\n set x to ((scrollX) + ((480) * ((5) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [8]> then\n switch costume to (costume9 v)\n forever\n set x to ((scrollX) + ((480) * ((5) * (4))))\n set y to ((scrollY) + ((360) * ((-1) * (4))))\n end\nend\nif <(Back) = [9]> then\n switch costume to (costume10 v)\n forever\n set x to ((scrollX) + ((480) * ((6) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [10]> then\n switch costume to (costume11 v)\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [11]> then\n switch costume to (costume12 v)\n forever\n set x to ((scrollX) + ((480) * ((8) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [12]> then\n switch costume to (costume13 v)\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((-1) * (4))))\n end\nend\nif <(Back) = [13]> then\n switch costume to (costume14 v)\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((-2) * (4))))\n end\nend\nif <(Back) = [14]> then\n switch costume to (costume15 v)\n forever\n set x to ((scrollX) + ((480) * ((8) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Back) = [15]> then\n switch costume to (costume16 v)\n forever\n set x to ((scrollX) + ((480) * ((8) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Back) = [16]> then\n switch costume to (leapofaith v)\n forever\n set x to ((scrollX) + ((480) * ((7) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Back) = [17]> then\n switch costume to (costume7 v)\n forever\n set x to ((scrollX) + ((480) * ((-1) * (4))))\n set y to ((scrollY) + ((360) * ((0) * (4))))\n end\nend\nif <(Back) = [18]> then\n switch costume to (costume17 v)\n forever\n set x to ((scrollX) + ((480) * ((6) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Back) = [19]> then\n switch costume to (costume19 v)\n forever\n set x to ((scrollX) + ((480) * ((5) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Back) = [20]> then\n switch costume to (costume20 v)\n forever\n set x to ((scrollX) + ((480) * ((1) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Back) = [21]> then\n switch costume to (costume20 v)\n forever\n set x to ((scrollX) + ((480) * ((2) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Back) = [21]> then\n switch costume to (costume20 v)\n forever\n set x to ((scrollX) + ((480) * ((2) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Back) = [22]> then\n switch costume to (costume20 v)\n forever\n set x to ((scrollX) + ((480) * ((3) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Back) = [23]> then\n switch costume to (costume21 v)\n forever\n set x to ((scrollX) + ((480) * ((0) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Back) = [24]> then\n switch costume to (costume20 v)\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((1) * (4))))\n end\nend\nif <(Back) = [25]> then\n switch costume to (costume22 v)\n forever\n set x to ((scrollX) + ((480) * ((4) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\nif <(Back) = [26]> then\n switch costume to (costume22 v)\n forever\n set x to ((scrollX) + ((480) * ((5) * (4))))\n set y to ((scrollY) + ((360) * ((2) * (4))))\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide variable [last collected v]\ngo to x: (0) y: (150)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [artifact collected! v]\nset [last collected v] to (item (length of [inventory v]) of [inventory v])\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nshow variable [last collected v]\nrepeat (5)\n set [brightness v] effect to (20)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide variable [last collected v]\nhide\n\n@Enemies\n\nwhen flag clicked\nset [totalclones v] to [0]\nset [stamina v] to [50]\nset [touchingenemy v] to [0]\nset [enemies v] to [0]\nset [captured v] to [0]\nhide\nrepeat (60)\n change [enemies v] by (1)\n create clone of (_myself_ v)\nend\nchange [totalclones v] by (Enemies)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nshow\nswitch costume to (costume1 v)\nif <(Enemies) = [1]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (50))\n set y to ((scrollY) + ((-452) - (15)))\n end\nend\nif <(Enemies) = [2]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (250))\n set y to ((scrollY) + ((-452) - (15)))\n end\nend\nif <(Enemies) = [3]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (500))\n set y to ((scrollY) + ((-452) - (15)))\n end\nend\nif <(Enemies) = [4]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (2185))\n set y to ((scrollY) + ((-289) - (15)))\n end\nend\nif <(Enemies) = [5]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (3572))\n set y to ((scrollY) + ((-289) - (15)))\n end\nend\nif <(Enemies) = [6]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (3855))\n set y to ((scrollY) + ((-167) - (15)))\n end\nend\nif <(Enemies) = [7]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (4625))\n set y to ((scrollY) + ((-165) - (15)))\n end\nend\nif <(Enemies) = [8]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (4787))\n set y to ((scrollY) + ((-165) - (15)))\n end\nend\nif <(Enemies) = [9]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (4994))\n set y to ((scrollY) + ((-165) - (15)))\n end\nend\nif <(Enemies) = [10]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (5695))\n set y to ((scrollY) + ((-309) - (15)))\n end\nend\nif <(Enemies) = [11]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (5826))\n set y to ((scrollY) + ((-283) - (15)))\n end\nend\nif <(Enemies) = [12]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (6213))\n set y to ((scrollY) + ((-441) - (15)))\n end\nend\nif <(Enemies) = [13]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (6523))\n set y to ((scrollY) + ((-503) - (15)))\n end\nend\nif <(Enemies) = [14]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (6757))\n set y to ((scrollY) + ((-509) - (15)))\n end\nend\nif <(Enemies) = [15]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (7362))\n set y to ((scrollY) + ((-183) - (15)))\n end\nend\nif <(Enemies) = [16]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (7029))\n set y to ((scrollY) + ((-994) - (15)))\n end\nend\nif <(Enemies) = [17]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8109))\n set y to ((scrollY) + ((-1228) - (15)))\n end\nend\nif <(Enemies) = [18]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8309))\n set y to ((scrollY) + ((-882) - (15)))\n end\nend\nif <(Enemies) = [19]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8428))\n set y to ((scrollY) + ((-882) - (15)))\n end\nend\nif <(Enemies) = [20]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8032))\n set y to ((scrollY) + ((-1388) - (15)))\n end\nend\nif <(Enemies) = [21]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (7897))\n set y to ((scrollY) + ((-1388) - (15)))\n end\nend\nif <(Enemies) = [22]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (7186))\n set y to ((scrollY) + ((-1402) - (15)))\n end\nend\nif <(Enemies) = [23]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (7240))\n set y to ((scrollY) + ((-1961) - (15)))\n end\nend\nif <(Enemies) = [24]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (7240))\n set y to ((scrollY) + ((-1961) - (15)))\n end\nend\nif <(Enemies) = [25]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8761))\n set y to ((scrollY) + ((-1961) - (15)))\n end\nend\nif <(Enemies) = [26]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8860))\n set y to ((scrollY) + ((-1961) - (15)))\n end\nend\nif <(Enemies) = [27]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8959))\n set y to ((scrollY) + ((-1961) - (15)))\n end\nend\nif <(Enemies) = [28]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (7796))\n set y to ((scrollY) + ((-265) - (15)))\n end\nend\nif <(Enemies) = [29]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8192))\n set y to ((scrollY) + ((451) - (15)))\n end\nend\nif <(Enemies) = [30]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8300))\n set y to ((scrollY) + ((-451) - (15)))\n end\nend\nif <(Enemies) = [31]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8246))\n set y to ((scrollY) + ((-449) - (15)))\n end\nend\nif <(Enemies) = [32]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8984))\n set y to ((scrollY) + ((-487) - (15)))\n end\nend\nif <(Enemies) = [33]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (10595))\n set y to ((scrollY) + ((-206) - (15)))\n end\nend\nif <(Enemies) = [34]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (12565))\n set y to ((scrollY) + ((-202) - (15)))\n end\nend\nif <(Enemies) = [35]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (12862))\n set y to ((scrollY) + ((-202) - (15)))\n end\nend\nif <(Enemies) = [36]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (12952))\n set y to ((scrollY) + ((72) - (15)))\n end\nend\nif <(Enemies) = [37]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (14143))\n set y to ((scrollY) + ((88) - (15)))\n end\nend\nif <(Enemies) = [38]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (14269))\n set y to ((scrollY) + ((88) - (15)))\n end\nend\nif <(Enemies) = [39]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (14902))\n set y to ((scrollY) + ((378) - (15)))\n end\nend\nif <(Enemies) = [40]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (15055))\n set y to ((scrollY) + ((378) - (15)))\n end\nend\nif <(Enemies) = [41]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (14992))\n set y to ((scrollY) + ((378) - (15)))\n end\nend\nif <(Enemies) = [42]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (15785))\n set y to ((scrollY) + ((2433) - (15)))\n end\nend\nif <(Enemies) = [43]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (15722))\n set y to ((scrollY) + ((2433) - (15)))\n end\nend\nif <(Enemies) = [44]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (14984))\n set y to ((scrollY) + ((2413) - (15)))\n end\nend\nif <(Enemies) = [45]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (13265))\n set y to ((scrollY) + ((2413) - (15)))\n end\nend\nif <(Enemies) = [46]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (13130))\n set y to ((scrollY) + ((2413) - (15)))\n end\nend\nif <(Enemies) = [47]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (12536))\n set y to ((scrollY) + ((2413) - (15)))\n end\nend\nif <(Enemies) = [48]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (12113))\n set y to ((scrollY) + ((2413) - (15)))\n end\nend\nif <(Enemies) = [49]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (11987))\n set y to ((scrollY) + ((2413) - (15)))\n end\nend\nif <(Enemies) = [50]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (10214))\n set y to ((scrollY) + ((2413) - (15)))\n end\nend\nif <(Enemies) = [51]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (9215))\n set y to ((scrollY) + ((2413) - (15)))\n end\nend\nif <(Enemies) = [52]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (8630))\n set y to ((scrollY) + ((2416) - (15)))\n end\nend\nif <(Enemies) = [53]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (6461))\n set y to ((scrollY) + ((757) - (15)))\n end\nend\nif <(Enemies) = [54]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (6302))\n set y to ((scrollY) + ((757) - (15)))\n end\nend\nif <(Enemies) = [55]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (5546))\n set y to ((scrollY) + ((757) - (15)))\n end\nend\nif <(Enemies) = [56]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (4790))\n set y to ((scrollY) + ((757) - (15)))\n end\nend\nif <(Enemies) = [57]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (3638))\n set y to ((scrollY) + ((757) - (15)))\n end\nend\nif <(Enemies) = [58]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (2603))\n set y to ((scrollY) + ((757) - (15)))\n end\nend\nif <(Enemies) = [59]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (1451))\n set y to ((scrollY) + ((757) - (15)))\n end\nend\nif <(Enemies) = [60]> then\n forever\n point towards (hitbox v)\n set x to ((scrollX) + (6))\n set y to ((scrollY) + ((757) - (15)))\n end\nend\n\nwhen I start as a clone\nforever\n if <(distance to [costumes v]) < [100]> then\n wait (0.01) seconds\n next costume\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (costumes v)?> then\n if <not <<([costume # v] of [costumes v]) < [19]> and <([costume # v] of [costumes v]) > [10]>>> then\n if <<(costume [number v]) < [8]> and <(costume [number v]) > [5]>> then\n set [captured v] to [1]\n else\n if <not <touching (costumes v)?>> then\n set [captured v] to [0]\n end\n set [captured v] to [0]\n end\n else\n set [enemyboomx v] to (x position)\n broadcast (Hit v)\n set [enemyboomy v] to (y position)\n set [captured v] to [0]\n delete this clone\n end\n else\n if <(TouchingEnemy) = [0]> then\n set [captured v] to [0]\n end\n end\nend\n\nset [color v] effect to (30)\n\nwhen I start as a clone\n\n@Boss\n\nwhen flag clicked\nhide variable [boss lives v]\nshow\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\nset rotation style [left-right v]\nset size to (1000) %\nforever\n set x to ((scrollX) + (-1855))\n point towards (hitbox v)\n set y to (((scrollY) + (-452)) + (15))\n if <touching (hitbox v)?> then\n change [xvelocity v] by (1)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nif <(costume [number v]) = [1]> then\n forever\n set x to ((scrollX) + (-1855))\n point towards (hitbox v)\n set y to (((scrollY) + (-452)) + (15))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n switch costume to (costume6 v)\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (4)\n set x to ((scrollX) + (-1845))\n set [move v] to (direction)\n point towards (hitbox v)\n set y to (((scrollY) + (-452)) + (20))\n change size by (1000)\n end\n set [move v] to [0]\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n if <(distance to [hitbox v]) < [300]> then\n switch costume to (costume4 v)\n wait (1.75) seconds\n repeat (3)\n wait (0.04) seconds\n next costume\n end\n create clone of (_myself_ v)\n wait (0.4) seconds\n repeat (3)\n wait (0.04) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n wait until <(distance to [hitbox v]) < [300]>\n broadcast (Boss Battle v)\n show variable [boss lives v]\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [boss lives v] to [5]\n forever\n if <touching (costumes v)?> then\n if <<([costume # v] of [costumes v]) < [19]> and <([costume # v] of [costumes v]) > [10]>> then\n change [boss lives v] by (-1)\n broadcast (BossHurt v)\n set [bossx v] to (x position)\n set [bossy v] to (y position)\n wait until <not <<([costume # v] of [costumes v]) < [19]> and <([costume # v] of [costumes v]) > [10]>>>\n end\n end\n end\nend\n\nwhen I receive [bossdown v]\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n if <(Boss lives) = [0]> then\n stop [other scripts in sprite v]\n broadcast (BossDown v)\n hide variable [boss lives v]\n change [boss lives v] by (-1)\n set [bossx v] to (x position)\n set [bossy v] to (y position)\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\ncreate clone of (_myself_ v)\n\n@Sprite3\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-210) y: (147)\nforever\n if <(length of (Stamina)) = [1]> then\n switch costume to (Stamina)\n end\n if <(length of (Stamina)) = [2]> then\n switch costume to (letter (1) of (Stamina))\n end\n if <(letter (1) of (Stamina)) = [0]> then\n switch costume to (costume10 v)\n else\n switch costume to (letter (1) of (Stamina))\n end\n if <<(Stamina) < [0]> or <(Stamina) = [0]>> then\n set [stamina v] to [0]\n broadcast (GAME OVER v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nchange x by (15)\nforever\n if <(letter (2) of (Stamina)) = [0]> then\n switch costume to (costume10 v)\n else\n switch costume to (letter (2) of (Stamina))\n end\n if <(length of (Stamina)) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (Stamina)) = [2]> then\n create clone of (_myself_ v)\n wait until <not <(length of (Stamina)) = [2]>>\n delete this clone\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [game over v]\nwait (2) seconds\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nstop [all v]\n\n@Sprite5\n\nwhen I receive [hit v]\nrepeat (6)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (EnemyBoomX) y: (EnemyBoomY)\npoint in direction (pick random (1) to (360))\nrepeat (5)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [bossdown v]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (BossX) y: (BossY)\npoint in direction (pick random (1) to (360))\nrepeat (5)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [bosshurt v]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [you win! v]\ngo to [front v] layer\nshow\n\n | Welcome to a game where only the most patient, most skilled and smart people can make it through this massive scrolling platformer.\n--------------------------------------\nLeft arrow key to move left ⇦\nRight arrow key to move right⇨\nUp arrow to jump⇧\nX to interact with doors\nIf a door doesn't open, then you put in the wrong password, or you don't have the key\nTouch hovering items to pick them up\npress space to attack\nEnemy attacks stun you, but take away your stamina. When your stamina is depleted, you lose consciousness, and lose. \n-------------------------------------------\nCHEATS⇩\nDo not use unless you are completely stumped\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCHEATS\n-------------------------------------------------------------------------\nMine: Count the pickaxes in the different areas. The vault's password is 135\n\nBanners: The first letters of the colors on the bottom of the 4 banners spell out "GROW"\n\nIron bars: What were the names of the fruit?\nGrapes, Lemons, Oranges, Bananas, Apricots, more lemons... The first letters spell "GLOBAL"\nSome plants are very inaccurate |
Mountain - A Platformer | @Stage\n\nwhen flag clicked\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [beginning v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start v]\nset volume to (50) %\nforever\n play sound [music v] until done\nend\n\nwhen I receive [start v]\nrepeat (10)\n switch backdrop to (backdrop2 v)\nend\n\n@theGuy\n\nwhen flag clicked\nhide\n\nwhen I receive [restart level v]\nReset\n\nwhen I receive [straighten up v]\nforever\n point in direction (90)\nend\n\nwhen I receive [beginning v]\nshow\ngo to x: (-56) y: (28)\n\nwhen I receive [start v]\nReset\n\nforever\n if <touching color (#4d4d4d)?> then\n Die\n broadcast (Restart Level v)\n end\nend\n\nif <touching color (#00aaff)?> then\n if <key (any v) pressed?> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <touching color (#c34213)?>>> then\n change x by (1)\n change y by (0.25)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <touching color (#c34213)?>> then\n change x by (-1)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <touching color (#c34213)?>>> then\n change x by (-1)\n change y by (-0.25)\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <touching color (#c34213)?>> and <[] = [0]>> then\n change x by (1)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <touching color (#4d4d4d)?>>> then\n change y by (1)\n end\n else\n if <not <<touching color (#26b7ff)?> and <touching color (#c34213)?>>> then\n change y by (-1)\n end\n end\nend\nif <<touching color (#ee00ff)?> or <touching color (#ffc000)?>> then\n set [size v] to [small]\nend\nif <(size) = [small]> then\n set size to (40) %\nelse\n set size to (70) %\nend\n\nif <not <touching color (#00aaff)?>> then\nend\n\nif <<<<(trick move) > [3]> and <not <<<touching color (#b5a27e)?> or <touching color (#00b50a)?>> or <<touching color (#7e7e7e)?> or <<touching color (#c34213)?> or <touching color (#ffffff)?>>>>>> and <(double jump) = [1]>> and <(jump) = [1]>> then\n set [yv v] to [15]\n set [double jump v] to [0]\nend\nif <<<touching color (#00b50a)?> or <touching color (#b5a27e)?>> or <<touching color (#7e7e7e)?> or <<touching color (#c34213)?> or <touching color (#ffffff)?>>>> then\n set [yv v] to [1]\n set [double jump v] to [1]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <[0] = (up)> then\n set [yv v] to [15]\n end\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <[0] = (left)> then\n change [xv v] by (-3.5)\n change y by (2)\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <[0] = (right)> then\n change [xv v] by (3.5)\n change y by (2)\n end\nend\nif <[1] = (down)> then\n set [yv v] to [1]\nend\nif <[1] = (right)> then\n set [xv v] to [-4]\nend\nif <[1] = (left)> then\n set [xv v] to [4]\nend\nif <[1] = (up)> then\n set [yv v] to [-5]\nend\nif <touching color (#8ac3ff)?> then\n set [yv v] to [-0.75]\nend\nchange [yv v] by (-1)\nset [xv v] to ((Xv) * (0.7))\nchange y by (Yv)\nchange x by (Xv)\n\nwhen I receive [start v]\nforever\n if <key (r v) pressed?> then\n broadcast (Restart Level v)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (next level v)?> then\n broadcast (Next Level v)\n Reset\n wait until <not <touching (next level v)?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (any v) pressed?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (right jump v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (left jump v)\n end\n else\n switch costume to (normal v)\n end\nend\n\nwhen I receive [start v]\n\nforever\n if <not > then\n change [trick move v] by (1)\n else\n set [trick move v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [jump v] to [1]\n wait (0.05) seconds\n set [jump v] to [0]\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <touching color (#00aaff)?>>> then\n play sound [Jump v] until done\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n wait until <<<touching color (#00b50a)?> or <touching color (#b5a27e)?>> or <<touching color (#7e7e7e)?> or <<touching color (#c34213)?> or <touching color (#ffffff)?>>>>\n end\nend\n\ndefine Reset\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (70) %\npoint in direction (90)\ngo to x: (-187) y: (-100)\nset [yv v] to [0]\nset [xv v] to [0]\n\ndefine Die\nstart sound [Disconnect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.1) seconds\n\nwhen flag clicked\n\ndefine Touch Wall <touch ground>\nrepeat (10)\n if <touch ground> then\n change y by (1)\n end\nend\nif <touch ground> then\n change x by ((round (Xv)) * (-1))\n change y by (-10)\n set [xv v] to [0]\nend\n\nif <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]\nelse\nend\n\ndefine Double Jump <up> <touch ground>\nif <<<(falling) > [0]> and <(falling) < [10]>> and <(Yv) < [0]>> then\n set [jump v] to [1]\nend\nchange y by (-1)\nif <<up> and <<<touch ground> or <(falling) < [5]>> and <<(jump) = [0]> and <(jump key) = [0]>>>> then\n set [yv v] to [13]\n set [jump v] to [1]\n set [jump key v] to [1]\nend\nchange y by (1)\nif <<up> and <<(jump) = [1]> and <(jump key) = [0]>>> then\n set [yv v] to [13]\n set [jump v] to [2]\n set [jump key v] to [1]\nend\n\ndefine Touch Ground <up> <touch ground>\nif <(Yv) > [0]> then\n repeat until <not <touch ground>>\n change y by (-1)\n set [yv v] to [0]\n end\nelse\n repeat until <not <touch ground>>\n change y by (1)\n set [yv v] to [0]\n set [falling v] to [0]\n set [jump v] to [0]\n end\nend\nDouble Jump <up> <touch ground>\n\ndefine Play <right> <left> <up> <down> <touch ground>\nif <right> then\n change [xv v] by (1)\nend\nif <left> then\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (round (Xv))\nTouch Wall <touch ground>\nchange [yv v] by (-1)\nchange [falling v] by (1)\nchange y by (Yv)\nTouch Ground <up> <touch ground>\nif <not <up>> then\n set [jump key v] to [0]\nend\n\nwhen I receive [start v]\nReset\nforever\n Play <<key (d v) pressed?> or <key (right arrow v) pressed?>> <<key (a v) pressed?> or <key (left arrow v) pressed?>> <<key (w v) pressed?> or <key (up arrow v) pressed?>> <<key (s v) pressed?> or <key (down arrow v) pressed?>> <touching (ground v)?>\nend\n\n@Ground\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (Water v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nstart sound [Connect v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (Straighten Up v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (Straighten Up v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (Ending v)\n set [ending level? v] to [1]\n broadcast (Straighten Up v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n broadcast (No Water v)\n end\nend\n\nwhen I receive [beginning v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume6 v)\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Next Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [ending v]\nhide\n\n@water\n\nwhen flag clicked\nrepeat (10)\n hide\n go to x: (0) y: (0)\nend\n\nwhen I receive [water v]\nshow\ngo to [back v] layer\n\nwhen I receive [no water v]\nhide\n\n@GameSurf\n\nwhen flag clicked\nset size to (160) %\nhide\nwait (1) seconds\ngo to x: (415) y: (20)\nstart sound [Ocean Wave v]\nshow\nglide (0.8) secs to x: (8) y: (20)\nwait (2) seconds\nhide\nbroadcast (Beginning v)\n\n@Play\n\nwhen I receive [beginning v]\ngo to x: (144) y: (7)\nset size to (70) %\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (100) %\n else\n switch costume to (costume1 v)\n set size to (70) %\n end\nend\n\nwhen this sprite clicked\nstart sound [Hand Clap v]\nhide\nbroadcast (Start v)\n\nwhen flag clicked\nhide\n\n@Platforming Script\n\nwhen flag clicked\nhide\n\nReset\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.8))\n change x by (round (Xv))\n Touch Wall\n change [yv v] by (-1)\n change [falling v] by (1)\n change y by (Yv)\n Touch Ground\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [jump key v] to [0]\n end\nend\n\ndefine Touch Ground\nif <(Yv) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n set [yv v] to [0]\n end\nelse\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n set [yv v] to [0]\n set [falling v] to [0]\n set [jump v] to [0]\n end\nend\nDouble Jump\n\ndefine Touch Wall\nrepeat (10)\n if <touching color (#000000)?> then\n change y by (1)\n end\nend\nif <touching color (#000000)?> then\n change x by ((round (Xv)) * (-1))\n change y by (-10)\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\nend\n\ndefine Reset\ngo to x: (-147) y: (-21)\nset [xv v] to [0]\nset [yv v] to [0]\nset [falling v] to [0]\nset [jump v] to [0]\nset [jump key v] to [0]\n\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<touching color (#000000)?> or <(falling) < [5]>>> then\n start sound [Meow v]\n set [yv v] to [12]\nend\n\ndefine Double Jump\nif <<<(falling) > [0]> and <(falling) < [10]>> and <(Yv) < [0]>> then\n set [jump v] to [1]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<touching color (#000000)?> or <(falling) < [5]>> and <<(jump) = [0]> and <(jump key) = [0]>>>> then\n set [yv v] to [12]\n set [jump v] to [1]\n set [jump key v] to [1]\nend\nchange y by (1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(jump) = [1]> and <(jump key) = [0]>>> then\n set [yv v] to [12]\n set [jump v] to [2]\n set [jump key v] to [1]\nend\n\n | I AM CURRENTLY REMAKING THE ENTIRE GAME. I am remaking the game so it doesn't glitch and the gameplay is more smooth, as you said in the comments. Until then, don't play it as it will be atrocious. \n\n▶WASD or Arrow Keys to move\n▶Double-Jumping is possible\n▶If you get stuck, press r to restart\n▶Lead is poisonous (dark grey)\n▶Pink + yellow makes you tiny\n▶Try to win for glory (Don't Cheat!)\n ✔✔✔Have Fun! :D ✔✔✔\n\n\n |
F4F (Platformer) | @Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-194) y: (-125)\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 (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.8))\n change x by (Xv)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#565656)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#565656)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <touching color (#565656)?> then\n change y by (1)\n if <touching color (#565656)?> then\n change y by (1)\n if <touching color (#565656)?> then\n change y by (1)\n if <touching color (#565656)?> then\n change y by (1)\n if <touching color (#565656)?> then\n change y by (1)\n if <touching color (#565656)?> 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\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-194) y: (-125)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(x position) > [235]> then\n go to x: (-194) y: (-125)\n broadcast (Next Level v)\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | Arrow Keys/ WAD to move\nSpace to switch between scratch cat and Gobo\nLEARN ABOUT F4F!!! |
Blob--a Platformer | @Stage\n\n@blob\n\ndefine Platform (jump height) (gravity) (friction) (runing speed)\nswitch costume to (hitbox v)\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x velocity v] by (runing speed)\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x velocity v] by ((runing speed) * (-1))\n point in direction (-90)\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <<touching (level v)?> or <touching (level2 v)?>> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<touching (level v)?> or <touching (level2 v)?>> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nchange y by (-2)\nif <touching color (#ff7b4c)?> then\n go to x: (-181) y: (-96)\n broadcast (next v)\n play sound [Coin v] until done\nend\nif <touching color (#ce5124)?> then\n go to x: (-181) y: (-96)\n start sound [Alien Creak2 v]\nend\nchange y by (2)\nchange y by (2)\nif <touching color (#ff7b4c)?> then\n go to x: (-181) y: (-96)\n broadcast (next v)\n play sound [Coin v] until done\nend\nif <touching color (#ce5124)?> then\n go to x: (-181) y: (-96)\n start sound [Alien Creak2 v]\nend\nchange y by (-2)\nchange x by (2)\nif <touching color (#ff7b4c)?> then\n go to x: (-181) y: (-96)\n broadcast (next v)\n play sound [Coin v] until done\nend\nif <touching color (#ce5124)?> then\n go to x: (-181) y: (-96)\n start sound [Alien Creak2 v]\nend\nchange x by (-2)\nchange x by (-2)\nif <touching color (#ff7b4c)?> then\n go to x: (-181) y: (-96)\n broadcast (next v)\n play sound [Coin v] until done\nend\nif <touching color (#ce5124)?> then\n go to x: (-181) y: (-96)\n start sound [Alien Creak2 v]\nend\nchange x by (2)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-175) y: (-96)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\npoint in direction (90)\nset [slope v] to [0]\nset [level v] to [1]\nforever\n Platform [12] [-1] [0.7] [2]\nend\n\nwhen flag clicked\nforever\n if <[230] < (x position)> then\n go to x: (-175) y: (-96)\n change [level v] by (1)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite1 v)?> or <touching (level2 v)?>> then\n go to x: (-175) y: (-96)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n wait (0.5) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (costume2 v)\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nbroadcast (next v)\nset [level v] to [9]\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Level2\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n show\n go to x: (-60) y: (-35)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n repeat (5)\n change x by (-3)\n end\n repeat (5)\n change x by (3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n show\n go to x: (70) y: (-117)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nset [y vel v] to [0]\nforever\n if <(costume [number v]) = [2]> then\n Jump [15]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (0) y: (200)\nset [slope v] to [0]\nset [xv v] to [0]\n\ndefine Jump (jump height)\nchange y by (y vel)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (y vel) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (y vel) ) / (y vel)) * (-1))\n end\n end\n if <(([abs v] of (y vel) ) / (y vel)) = [-1]> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n show\n go to x: (-36) y: (-33)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n show\n go to x: (-59) y: (-119)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n show\n go to x: (59) y: (-91)\n switch costume to (new piskel \(6\)4 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n show\n go to x: (-71) y: (-74)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n show\n go to x: (-154) y: (22)\n switch costume to (new piskel \(6\)4 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n show\n go to x: (-52) y: (-40)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n show\n go to x: (-89) y: (-108)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n show\n go to x: (62) y: (-19)\n switch costume to (new piskel \(6\)4 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n show\n go to x: (16) y: (-67)\n switch costume to (new piskel \(6\)4 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n show\n go to x: (152) y: (-59)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n show\n go to x: (152) y: (-59)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n show\n go to x: (170) y: (23)\n switch costume to (new piskel \(6\)4 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n show\n go to x: (-55) y: (-99)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n show\n go to x: (-88) y: (-65)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [9]> then\n show\n go to x: (14) y: (-66)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [9]> then\n show\n go to x: (124) y: (-34)\n switch costume to (new piskel \(6\)4 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n show\n go to x: (-72) y: (-39)\n switch costume to (new piskel \(6\)4 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n show\n go to x: (28) y: (-34)\n switch costume to (new piskel \(6\) v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n hide\n switch costume to (new piskel \(6\)4 v)\n stop [this script v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n wait (pick random (1) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (340) y: (pick random (125) to (58))\nrepeat until <(x position) < [-240]>\n change x by (-5)\nend\ndelete this clone\n\n | ---Blob---\nUse arrow keys to move\nAvoid spikes and weird creatures :P\n\nHelp blob venture through a land filled with evil creatures. Uhh. yeah. just complete the levels...\n\n...then following is your only concern XD\n\nCredits\n-Its actually all by me :)\n-@CheriseW will be curating this on the 16th! |
-Jungle Ninja- Platformer | @Stage\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [brightness v] effect to (0)\ngo to x: (-214) y: (-111)\nwait (.01) seconds\nwait until <not <(Game) = [lobby]>>\nforever\n if <not <touching (water v)?>> then\n Platform Gravity: [-1] Jump Height: [15] Side Movement Speed [3] Friction [.7] Slope: [8]\n else\n Platform Gravity: [-.05] Jump Height: [0] Side Movement Speed [1] Friction [.7] Slope: [8]\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [1.5]\n end\n end\n if <touching (lava v)?> then\n go to x: (-214) y: (-111)\n end\n if <touching (endoflevel v)?> then\n broadcast (Next Level v)\n wait (.3) seconds\n change [level v] by (1)\n go to x: (-214) y: (-111)\n end\n if <touching (bouncepad v)?> then\n set [y velocity v] to [22]\n end\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (ground v)?> then\n change y by (Slope)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nset [record set v] to []\nset [game v] to [lobby]\nset [time v] to [0]\nwait until <not <(Game) = [lobby]>>\nrepeat until <(Level) = [9]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(Time) < (☁ Record)> then\n set [record set v] to [yes]\n set [☁ record v] to (Time)\nelse\n set [record set v] to [no]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (90) %\nset [brightness v] effect to (100)\nswitch costume to (costume2 v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@extras\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nset [level v] to [8]\n\n@lava\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwait (1) seconds\ngo [forward v] (1) layers\n\n@endOfLevel\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (100)\nend\n\n@shadows\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@bouncepad\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n go [forward v] (9) layers\n set [ghost v] effect to (30)\n switch costume to (Level)\nend\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n repeat (5)\n change y by (1)\n wait (.05) seconds\n end\n repeat (5)\n change y by (-1)\n wait (.05) seconds\n end\nend\n\nchange [mosaic v] effect by (25)\n\n@Level Transition\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nforever\n\nwhen [timer v] > (0)\nhide\n\n@Thumb Nail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (start v)\nwait until <key (space v) pressed?>\nset [game v] to [start]\nhide\n\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nswitch costume to (title v)\nshow\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n\n\nwhen flag clicked\nrepeat until <key (space v) pressed?>\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (-1)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (150) %\nrepeat (10)\n change size by (-5)\nend\nrepeat until <(Game) = [start]>\n repeat (20)\n turn right (-.5) degrees\n end\n repeat (20)\n turn right (.5) degrees\n end\nend\n\nwhen flag clicked\nwait (.01) seconds\nforever\n wait until <(Game) = [start]>\n hide\nend\n\nwhen [timer v] > (0)\nhide\n\n@sprite2\n\nwhen flag clicked\nwait (.01) seconds\nforever\n wait until <(Game) = [start]>\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (-60)\nshow\npoint in direction (90)\nset size to (10) %\nrepeat (10)\n change size by (9)\nend\nrepeat until <(Game) = [start]>\n repeat (20)\n turn right (.5) degrees\n end\n repeat (20)\n turn right (-.5) degrees\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@number\n\nwhen I start as a clone\nshow\nforever\n if <(length of (Time)) < (#)> then\n hide\n else\n switch costume to (letter (#) of (Time))\n show\n end\n go to x: (((#) * (10)) - (240)) y: (150)\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(Game) = [start]>\nhide\nset size to (100) %\nset [# v] to [1]\nrepeat (45)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\n@cloud\n\nwhen I start as a clone\nshow\nforever\n if <(length of (☁ Record)) < (#)> then\n hide\n else\n switch costume to (letter (#) of (☁ Record))\n show\n end\n go to x: (((#) * (10)) - (215)) y: (168)\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(Game) = [start]>\nhide\nset size to (100) %\nset [# v] to [1]\nrepeat (45)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-57) y: (45)\nhide\nwait (.1) seconds\nwait until <(Game) = [start]>\nshow\n\nwhen [timer v] > (0)\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (.1) seconds\nforever\n if <(Record Set) = [yes]> then\n switch costume to (costume1 v)\n show\n end\n if <(Record Set) = [no]> then\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (-1)\n end\nend\n\n | You are a Ninja in the jungle trying to escape,\nCan you?\n\nRed - Lava\nYellow - Bouncy\nBlue - Water\n\n |
Violet - A Platformer | @Stage\n\nwhen flag clicked\nstop all sounds\nstart sound (pick random (1) to (5))\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-217) y: (-20)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\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 (#6b179c)?> or <<touching color (#c576f2)?> or <touching color (#8b18a3)?>>> then\n change y by (1)\n end\n if <<touching color (#6b179c)?> or <<touching color (#c576f2)?> or <touching color (#8b18a3)?>>> then\n change y by (1)\n end\n if <<touching color (#6b179c)?> or <<touching color (#c576f2)?> or <touching color (#8b18a3)?>>> then\n change y by (1)\n end\n if <<touching color (#6b179c)?> or <<touching color (#c576f2)?> or <touching color (#8b18a3)?>>> then\n change y by (1)\n end\n if <<touching color (#6b179c)?> or <<touching color (#c576f2)?> or <touching color (#8b18a3)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#6b179c)?> or <<touching color (#c576f2)?> or <touching color (#8b18a3)?>>> 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 (#6b179c)?> or <<touching color (#c576f2)?> or <touching color (#8b18a3)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#b261ff)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <(backdrop [number v]) = [11]> then\n go to x: (-217) y: (-55)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | Welcome to Violet - a platformer!\nArrow keys to move.\nAvoid the spikes.\n20 levels. |
=LASER BEAM= - A platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [No Time To Explain OST Main Theme v] until done\nend\n\n@player\n\nwhen flag clicked\nshow\ngo to x: (-218) y: (0)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<mouse down?> and <(energy) > [0]>> then\n if <<(direction) < [181]> and <(direction) > [99]>> then\n change [yv v] by ((direction) / (100))\n end\n if <<(direction) < [-99]> and <(direction) > [-181]>> then\n change [yv v] by ((direction) / (-100))\n end\n if <<(direction) < [81]> and <(direction) > [-1]>> then\n change [yv v] by ((direction) / (-100))\n end\n if <<(direction) < [1]> and <(direction) > [-81]>> then\n change [yv v] by ((direction) / (100))\n end\n change y by (-1)\n if <not <touching (level v)?>> then\n if <<(direction) < [91]> and <(direction) > [9]>> then\n change [xv v] by ((direction) / (-60))\n end\n if <<(direction) < [171]> and <(direction) > [89]>> then\n change [xv v] by (((direction) - (180)) / (60))\n end\n if <<(direction) < [-9]> and <(direction) > [-91]>> then\n change [xv v] by ((direction) / (-60))\n end\n if <<(direction) < [-89]> and <(direction) > [-171]>> then\n change [xv v] by (((direction) + (180)) / (60))\n end\n end\n change y by (1)\n else\n end\n change [yv v] by (-1)\n if <key (d v) pressed?> then\n change [xv v] by (0.5)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.5)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\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 (-2)\n if <touching (level v)?> then\n set [energy v] to [30]\n end\n change y by (2)\n point towards (mouse-pointer v)\n if <mouse down?> then\n set rotation style [left-right v]\n end\n if <<touching (spike v)?> or <<<[-175] > (y position)> or <<touching (boss body v)?> and <(boss) = [1]>>> or <<touching (boss rocket v)?> or <touching color (#ff0000)?>>>> then\n go to x: (-218) y: (-70)\n set [boss health v] to [200]\n set [xv v] to [0]\n set [yv v] to [0]\n set [move v] to [0]\n end\n if <<(x position) > [230]> and <(boss) = [0]>> then\n go to x: (-218) y: (-70)\n set [xv v] to [0]\n set [yv v] to [0]\n set [move v] to [0]\n broadcast (Next v)\n end\nend\n\n@laser\n\nwhen flag clicked\nshow\nforever\n go to (player gun v)\n if <(energy) > [-1]> then\n if <mouse down?> then\n if <(energy) > [0]> then\n change [energy v] by (-0.7)\n if <[10] < (size)> then\n change [move v] by (2)\n end\n laser\n else\n pen up\n erase all\n set [size v] to [0]\n end\n else\n repeat until <(size) < [1]>\n change [size v] by (-15)\n laser\n end\n set [size v] to [0]\n pen up\n erase all\n end\n else\n repeat until <(size) < [1]>\n change [size v] by (-15)\n laser\n end\n pen up\n erase all\n set [size v] to [0]\n end\nend\n\ndefine laser\nshow\npen up\nerase all\nset pen color to (#00ffe5)\nset pen (saturation v) to (100)\nset pen (transparency v) to (0)\nset pen size to (size)\npen up\ngo to (player gun v)\npoint in direction ([direction v] of [player gun v])\nmove (20) steps\nset [step v] to [0]\nrepeat until <<touching (_edge_ v)?> or <<touching (level v)?> or <touching (boss body v)?>>>\n move (5) steps\n change [step v] by (5)\nend\nchange pen size by (15)\npen down\npen up\nchange pen (transparency v) by (20)\nset pen (transparency v) to (0)\nset pen size to (size)\nset pen (saturation v) to (100)\ngo to (player gun v)\npoint in direction ([direction v] of [player gun v])\nmove (20) steps\npen down\nrepeat until <<touching (_edge_ v)?> or <<touching (level v)?> or <touching (boss body v)?>>>\n move (5) steps\nend\nchange pen size by (15)\npen down\npen up\nchange pen size by ((size) * (-1))\nset pen (saturation v) to (0)\nset pen size to ((size) / (2))\npen up\ngo to (player gun v)\npoint in direction ([direction v] of [player gun v])\nmove (20) steps\npen down\nrepeat until <<touching (_edge_ v)?> or <<touching (level v)?> or <touching (boss body v)?>>>\n move (5) steps\nend\nchange pen size by (15)\npen down\npen up\nchange pen size by ((size) * (-1))\n\nwhen flag clicked\nset [size v] to [0]\nforever\n if <mouse down?> then\n if <(energy) > [0]> then\n start sound [laser v]\n end\n if <(energy) < [10]> then\n if <(size) < (energy)> then\n change [size v] by (7)\n end\n change [size v] by (-2)\n else\n if <(size) < [30]> then\n change [size v] by (7)\n end\n end\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(size) > [0]> then\n repeat (2)\n change [size v] by (5)\n end\n repeat (2)\n change [size v] by (-5)\n end\n end\nend\n\n@player gun\n\nwhen flag clicked\nforever\n point towards (mouse-pointer v)\n go to (player v)\n if <(direction) > [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@level\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next v]\nchange [level v] by (1)\nnext costume\nif <(level) = [12]> then\n broadcast (boss v)\nend\nif <(level) = [13]> then\n broadcast (boss die v)\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n broadcast (Next v)\n wait until <not <key (right arrow v) pressed?>>\n end\nend\n\n@spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@spining thing\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nset [spin v] to [1]\nforever\n if <mouse down?> then\n switch costume to (costume2 v)\n if <(spin) < [50]> then\n change [spin v] by (5)\n end\n else\n switch costume to (costume1 v)\n if <(spin) > [10]> then\n change [spin v] by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n turn right (spin) degrees\nend\n\nset [spin v] to [5]\n\n@thumb nail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nhide variable [energy v]\nwait (1) seconds\ngo to [front v] layer\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (4)\nend\nshow variable [energy v]\n\n@boss body\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nset [boss v] to [1]\nset [boss health v] to [200]\nswitch costume to (costume1 v)\nforever\n wait (4) seconds\n switch costume to (costume2 v)\n wait (2) seconds\n broadcast (boss laser v)\n repeat (60)\n switch costume to (costume1 v)\nend\n\nwhen I receive [boss v]\nwait (3) seconds\nforever\n repeat (3)\n create clone of (boss rocket v)\n wait (1) seconds\n end\n wait (5) seconds\nend\n\nwhen I receive [boss v]\ngo to x: (0) y: (130)\npoint in direction (90)\nturn left (-3.5) degrees\nforever\n turn right (degree) degrees\n if <touching (laser v)?> then\n start sound [Crank v]\n change [boss health v] by (-1)\n end\nend\n\nwhen I receive [boss v]\nforever\n if <(boss health) < [1]> then\n stop [other scripts in sprite v]\n set [boss v] to [0]\n point in direction (90)\n go to [back v] layer\n switch costume to (costume3 v)\n pen up\n erase all\n repeat (50)\n change y by (-5)\n create clone of (explode v)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [boss v]\nset [degree v] to [0]\nwait (0.1) seconds\nforever\n repeat (10)\n change [degree v] by (-0.1)\n end\n repeat (20)\n change [degree v] by (0.1)\n end\n repeat (10)\n change [degree v] by (-0.1)\n end\nend\n\nwhen I receive [boss die v]\nstop [other scripts in sprite v]\nset [boss v] to [0]\nhide\ngo to [back v] layer\nstop [this script v]\n\n@boss eyes\n\nwhen flag clicked\nset [boss v] to [0]\nforever\n if <(boss) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to (boss body v)\n change y by (15)\n point towards (player v)\n else\n hide\n end\nend\n\n@boss rocket\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [bullet health v] to [100]\nforever\n if <(boss) = [0]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nset [follow v] to [0]\ngo to (boss body v)\npoint in direction (180)\nrepeat (10)\n move (10) steps\nend\nset [bullet move v] to [0]\npoint towards (player v)\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [bullet move v] by (1)\n move (bullet move) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@boss laser\n\ndefine boss laser\npen down\nset pen color to (#ff0000)\nset pen size to (boss laser size)\nset pen (saturation v) to (100)\npen up\ngo to (boss body v)\npoint in direction ([direction v] of [boss body v])\nturn right (90) degrees\npen down\nrepeat until <touching (level v)?>\n move (5) steps\nend\nchange pen size by (20)\npen up\nset pen (saturation v) to (0)\nset pen size to ((boss laser size) / (3))\npen up\ngo to (boss body v)\npoint in direction ([direction v] of [boss body v])\nturn right (90) degrees\npen down\nrepeat until <touching (level v)?>\n move (5) steps\nend\n\nwhen I receive [boss laser v]\nrepeat (60)\n boss laser\nend\n\nwhen flag clicked\nchange [☁ player v] by (1)\nset [boss laser size v] to [80]\nforever\n repeat (2)\n change [boss laser size v] by (10)\n end\n repeat (2)\n change [boss laser size v] by (-10)\n end\nend\n\n@explode\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to (boss body v)\nchange y by (pick random (50) to (-50))\nchange x by (pick random (200) to (-200))\nshow\nset size to (200) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-40)\nend\n\nwhen flag clicked\nhide\n\n | WELCOME TO =LASER BEAM=!!!\n----------------------------HOW TO PLAY-------------------------\n-A D to move\n-mouse to shoot\n-shoot your laser beam to the ground to fly\n-you can't jump\n-top left is your energy, touch the ground to charge\n-if the level and boss fight are too hard then use right arrow to skip\n-the boss will reset health if you die\n-all level possible |
Desert || A platformer 2 | @Stage\n\n@Player\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 end\n change y by (-1)\n if <touching color (#87f6ff)?> then\n if <<<mouse down?> and <((y position) + (50)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n change [yv v] by (0.5)\n end\n end\n if <touching color (#87f6ff)?> then\n if <<<mouse down?> and <((y position) + (50)) > (mouse y)>> or <key (down arrow v) pressed?>> then\n change [yv v] by (-1)\n end\n end\n if <touching color (#fffd30)?> then\n if <<<mouse down?> and <((y position) + (50)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching color (#fffd30)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if <touching color (#b8b8b8)?> then\n go to x: (-200) y: (0)\n end\n if <touching color (#0002ff)?> then\n set [yv v] to [23]\n end\n if <touching color (#87f6ff)?> then\n change [yv v] by (1)\n if <touching color (#87f6ff)?> then\n change [yv v] by (0.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Xenogenesis.mp3 v] until done\nend\n\n@Levels\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nforever\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [15]>> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@TN\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nshow\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (35)\ngo to [back v] layer\nshow\ngo to x: (-66) y: (90)\nforever\n glide (25) secs to x: (356) y: (90)\n go to x: (-365) y: (90)\nend\n\nhide\n\nwhen I receive [game start v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nset [ghost v] effect to (35)\n\n | Move with arrow keys.\nUp arrow to jump.\nIn part 1 you fought a boss to get your treasure back,\nbut now, you have to get home...\nIf you didn't play part 1, play it here:\nhttps://scratch.mit.edu/projects/321724674/\nPART 3!\nhttps://scratch.mit.edu/projects/325398512\nPart 4: https://scratch.mit.edu/projects/326282236\n(Part 5 has no storyline)\nPART 6: https://scratch.mit.edu/projects/545565557\n |
~ Eraser ~ A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Fade \[NCS Release\].mp2 v] until done\nend\n\n@Character\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\ngo to x: (-180) y: (80)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Reset Mode\n Controls Mode\n Boost - Stapler\n Boost - Pencil\nend\n\ndefine Controls Mode\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching (ground v)?> then\n change y by (-2)\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 (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching (ground v)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\n\ndefine Reset Mode\nif <<(y position) < [-175]> or <touching (obstacle v)?>> then\n go to x: (-180) y: (80)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <(x position) > [247]> then\n go to x: (-180) y: (80)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Next lvl v)\n change [level v] by (1)\nend\n\ndefine Boost - Stapler\nif <<touching (stapler v)?> or <touching (stapler_2 v)?>> then\n set [yv v] to [12]\nend\n\ndefine Boost - Pencil\nif <<touching (pencil v)?> and <key (right arrow v) pressed?>> then\n set [xv v] to ((xv) * (2.3))\nend\n\n@Ground\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Obstacle\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next lvl v]\nnext costume\n\n@Backgrounds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next lvl v]\nnext costume\n\n@Stapler\n\nwhen flag clicked\nhide\nforever\n if <(level) = [5]> then\n show\n go to x: (-183) y: (-42)\n else\n if <(level) = [8]> then\n show\n go to x: (-83) y: (-38)\n else\n hide\n end\n end\nend\n\n@Stapler_2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [5]> then\n show\n go to x: (33) y: (-42)\n else\n if <(level) = [8]> then\n show\n go to x: (32) y: (-38)\n else\n if <(level) = [10]> then\n show\n go to x: (-93) y: (-35)\n else\n hide\n end\n end\n end\nend\n\n@Stapler_3\n\nwhen flag clicked\nhide\nforever\n if <(level) = [8]> then\n show\n go to x: (149) y: (-38)\n else\n hide\n end\nend\n\n@Pencil\n\nwhen flag clicked\nhide\nforever\n if <(level) = [6]> then\n show\n go to x: (-98) y: (-44)\n else\n if <(level) = [9]> then\n show\n go to x: (17) y: (-47)\n else\n hide\n end\n end\nend\n\n@Doorway\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n if <(level) = [10]> then\n show\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (0)\nend\n\n | |
The Rotating Platformer [Collab] V.2 | @Stage\n\nwhen flag clicked\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [win v]\nstop all sounds\nstart sound [Credits Theme v]\nstop [other scripts in sprite v]\nerase all\nwait (5) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nerase all\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (menu v)\n\nwhen [z v] key pressed\nif <(username) = [_l8d_]> then\n switch backdrop to (backdrop3 v)\nend\nstop [all v]\n\nwhen I receive [menu v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Menu Theme v] until done\nend\n\nwhen I receive [play v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Game Theme v] until done\nend\n\nwhen I receive [level editor v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Editor Theme v] until done\nend\n\nwhen flag clicked\nset [__pause v] to [0]\n\n@Physics & game(Pen)\n\ndefine Save\nset [save code v] to []\nset [j v] to [0]\nrepeat (length of [level v])\n change [j v] by (1)\n set [save code v] to (join (Save Code) (join (item (j) of [level v]) [/]))\nend\ndelete all of [save v]\nadd (Save Code) to [save v]\nhide list [save v]\n\ndefine Load (code)\ndelete all of [level v]\nset [item v] to []\nset [j v] to [0]\nrepeat (length of (code))\n change [j v] by (1)\n if <(letter (j) of (code)) = [/]> then\n add (Item) to [level v]\n set [item v] to []\n else\n set [item v] to (join (Item) (letter (j) of (code)))\n end\nend\n\nwhen flag clicked\nshow list [save v]\n\nwhen flag clicked\ndelete all of [level codes v]\nadd [1/-50/-50/50/-25/1/50/-50/100/25/2/100/-50/200/0/1/200/-50/250/25/3/250/0/300/25/1/300/-50/400/150/1/500/125/600/150/4/525/225/575/275/] to [level codes v]\nadd [1/-50/-50/50/-25/2/50/-50/75/0/1/75/-50/150/-25/2/150/-50/200/0/1/200/-50/300/-25/8/225/50/275/100/1/300/-50/350/150/2/325/150/350/250/1/300/250/350/300/1/250/350/300/400/4/200/450/250/500/] to [level codes v]\nadd [2/-100/-100/800/-75/1/-50/-50/50/-25/1/150/-50/200/-25/2/225/-50/275/-25/1/300/-50/350/-25/8/450/-50/500/0/1/750/-50/775/50/2/800/-75/825/300/2/725/50/775/100/6/725/100/775/150/1/600/100/625/200/1/200/300/800/325/1/200/200/625/225/4/200/225/225/300/7/400/230/450/280/] to [level codes v]\nadd [1/-78/-53/513/-28/1/-79/152/516/180/2/-78/-33/-24/158/2/115/-33/158/98/7/64/-22/114/28/2/252/14/299/156/5/198/99/248/149/4/304/97/354/147/8/398/-24/448/26/1/487/-34/514/95/3/487/91/516/156/] to [level codes v]\nadd [3/-23/-54/44/-13/3/147/-14/209/23/8/244/66/294/116/1/147/377/197/427/1/-16/375/34/425/7/147/238/197/288/4/-96/259/-61/367/2/28/376/151/424/3/415/29/448/141/3/336/202/363/313/1/-116/362/-45/384/] to [level codes v]\nadd [1/-240/-61/132/-29/1/183/-23/272/7/1/328/18/412/47/3/542/-61/616/-30/6/702/87/752/137/2/-114/-34/-81/95/4/-133/-33/-110/94/1/-71/84/63/301/2/57/190/81/248/3/-90/109/-65/168/1/-239/242/-207/427/8/-204/247/-154/297/5/-231/113/-181/163/1/-71/314/-21/364/] to [level codes v]\nadd [1/-69/-23/201/-3/1/56/1/106/51/1/107/0/157/50/1/109/49/159/99/1/158/51/208/101/1/160/102/210/152/1/301/54/352/104/1/355/3/405/53/1/303/2/353/52/1/-94/307/4/348/1/302/105/352/155/1/354/55/404/105/1/518/273/575/322/6/468/274/518/324/1/574/-16/594/322/4/202/-7/301/51/2/210/53/299/73/6/-73/346/-23/396/5/-238/344/-188/394/1/158/1/208/51/1/308/-21/575/-1/7/520/0/570/50/1/407/4/457/54/8/-240/202/-190/252/1/-73/-1/-19/308/2/-93/124/-73/185/5/-123/6/-73/56/8/-121/-123/-71/-73/7/-13/-123/37/-73/] to [level codes v]\nadd [1/-8/-50/262/-17/2/125/-22/173/88/3/66/-25/129/-5/7/260/-67/302/-25/3/261/210/311/260/2/309/211/425/259/3/422/209/471/260/5/575/213/625/263/8/560/-75/614/-15/1/890/-63/999/229/3/897/227/947/277/5/900/405/950/455/2/1010/279/1077/412/1/991/-61/1206/-6/3/1298/-57/1348/-7/7/1301/104/1351/154/6/1299/604/1349/654/4/189/605/239/655/] to [level codes v]\nadd [1/-50/-50/32/-22/7/-105/-90/-47/-27/1/-124/-48/-101/97/1/-48/15/-28/100/1/-230/56/-121/96/5/-145/204/-94/251/3/-225/100/-175/150/7/112/329/155/371/5/90/264/138/315/1/30/-48/92/246/1/-105/-159/190/-125/1/-186/246/92/266/1/-194/379/39/399/1/-44/311/158/331/1/157/-81/177/536/1/23/401/43/526/1/94/424/114/606/1/-211/595/456/615/6/31/555/90/595/8/110/556/187/597/2/-191/521/-161/599/4/395/534/432/594/1/175/513/458/536/1/-209/505/26/525/1/437/537/457/600/1/-210/523/-190/598/] to [level codes v]\nadd [1/-95/-41/34/-10/1/31/-40/67/99/2/-70/-11/-20/11/6/-16/38/28/93/7/-161/44/-127/74/1/-223/109/-116/156/5/-229/36/-187/80/1/-178/-24/-158/74/1/-239/-86/-130/-65/1/-136/-172/99/-149/3/-81/-152/-30/-132/2/-28/-152/1/-132/4/48/-143/98/-93/] to [level codes v]\nadd [1/-50/-50/100/-21/6/50/-24/100/26/1/-102/-52/-54/193/1/-225/196/-170/556/1/-91/421/19/472/8/-222/562/-170/608/2/-216/616/-164/698/1/-90/477/-25/738/2/-21/483/19/738/6/-89/743/-41/788/1/-85/794/-34/878/2/-222/797/-196/1000/1/-227/708/-198/791/2/-217/1008/707/1051/2/-29/823/496/877/5/593/875/706/1004/2/622/700/670/871/2/436/698/487/817/8/480/489/594/604/2/430/487/482/691/1/669/440/721/693/3/-85/338/-34/417/3/-95/205/-51/283/2/674/382/724/432/2/510/210/563/486/1/673/265/725/373/5/673/211/723/261/1/503/-52/849/-2/1/228/-52/275/112/4/277/-46/327/4/1/332/-48/453/-1/2/459/-47/503/34/] to [level codes v]\nadd [1/-50/-50/187/-30/2/185/-48/281/10/2/276/-32/354/40/3/204/5/285/41/3/5/129/126/151/1/348/5/484/40/7/10/225/120/271/2/-240/473/-1/548/3/0/483/50/533/3/51/482/101/532/3/163/509/229/556/3/152/550/240/589/1/98/621/148/671/8/416/40/466/90/4/-59/549/-9/599/5/646/42/696/92/3/625/-180/702/-127/6/701/-125/751/-75/5/-46/851/240/909/2/-190/1055/870/1075/4/-240/-124/-220/-51/2/-208/-47/-55/104/] to [level codes v]\nadd [1/-11/-63/125/-12/8/74/-2/124/48/3/409/-13/443/58/7/240/-64/290/-14/1/215/207/511/240/2/329/185/390/211/1/580/205/828/239/2/578/184/829/211/3/505/105/582/135/2/505/89/582/109/5/520/286/570/336/2/215/234/351/363/2/230/258/334/278/2/316/269/336/311/2/229/269/249/310/2/250/310/275/346/2/286/309/313/346/3/772/233/828/253/2/799/-77/830/189/1/701/326/770/355/1/492/410/560/440/3/493/435/560/455/1/215/358/352/378/3/700/349/770/369/4/221/383/271/433/] to [level codes v]\nadd [1/-47/-61/341/-23/8/123/-25/173/25/1/342/121/705/165/5/476/197/526/247/3/167/-23/187/27/2/348/-8/379/110/3/401/116/456/140/4/25/-106/75/-56/2/567/-179/606/76/1/684/63/705/126/7/606/-121/656/-71/1/343/-23/380/-3/6/701/87/751/137/] to [level codes v]\nadd [1/-227/-161/752/-101/2/-199/-121/-57/-83/2/-173/-118/-88/-55/2/-153/-80/-114/15/2/-145/11/-87/47/2/-90/37/-16/68/2/-190/36/-135/56/2/-213/48/-176/102/1/-35/57/89/79/1/-121/67/-48/111/1/-182/89/-124/121/1/-229/78/-163/104/1/-72/59/8/97/1/-151/58/-101/108/6/142/-107/193/-56/6/264/5/314/55/1/160/-60/180/-40/1/283/48/303/68/6/373/-47/418/-6/1/389/-11/409/25/1/300/59/363/82/1/371/17/420/43/1/358/35/392/63/3/414/31/477/63/1/470/52/549/72/1/459/-107/559/-77/1/503/-76/523/59/1/520/6/570/56/1/564/-5/621/21/6/596/-51/646/-1/1/531/72/561/140/1/499/133/570/163/1/483/-85/546/-44/1/484/159/522/252/7/-157/177/-107/227/3/227/63/301/90/1/-210/822/-35/842/3/-200/829/-121/866/3/-153/835/-103/885/3/-112/832/-50/866/1/13/817/100/854/1/64/799/158/848/1/33/829/147/874/8/-240/817/-199/863/2/23/679/100/710/2/7/613/45/683/2/28/640/109/685/2/102/626/152/676/1/194/799/283/834/1/250/787/352/852/1/337/803/411/844/2/295/770/315/801/1/594/690/614/1226/1/471/1006/537/1033/1/436/991/486/1041/1/389/986/446/1021/4/274/942/332/1003/4/232/962/295/990/4/305/988/348/1026/2/530/690/668/720/2/564/665/645/701/3/580/638/600/658/3/584/595/604/615/3/619/610/639/630/1/772/1226/792/1294/1/894/1286/914/1345/5/1033/1240/1083/1290/1/1110/1103/1130/1328/1/962/1195/1021/1215/1/1004/940/1867/964/4/1239/1127/1280/1147/4/1226/1090/1250/1136/4/1237/1079/1281/1101/4/1269/1038/1289/1089/4/1226/1026/1277/1046/4/1317/1030/1337/1139/4/1329/1119/1379/1139/4/1331/1080/1376/1100/4/1329/1034/1379/1054/4/1415/1126/1468/1146/4/1410/1035/1430/1134/4/1412/1033/1467/1053/4/1489/1039/1509/1139/4/1493/1131/1564/1151/4/1574/1038/1594/1147/4/1580/1129/1639/1149/4/1581/1086/1637/1106/4/1586/1041/1636/1065/4/1670/1134/1732/1154/4/1690/1046/1710/1140/] to [level codes v]\nadd [1/-58/-53/50/-25/1/117/-19/167/31/1/119/-69/169/-19/2/78/-118/128/-68/2/30/-141/80/-91/4/120/31/170/81/1/67/-14/117/36/1/63/35/113/85/1/63/83/113/133/1/182/77/232/127/1/178/29/228/79/2/-21/-150/29/-100/2/-68/-149/-18/-99/2/-116/-145/-66/-95/8/-64/-64/-30/-44/] to [level codes v]\nadd [1/-50/-50/56/-26/1/49/-52/105/-27/7/125/-102/175/-52/1/129/100/308/128/2/310/72/360/122/2/361/70/411/120/5/340/13/390/63/1/289/-113/488/-71/3/507/-117/557/-67/2/571/-120/621/-70/2/572/-166/622/-116/2/573/-69/623/-19/2/76/77/126/127/3/639/-122/689/-72/8/693/2/743/52/4/1239/11/1270/86/2/1273/-63/1293/150/] to [level codes v]\nadd [1/-111/-52/50/-25/1/-106/-44/-86/305/6/-82/-18/-33/20/8/-88/264/-43/302/1/96/146/116/507/7/62/269/99/313/2/-94/195/-74/215/2/-93/103/-73/123/3/62/475/101/508/1/-134/485/72/510/2/-54/480/-2/500/2/69/152/97/202/1/-125/511/-84/696/2/-144/507/-124/665/8/-238/693/-83/737/1/-12/688/39/1102/2/-32/843/-12/864/2/-34/993/-11/1017/5/-9/1102/40/1148/1/-6/1048/501/1101/2/151/1102/201/1152/2/279/1103/329/1153/3/214 /1103/260/1123/3/90/1102/131/1122/1/446/1102/496/1330/8/406/1112/440/1140/6/413/1294/450/1328/2/429/1220/449/1240/1/189/1294/209/1598/2/209/1385/229/1435/2/208/1492/228/1541/4/195/1598/245/1648/1/-237/1211/-214/1629/2/-216/1309/-196/1330/2/67/1324/117/1374/2/-218/1421/-194/1441/4/-234/1624/-184/1674/3/-227/1202/-207/1630/] to [level codes v]\nadd [1/-27/-77/102/-1/2/-240/-29/-21/0/2/-240/82/-21/110/4/-240/-5/-220/88/1/153/-180/222/1/1/-240/265/173/295/1/565/-94/585/-74/1/-27/-180/-7/-69/1/-16/-180/162/-160/7/-3/-156/47/-106/2/27/238/79/270/2/-91/238/-39/270/1/-240/105/-210/272/8/-205/146/-155/196/1/882/163/968/253/1/812/109/832/129/1/748/57/768/78/1/686/2/706/22/1/622/-47/642/-27/6/477/-169/527/-119/] to [level codes v]\nadd [1/-50/-50/225/-30/1/-230/217/211/237/6/158/165/208/215/1/-32/140/-12/217/3/-9/193/39/213/5/-225/167/-175/217/1/-240/-177/489/-157/7/-18/-158/32/-108/7/39/-32/89/18/2/225/-47/305/-27/7/392/-156/442/-106/4/167/-29/217/21/1/473/-146/493/101/1/138/-33/158/166/] to [level codes v]\nadd [1/-23/-36/51/-8/1/121/0/191/28/1/267/33/335/60/1/418/74/707/102/2/466/98/529/118/2/592/98/651/118/1/746/-16/796/34/1/681/-80/731/-30/7/611/-139/661/-89/2/529/60/591/80/1/-240/30/-158/58/2/-240/16/-158/36/1/-240/51/-220/329/4/-218/61/-168/111/1/-240/322/60/342/6/-75/267/-25/317/2/39/227/61/328/6/-132/267/-82/317/2/-226/152/-206/221/ ] to [level codes v]\nadd [1/-50/-50/50/-25/1/70/-84/120/-34/6/208/-46/258/40/5/306/33/356/83/1/178/-129/198/-66/1/221/-142/241/-81/1/228/-47/279/-27/1/272/1/303/21/1/127/-52/147/27/1/138/8/173/67/3/352/-105/413/-60/3/298/-157/359/-96/3/409/-64/459/-14/3/453/-18/503/32/8/500/27/1063/123/3/1094/-33/1163/225/1/982/-140/1276/-102/5/1040/-89/1090/-39/5/984/-89/1034/-39/5/1101/-90/1151/-40/1/1272/-132/1322/-82/1/1329/-112/1379/-62/1/1373/-56/1475/-36/3/1474/-50/1524/0/3/1537/40/1587/90/3/1604/131/1654/181/3/1670/219/1720/269/7/1752/199/1802/249/1/1697/477/1899/520/3/1903/517/1953/567/2/1891/130/1911/434/5/1909/387/1959/437/1/1912/88/2067/110/3/2066/39/2116/89/7/2118/98/2165/158/2/2037/169/2061/795/4/2062/503/2203/549/] to [level codes v]\nadd [8/-93/-14/-52/37/1/-59/-29/67/-9/1/-60/33/64/53/2/161/55/181/126/2/284/-84/304/10/2/348/91/466/111/2/282/81/302/125/2/162/-88/182/-10/2/348/3/469/23/7/522/33/572/83/4/504/235/604/255/1/494/207/514/280/1/598/203/618/282/3/491/189/550/209/3/596/187/618/207/] to [level codes v]\nadd [1/-50/-50/155/-27/1/106/-94/156/-44/1/216/-33/266/17/1/345/-82/395/-32/1/451/-24/501/26/6/698/-170/842/-141/1/-50/-162/-14/-40/1/-51/-177/-11/-151/5/-20/-157/0/-44/1/535/4/591/24/1/567/15/595/97/2/393/-83/413/-39/2/495/-30/515/8/2/268/-29/288/13/2/159/-93/179/-43/1/464/148/803/168/7/555/13/575/95/5/762/109/799/154/1/253/108/286/230/4/197/204/258/228/6/831/-171/864/-21/1/269/-168/324/-146/2/322/-165/342/-145/1/738/-146/785/-95/1/346/321/441/350/3/192/457/260/484/2/254/308/276/484/1/86/604/344/626/5/43/604/90/659/1/66/341/116/391/7/140/341/190/391/1/100/118/189/139/1/-8/147/42/197/1/-129/110/-58/157/1/-94/-57/-44/-7/7/-218/-170/-168/-120/8/-203/402/-153/452/5/-75/350/-25/400/1/-60/351/-10/401/1/-202/414/-152/464/2/7/508/43/608/4/-202/793/-152/843/7/-201/461/-150/492/5/417/801/467/851/1/373/801/423/851/1/409/478/461/657/8/454/483/504/533/2/405/438/508/482/1/755/460/805/510/1/894/568/944/618/1/1099/638/1149/688/1/1218/465/1268/515/1/1410/557/1460/607/4/1674/595/1721/620/6/1672/616/1724/804/6/1672/413/1724/599/1/1154/239/1196/389/2/1127/126/1159/390/4/1281/20/1331/70/5/1152/190/1197/244/1/1157/132/1254/193/2/1236/22/1286/72/2/1281/-26/1331/24/2/1325/19/1375/69/] to [level codes v]\nadd [1/-73/-16/49/4/8/38/11/87/53/1/525/-180/545/416/2/484/215/531/241/2/510/-165/530/46/6/494/411/545/456/1/93/312/113/653/2/42/442/62/534/2/29/529/77/549/2/38/544/65/564/2/103/591/123/611/7/98/652/148/702/1/183/455/545/475/1/43/48/361/68/1/504/-13/531/49/2/187/472/207/668/1/-30/1064/428/1084/2/208/1032/228/1069/2/351/1040/383/1082/4/428/1034/478/1084/1/179/471/222/670/1/471/461/522/1087/] to [level codes v]\nadd [1/-50/-50/309/-13/8/255/-14/305/36/1/304/-46/339/252/7/257/199/307/249/1/256/472/694/511/6/510/424/560/474/5/-98/429/-48/479/1/-240/291/-36/341/7/-234/344/-184/394/8/-227/926/-177/976/5/-53/926/-3/976/3/-42/599/40/679/3/102/619/693/674/7/785/618/834/675/6/787/921/837/971/3/733/924/783/974/7/897/919/947/968/3/896/964/949/1016/6/894/840/947/891/1/836/673/871/900/2/835/621/869/674/8/840/564/896/620/2/6/479/261/510/1/-225/981/-175/1031/1/-2/930/48/980/1/-44/518/42/604/7/122/814/175/868/5/1110/558/1160/608/4/2165/516/2220/572/1/1010/614/1160/670/1/1008/504/1673/560/5/1160/559/1204/599/5/1245/559/1289/601/5/1366/557/1416/603/7/1414/559/1458/603/5/1456/559/1500/603/5/1200/557/1247/600/7/1284/557/1328/599/5/1325/557/1369/601/5/1498/556/1543/602/7/1541/556/1582/600/8/1580/557/1629/603/7/541/819/591/869/7/333/814/383/864/1/2166/467/2216/517/1/2165/574/2215/624/] to [level codes v]\nadd [1/-68/-47/50/-25/2/-94/104/-17/125/1/-182/-51/-136/-27/2/-136/-47/-67/-27/6/-124/3/-81/44/1/-240/-50/-220/159/2/-225/-51/-177/-11/2/-225/82/-201/105/7/-218/131/-179/169/1/-229/234/102/254/3/-81/224/-37/244/5/62/198/100/234/1/26/176/255/196/2/168/192/201/212/8/222/193/261/231/1/432/199/452/313/1/431/381/451/529/2/394/442/430/462/3/410/508/430/557/5/323/521/356/555/1/301/-44/603/-24/2/422/-29/450/-9/2/581/-25/601/4/4/599/-46/649/-26/2/554/-27/580/-7/] to [level codes v]\nadd [3/-15/-43/79/-11/1/73/-41/371/-12/1/-37/-45/-10/515/1/342/-18/370/516/1/-14/72/279/98/3/273/72/347/99/4/5/-121/55/-71/1/-17/139/28/165/1/81/234/351/260/3/156/91/217/111/2/156/218/217/238/3/295/218/347/238/2/164/254/184/274/2/231/255/251/275/3/294/254/347/274/1/76/357/297/377/2/77/373/297/393/3/291/357/348/377/1/-17/490/348/515/3/-16/476/348/496/7/-6/424/44/474/3/-16/233/88/260/] to [level codes v]\nadd [1/-87/-35/46/-15/6/-87/-18/-37/31/3/42/-38/97/-18/6/42/67/84/110/1/-225/-151/-204/372/2/-206/-21/-154/30/5/-201/99/-163/138/3/-205/78/-185/98/2/-201/206/-181/227/8/-100/251/-60/295/5/116/203/159/298/6/113/158/163/208/3/-200/268/-180/293/8/-200/332/-165/370/1/-1/310/21/486/2/-22/442/-2/484/6/-35/491/15/541/1/-229/496/-209/724/8/-210/618/-163/657/2/67/625/87/701/1/-216/657/-163/687/5/-213/690/-160/727/1/-84/657/-55/686/4/-36/691/-16/711/] to [level codes v]\nadd [1/-50/-50/57/-25/1/137/-165/164/181/2/-75/-79/-47/19/8/-144/-164/-94/-114/2/158/8/249/42/1/-21/83/146/128/3/90/35/142/90/1/-56/165/-32/289/1/-101/238/-51/288/2/-16/123/34/173/5/60/338/109/388/1/-185/412/192/440/2/-80/284/-32/335/2/-185/393/112/418/2/136/174/178/232/3/28/122/144/154/1/158/127/255/180/1/356/101/385/354/1/211/324/363/354/6/278/-151/339/-94/1/157/-164/206/-131/2/158/38/207/132/2/379/151/405/176/2/320/275/362/328/3/232/-27/258/12/1/155/-29/239/13/2/381/222/413/281/3/379/170/440/226/7/387/328/434/378/1/246/465/588/500/1/246/437/291/475/1/248/157/273/180/1/515/75/726/99/4/645/-18/722/81/2/560/60/651/84/1/105/341/151/423/1/513/47/566/81/3/321/259/362/281/2/111/7/141/39/2/380/275/434/331/] to [level codes v]\n\nset [level v] to [30]\nCreate Level (level)\n\nwhen [z v] key pressed\nif <(username) = [_l8d_]> then\n stop [other scripts in sprite v]\n erase all\nend\n\nchange [dir v] by (((0) - (dir)) / (10))\n\nset [camera x v] to (x)\nset [camera y v] to (y)\n\nif <<(Gravity) = [2]> or <(Gravity) = [4]>> then\n set [camera y v] to (((y) - (Camera Y)) / (10))\nend\n\nset [camera x v] to (((x) - (Camera X)) / (10))\n\nwhen I receive [die v]\nset [ded? v] to [1]\nDie\nset [ded? v] to [0]\n\nwhen I receive [play v]\nset [speed v] to [1]\nswitch costume to (costume1 v)\nset size to (5000) %\nswitch costume to (costume2 v)\nhide\npoint in direction (90)\nCreate Level (level)\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [gravity v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [yv v] to [0]\nset [ded? v] to [0]\nforever\n point in direction (dir)\n render\n physics\n if <(__pause) = [1]> then\n render\n broadcast (tick v)\n end\n wait until <(ded?) = [0]>\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nforever\n if <(Gravity) = [1]> then\n if <([abs v] of ((dir) - (90)) ) < [180]> then\n change [dir v] by (((90) - (dir)) / (10))\n else\n change [dir v] by (((-270) - (dir)) / (10))\n end\n end\n if <(Gravity) = [4]> then\n if <([abs v] of ((dir) - (180)) ) < [180]> then\n change [dir v] by (((180) - (dir)) / (10))\n else\n change [dir v] by (((-180) - (dir)) / (10))\n end\n end\n if <(Gravity) = [2]> then\n if <([abs v] of ((dir) - (0)) ) < [180]> then\n change [dir v] by (((0) - (dir)) / (10))\n else\n change [dir v] by (((360) - (dir)) / (10))\n end\n end\n if <(Gravity) = [3]> then\n if <([abs v] of ((dir) - (270)) ) < [180]> then\n change [dir v] by (((270) - (dir)) / (10))\n else\n change [dir v] by (((-90) - (dir)) / (10))\n end\n end\nend\n\ndefine physics\nif <key (left arrow v) pressed?> then\n Move X by [-8]\nend\nif <key (right arrow v) pressed?> then\n Move X by [8]\nend\nchange [yv v] by (-2)\nMove Y by (yv)\nif <<key (up arrow v) pressed?> and <(can jump) = [1]>> then\n set [yv v] to [18]\nend\nGet Collisions\nif <[collisions v] contains [3]?> then\n set [yv v] to [25]\nend\nGet Collisions\nif <[collisions v] contains [5]?> then\n set [gravity v] to [1]\nend\nif <[collisions v] contains [6]?> then\n set [gravity v] to [2]\nend\nif <[collisions v] contains [7]?> then\n set [gravity v] to [3]\nend\nif <[collisions v] contains [8]?> then\n set [gravity v] to [4]\nend\nif <<<<(x) < [-240]> or <(y) < [-180]>> or <<(x) > [4560]> or <(y) > [3420]>>> or <[collisions v] contains [2]?>> then\n broadcast (die v)\nend\nif <[collisions v] contains [4]?> then\n Win\nend\nchange [camera y v] by (((y) - (Camera Y)) / (5))\nchange [camera x v] by (((x) - (Camera X)) / (5))\n\ndefine Move X by (xv)\nif <(Gravity) = [1]> then\n change [x v] by (xv)\nend\nif <(Gravity) = [2]> then\n change [y v] by (() - (xv))\nend\nif <(Gravity) = [3]> then\n change [x v] by (() - (xv))\nend\nif <(Gravity) = [4]> then\n change [y v] by (xv)\nend\nGet Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n Get Collisions\n if <(Gravity) = [1]> then\n change [x v] by (() - ((xv) / ([abs v] of (xv) )))\n end\n if <(Gravity) = [2]> then\n change [y v] by ((xv) / ([abs v] of (xv) ))\n end\n if <(Gravity) = [3]> then\n change [x v] by ((xv) / ([abs v] of (xv) ))\n end\n if <(Gravity) = [4]> then\n change [y v] by (() - ((xv) / ([abs v] of (xv) )))\n end\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\n\nwhen I receive [skip v]\nwait until <not <mouse down?>>\nWin\n\nstop [other scripts in sprite v]\n\ndefine render\ngo to x: (0) y: (0)\nset [pen x v] to [0]\nset [pen y v] to [0]\npen up\nerase all\nset pen size to (5)\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n if <(item (i) of [level v]) = [1]> then\n set pen color to (#11b900)\n end\n if <(item (i) of [level v]) = [2]> then\n set pen color to (#ab0000)\n end\n if <(item (i) of [level v]) = [3]> then\n set pen color to (#009dff)\n end\n if <(item (i) of [level v]) = [4]> then\n set pen color to (#ffd000)\n end\n if <<(item (i) of [level v]) > [4]> and <(item (i) of [level v]) < [9]>> then\n set pen color to (#fa00ff)\n if <(item (i) of [level v]) = [5]> then\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) <>\n pen down\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n end\n if <(item (i) of [level v]) = [6]> then\n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) <>\n pen down\n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n end\n if <(item (i) of [level v]) = [7]> then\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) <>\n pen down\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n end\n if <(item (i) of [level v]) = [8]> then\n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) <>\n pen down\n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n end\n end\n change [i v] by (1)\n Draw Rect from ((item (i) of [level v]) - (-5)) ((item ((i) + (1)) of [level v]) - (-5)) to ((item ((i) + (2)) of [level v]) + (-5)) ((item ((i) + (3)) of [level v]) + (-5))\n change [i v] by (4)\nend\nset pen color to (#fe863d)\nDraw Rect from (x) (y) to ((x) + (25)) ((y) + (25))\nset pen color to (#ffffff)\nDraw Rect from [-240] [-180] to [4560] [3420]\n\ndefine Die\nset [yv v] to [0]\nset [gravity v] to [1]\nrepeat (3)\n render\n set pen color to (#fe853d)\n Draw Rect from (x) (y) to ((x) + (25)) ((y) + (25))\n broadcast (tick v)\n wait (0.1) seconds\n set pen color to (#ffffff)\n Draw Rect from (x) (y) to ((x) + (25)) ((y) + (25))\n broadcast (tick v)\n wait (0.1) seconds\nend\nwait (0.25) seconds\nset [dir v] to (direction)\nrepeat until <<(round (x)) = [0]> and <(round (y)) = [0]>>\n point in direction (dir)\n broadcast (tick v)\n set [yv v] to [0]\n change [camera x v] by (((x) - (Camera X)) / (3))\n change [camera y v] by (((y) - (Camera Y)) / (3))\n change [x v] by (((0) - (x)) / (8))\n change [y v] by (((0) - (y)) / (8))\n render\nend\nset [dir v] to [90]\nclear sound effects\n\ndefine Go To (x) (y) <diagonal>\nif <diagonal> then\n pen up\nend\nChange X by (((x) - (Camera X)) - (pen x))\nChange Y by (((y) - (Camera Y)) - (pen y))\nif <diagonal> then\n set [new x v] to (x position)\n set [new y v] to (y position)\n Change X by (() - (((x) - (Camera X)) - (pen x)))\n Change Y by (() - (((y) - (Camera Y)) - (pen y)))\n pen down\n go to x: (new x) y: (new y)\nend\nset [pen x v] to ((x) - (Camera X))\nset [pen y v] to ((y) - (Camera Y))\n\ndefine Change X by (x)\nmove (x) steps\n\ndefine Change Y by (y)\nturn left (90) degrees\nmove (y) steps\nturn right (90) degrees\n\ndefine Create Level (level)\nset [dir v] to [90]\ndelete all of [level v]\nLoad (item (level) of [level codes v])\nif <(level) > [27]> then\n set [speed v] to [5]\nelse\n if <(level) > [18]> then\n set [speed v] to [4]\n else\n if <(level) > [10]> then\n set [speed v] to [3]\n else\n if <(level) > [5]> then\n set [speed v] to [2]\n else\n set [speed v] to [1]\n end\n end\n end\nend\nif <(level) > [30]> then\n broadcast (Win v)\n stop [other scripts in sprite v]\n erase all\nend\n\ndefine Add Block (type) from (x) (y) to (x2) (y2)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (x2) to [level v]\nadd (y2) to [level v]\n\ndefine Draw Rect from (x1) (y1) to (x2) (y2)\npen up\nGo To (x1) (y1) <>\npen down\nGo To (x2) (y1) <>\nGo To (x2) (y2) <>\nGo To (x1) (y2) <>\nGo To (x1) (y1) <>\npen up\n\ndefine Move Y by (yv)\nset [can jump v] to [0]\nif <(Gravity) = [1]> then\n change [y v] by (yv)\nend\nif <(Gravity) = [2]> then\n change [x v] by (yv)\nend\nif <(Gravity) = [3]> then\n change [y v] by (() - (yv))\nend\nif <(Gravity) = [4]> then\n change [x v] by (() - (yv))\nend\nGet Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n set [yv v] to [0]\n if <(yv) < [0]> then\n set [can jump v] to [1]\n end\n Get Collisions\n if <(Gravity) = [1]> then\n change [y v] by (() - ((yv) / ([abs v] of (yv) )))\n end\n if <(Gravity) = [2]> then\n change [x v] by (() - ((yv) / ([abs v] of (yv) )))\n end\n if <(Gravity) = [3]> then\n change [y v] by ((yv) / ([abs v] of (yv) ))\n end\n if <(Gravity) = [4]> then\n change [x v] by ((yv) / ([abs v] of (yv) ))\n end\nend\n\ndefine Get Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <((x) + (25)) > (item (i) of [level v])> then\n change [i v] by (1)\n if <((y) + (25)) > (item (i) of [level v])> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (x)> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (y)> then\n change [i v] by (-4)\n add (item (i) of [level v]) to [collisions v]\n change [i v] by (4)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (4)\nend\n\ndefine Win\nchange [level v] by (1)\nCreate Level (level)\nset [gravity v] to [1]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [yv v] to [0]\npoint in direction (90)\n\nwhen [space v] key pressed\nset [__pause v] to ((1) - (__pause))\n\nwhen flag clicked\nset [__pause v] to [0]\n\n@Menu & buttons (pen)\n\nwhen flag clicked\nbroadcast (menu v)\n\ndefine create button x (x) y (y) x2 (x2) y2 (y2) broadcast (message)\nif <<<<(mouse x) < (x)> and <(mouse x) > (x2)>> or <<(mouse x) < (x2)> and <(mouse x) > (x)>>> and <<<(mouse y) < (y)> and <(mouse y) > (y2)>> or <<(mouse y) < (y2)> and <(mouse y) > (y)>>>> then\n set pen color to (#6150ff)\nelse\n set pen color to (#2d0bea)\nend\nset pen size to (5)\ngo to x: (x) y: (y)\npen down\nif <((y) - (y2)) < [0]> then\n repeat (((y2) - (y)) / (5))\n change x by ((x2) - (x))\n change x by ((0) - ((x2) - (x)))\n change y by (5)\n end\n change x by ((x2) - (x))\n change x by ((0) - ((x2) - (x)))\nelse\n repeat (((y) - (y2)) / (5))\n change x by ((x2) - (x))\n change x by ((0) - ((x2) - (x)))\n change y by (-5)\n end\n change x by ((x2) - (x))\n change x by ((0) - ((x2) - (x)))\nend\nset pen color to (#0a007b)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: (y2)\ngo to x: (x2) y: (y2)\ngo to x: (x2) y: (y)\ngo to x: (x) y: (y)\npen up\nif <not <<(message) < [40]> and <(message) > [-1]>>> then\n if <<<<(mouse x) < (x)> and <(mouse x) > (x2)>> or <<(mouse x) < (x2)> and <(mouse x) > (x)>>> and <<<(mouse y) < (y)> and <(mouse y) > (y2)>> or <<(mouse y) < (y2)> and <(mouse y) > (y)>>>> then\n set pen color to (#d80000)\n if <<not <(message) = [menu]>> and <<not <(message) = [edit]>> and <<not <(message) = [play level editor]>> and <<not <(message) = [save]>> and <<not <(message) = [load]>> and <not <(message) = [skip]>>>>>>> then\n Print (message) at x: (((length of (message)) / (2)) * (-21)) y: [-150] direction: [90] size [2] thickness [3] height [75] width [] spacing [3]\n end\n if <mouse down?> then\n stop [other scripts in sprite v]\n set [ded? v] to [0]\n broadcast (message)\n end\n end\nelse\n set pen color to (#d80000)\n if <<<<(mouse x) < (x)> and <(mouse x) > (x2)>> or <<(mouse x) < (x2)> and <(mouse x) > (x)>>> and <<<(mouse y) < (y)> and <(mouse y) > (y2)>> or <<(mouse y) < (y2)> and <(mouse y) > (y)>>>> then\n if <mouse down?> then\n stop [other scripts in sprite v]\n set [level v] to (message)\n broadcast (play v)\n stop [this script v]\n end\n end\nend\n\ndefine render shapes\nset pen color to (#00179e)\ngo to x: (-10) y: ((-10) + (([cos v] of (move) ) * (10)))\npen down\ngo to x: (-10) y: ((20) + (([cos v] of (move) ) * (10)))\ngo to x: (10) y: ((5) + (([cos v] of (move) ) * (10)))\ngo to x: (-10) y: ((-10) + (([cos v] of (move) ) * (10)))\npen up\ngo to x: (-25) y: ((-55) + (([cos v] of (move) ) * (15)))\npen down\ngo to x: (-60) y: ((-55) + (([cos v] of (move) ) * (15)))\npen up\ngo to x: (-25) y: ((-65) + (([cos v] of (move) ) * (15)))\npen down\ngo to x: (-60) y: ((-65) + (([cos v] of (move) ) * (15)))\npen up\ngo to x: (-25) y: ((-75) + (([cos v] of (move) ) * (15)))\npen down\ngo to x: (-60) y: ((-75) + (([cos v] of (move) ) * (15)))\npen up\ngo to x: (25) y: ((-65) + (([cos v] of (move) ) * (15)))\npen down\ngo to x: (60) y: ((-65) + (([cos v] of (move) ) * (15)))\npen up\ngo to x: (42) y: ((-80) + (([cos v] of (move) ) * (15)))\npen down\ngo to x: (42) y: ((-50) + (([cos v] of (move) ) * (15)))\npen up\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nerase all\nload letters\nset [__pause v] to [0]\nset [level v] to [1]\nset [move v] to [-200]\nrepeat (10)\n erase all\n change [move v] by (20)\n set pen color to (#00faff)\n Print [The] at x: ((move) + (-50)) y: [150] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\nend\nset [move v] to [200]\nrepeat (10)\n erase all\n change [move v] by (-20)\n set pen color to (#00faff)\n Print [The] at x: [-50] y: [150] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\n set pen color to (#aeff00)\n Print [Rotating] at x: ((move) + (-100)) y: [110] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\nend\nset [move v] to [-200]\nrepeat (10)\n erase all\n change [move v] by (20)\n set pen color to (#00faff)\n Print [The] at x: [-50] y: [150] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\n set pen color to (#aeff00)\n Print [Rotating] at x: [-100] y: [110] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\n set pen color to (#0077ff)\n Print [Platformer] at x: ((move) + (-120)) y: [70] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\nend\nset [move v] to [0]\nforever\n erase all\n change [move v] by (5)\n create button x [-75] y ((-20) + (([cos v] of (move) ) * (10))) x2 [75] y2 ((35) + (([cos v] of (move) ) * (10))) broadcast [Play]\n create button x [-75] y ((-90) + (([cos v] of (move) ) * (15))) x2 [-10] y2 ((-40) + (([cos v] of (move) ) * (15))) broadcast [level select]\n create button x [75] y ((-90) + (([cos v] of (move) ) * (15))) x2 [10] y2 ((-40) + (([cos v] of (move) ) * (15))) broadcast [level editor]\n render shapes\n set pen color to (#00faff)\n Print [The] at x: ((-50) + (([sin v] of (move) ) * (10))) y: [150] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\n set pen color to (#aeff00)\n Print [Rotating] at x: ((-100) + (([cos v] of (move) ) * (20))) y: [110] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\n set pen color to (#0077ff)\n Print [Platformer] at x: ((-120) + (([sin v] of (move) ) * (30))) y: [70] direction: [90] size [2] thickness [4] height [75] width [1] spacing [2]\nend\n\nwhen I receive [tick v]\nif <(__pause) = [1]> then\n create button x [-220] y [170] x2 [-150] y2 [120] broadcast [menu]\n create button x [-220] y [-160] x2 [-150] y2 [-110] broadcast [skip]\n set pen color to (#00009a)\n Print [skip] at x: [-210] y: [-143] direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n set pen color to (#ffffff)\n Print (join [Level ] (level)) at x: [120] y: [150] direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n arrow\n if <(ded?) = [1]> then\n stop [other scripts in sprite v]\n end\nend\n\ndefine arrow\nset pen color to (#0000aa)\nset pen size to (5)\ngo to x: (-190) y: (130)\npen down\nchange x by (10)\npoint in direction (90)\nrepeat (10)\n turn left (17) degrees\n move (3) steps\nend\nchange x by (-19)\npoint in direction (45)\nmove (10) steps\nmove (-10) steps\npoint in direction (135)\nmove (10) steps\nmove (-10) steps\npen up\n\nwhen I receive [level select v]\nstop [other scripts in sprite v]\nwait until <not <mouse down?>>\nforever\n erase all\n broadcast (ticky v)\n get buttons\n set pen color to (#04ff00)\n Print [Level Select] at x: [-140] y: [145] direction: [90] size [2] thickness [5] height [75] width [] spacing [2]\nend\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 [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.1234567890] 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]\nadd [4041515040] to [letter data v]\nadd [4048] to [letter data v]\nadd [06286886850080] to [letter data v]\nadd [06286886448381602002] to [letter data v]\nadd [40480484] to [letter data v]\nadd [8808046483816000] to [letter data v]\nadd [6828060464838160100104] to [letter data v]\nadd [06088820] to [letter data v]\nadd [062868860220608206] to [letter data v]\nadd [54240618688620] to [letter data v]\nadd [60828668280602206] 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\nload letters\n\nwhen I receive [menu v]\nset [ded? v] to [0]\n\ndefine get buttons\nset [loops v] to [0]\nrepeat (30)\n change [loops v] by (1)\n create button x (((((6) - ((loops) - (0))) mod (6)) * (80)) - (240)) y ((([floor v] of (((loops) + (-1)) / (6)) ) * (60)) - (180)) x2 (((((6) - ((loops) - (0))) mod (6)) * (80)) - (160)) y2 ((([floor v] of (((loops) + (-1)) / (6)) ) * (60)) - (120)) broadcast ((31) - (loops))\n set pen color to (#ffffff)\n Print ((31) - (loops)) at x: ((((((6) - ((loops) - (1))) - (1)) mod (6)) * (80)) - (215)) y: ((([floor v] of (((loops) + (-1)) / (6)) ) * (60)) - (170)) direction: [90] size [2] thickness [2] height [75] width [] spacing [2]\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\n\nwhen I receive [level editor v]\nstop [other scripts in sprite v]\n\nwhen I receive [level editor tick v]\nif <(Mode) = [2]> then\n create button x [-160] y [160] x2 [-100] y2 [100] broadcast [edit]\n set pen color to (#000000)\n Print [edit] at x: [-150] y: [120] direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\nelse\n create button x [-240] y [75] x2 [240] y2 [180] broadcast [edit]\n create button x [-160] y [160] x2 [-100] y2 [100] broadcast [play level editor]\n set pen color to (#000000)\n Print [play] at x: [-150] y: [120] direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n create button x [-80] y [160] x2 [-20] y2 [100] broadcast [<]\n create button x [40] y [160] x2 [100] y2 [100] broadcast [>]\n create button x [140] y [160] x2 [220] y2 [130] broadcast [save]\n create button x [140] y [130] x2 [220] y2 [100] broadcast [load]\n set pen color to (#19009b)\n Print [save] at x: [157] y: [138] direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n Print [load] at x: [157] y: [108] direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n if <(Edit Type) < [9]> then\n if <(Edit Type) = [1]> then\n set pen color to (#11b900)\n end\n if <(Edit Type) = [2]> then\n set pen color to (#ab0000)\n end\n if <(Edit Type) = [3]> then\n set pen color to (#009dff)\n end\n if <(Edit Type) = [4]> then\n set pen color to (#ffd000)\n end\n set pen size to (50)\n go to x: (10) y: (130)\n pen down\n pen up\n if <<(Edit Type) > [4]> and <(Edit Type) < [9]>> then\n set pen color to (#fa00ff)\n set pen size to (50)\n pen down\n pen up\n go to x: (10) y: (130)\n set pen color to (#000000)\n Print (letter ((Edit Type) - (4)) of [dlur]) at x: [0] y: [115] direction: [90] size [2] thickness [5] height [75] width [] spacing []\n end\n arrowsas\n else\n arrowsas\n if <(Edit Type) = [9]> then\n delete\n else\n resize\n end\n end\nend\nset [edit type v] to ((((Edit Type) - (1)) mod (10)) + (1))\ncreate button x [-230] y [100] x2 [-170] y2 [160] broadcast [menu]\narrow2\nif <(win) = [1]> then\n set pen color to (#fafafa)\n change [win height v] by (5)\n Print [YOU WIN] at x: [-180] y: (win height) direction: [90] size [5] thickness [10] height [75] width [] spacing []\nend\n\nwhen I receive [edit v]\nwait until <not <mouse down?>>\nset [mode v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [dir v] to [90]\npoint in direction (90)\n\nwhen I receive [play level editor v]\nwait until <not <mouse down?>>\nset [dir v] to [90]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [mode v] to [2]\n\nwhen I receive [< v]\nwait until <not <mouse down?>>\nchange [edit type v] by (-1)\n\nwhen I receive [> v]\nwait until <not <mouse down?>>\nchange [edit type v] by (1)\n\ndefine arrowsas\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-50) y: (115)\npen down\ngo to x: (-70) y: (130)\ngo to x: (-30) y: (130)\ngo to x: (-70) y: (130)\ngo to x: (-50) y: (145)\npen up\ngo to x: (70) y: (115)\npen down\ngo to x: (90) y: (130)\ngo to x: (50) y: (130)\ngo to x: (90) y: (130)\ngo to x: (70) y: (145)\npen up\n\nwhen I receive [ticky v]\ncreate button x [-220] y [170] x2 [-150] y2 [120] broadcast [menu]\narrow\n\ndefine delete\nset pen color to (#ff0000)\nset pen size to (5)\ngo to x: (0) y: (115)\npen down\ngo to x: (25) y: (145)\npen up\ngo to x: (25) y: (115)\npen down\ngo to x: (0) y: (145)\npen up\n\ndefine resize\nset pen color to (#000000)\nset pen size to (5)\ngo to x: (-10) y: (105)\npen down\ngo to x: (25) y: (140)\ngo to x: (25) y: (115)\ngo to x: (25) y: (140)\ngo to x: (0) y: (140)\ngo to x: (25) y: (115)\npen up\nset pen size to (20)\ngo to x: (16.6) y: (132)\npen down\npen up\n\ndefine arrow2\nset pen color to (#0000aa)\nset pen size to (5)\ngo to x: (-205) y: (118)\npen down\nchange x by (10)\npoint in direction (90)\nrepeat (10)\n turn left (17) degrees\n move (3) steps\nend\nchange x by (-19)\npoint in direction (45)\nmove (10) steps\nmove (-10) steps\npoint in direction (135)\nmove (10) steps\nmove (-10) steps\npen up\n\nwhen I receive [level editor tick v]\n\nwhen I receive [tick->win v]\nset [win height v] to [-180]\nset [win v] to [1]\nwait (1) seconds\nset [win v] to [0]\n\nwhen flag clicked\nset [win v] to [0]\n\nset [camera x v] to [0]\n\nwhen I receive [win v]\nset [_aaaa v] to [0]\nset pen color to (#ffffff)\nrepeat (150)\n erase all\n change [_aaaa v] by (5)\n if <<((_AAAA) + (-180)) < [180]> and <[-180] < ((_AAAA) + (-180))>> then\n Print [YOU WIN] at x: [-240] y: ((_AAAA) + (-180)) direction: [90] size [5] thickness [10] height [75] width [] spacing []\n end\n if <<((_AAAA) + (-240)) < [180]> and <[-180] < ((_AAAA) + (-240))>> then\n Print [Credits] at x: [-240] y: ((_AAAA) + (-240)) direction: [90] size [3] thickness [5] height [75] width [] spacing []\n end\n if <<((_AAAA) + (-280)) < [180]> and <[-180] < ((_AAAA) + (-280))>> then\n Print [04tmoody for the physics code and level] at x: [-240] y: ((_AAAA) + (-280)) direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n end\n if <<((_AAAA) + (-310)) < [180]> and <[-180] < ((_AAAA) + (-310))>> then\n Print [editor] at x: [-240] y: ((_AAAA) + (-310)) direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n end\n if <<((_AAAA) + (-340)) < [180]> and <[-180] < ((_AAAA) + (-340))>> then\n Print [i8d for menu level select and other] at x: [-240] y: ((_AAAA) + (-340)) direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n end\n if <<((_AAAA) + (-370)) < [180]> and <[-180] < ((_AAAA) + (-370))>> then\n Print [improvements] at x: [-240] y: ((_AAAA) + (-370)) direction: [90] size [1] thickness [3] height [75] width [] spacing [3]\n end\n if <<((_AAAA) + (-480)) < [180]> and <[-180] < ((_AAAA) + (-480))>> then\n Print [thanks everyone who made a level] at x: [-240] y: ((_AAAA) + (-480)) direction: [90] size [1.25] thickness [3] height [75] width [] spacing [3]\n end\nend\n\nset [dir v] to [90]\n\nwhen flag clicked\nset [__pause v] to [0]\n\n@Level Editor (pen)\n\ndefine Save\nset [save code v] to []\nset [j v] to [0]\nrepeat (length of [level v])\n change [j v] by (1)\n set [save code v] to (join (Save Code) (join (item (j) of [level v]) [/]))\nend\n\ndefine Load (code)\ndelete all of [level v]\nset [item v] to []\nset [j v] to [0]\nrepeat (length of (code))\n change [j v] by (1)\n if <(letter (j) of (code)) = [/]> then\n add (Item) to [level v]\n set [item v] to []\n else\n set [item v] to (join (Item) (letter (j) of (code)))\n end\nend\n\ndefine Edit\nif <<(mouse y) < [130]> and <<(mouse x) < [120]> or <[-95] < (mouse y)>>> then\n if <[9] > (Edit Type)> then\n pen up\n if <(Edit Type) = [1]> then\n set pen color to (#11b900)\n end\n if <(Edit Type) = [2]> then\n set pen color to (#ab0000)\n end\n if <(Edit Type) = [3]> then\n set pen color to (#009dff)\n end\n if <(Edit Type) = [4]> then\n set pen color to (#ffd000)\n end\n if <<(Edit Type) > [4]> and <(Edit Type) < [9]>> then\n set pen color to (#fa00ff)\n end\n set pen (transparency v) to (75)\n Draw Rect from ((mouse x) + (Camera X)) ((mouse y) + (Camera Y)) to (((mouse x) + (Camera X)) + (50)) (((mouse y) + (Camera Y)) + (50)) edit? <>\n if <mouse down?> then\n wait until <not <mouse down?>>\n Add Block (Edit Type) from ((mouse x) + (Camera X)) ((mouse y) + (Camera Y)) to (((mouse x) + (Camera X)) + (50)) (((mouse y) + (Camera Y)) + (50))\n end\n end\n if <(Edit Type) = [9]> then\n if <mouse down?> then\n Try to Delete\n end\n end\n if <(Edit Type) = [10]> then\n if <mouse down?> then\n Try to Select\n else\n set [selected block v] to [0]\n end\n if <(Selected Block) > [0]> then\n set [editor x v] to ((mouse x) + (Camera X))\n set [editor y v] to ((mouse y) + (Camera Y))\n replace item (Selected Block) of [level v] with (editor x)\n replace item ((Selected Block) + (1)) of [level v] with (editor y)\n Fix Blocks\n end\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [camera x v] by (-10)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [camera x v] by (10)\nend\nif <[0] > (Camera X)> then\n set [camera x v] to [0]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [camera y v] by (-10)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [camera y v] by (10)\nend\nif <[0] > (Camera Y)> then\n set [camera y v] to [0]\nend\n\ndefine Try to Delete\nset [editor x v] to ((mouse x) + (Camera X))\nset [editor y v] to ((mouse y) + (Camera Y))\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <(editor x) > (item (i) of [level v])> then\n change [i v] by (1)\n if <(editor y) > (item (i) of [level v])> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (editor x)> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (editor y)> then\n change [i v] by (-4)\n repeat (5)\n delete (i) of [level v]\n end\n change [i v] by (4)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (4)\nend\n\ndefine Try to Select\nset [editor x v] to ((mouse x) + (Camera X))\nset [editor y v] to ((mouse y) + (Camera Y))\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <(editor x) > ((item (i) of [level v]) - (9))> then\n change [i v] by (1)\n if <(editor y) > ((item (i) of [level v]) - (9))> then\n change [i v] by (-1)\n if <((item (i) of [level v]) + (9)) > (editor x)> then\n change [i v] by (1)\n if <((item (i) of [level v]) + (9)) > (editor y)> then\n change [i v] by (-1)\n set [selected block v] to (i)\n change [i v] by (1)\n end\n change [i v] by (-1)\n end\n change [i v] by (1)\n end\n change [i v] by (-1)\n end\n change [i v] by (2)\n if <(editor x) > ((item (i) of [level v]) - (9))> then\n change [i v] by (1)\n if <(editor y) > ((item (i) of [level v]) - (9))> then\n change [i v] by (-1)\n if <((item (i) of [level v]) + (9)) > (editor x)> then\n change [i v] by (1)\n if <((item (i) of [level v]) + (9)) > (editor y)> then\n change [i v] by (-1)\n set [selected block v] to (i)\n change [i v] by (1)\n end\n change [i v] by (-1)\n end\n change [i v] by (1)\n end\n change [i v] by (-1)\n end\n change [i v] by (2)\nend\n\ndefine Fix Blocks\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <((Selected Block) mod (5)) = [2]> then\n if <(item (i) of [level v]) > ((item ((i) + (2)) of [level v]) - (20))> then\n replace item (i) of [level v] with ((item ((i) + (2)) of [level v]) - (20))\n end\n change [i v] by (1)\n if <(item (i) of [level v]) > ((item ((i) + (2)) of [level v]) - (20))> then\n replace item (i) of [level v] with ((item ((i) + (2)) of [level v]) - (20))\n end\n change [i v] by (-1)\n else\n if <(item (i) of [level v]) > ((item ((i) + (2)) of [level v]) - (20))> then\n replace item ((i) + (2)) of [level v] with ((item (i) of [level v]) + (20))\n end\n change [i v] by (1)\n if <(item (i) of [level v]) > ((item ((i) + (2)) of [level v]) - (20))> then\n replace item ((i) + (2)) of [level v] with ((item (i) of [level v]) + (20))\n end\n change [i v] by (-1)\n end\n change [i v] by (4)\nend\n\nwhen I receive [save v]\nSave\ndelete all of [save code v]\nadd [Triple Click The Following Code And Press Ctr+c To Copy It] to [save code v]\nadd (Save Code) to [save code v]\nadd [\(Press Space To Close\)] to [save code v]\nhide list [save code v]\nwait until <key (space v) pressed?>\nshow list [save code v]\n\ndefine physics\npoint in direction (dir)\nif <key (left arrow v) pressed?> then\n Move X by [-8]\nend\nif <key (right arrow v) pressed?> then\n Move X by [8]\nend\nchange [yv v] by (-2)\nMove Y by (yv)\nif <<key (up arrow v) pressed?> and <(can jump) = [1]>> then\n set [yv v] to [18]\nend\nGet Collisions\nif <[collisions v] contains [3]?> then\n set [yv v] to [25]\nend\nGet Collisions\nif <[collisions v] contains [5]?> then\n set [gravity v] to [1]\nend\nif <[collisions v] contains [6]?> then\n set [gravity v] to [2]\nend\nif <[collisions v] contains [7]?> then\n set [gravity v] to [3]\nend\nif <[collisions v] contains [8]?> then\n set [gravity v] to [4]\nend\nif <<<<(x) < [-240]> or <(y) < [-180]>> or <<(x) > [4560]> or <(y) > [3420]>>> or <[collisions v] contains [2]?>> then\n broadcast (die2 v)\nend\nif <[collisions v] contains [4]?> then\n Win\nend\nchange [camera y v] by (((y) - (Camera Y)) / (5))\nchange [camera x v] by (((x) - (Camera X)) / (5))\nif <(Gravity) = [1]> then\n if <([abs v] of ((dir) - (90)) ) < [180]> then\n change [dir v] by (((90) - (dir)) / (10))\n else\n change [dir v] by (((-270) - (dir)) / (10))\n end\nend\nif <(Gravity) = [4]> then\n if <([abs v] of ((dir) - (180)) ) < [180]> then\n change [dir v] by (((180) - (dir)) / (10))\n else\n change [dir v] by (((-180) - (dir)) / (10))\n end\nend\nif <(Gravity) = [2]> then\n if <([abs v] of ((dir) - (0)) ) < [180]> then\n change [dir v] by (((0) - (dir)) / (10))\n else\n change [dir v] by (((360) - (dir)) / (10))\n end\nend\nif <(Gravity) = [3]> then\n if <([abs v] of ((dir) - (270)) ) < [180]> then\n change [dir v] by (((270) - (dir)) / (10))\n else\n change [dir v] by (((-90) - (dir)) / (10))\n end\nend\n\ndefine Move X by (xv)\nif <(Gravity) = [1]> then\n change [x v] by (xv)\nend\nif <(Gravity) = [2]> then\n change [y v] by (() - (xv))\nend\nif <(Gravity) = [3]> then\n change [x v] by (() - (xv))\nend\nif <(Gravity) = [4]> then\n change [y v] by (xv)\nend\nGet Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n Get Collisions\n if <(Gravity) = [1]> then\n change [x v] by (() - ((xv) / ([abs v] of (xv) )))\n end\n if <(Gravity) = [2]> then\n change [y v] by ((xv) / ([abs v] of (xv) ))\n end\n if <(Gravity) = [3]> then\n change [x v] by ((xv) / ([abs v] of (xv) ))\n end\n if <(Gravity) = [4]> then\n change [y v] by (() - ((xv) / ([abs v] of (xv) )))\n end\nend\n\ndefine Move Y by (yv)\nset [can jump v] to [0]\nif <(Gravity) = [1]> then\n change [y v] by (yv)\nend\nif <(Gravity) = [2]> then\n change [x v] by (yv)\nend\nif <(Gravity) = [3]> then\n change [y v] by (() - (yv))\nend\nif <(Gravity) = [4]> then\n change [x v] by (() - (yv))\nend\nGet Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n set [yv v] to [0]\n if <(yv) < [0]> then\n set [can jump v] to [1]\n end\n Get Collisions\n if <(Gravity) = [1]> then\n change [y v] by (() - ((yv) / ([abs v] of (yv) )))\n end\n if <(Gravity) = [2]> then\n change [x v] by (() - ((yv) / ([abs v] of (yv) )))\n end\n if <(Gravity) = [3]> then\n change [y v] by ((yv) / ([abs v] of (yv) ))\n end\n if <(Gravity) = [4]> then\n change [x v] by ((yv) / ([abs v] of (yv) ))\n end\nend\n\ndefine Get Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <((x) + (25)) > (item (i) of [level v])> then\n change [i v] by (1)\n if <((y) + (25)) > (item (i) of [level v])> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (x)> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (y)> then\n change [i v] by (-4)\n add (item (i) of [level v]) to [collisions v]\n change [i v] by (4)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (4)\nend\n\nset [mode v] to [2]\n\nwhen I receive [die2 v]\nstop [other scripts in sprite v]\ndiee\nbroadcast (level editor v)\n\ndefine diee\nset [yv v] to [0]\nset [gravity v] to [1]\npoint in direction (90)\nrepeat (3)\n render\n set pen color to (#fe853d)\n Draw Rect from (x) (y) to ((x) + (25)) ((y) + (25)) edit? <>\n wait (0.1) seconds\n set pen color to (#ffb9b9)\n Draw Rect from (x) (y) to ((x) + (25)) ((y) + (25)) edit? <>\n wait (0.1) seconds\nend\nrepeat until <<(round (x)) = [0]> and <(round (y)) = [0]>>\n set [dir v] to [90]\n set [yv v] to [0]\n change [camera x v] by (((x) - (Camera X)) / (3))\n change [camera y v] by (((y) - (Camera Y)) / (3))\n change [x v] by (((0) - (x)) / (8))\n change [y v] by (((0) - (y)) / (8))\n render\nend\nclear sound effects\n\nwhen I receive [level editor v]\nset [level v] to [1]\nwait until <not <mouse down?>>\nif <(editor?) = [0]> then\n switch costume to (costume3 v)\n set size to (5000) %\n switch costume to (costume2 v)\n hide\n point in direction (90)\n Create Level (level)\n set [camera x v] to [0]\n set [camera y v] to [0]\n set [gravity v] to [1]\n set [x v] to [0]\n set [y v] to [0]\n set [yv v] to [0]\n set [mode v] to [1]\n set [edit type v] to [1]\n show list [save code v]\n set [editor? v] to [1]\nend\nforever\n render\n if <(Mode) = [1]> then\n if <(mouse y) < [75]> then\n point in direction (90)\n Edit\n end\n else\n physics\n end\n broadcast (level editor tick v)\nend\n\ndefine render\ngo to x: (0) y: (0)\nset [pen x v] to [0]\nset [pen y v] to [0]\npen up\nerase all\nset pen size to (5)\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n if <(item (i) of [level v]) = [1]> then\n set pen color to (#11b900)\n end\n if <(item (i) of [level v]) = [2]> then\n set pen color to (#ab0000)\n end\n if <(item (i) of [level v]) = [3]> then\n set pen color to (#009dff)\n end\n if <(item (i) of [level v]) = [4]> then\n set pen color to (#ffd000)\n end\n if <<(item (i) of [level v]) > [4]> and <(item (i) of [level v]) < [9]>> then\n set pen color to (#fa00ff)\n if <(item (i) of [level v]) = [5]> then\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) <>\n pen down\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n end\n if <(item (i) of [level v]) = [6]> then\n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) <>\n pen down\n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n end\n if <(item (i) of [level v]) = [7]> then\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) <>\n pen down\n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n end\n if <(item (i) of [level v]) = [8]> then\n Go To ((item ((i) + (1)) of [level v]) + (15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) <>\n pen down\n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (2)) of [level v]) + (15)) \n Go To ((item ((i) + (3)) of [level v]) + (-15)) (((item ((i) + (2)) of [level v]) + (item ((i) + (4)) of [level v])) / (2)) \n Go To (((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v])) / (2)) ((item ((i) + (4)) of [level v]) + (-15)) \n end\n end\n change [i v] by (1)\n Draw Rect from ((item (i) of [level v]) - (-5)) ((item ((i) + (1)) of [level v]) - (-5)) to ((item ((i) + (2)) of [level v]) + (-5)) ((item ((i) + (3)) of [level v]) + (-5)) edit? <<(Mode) = [1]> and <(Edit Type) = [10]>>\n change [i v] by (4)\nend\nset pen color to (#fe863d)\nDraw Rect from (x) (y) to ((x) + (25)) ((y) + (25)) edit? <>\nset pen color to (#ffffff)\nDraw Rect from [-240] [-180] to [4560] [3420] edit? <>\n\nwhen I receive [level editor resume v]\nforever\n render\n if <(Mode) = [1]> then\n Edit\n else\n physics\n end\n broadcast (level editor tick v)\nend\n\nwhen I receive [load v]\nwait until <not <mouse down?>>\nask [Enter Save Code:] and wait\nif <not <(answer) = []>> then\n Load (answer)\nend\n\nwhen I receive [menu v]\nerase all\nset [test v] to [1]\nwait until <not <mouse down?>>\nstop [other scripts in sprite v]\n\nset [test v] to [0]\n\nwhen flag clicked\nset [editor? v] to [0]\n\nwhen flag clicked\nshow list [save code v]\n\nwhen flag clicked\nset [__pause v] to [0]\n\ndefine Create Level (level)\ndelete all of [level v]\nAdd Block [1] from [-50] [-50] to [50] [-25]\n\ndefine Add Block (type) from (x) (y) to (x2) (y2)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (x2) to [level v]\nadd (y2) to [level v]\n\ndefine Draw Rect from (x1) (y1) to (x2) (y2) edit? <edit?>\npen up\nGo To (x1) (y1) <>\npen down\nGo To (x2) (y1) <>\nGo To (x2) (y2) <>\nGo To (x1) (y2) <>\nGo To (x1) (y1) <>\npen up\nif <edit?> then\n set pen color to (#cecece)\n set pen (transparency v) to (25)\n set pen size to (12)\n Go To (x1) (y1) <>\n pen down\n pen up\n Go To (x2) (y2) <>\n pen down\n pen up\n set pen size to (5)\nend\n\ndefine Move Y by (yv)\nset [can jump v] to [0]\nif <(Gravity) = [1]> then\n change [y v] by (yv)\nend\nif <(Gravity) = [2]> then\n change [x v] by (yv)\nend\nif <(Gravity) = [3]> then\n change [y v] by (() - (yv))\nend\nif <(Gravity) = [4]> then\n change [x v] by (() - (yv))\nend\nGet Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n set [yv v] to [0]\n if <(yv) < [0]> then\n set [can jump v] to [1]\n end\n Get Collisions\n if <(Gravity) = [1]> then\n change [y v] by (() - ((yv) / ([abs v] of (yv) )))\n end\n if <(Gravity) = [2]> then\n change [x v] by (() - ((yv) / ([abs v] of (yv) )))\n end\n if <(Gravity) = [3]> then\n change [y v] by ((yv) / ([abs v] of (yv) ))\n end\n if <(Gravity) = [4]> then\n change [x v] by ((yv) / ([abs v] of (yv) ))\n end\nend\n\ndefine Get Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n if <((x) + (25)) > (item (i) of [level v])> then\n change [i v] by (1)\n if <((y) + (25)) > (item (i) of [level v])> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (x)> then\n change [i v] by (1)\n if <(item (i) of [level v]) > (y)> then\n change [i v] by (-4)\n add (item (i) of [level v]) to [collisions v]\n change [i v] by (4)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (-1)\n end\n change [i v] by (4)\nend\n\ndefine Win\nset [gravity v] to [1]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [yv v] to [0]\npoint in direction (90)\nset [win v] to [1]\nbroadcast (tick->win v)\n\ndefine Go To (x) (y) <diagonal>\nif <diagonal> then\n pen up\nend\nChange X by (((x) - (Camera X)) - (pen x))\nChange Y by (((y) - (Camera Y)) - (pen y))\nif <diagonal> then\n set [new x v] to (x position)\n set [new y v] to (y position)\n Change X by (() - (((x) - (Camera X)) - (pen x)))\n Change Y by (() - (((y) - (Camera Y)) - (pen y)))\n pen down\n go to x: (new x) y: (new y)\nend\nset [pen x v] to ((x) - (Camera X))\nset [pen y v] to ((y) - (Camera Y))\n\ndefine Change Y by (y)\nturn left (90) degrees\nmove (y) steps\nturn right (90) degrees\n\ndefine Change X by (x)\nmove (x) steps\n\n@fps\n\nwhen flag clicked\nset [fps temp v] to [0]\nforever\n change [fps temp v] by (1)\n if <(timer) > [1]> then\n set [fps v] to (fps temp)\n set [fps temp v] to [0]\n reset timer\n end\n wait (0) seconds\nend\n\nwhen flag clicked\nset [__pause v] to [0]\n\n | Introducing... The Rotating Platformer!\n(A 04tmoody and I8D collab)\n\n30 levels of absolute challenge as you switch gravity and spin around!\n\nArrow keys to move, of course.\nPress Space to Access The Pause Menu\n\nAll levels are possible, though many are difficult.\n\nGood Luck!\n\nFirst 3 levels were made by me, the other 27 by various people using the editor. Thank You everyone who helped!\n\nShare Levels At the Forum:\nhttps://scratch.mit.edu/discuss/topic/353858/\n\nPhysics and rendering coding by me.\nRotating effect by I8D, along with the menu, and endscreen.\nLevel Editor by me, with the block selection options improved by I8D.\n\nMusic from Megaman X\nThe game is 100% pen. |
BlueOS Platformer [Beta] | @Stage\n\nwhen flag clicked\nbroadcast (Blue Platformer v)\n\n@platformer\n\nwhen flag clicked\nerase all\nhide\n\ndefine Render\nset pen size to (5)\npen up\nerase all\nDraw Grid\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n set [# v] to (item ((i) - (1)) of [level v])\n if <(#) < [4]> then\n if <(Color) = [2]> then\n change [# v] by (1)\n if <(#) = [4]> then\n set [# v] to [1]\n end\n end\n if <(Color) = [3]> then\n change [# v] by (-1)\n if <(#) = [0]> then\n set [# v] to [3]\n end\n end\n end\n if <(#) = [1]> then\n set pen color to (#0099f9)\n if <(Color) = [2]> then\n set pen color to (#948fd6)\n end\n if <(Color) = [3]> then\n set pen color to (#dcb9e9)\n end\n Draw Rect from (item (i) of [level v]) (item ((i) + (1)) of [level v]) to (item ((i) + (2)) of [level v]) (item ((i) + (3)) of [level v])\n end\n if <(#) = [2]> then\n set pen color to (#ddb9e9)\n if <(Color) = [2]> then\n set pen color to (#0099f9)\n end\n if <(Color) = [3]> then\n set pen color to (#948fd6)\n end\n if <[25] > ((ticks) mod (50))> then\n Draw Rect from (item (i) of [level v]) (item ((i) + (1)) of [level v]) to (item ((i) + (2)) of [level v]) (((item ((i) + (3)) of [level v]) + (((ticks) mod (50)) / (2))) - (12))\n else\n Draw Rect from (item (i) of [level v]) (item ((i) + (1)) of [level v]) to (item ((i) + (2)) of [level v]) (((item ((i) + (3)) of [level v]) + (((50) - ((ticks) mod (50))) / (2))) - (12))\n end\n end\n if <(#) = [3]> then\n set pen color to (#948fd6)\n if <(Color) = [2]> then\n set pen color to (#ddb9e9)\n end\n if <(Color) = [3]> then\n set pen color to (#0099f9)\n end\n Draw Rect from (item (i) of [level v]) (item ((i) + (1)) of [level v]) to (item ((i) + (2)) of [level v]) (item ((i) + (3)) of [level v])\n Draw Rect from ((item (i) of [level v]) + (pick random (8) to (12))) ((item ((i) + (1)) of [level v]) + (pick random (8) to (12))) to ((item ((i) + (2)) of [level v]) - (pick random (8) to (12))) ((item ((i) + (3)) of [level v]) - (pick random (8) to (12)))\n end\n if <(#) = [4]> then\n set pen color to (#000000)\n Draw Rect from ((item (i) of [level v]) + (10)) (item ((i) + (1)) of [level v]) to ((item ((i) + (2)) of [level v]) - (10)) (item ((i) + (3)) of [level v])\n Draw Rect from (item (i) of [level v]) ((item ((i) + (1)) of [level v]) + (10)) to (item ((i) + (2)) of [level v]) ((item ((i) + (3)) of [level v]) - (10))\n end\n if <(#) = [5]> then\n set pen color to (#ffffff)\n Draw Rect from ((item (i) of [level v]) + (10)) (item ((i) + (1)) of [level v]) to ((item ((i) + (2)) of [level v]) - (10)) (item ((i) + (3)) of [level v])\n Draw Rect from (item (i) of [level v]) ((item ((i) + (1)) of [level v]) + (10)) to (item ((i) + (2)) of [level v]) ((item ((i) + (3)) of [level v]) - (10))\n end\n change [i v] by (4)\nend\nset [i v] to [1]\nset pen color to (#4abdf6)\nDraw Rect from ((Player X) + (5)) ((Player Y) + (5)) to (((Player X) + (Player Width)) - (5)) (((Player Y) + (Player Height)) - (5))\n\ndefine Add Block (type) from (x1) (y1) to (x2) (y2)\nadd (type) to [level v]\nadd (x1) to [level v]\nadd (y1) to [level v]\nadd (x2) to [level v]\nadd (y2) to [level v]\n\ndefine Load Level (level)\ndelete all of [level v]\nif <(level) = [1]> then\n Level 1\nend\nif <(level) = [2]> then\n Level 2\nend\nif <(level) = [3]> then\n Level 3\nend\nif <(level) = [4]> then\n Level 4\nend\nif <(level) = [5]> then\n Level 5\nend\nif <(length of [level v]) = [0]> then\n Level 4\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\n\ndefine Physics 1\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [player xv v] by (-4)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [player xv v] by (4)\nend\nset [player xv v] to ((Player Xv) * (0.7))\nChange Player X by (round (Player Xv))\nchange [player yv v] by (-1)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> and <(in air?) = [0]>> then\n set [player yv v] to [15]\nend\nif <[collisions v] contains [3]?> then\n set [player yv v] to [20]\nend\nif <(Player Yv) < [-25]> then\n set [player yv v] to [-25]\nend\nChange Player Y by (round (Player Yv))\nif <[collisions v] contains [4]?> then\n set [color v] to [2]\nend\nif <[collisions v] contains [5]?> then\n set [color v] to [3]\nend\nif <<(Player Y) < ((-180) - (Player Height))> or <[collisions v] contains [2]?>> then\n Reset\nend\nif <(Goal) < (Player X)> then\n change [level v] by (1)\n Reset\nend\nAdjust Camera\n\ndefine Change Player X by (xv)\nchange [player x v] by (xv)\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n set [player xv v] to [0]\n change [player x v] by (() - (([abs v] of (xv) ) / (xv)))\n Update Collisions\nend\n\ndefine Update Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n if <<(item ((i) + (3)) of [level v]) > (Player X)> and <(item ((i) + (1)) of [level v]) < ((Player X) + (Player Width))>> then\n if <<(item ((i) + (4)) of [level v]) > (Player Y)> and <(item ((i) + (2)) of [level v]) < ((Player Y) + (Player Height))>> then\n if <<(Color) = [1]> or <[3] < (item (i) of [level v])>> then\n add (item (i) of [level v]) to [collisions v]\n end\n if <not <[3] < (item (i) of [level v])>> then\n if <(Color) = [2]> then\n if <((item (i) of [level v]) + (1)) = [4]> then\n add [1] to [collisions v]\n else\n add ((item (i) of [level v]) + (1)) to [collisions v]\n end\n end\n if <(Color) = [3]> then\n if <((item (i) of [level v]) + (-1)) = [0]> then\n add [3] to [collisions v]\n else\n add ((item (i) of [level v]) + (-1)) to [collisions v]\n end\n end\n end\n end\n end\n change [i v] by (5)\nend\n\ndefine Change Player Y by (yv)\nset [in air? v] to [1]\nchange [player y v] by (yv)\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n if <(yv) < [0]> then\n set [in air? v] to [0]\n end\n set [player yv v] to [0]\n change [player y v] by (() - (([abs v] of (yv) ) / (yv)))\n Update Collisions\nend\n\ndefine Reset\nLoad Level (Level)\nset [color v] to [1]\nset [ticks v] to [0]\nset [player x v] to [0]\nset [player y v] to [-10]\nset [player width v] to [40]\nset [player height v] to [40]\nset [player xv v] to [0]\nset [player yv v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [in air? v] to [1]\n\ndefine Adjust Camera\nset [camera x v] to (Player X)\nchange [camera y v] by (round (((Player Y) - (Camera Y)) / (4)))\nif <(Camera X) < [0]> then\n set [camera x v] to [0]\nend\nif <(Camera Y) < [0]> then\n set [camera y v] to [0]\nend\nif <(Goal) < ((Camera X) + (240))> then\n set [camera x v] to ((Goal) - (240))\nend\n\ndefine Draw Rect from (x1) (y1) to (x2) (y2)\nGo To (x1) (y1)\npen down\nGo To (x2) (y1)\nGo To (x2) (y2)\nGo To (x1) (y2)\nGo To (x1) (y1)\npen up\n\ndefine Draw Grid\nset pen color to (#313133)\ngo to x: (((-240) - (((Camera X) * (0.5)) mod (40))) + (() mod (40))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - (((Camera Y) * (0.5)) mod (40))) + (() mod (40)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\nwhen I receive [blue platformer v]\nset [level v] to [1]\nReset\nforever\n Render\n Physics 1\n change [ticks v] by (1)\nend\n\ndefine Level 1\nset [goal v] to [1200]\nAdd Block [1] from [-50] [-75] to [50] [-25]\nAdd Block [2] from [55] [-75] to [195] [-50]\nAdd Block [1] from [200] [-75] to [350] [-25]\nAdd Block [1] from [250] [100] to [350] [130]\nAdd Block [3] from [355] [-75] to [450] [-50]\nAdd Block [1] from [450] [100] to [500] [180]\nAdd Block [1] from [510] [150] to [600] [250]\nAdd Block [2] from [605] [150] to [695] [225]\nAdd Block [1] from [700] [150] to [790] [250]\nAdd Block [1] from [800] [-180] to [850] [180]\nAdd Block [1] from [510] [100] to [790] [140]\nAdd Block [3] from [855] [-180] to [950] [-140]\nAdd Block [2] from [955] [-180] to [995] [-50]\nAdd Block [1] from [1000] [-180] to [1200] [-140]\n\ndefine Level 2\nset [goal v] to [900]\nAdd Block [1] from [-50] [-50] to [50] [-25]\nAdd Block [1] from [60] [-50] to [90] [50]\nAdd Block [2] from [100] [-50] to [250] [40]\nAdd Block [1] from [260] [-50] to [300] [60]\nAdd Block [3] from [310] [-50] to [360] [70]\nAdd Block [1] from [370] [-50] to [390] [60]\nAdd Block [2] from [400] [-50] to [650] [40]\nAdd Block [1] from [660] [-50] to [900] [-25]\n\ndefine Level 3\nset [goal v] to [800]\nAdd Block [1] from [-50] [-50] to [50] [-25]\nAdd Block [1] from [175] [0] to [250] [25]\nAdd Block [1] from [450] [-180] to [475] [25]\nAdd Block [2] from [480] [-180] to [680] [0]\nAdd Block [1] from [685] [-180] to [800] [25]\n\ndefine Level 4\nset [goal v] to [900]\nAdd Block [1] from [-50] [-75] to [175] [-25]\nAdd Block [2] from [200] [-180] to [900] [-150]\nAdd Block [1] from [275] [-75] to [400] [-25]\nAdd Block [3] from [405] [-75] to [500] [-40]\nAdd Block [1] from [505] [-75] to [700] [-40]\nAdd Block [2] from [710] [-75] to [735] [300]\nAdd Block [5] from [600] [50] to [650] [100]\n\ndefine Level 5\nset [goal v] to [1000]\nAdd Block [2] from [-250] [-50] to [-150] [-25]\nAdd Block [2] from [-250] [150] to [-150] [175]\nAdd Block [2] from [-250] [350] to [-150] [375]\nAdd Block [3] from [-145] [350] to [2000] [375]\nAdd Block [5] from [-125] [50] to [-75] [100]\nAdd Block [1] from [-50] [-50] to [45] [-25]\nAdd Block [2] from [50] [-50] to [75] [100]\nAdd Block [2] from [80] [-50] to [170] [-25]\nAdd Block [3] from [175] [-50] to [200] [100]\nAdd Block [2] from [205] [-50] to [295] [-25]\nAdd Block [3] from [300] [-50] to [500] [-30]\nAdd Block [2] from [505] [-50] to [555] [-25]\nAdd Block [4] from [505] [75] to [555] [125]\n\n | Work In Progress of a 1-sprite pen platformer for BlueOS\n\nArrow Keys to move (or WASD).\nOn mobile, tap left/right/top of the screen to move.\n\nBlue means ground\nRising pink means lava\nVibrating purple means bounce pad\nWhite changes blue to bouncy, pink to ground, and purple to lava.\n\nGet to the right to win\n\nWhat do you guys think? |
Lost in the Snowstorm || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat (10000)\n play sound [Eisflöte von PanKey Heike v] until done\nend\n\nwhen I receive [next evel v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xv v] by (0.75)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [xv v] by (-0.75)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> 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 (base v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (base v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\n end\n if <(x position) > [230]> then\n broadcast (next evel v)\n end\n if <touching (danger v)?> then\n go to x: (-177) y: (-100)\n end\n if <touching (super speed v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\n end\n if <touching (bouncy trampoline v)?> then\n set [yv v] to [18]\n end\n if <(y position) < [-175]> then\n hide\n wait (1) seconds\n go to x: (-177) y: (-100)\n show\n end\n if <key (space v) pressed?> then\n broadcast (next evel v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nhide\nwait (2) seconds\nshow\n\nwhen I receive [next evel v]\ngo to x: (-177) y: (-100)\n\nwhen flag clicked\ngo to x: (-177) y: (-100)\n\n@Base\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next evel v]\nnext costume\n\n@Danger\n\nwhen I receive [next evel v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Super speed\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next evel v]\nnext costume\n\n@Bouncy trampoline\n\nwhen I receive [next evel v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <not <<(backdrop [number v]) = [12]> or <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (pick random (50) to (70)) %\ngo to x: (pick random (-200) to (240)) y: (200)\nshow\nrepeat until <<[-180] > (y position)> or <(x position) < [-300]>>\n change x by ((size) * (-0.02))\n change y by ((size) * (-0.1))\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nwait (2.5) seconds\nshow\ngo to [front v] layer\nset size to (200) %\nset [ghost v] effect to (0)\ngo to x: (-550) y: (0)\nrepeat (40)\n change x by (((0) - (x position)) / (10))\nend\nrepeat (40)\n change x by ((((200) - (x position)) / (10)) * (-1))\n change [ghost v] effect by (2.5)\nend\nhide\nnext costume\n\nwhen I receive [next evel v]\nshow\ngo to [front v] layer\nset size to (200) %\nset [ghost v] effect to (0)\ngo to x: (-550) y: (0)\nrepeat (40)\n change x by (((0) - (x position)) / (10))\nend\nrepeat (40)\n change x by ((((200) - (x position)) / (10)) * (-1))\n change [ghost v] effect by (2.5)\nend\nhide\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n | Ice Cuby got lost in a snowstorm! \nCan you help him to find his home and get through the 15 levels?\nGood Luck!!!\nMobileFriendly!!!\nInstructions:\n-Play with Arrow Keys or WASD or Tap and Drag\n-Skip Levels with Space Bar (Every level is possible)\n-Love and favourite to make me happy:)\n-Have fun!\n |
Little or no Light | Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen flag clicked\nforever\n if <key (l v) pressed?> then\n show variable [level v]\n else\n hide variable [level v]\n end\nend\n\n@Character\n\nwhen flag clicked\ngo to x: (-220) y: (0)\nset [x-vel v] to [0]\nset [y-vel v] to [0]\nset [dash v] to [0]\n\ndefine Options: Wall jump (wall) Double jump (double) Wall friction (friction) Dash (dash) Ground pound (stomp) Speed (0.5-3) (speed) Dash cool-down (secs) (cool-down)\nset [<dash> v] to (dash)\nset [<double jump> v] to (double)\nset [<stomp> v] to (stomp)\nset [<wall friction> v] to (friction)\nset [<wall jump> v] to (wall)\nset [|speed| v] to (speed)\nset [|dash cool-down| v] to (cool-down)\n\ndefine Scripts\nif <not <(round (X-vel)) = [0]>> then\n set [.x-vel v] to (X-vel)\nend\nif <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(<stomp>) = [true]>>> and <not <(ground?) = [yes]>>> then\n set [stomp v] to [1]\n if <(dash) > [-1]> then\n set [dash v] to [-1]\n end\nend\nif <(ground?) = [yes]> then\n set [stomp v] to [0]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<(jump) = [1]> and <(<double jump>) = [true]>>> then\n if <(dash) > [-1]> then\n set [dash v] to [-1]\n end\n set [y-vel v] to [12]\n set [jump v] to [1.5]\nend\nif <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(jump) = [0.5]>> then\n set [jump v] to [1]\nend\nif <<key (space v) pressed?> and <<(dash) < ((1) - (round ((|dash cool-down|) * (30))))> and <(<dash>) = [true]>>> then\n set [allow dash? v] to [yes]\n if <[0] < (X-vel)> then\n switch costume to (right v)\n change x by (10)\n if <touching (ground v)?> then\n set [allow dash? v] to [no]\n end\n change x by (-10)\n else\n switch costume to (left v)\n change x by (-10)\n if <touching (ground v)?> then\n set [allow dash? v] to [no]\n end\n change x by (10)\n end\n if <(Allow Dash?) = [yes]> then\n if <(Wall Touching) = [L]> then\n set [.x-vel v] to [1]\n else\n if <(Wall Touching) = [R]> then\n set [.x-vel v] to [-1]\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [.x-vel v] to [-1]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [.x-vel v] to [1]\n end\n end\n end\n set [dash v] to [15]\n end\nend\nchange [dash v] by (-1)\nif <(dash) < [0]> then\n set [x-vel v] to ((X-vel) * ((0.6) + (([sqrt v] of (|speed|) ) / (7))))\n if <(Y-vel) > [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y-vel v] by (-0.9)\n else\n change [y-vel v] by (-2)\n end\n else\n change [y-vel v] by (-1.3)\n set [y-vel v] to ((Y-vel) * (0.96))\n end\n if <([abs v] of (X-vel) ) > [15]> then\n set [x-vel v] to ((([abs v] of (X-vel) ) / (X-vel)) * (15))\n end\nelse\n set [x-vel v] to ((([abs v] of (.x-vel) ) / (.x-vel)) * (12))\n set [y-vel v] to [0]\nend\nif <(stomp) = [1]> then\n set [y-vel v] to [-30]\nend\nchange x by (X-vel)\nchange y by (Y-vel)\nset rotation style [don't rotate v]\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x-vel v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x-vel v] by (1.5)\nend\nswitch costume to (down v)\nif <touching (ground v)?> then\n set [ground? v] to [yes]\n set [y-vel v] to [0]\n set [jump v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y-vel v] to [12]\n set [jump v] to [0.5]\n end\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n change y by (-1)\nelse\n set [ground? v] to [no]\n if <(jump) = [0]> then\n set [jump v] to [0.5]\n end\nend\nswitch costume to (up v)\nif <touching (ground v)?> then\n if <[0] < (dash)> then\n set [dash v] to [0]\n end\n if <<not <(Y-vel) = [10]>> or <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y-vel v] to [0]\n end\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n end\nend\nset [wall touching v] to [N]\nswitch costume to (left v)\nif <<[-1] < (dash)> and <[0] > (X-vel)>> then\n change x by (-10)\nend\nif <touching (ground v)?> then\n set [wall touching v] to [L]\n if <(<wall friction>) = [true]> then\n if <(Y-vel) < [0]> then\n set [y-vel v] to ((Y-vel) * (0.7))\n end\n end\n if <<(jump) > [0.8]> and <(<wall jump>) = [true]>> then\n set [jump v] to [0]\n end\n if <[0] < (dash)> then\n set [dash v] to [0]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> and <(<wall jump>) = [true]>> then\n set [y-vel v] to [10]\n set [x-vel v] to [8]\n end\n if <[-1] < (dash)> then\n set [x-vel v] to [-5]\n else\n if <(X-vel) < [0]> then\n set [x-vel v] to [0]\n end\n end\n repeat until <not <touching (ground v)?>>\n change x by (1)\n end\n change x by (-1)\nend\nif <<[-1] < (dash)> and <[0] > (X-vel)>> then\n change x by (10)\nend\nswitch costume to (right v)\nif <<[-1] < (dash)> and <(X-vel) > [0]>> then\n change x by (10)\nend\nif <touching (ground v)?> then\n set [wall touching v] to [R]\n if <(<wall friction>) = [true]> then\n if <(Y-vel) < [0]> then\n set [y-vel v] to ((Y-vel) * (0.7))\n end\n end\n if <<(jump) > [0.8]> and <(<wall jump>) = [true]>> then\n set [jump v] to [0]\n end\n if <[0] < (dash)> then\n set [dash v] to [0]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <(<wall jump>) = [true]>> then\n set [y-vel v] to [10]\n set [x-vel v] to [-8]\n end\n if <[-1] < (dash)> then\n set [x-vel v] to [5]\n else\n if <[0] < (X-vel)> then\n set [x-vel v] to [0]\n end\n end\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n end\n change x by (1)\nend\nif <<[-1] < (dash)> and <(X-vel) > [0]>> then\n change x by (-10)\nend\nset rotation style [all around v]\nswitch costume to (costume v)\nbroadcast (Move v)\n\nwhen flag clicked\nset [dash available? v] to [false]\nOptions: Wall jump [true] Double jump [false] Wall friction [true] Dash [false] Ground pound [false] Speed (0.5-3) [1] Dash cool-down (secs) [1]\nbroadcast (Move v) and wait\nforever\n if <<(y position) < [-179]> or <<touching (hazards v)?> or <<key (r v) pressed?> or >>> then\n set [pitch v] effect to (pick random (0) to (30))\n start sound [Death v]\n go to x: (-220) y: (0)\n change [☁ global deaths v] by (1)\n set [x-vel v] to [0]\n set [y-vel v] to [0]\n wait (0.05) seconds\n end\n if <(x position) > [239]> then\n broadcast (Change Level v) and wait\n end\n Scripts\nend\n\nwhen I receive [change level v]\nchange [level v] by (1)\ngo to x: (-220) y: (0)\n\nwhen I receive [change level v]\nif <(Level) = [12]> then\n Options: Wall jump [true] Double jump [false] Wall friction [true] Dash [true] Ground pound [false] Speed (0.5-3) [1] Dash cool-down (secs) [1]\nend\n\nwhen I receive [change level v]\nif <(Level) = [22]> then\n Options: Wall jump [true] Double jump [true] Wall friction [true] Dash [true] Ground pound [false] Speed (0.5-3) [1] Dash cool-down (secs) [1]\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Hazards\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Background\n\nwhen I receive [change level v]\ngo to x: (0) y: (0)\nswitch costume to (pick random (1) to (6))\npoint in direction (pick random (-90) to (90))\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (pick random (1) to (6))\npoint in direction (pick random (-90) to (90))\n\n@Dark\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nset [ghost v] effect to (10)\nforever\n go to (character v)\nend\n\n@Story\n\nwhen flag clicked\nset size to (101) %\nset [brightness v] effect to (100)\ngo to x: (-98) y: (20)\nswitch costume to (Level)\nwait until <(Level) = [2]>\ngo to x: (24) y: (48)\nwait until <(Level) = [3]>\ngo to x: (-98) y: (90)\nwait until <(Level) = [5]>\ngo to x: (-44) y: (29)\nwait until <(Level) = [9]>\ngo to x: (-44) y: (29)\nwait until <(Level) = [12]>\ngo to x: (-98) y: (20)\nwait until <(Level) = [16]>\ngo to x: (0) y: (0)\nwait until <(Level) = [17]>\ngo to x: (-134) y: (69)\nwait until <(Level) = [18]>\ngo to x: (-119) y: (-4)\nwait until <(Level) = [22]>\ngo to x: (0) y: (-50)\n\nwhen flag clicked\nforever\n set [ghost v] effect to ((distance to [character v]) / (1.5))\n switch costume to (Level)\nend\n\n@Static\n\nwhen flag clicked\nset size to (120) %\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (96)\nforever\n wait (0.001) seconds\n next costume\nend\n\n@Saws\n\nwhen I receive [change level v]\nif <(Level) = [9]> then\n set size to (140) %\n go to x: (0) y: (-56)\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n set size to (140) %\n go to x: (6) y: (-50)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (6) y: (63)\n create clone of (_myself_ v)\nend\nif <(Level) = [15]> then\n set size to (140) %\n go to x: (-72) y: (-25)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (116) y: (-23)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set size to (140) %\n go to x: (-72) y: (-40)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (116) y: (-40)\n create clone of (_myself_ v)\nend\nif <(Level) = [17]> then\n set size to (140) %\n go to x: (71) y: (91)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (71) y: (9)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (71) y: (-73)\n create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n set size to (140) %\n go to x: (-16) y: (-55)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (161) y: (-14)\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n set size to (140) %\n go to x: (90) y: (-35)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (90) y: (72)\n create clone of (_myself_ v)\nend\nif <(Level) = [21]> then\n set size to (140) %\n go to x: (-39) y: (83)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (-39) y: (-5)\n create clone of (_myself_ v)\nend\nif <(Level) = [23]> then\n set size to (140) %\n go to x: (-8) y: (126)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (-8) y: (44)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (-8) y: (-38)\n create clone of (_myself_ v)\nend\nif <(Level) = [24]> then\n set size to (140) %\n go to x: (-7) y: (89)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (-7) y: (-29)\n create clone of (_myself_ v)\nend\nif <(Level) = [25]> then\n set size to (140) %\n go to x: (-118) y: (4)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (-33) y: (4)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (52) y: (4)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (205) y: (-24)\n create clone of (_myself_ v)\n set size to (140) %\n go to x: (117) y: (-166)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (50) layers\nhide\n\nwhen I start as a clone\ngo [backward v] (50) layers\nset [level thing v] to (Level)\nswitch costume to (still v)\nshow\nforever\n if <(level thing) = (Level)> then\n turn right (15) degrees\n else\n delete this clone\n end\nend\n\nwhen I receive [change level v]\ndelete this clone\n\n@black\n\nwhen I receive [change level v]\nif <(Level) > [24]> then\n show\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n stop [all v]\nend\n\nwhen flag clicked\nhide\n\nswitch costume to (cover v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n |
Subsets and Splits